Poison Dusk Lizardfolk Scout
Male Poison Dusk Lizardfolk Scout 5
NE Small Humanoid (Reptilian)
Low-Light Vision; Listen +8, Spot +7
20 (+4 Dex, +1 Size, +4 Natural, +1 Skirmish), Touch 16, Flat-Footed 15
41 (5 HD)
Claws (x2) +7 (1d3+2) and Bite +2 (1d3+1) or
Mwk Small Longsword +8 (1d6+2/19-20) and Bite +2 (1d3+1)Ranged +1 Small Shortbow
+10 (1d4+1/x3) or +11 (1d4+2) if within 30'
Skirmish (+2d6), Poison Use, Point Blank Shot
Dodge, Mobility, Chameleon Skin
Combat gear +1 Small Shortbow
, Mwk Small Longsword
Str 14, Dex 18, Con 16, Int 12, Wis 14, Cha 10
Dodge, Mobility, Point Blank Shot
Balance +13, Climb +7, Escape Artist +8, Hide +19, Jump +17, Knowledge (Dungeoneering) +3, Knowledge (Geography) +4, Knowledge (Nature) +6, Listen +8, Move Silently +10, Search +6, Sense Motive +5, Spot +7, Survival +6, Swim +9, Tumble +11, Use Rope +6
combat gear plus Amulet of Natural Armor +1, Belt of Strength +2
Hold Breath (Ex)
-- A poison dusk lizardfolk can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
-- Poison Dusk Lizardfolk are never at risk when applying poisons to weapons.
-- A scout gets an extra +1 circumstance bonus to AC and deals an extra 2d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
Trackless Step (Ex):
As the druid ability
As the monk ability