Nerylos G'raf'blak | |
Aliases: | Nery |
Age: | 28 |
Hair: | Long, Black, and Thin |
Skin: | Black, Silver, Crimson |
Eyes: | Red |
Height: | 6'0 |
Weight: | 190 |
Race: | Beastfolk |
Subtype: | XI-Coatl/Night Peeper |
Class: | Ranger-4 Duskblade-3 Rogue-2 |
Alignment: | Chaotic Neutral |
Deity: | Cipactli |
Level: | 9 |
Experience: | 36,016 |
Hit Points: | 86/86 |
Gold: | 17,743.7 |
Current Status: | Active |
Played by Nerylos |
- Description
- Stats & Combat
- Skills
- Feats
- Class Abilities
- Companion
- Equipment
- Magic Items
- Spells
- Adventures
- Questionnaire
Gallery
Current Appearance
Nerylos is a well-muscled, six foot tall Lizardfolk. Unlike many of his kin, he does not take a typical appearance, but is instead the product of inter-species breeding. A majority of his body is covered in black amphibian skin, and like that of the frogfolk, he has no tail. This, however, is where his lineage with the frogfolk ends. His face has a war-like, human appearance, with strong, thick bones and black iguana-like scales for skin, topped off by a patch of long, thin white hair, which he wears in a cluster of braids studded with tribal beads. His eyes are reptilian and burn with a changing-colored infernal fire with a double set of eye-lids, and his mouth is wide and filled with amber glass-like hooked teeth, with iguana auditory sensory on his thick neck. The scales from his face grow larger as they go down his back, turning red at the nape, cross the top of his shoulders and go down the outside of his arms over the elbows, ending on the backs of his iguana-taloned hands, then widen out at the lower back, wrapping around to the front at the groin where they continue down the front of his legs where they cease atop his human-like feet. Perhaps his most perturbing features are the large dinosaur-like armor-bone and quill clusteres protruding from the skin in places. His collar bone, shoulders, spine, elbows, and knees, as well as inch wide band where his hips sit closest to his skin, knuckles and toes all give way to reptilian armor-bone. His chest, despite being covered in amphibian skin, appears humanoid, including a pair of speckled tan nipples, although he has no belly button.
Due to his strange physique and bony protrusions, he has had to find alternate ways of further armoring himself as to the ways of norm. Because normal armor clashes with his natural defenses, he has instead decided to augment that very aspect of himself, as cultural heritage dictates for those with such bony protrusions. By working with armorsmiths and paying a little extra, the Lizardfolk have devised an ingenious way of getting around this hurtle. Using a drill and a willing body piercer, they drill dozens, sometimes hundreds of small holes in the bony protrusions. They then have said armorsmith make them a custom suit of armor - typically mail- that covers the unarmored portions of their body via attaching itself to the piercings in their bone.
Nerylos is currently wearing a suit of oily black Mithril Chain (shirt variety). It appears from a distance that the suit may actually be a part of him, but in fact it is not. Closer examination or closer proximity reveals it's his outer layer of armor. The suit has been worked in a double layer, the lower of them being the chainmail itself, and the upper being a layer of decorative(?) scale to cover the chain beneath. Many of the scales have been further tooled, baring strange runes inlaid with tiny rivulets of gold while others have waves, trees, and blood-drops dusted with the faintest traces of sapphire, emerald ruby powder, respectively.
Atop his head, a pair of very old looking Leather-wrapped mithril goggles reside. Strange runes are etched on them in a hexagrammic pattern where the Mithril is visible, and within the lenses themselves is a small myriad of strange clockwork devices. A level on the side allows them to be activated, and once has been done so faint whirring and clicking noises can be heard coming from inside the device.
The Longbow he carries, almost always in his hands, has been polished to a matte black, presumably by ash, and adorned with small bits of bone along the risers. Set into the nock a lethally cold-looking gemstone has been places, occasionally flaring in the air with the magical essence of falling snow.
His neck is protected by an elaborate metal gorget (Amulet of Tears) with an inch and a half tall round gemstone-like object set over the larnyx. Upon closer inspection, the gem is revealed to not be a gem at all, but some sort of strange magical artifact. Inside one sees an almost impossibly small representation of a swamp. Murky water fills the lower half of the object, upon which floats a small island of mud. From the mud a single tree grows, no more than half an inch tall, and for all intents and purposes appears to be some sort of swamp tree, just reaching maturity, complete with spanish moss and all. If one watches long enough, they could swear they see something moving in the murk beneath the small island.
