Poison Dusk Lizardfolk Scout
Male Poison Dusk Lizardfolk Scout 7
NE Small Humanoid (Reptilian)
Low-Light Vision; Listen +10, Spot +10
21 (+5 Dex, +1 Size, +5 Natural), Touch 16, Flat-Footed 16
56 (7 HD)
2 Claws +8 (1d3+2) and Bite +3 (1d3+1) or +1 Longsword
+9 (1d6+3/19-20) and Bite +3 (1d3+1)Ranged +1 Corrosive Shortbow
+12 (1d4+1 plus 1d6 Acid/x3)
Skirmish (+2d6), Poison Use, Point Blank Shot
Dodge, Mobility, Chameleon Skin, Skirmish +2
Combat gear +1 Corrosive Shortbow, +1 Longsword
Str 14, Dex 18, Con 16, Int 12, Wis 14, Cha 10
Hold Breath, Evasion
Dodge, Mobility, Point Blank Shot, Shot on the Run
Balance +14, Climb +8, Escape Artist +9, Hide +21, Jump +17, Knowledge (Dungeoneering) +3, Knowledge (Geography) +4, Knowledge (Nature) +8, Listen +10, Move Silently +13, Search +8, Sense Motive +6, Spot +10, Survival +8, Swim +10, Tumble +14, Use Rope +8
combat gear plus Amulet of Natural Armor +2, Belt of Strength +2/Dexterity +2, Ring of Resistance +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 deals an extra +2 circumstance bonus to AC and 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
Flawless Stride (Ex):
The scout can move through any sort of non-magical terrain that slows movement at her normal speed and without taking damage or suffering any other impairment.