His back is host to his pack - consisting of an Efficient Quiver on the right and Bag of Holding on the left, riding in tandem, strapped across his chest his neck by a complex series of thongs of lizard design under his armor. On the side of the bag a sheath has been worked into the design, allowing the storing of a single medium-sized blade, from which the stocky hilt of a heavy, double sided bush knife protrudes, wrapped in leather.
At his waist an elaborate leather trophy belt (healing belt) rests just above the bony protrusions of his hips, from which dangle relics of slain foes. The belt itself is studded with with what look like pea-sized crushed emeralds. Among the trophies one can spot the claw of an Owlbear, a Goblin and Orc ear, a cog stamped with the mark of a Derugar forge, tusks of an Ettin, the end of a Skum's tail, Teeth from an Iron Warhound and the disgusting withered Toe of an Athach.
Stats |
STR | DEX | CON | INT | WIS | CHA | |
Score | 16 | 22 | 14 | 16 | 12 | 10 |
Bonus | +3 | +6 | +2 | +3 | +1 | +0 |
Score | - | - | - | - | - | - |
Bonus | - | - | - | - | - | - |
Combat |
Initiative | +5 | BaB | +8 | Grapple | +10 |
Least Crystal of Arrow Deflection - Chain Shirt - +2 AC to Ranged Attacks |
Defense | Ttl | Bonuses | Save | Ttl | Bonuses | |
AC | 26/27 | +4 Natural +6 Armor + 6 Dex +1 Buckler | Fortitude | +8 | +6 Class +2 Con | |
Flat | 20/21 | +4 Natural +6 Armor +1 Buckler | Reflex | +14 | +8 Class +6 Dex | |
Touch | 16 | +6 Dex | Will | +4 | +3 Class +1 Wis |
Least Crystal of Life Drinking - Rapier - Heals 1 HP on Successful Damage |
Lesser Crystal of Energy Assault - Bow - 1d6 Cold Damage on Successful Hit |
Offense | Attack | Damage | Type | CritRng | CritDmg | Range |
Composite Longbow +2 (+2 Str) | +15/+10 | Ammo+4+Crystal | Piercing | Ammo | Ammo+3 | 110 ft. |
Longsword +1 | +13/+8 | 1d8+4 | Slashing | 19-20/x2 | 2*d8+4 | Melee |
Masterwork Rapier | +12/+7 | 1d6+3 | Slashing | 18-20/x2 | 2*d6+3 | Melee |
Bushknife | +11/+6 | 1d6+3 | Slashing | 19-20/x2 | 2*d6+3 | Melee |
Sap | +11/+6 | 1d6+3 | Bludgeoning | x2 | 2d6+6 | Melee |
Ammo | Special Properties | Qty | Quivered |
Ironshod Arrow | 1d10 19-20/x3 | x24 | x24 |
Sleep Arrow | Makes Damage Nonlethal | x6 | x6 |
Fire Arrow | 1d4 /x2 + 1d6 Fire | x26 | x9 |
Holy Arrow | 1d4 /x2 + 2d4 Holy | x14 | x11 |
Acid Arrow | 1d4 /x2 + 1d6 Acid | x31 | x11 |
Ironshod, Cold Iron | 1d10 19-20/x3 | x20 | x0 |
Ironshod, Achlemical Silver | 1d10 19-20/x3 | x20 | x0 |
Hallow Arrow | Can be Filled. | x0 | - |
Ranger | Lv1 |
DC | 12 |
Spells | 1 |
Duskblade | Lv0 | Lv1 |
DC | 12 | 13 |
Spells | 3 | 3 |
C | U | Skills | Rnk | Abi | Syn | Msc | Mag | Ttl |
C | U | Climb (Str) | + 3 | + 3 | + 0 | + 0 | + 0 | + 6 |
C | U | Jump (Str) | + 3 | + 3 | + 0 | + 2 | + 0 | + 8 |
C | U | Swim (Str) | + 3 | + 3 | + 0 | + 2 | + 0 | + 8 |
- | U | Balance (Dex) | + 0 | + 6 | + 0 | + 0 | + 0 | + 6 |
- | U | Escape Artist (Dex) | + 6 | + 0 | + 0 | + 0 | + 0 | + 6 |
C | U | Hide (Dex) | + 8 | + 6 | + 0 | + 2 | + 0 | + 16 |
C | U | Move Silently (Dex) | + 8 | + 6 | + 0 | + 0 | + 0 | + 14 |
C | - | Open Lock (Dex) | + 5 | + 6 | + 0 | + 2 | + 0 | + 13 |
- | U | Ride (Dex) | + 0 | + 6 | + 0 | + 0 | + 0 | + 8 |
- | - | Sleight of Hand (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Tumble (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
C | U | Use Rope (Dex) | + 2 | + 6 | + 0 | + 0 | + 0 | + 8 |
C | U | Concentration (Con) | + 2 | + 2 | + 0 | + 0 | + 0 | + 4 |
C | U | Appraise (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
C | U | Craft (Int) | + 8 | + 3 | + 0 | + 0 | + 0 | + 11 |
- | - | Decipher Script (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
C | - | Disable Device (Int) | + 8 | + 3 | + 0 | + 2 | + 0 | + 13 |
C | U | Forgery (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
C | - | Knowledge (Int) | + 4 | + 3 | + 0 | + 0 | + 0 | + 7 |
C | U | Search (Int) | + 7 | + 3 | + 0 | + 2 | + 5 | + 12/17 |
- | - | Spellcraft (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
C | U | Heal (Wis) | + 3 | +1 | + 0 | + 0 | + 0 | + 4 |
C | U | Listen (Wis) | + 4 | +1 | + 0 | + 0 | + 0 | + 5 |
C | - | Profession (Wis) | + 0 | +1 | + 0 | + 0 | + 0 | + 1 |
- | U | Sense Motive (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
C | U | Spot (Wis) | + 6 | +1 | + 0 | + 2 | + 0 | + 9 |
C | U | Survival (Wis) | + 8 | +1 | + 0 | + 0 | + 0 | + 9 |
- | U | Bluff (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Diplomacy (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Disguise (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Gather Information (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
C | - | Handle Animal (Cha) | + 6 | + 0 | + 0 | + 4 | + 0 | + 6/+10 |
- | U | Intimidate (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Perform (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Use Magic Device (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Speak Language | + 0 |
Ranger Skill Points | 32+8+8+8+4+4+10+10=84 |
-U = usable untrained
-C = class skill
Craft | Knowledge | Profession |
Longbow | Nature, Local | - |
Languages - Common, Parseltongue, Abyssal, Literacy
Ranger | Track: Ability to track people and animals in almost any terrain. |
Level 1 | Point Blank Shot: +1 Bonus to Shooting Under 30 feet. |
Ranger | Rapid Shot: Can shoot twice a turn at -2 to hit. |
Ranger | Endurance: Saves against killing self from over-exertion. |
Level 3 | Precise Shot: Removes penalty for shooting into combat. |
Duskblade | Combat Casting: +4 to concentration check to casting defensively. |
Level 6 | Demonic Skin: +1 Natural armor, additional +1 per 2 Abyssal Heritor feats. |
Rep 1 | Eyes of the Abyss: Darkvision out to 30 feet. +1 to Search and Spot for every Abyssal Heritor feat. |
Level 9 | Feat: Desciption |
Level 12 | Feat: Desciption |
Level 15 | Feat: Desciption |
Level 18 | Feat: Desciption |
Ranger 4
Favored Enemy:
Arcanists
Do not pick a favoured enemy normally, instead gain favoured enemy 'arcanists.' Functions as favoured enemy, but applies to -anything- that can cast arcane spells/invocations. Originally from Complete Mage.
Wild Empathy:
Can Improve attitude of Animals.
Fighting Style (Longbow):
Can fire two arrows per round.
Duskblade 3
Arcane Attunement: You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.
Armored Mage: Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields.
Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.
Arcane Channeling: Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Rogue 2
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Skarl is a massive wolf of riding dog stature. Standing at a staggering 4 and a half feet tall, he's over 7 feet from head to tail. In combat he wears a specially tailored suit of buckskin, further reinforcing his form from attacks. He is also outfitted with a pair of saddlebags, allowing him to carry up to 5 cubic feet worth the items. In the case of larger loads, Nerylos has a Pack Saddle to allow the wolf to carry anything up to 300 lbs. Skarl can drag a staggering 1500 lbs.
20/20 HP
Immunity to Magic Missiles - 0/101 damage absorbed |
STR | DEX | CON | INT | WIS | CHA |
15 | 15 | 15 | 2 | 12 | 6 |
+2 | +2 | +2 | -4 | +1 | -2 |
Initiative | +2 | BaB | +1 | Graple | +3 |
Defense | Ttl | Bonuses | Save | Ttl | Bonuses | |
AC | 19 | +2 Dex +4 Nat +3 Armor | Fortitude | +5 | +2 Con | |
Flat | 15 | +2 Dex +3 Armor | Reflex | +5 | +2 Dex | |
Touch | 14 | +4 Nat | Will | +1 | +1 Wis |
Conditional offense modifier Here |
Offense | Attack | Damage | Type | CritRng | CritDmg | Range |
Bite | +3 | 1d6+3 | All | 20/x2 | 2d6+6 | Melee |
Protective Item | AC | Type | MD | ACP | SF | Move | Notes |
Buckskin Barding | +3 | Light Armor | +6 | - | 10% | 40' | 15 lbs. |
Skills | Rnk | Abi | Syn | Msc | Mag | Ttl |
Hide(Dex) | + 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
Jump | + 6 | + 2 | + 0 | + 0 | + 0 | + 8 |
Listen (Wis) | + 4 | + 1 | + 0 | + 0 | + 0 | + 5 |
Move Silently (Dex) | + 0 | + 2 | + 0 | + 0 | + 0 | + 2 |
Spot (Wis) | + 4 | + 1 | + 0 | + 0 | + 0 | + 5 |
Survival (Wis) | + 0 | + 1 | + 4 | + 0 | + 0 | + 1/+5 |
Swim | + 2 | + 2 | + 0 | + 0+ | + 0 | + 5 |
Item | Weight | Qty | Cost |
Buckskin Barding | 15 lbs. | - | 150 gp |
Saddlebags | 8 lbs. | - | 4gp |
Total | 23 lbs | - | - |
Feats:
Track - +4 Racial to Survival to track by scent.
Special Qualities
Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Extra trick spent to train to attack anything.
Down (DC 15): The animal backs down from a fight on your command.
Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Special Attacks:
Trip - On successful attack, can make free trip attempt with no touch attack.
Offense | Attack | Damage | Type | CritRng | CritDmg | Range |
Composite Longbow +1 (+2 Str) | +14/+9 | Ammo+3+1d6c | Piercing | Ammo | Ammo+3 | 110 ft. |
Masterwork Rapier | +11/+6 | 1d6+3 | Slashing | 18-20/x2 | 2*d6+3 | Melee |
Bushknife | +10/+5 | 1d6+3 | Slashing | 19-20/x2 | 2*d6+3 | Melee |
Sap | +10/+5 | 1d6+3 | Bludgeoning | x2 | 2d6+6 | Melee |
Protective Item | AC | Type | MD | ACP | SF | Move | Notes |
Mithril Chain Shirt +1 | +5 | Light Armor | +6 | - | 10% | 30' | 10 lbs. |
Masterwork Dastana | +1 | - | - | - | 5% | - | 5 lbs. |
Darkwood Buckler | +1 | Shield | - | - | 5% | - | 2.5 lbs. |
Slot | Item | Description |
Head | Item Here | Description Here |
Face | Item Here | Description Here |
Neck | Amulet of Tears | Temp HP |
Shoulders | Item Here | Armor |
Torso | Chain Shirt | Description Here |
Arms | Dastana | Dastana + Buckler |
Hands | Item Here | Description Here |
Right Ring | Item Here | Description Here |
Left Ring | Signet Ring | Description Here |
Waist | Healing Belt | Charges/day for Healing |
Feet | Item Here | Description Here |
Pack | Backpack | Holds Stuff |
Item | Weight | Qty | Cost | In Bag |
Bag of Holding I | 15 lbs. | - | 2500 gp | - |
Potion of CLW | .1 lbs. | x8 | 50 gp | X |
Potion of PfE | .1 lbs. | x4 | 50 gp | X |
Potion of SoF +2 | .1 lbs. | x1 | 50 gp | X |
Potion of SoF +3 | .1 lbs. | x1 | 300 gp | X |
Potion of PfA 10/Magic | .1 lbs. | x1 | 300 gp | X |
Chaos Gem | - | x1 | 750 gp | X |
Magic Bedroll | 6 lbs. | - | 500 gp | X |
Block and Tackle | 5 lbs. | - | 5 gp | X |
Map Case | .5 lbs. | - | 1 gp | X |
Pack Saddle | 15 lbs. | - | 5 gp | X |
Fishhook | - | x3 | 3 sp | - |
Mstrwrk Artisan's Tools | 5 lbs. | - | 55 gp | X |
Flint and Steel | - | - | 1 gp | - |
Sunrod | 1 lbs. | x2 | 4 gp | - |
Healing Belt | 1 lbs. | - | 750 gp | - |
Manacles | 2 lbs. | - | 15 gp | X |
Everlasting Trail Rations | 2 lbs. | - | 350 gp | X |
Wyvern Salami | .85 lbs | - | 5 gp | X |
Silk Rope | 5 lbs. | 100 ft. | 20 gp | X |
Sealing Wax | - | - | 1 gp | X |
Sewing Needle | - | - | 5 sp | - |
Signet Ring | - | - | 5 gp | - |
Waterskin | 4 lbs. | x2 | 1 gp | X |
Explorer's Outfit | 8 lbs. | - | 8 gp | - |
Tindertwig | - | x4 | 4 gp | - |
Amulet of Tears | - | - | 2300 gp | - |
Composite Bow +1 (+2 Str) | 3 lbs. | - | 2800 gp | - |
Efficient Quiver | 2 lbs. | - | 1800 gp | - |
Hallow Arrow | .15 lbs. | x10 | 1.25 gp | - |
Ironshod Arrow | 1 lbs. | x12 | .5 gp | X |
Ironshod Arrow | 1 lbs. | x40 | .5 gp | - |
Fire Arrow | .65 lbs. | x3 | 20 gp | - |
Holy Arrow | .65 lbs. | x2 | 25 gp | - |
Acid Arrow | .65 lbs. | x13 | 10 gp | - |
Bushknife | 4 lbs | - | 10 gp | X |
Masterwork Rapier | 2 lbs. | - | 320 gp | X |
Mithril Chain Shirt +1 | 10 lbs. | - | 2200 gp | - |
Masterwork Dastana | 5 lbs. | - | 263 gp | - |
Darkwood Buckler | 2.5 lbs. | - | 205 gp | - |
Brooch of Shielding | - | - | 1500 gp | - |
Goggles of Minute Seeing +2 Int | - | - | 5250 gp | - |
Lesser Energy Assault | - | - | 3000 gp | - |
Least Life Drinking | - | - | 400 gp | - |
Least Arrow Deflection | - | - | 500 gp | - |
- | - | - | - | - |
Total Carried | 48.4 lbs. | - | - | - |
Weight BoHI | 33.0 +Arrows | - | - | - |
Uncarried |
11 Wyvern Steaks in Arcadia |
68 Cured Wyvern Steaks in a Barrel |
62 Wyvern Salamis |
Brooch of Shielding: This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb magic missiles of the sort generated by spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.
Activation: -. Aura: Faint DC 16 abjuration. 1500 gp.
Amulet of Tears: A spiral of pearl teardrops circles a colorless crystal on a silver chain. The amulet has 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants temp HP for 10 minutes, and don't stack with any other form of temporary HP. 1 charge: 12 HP, 2 charges: 18 HP, 3 charges: 24 HP.
Activation: Swift (command). Aura: Faint DC 17 enchantment. 2300 gp.
Efficient Quiver: This appears to be a typical arrow container capable of holding about twenty arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to sixty objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to eighteen objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as six objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can produce any item she wishes, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it.
Activation: -. Aura: Moderate DC 19 conjuration. 1800 gp.
Healing Belt: A broad leather belt with three moonstones. +2 on Heal checks. 3 Charges, renewing at dawn. Spending charges allows the character to heal it's self. 1 Charge: 2d8, 2 Charges: 3d8, 3 Charges: 4d8.
Activation: - and Standard (command). Aura: Faint, DC 16 conjuration. 750 gp.
Blueshined Mithrimist Shirt: An exquisite suit of armor, black as the nights sky. Up to seven times a day can be activated to give 20% concealment to the wearer. Lasts for 1 minute, but only for that square. Immune to acid and rust, +2 competence to hide checks.
Activation: Swift (Mental). Aura: Moderate DC 18 conjuration. 6600 gp.
Goggles of Minute Seeing +2 Intelligence: The lenses of this item are made of special crystal. When placed over the eyes of the wearer, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Search checks to find secret doors, traps, and similar concealed objects. Both lenses must be worn for the magic to be effective.
Activation: -. Aura: Faint DC 16 divination. 5,250 gp.
Class Spells
Duskblade:
- Acid Splash: 1d3 Acid Damage. Ranged Touch No Save.
- Touch of Fatigue: Touch spell to fatigue target.
- Dancing Lights: Various light effects.
- Ghost Sound: Creates distractions.
- Resist Energy: Gain Resistance 10 to Acid, Fire, Cold, Sonic or Electricity Damage
- True Strike: +20 on your next attack roll.
- Ray of Enfeeblement: Strength damage in a RTA.
- Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Ranger:
- Accelerated Movement: Balance, Climb or Move Silently at normal speed with no penalty on skill check.
- Alarm: Wards an area for 2 hours/level.
- Animal Messenger: Sends a Tiny animal to a specific place.
- Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
- Aspect of the Wolf: You change into a wolf and gain some of its abilities.
- Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round.
- Bloodhound: You gain an immediate retry if you fail a Survival check while tracking.
- Branch to Branch: You gain +10 competence bonus on Climb checks in trees and can brachiate through forests.
- Calm Animals: Calms (2d4 + level) HD of animals.
- Camouflage: Grants +10 bonus on Hide checks.
- Charm Animal: Makes one animal your friend.
- Claws of the Bear: Your hands become weapons that deal 1d8 damage.
- Climb Walls: Touched creature gains increased climbing ability.
- Crabwalk: Touched creature gains bonus while charging.
- Dawn: Sleeping/unconscious creatures in area awaken.
- Deep Breath: Your lungs are filled with air.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Detect Animals or Plants: Detects kinds of animals or plants.
- Detect Favored Enemy: You know if favored enemies are within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Detect Snares and Pits: Reveals natural or primitive traps.
- Easy Trail: You make a temporary trail through any kind of undergrowth.
- Embrace the Wild: You gain an animal's senses for 10 minutes/level.
- Endure Elements: Exist comfortably in hot or cold environments.
- Enrage Animal: Animal rages like barbarian, not fatigued.
- Entangle: Plants entangle everyone in 40-ft.-radius circle.
- Eyes of the Avoral: Subject gets +8 bonus on Spot checks.
- Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
- Hawkeye: Increase range increments by 50%, +5 on Spot checks.
- Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (Healing) spells.
- Hide from Animals: Animals can’t perceive one subject/level.
- Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
- Hunters Mercy: Your next hit with a bow is automatically a critical hit.
- Instant Search: Make Search check at +2 as a free action.
- Jump: Subject gets bonus on Jump checks.
- Lay of the Land: You gain an overview of the geography around you.
- Lightfoot: Your move does not provoke attacks of opportunity for 1 round.
- Living Prints: You perceive tracks as if they had just been made.
- Longstrider: Increases your speed.
- Low-Light Vision: See twice as far as a human in poor illumination.
- Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
- Marked Object: You gain bonus to track a specific being.
- Naturewatch: As deathwatch, but on animals and plants.
- Omen of Peril: You know how dangerous the future will be.
- Pass without Trace: One subject/level leaves no tracks.
- Primal Hunter: Gain a +5 bonus on Climb, Jump and Swim Checks.
- Rams Might: Gain +2 to Strength and your unarmed attacks deal normal damage.
- Rapid Burrowing: +20 ft. to subject's burrow speed.
- Read Magic: Read scrolls and spellbooks.
- Remove Scent: Hides touched creature's scent.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
- Rhinos Rush: Next charge deals double damage.
- Scent: Grants the Scent special ability.
- Silvered Claws: One creature's natural attacks are treated as silvered weapons.
- Smell of Fear: Subject's aroma attracts animal attacks.
- Snipers Shot: No range limit on next sneak attack.
- Snowshoes: Subject walks easily on ice and snow.
- Speak with Animals: You can communicate with animals.
- Stalking Brand: Subject marked with symbol you can see despite disguises.
- Summon Nature’s Ally I: Calls animal to fight for you.
- Surefoot: +10 bonus on Balance, Climb, Jump, and Tumble checks.
- Surefooted Stride: You can move over rubble as easily as you can open ground.
- Towering Oak: +10 bonus to Intimidate checks.
- Travelers Mount: Creature moves faster but can't attack.
- Vine Strike: You can sneak attack plant creatures for 1 round.
- Wings of the Sea: +30 ft to subject's swim speed.
- Woodwisp Arrow: Arrow can go through wooden objects.
Shadows in the Wood - Hunting down Therafim's low-level bandits and watching a Bearzerker wrestle an Owlbear.
Goblins in the Goo - Gibbering greenskins and man-eating water.
Mark of the Fiend - Deurgar made Clockroaches invade Avalon's Halfling Quarter.
Wicked Witch - "Liberal Arts" meet GKJ, god help Gids if the RIAA ever comes after him.
Dinner for Two - A hungry Ettin attempts to eat three nekkid women before meeting a heavily perforated death.
When The Wicked Walk - A group of terrible fish-things attack an Inn to exact their stinking revenge.
The Princess Has Horns - Racing to save a damsel in distress, only to find the 'Princess' is a damn crossdresser. Made friends with some sort of Royals from the north?
Sandy and the Giant - Watching an Athach masturbate is NC-17, yes? Cause it made me feel sick. And made the barbeque sauce I was snacking on seem disgusting. The smell of it started to nauseate me. Thank god it didn't manage to jizz on anyone. But watching a Giant use a living spell ooze as a thrown weapon is fun anyday.
The Lock Box - Lizards arrive to raze a village shortly after we made a mysterious delivery. Whatever the reason everyone got killed, the cleric likely still has the item that caused it.
One Last Riddle - …
Blobs From Beyond - Return of the man-eating water. Also, holycrap, that friggin' thing corrupted me.
Three Stouts Tavern And Provisions - A pair of Evil Githyanki take over a tavern, requiring certain adventurers to 'liberate' their property.
Have You Seen It - Crashing through the woods, getting trampled by an Elephant, buzzsawed by Tree-Mining Constructs and then destroyed by a Super-powerful Undead working in concert with the Koarti. It kicked our asses.
A.
1. General Description:
Nerylos is a well-muscled, six foot tall Lizardfolk. Unlike many of his kin, he does not take a typical appearance, but is instead the product of inter-species breeding. A majority of his body is covered in black amphibian skin, and like that of the frogfolk, he has no tail. This, however, is where his lineage with the frogfolk ends. His face has a war-like, human appearance, with strong, thick bones and black iguana-like scales for skin, topped off by a patch of long, thin white hair, which he wears in a cluster of braids studded with tribal beads. His eyes are reptilian and red with a double set of eye-lids, and his mouth is wide and filled with amber glass-like hooked teeth, with iguana auditory sensory on his thick neck. The scales from his face grow larger as they go down his back, turning red at the nape, cross the top of his shoulders and go down the outside of his arms over the elbows, ending on the backs of his iguana-taloned hands, then widen out at the lower back, wrapping around to the front at the groin where they continue down the front of his legs where they cease atop his human-like feet. Perhaps his most perturbing features are the large dinosaur-like armor-bone and quill clusteres protruding from the skin in places. His collar bone, shoulders, spine, elbows, and knees, as well as inch wide band where his hips sit closest to his skin, knuckles and toes all give way to reptilian armor-bone. His chest, despite being covered in amphibian skin, appears humanoid, including a pair of speckled tan nipples, although he has no belly button.
Due to his strange physique and bony protrusions, he has had to find alternate ways of further armoring himself as to the ways of norm. Because normal armor clashes with his natural defenses, he has instead decided to augment that very aspecct of himself, as cultural heritage dictates for those with such bony protrusions. By working with armorsmiths and paying a little extra, the Lizardfolk have devised an ingenious way of getting around this hurtle. Using a drill and a willing body piercer, they drill dozens, sometimes hundreds of small holes in the bony protrusions. They then have said armorsmith make them a custom suit of armor - typically mail- that covers the unarmored portions of their body via attaching itself to the piercings in their bone.
Nerylos is currently wearing a suit of mundane chainmail in such a fashion.
His neck is protected by an elaborate metal gorget (Amulet of Tears) with an inch and a half tall round gemstone-like object set over the larnyx. Upon closer inspection, the gem is revealed to not be a gem at all, but some sort of strange magical artifact. Inside one sees an almost impossibly small representation of a swamp. Murky water fills the lower half of the object, upon which floats a small island of mud. From the mud a single tree grows, no more than half an inch tall, and for all intents and purposes appears to be some sort of swamp tree, just reaching maturity, complete with spanish moss and all. If one watches long enough, they could swear they see something moving in the murk beneath the small island.
His back is host to his pack - consisting of an Efficient Quiver on the right and Bag of Holding on the left, riding in tandem, strapped across his chest his neck by a complex series of thongs of lizard design under his armor. On the side of the bag a sheath has been worked into the design, allowing the storing of a single medium-sized blade, from which the stocky hilt of a heavy, double sided bush knife protrudes, wrapped in leather.
At his waist an elaborate leather trophy belt (healing belt) rests just above the bony protrusions of his hips, from which dangle relics of slain foes. The belt itself is studded with with what look like pea-sized crushed emeralds. Among the trophies one can spot the claw of an Owlbear, a Goblin and Orc ear, a cog stamped with the mark of a Derugar forge, tusks of an Ettin, the end of a Skum's tail, Teeth from an Iron Warhound and the disgusting withered Toe of an Athach.
2. Details:
Should anyone ever get close enough and be able to discern them as not a natural product of coloration, Nerylos has a number of very small black tattoos, which dot the red scaled portion of his body.
3. Mannerisms:
While common is a known language among the Lizardfolk tribes he once frequented, it was only used to interact with other species, weather that be for war or trade. Not having used to speaking said language on a daily basis, he does not always have the right words for a situation.
B.
1. Birthplace:
Nerylos hatched from an egg in the Xi-Coatl colony of G'Raf, along the muddy shores of Ger'ga'toh swamp.
2. Parents:
Nerylos is the son of Lenuvian Fellily, of Night Peeper and Human ancestry, and Der'san G'raf'Rel, of Xi-Coatl and unknown ancestry. His father was a builder and his mother a warrior. His mother died in a tribe-war three years prior to his exodus to Avalon, and his father has since returned home to his Night Peeper villiage.
3. Siblings:
Apply within.
4. Extended family:
Nerylos knew both his Grandmother and Grandfather and his mother's side, both of whom perished in a tribe war. He has never met his Grandparents on his Father's side. He has several aunts and uncles on both sides of the family, although they are now scattered across other tribes and possibly the world. He doesn't know most of their names.
5. Nerylos had never been close with his parents, even in early life. The cold nature of lizard people and his own detestment of the society in which he lived left little room for emotions and personal attachment.
C.
1. Profession/Class:
Nerylos did not so much serve as an apprentice in the technical terms, as simply grow up to be a 'standard' member of his society, which followed a non-nomadic tribal hunt/gather template. The youngest members of society are charged with learning to gather fruits and cultivate basic crops for the community, as well as hunt small game such as rabbits and panfish. The sooner a member is able to put enough strength into a bow or spear to hunt larger game, they begin accompanying the older members of society is their hunts for such query. Around the age of twenty, a member is usually considered knowledgeable enough to go on the 'death-hunts', which is when a very strange or powerful entity threatens the community, and all combat-capable members are sent out to eliminate it. After successfully returning from a Death-Hunt, a member is then considered a soldier until they are incapable of fighting.
3. Who taught you:
Nerylos had no technical Master, as the society he grew up in did not afford for such things. The society was cruel and warlike, and often, no sooner than one became the leader of a hunting party or Death-Hunt they were wounded by the next terrible creature they encountered. Members of the society were expected to function at the highest standard they could, with the pinnacle of society being combat-abled and fiercest warriors, and the bottom of the barrel being those that cultivate the crops and brewed the ever-needed lizardfolk brews. Due to the noted volatile nature of society, however, people on medical leave from their normal duties were plentiful to fill the lower-caste jobs and teach the younger members of society. Once a members was again capable of performing a higher tier job, they were expected to return to it immediately.
5. Literacy:
In the tribal lizard societies of Ger'ga'toh swamp, being able to read is a matter of life and death. With floating, moving fens and islands, trackless mires and found but not-yet cleaned-out monstrous animal dens being discovered and re-discovered on a daily basis, graffiti is often the only marker one may have to navigate. In fact, most of the tribal swamp region is painted with parsel-tongue glyphs, marking tribal territory and weather the inhabitants are hostile to outsiders, the last known route through a now abandoned trade route, the aforementioned whereabouts of dangerous game, and often larger unstable land masses will have a name attached to them, allowing one to be sure of their whereabouts, should they need to find the same land mass twice.
Due to the corrosive nature of the region on parchment as well as the war-like nature leading to entire villages being burned to the ground overnight, however, most lizardfolk literature of the area is no more than a couple generations old. This usually details natural history, important battles, deeds of heroism, and often most popularly religious writings of views of the time and the known dragon-dieties. Children's books are also known to exist, and serve mostly as a primer to navigating the world around them. In fact, it is often joked that without said books within a couple of generations the masters of the swamps themselves would no longer be able to find their way out. Thus a great deal of importance is placed in making transcripts, and is one of the jobs delegated to those of society currently unable to walk due to grievous wound. Many lizardfolk of the region also have a limited knowledge of common, as many times the news from the outside world only reaches the depths of the swamp in written form, and often letters are the only way for the leaders of society to get messages and orders for supplies to the responsible party outside their territory.
D.
1. Friends:
Childhood friendship is a little known things in the tribes of Ger'ga'toh swamp. The aquatic-derived lizardfolk's young spend the first years of their life in a muddy pond, built by the prospective parents in a community designed specifically for the rearing of lizardfolk children. Upon emerging from the pond, the typical lizardfolk is fully formed and capable of upright movement. Most of one's early life after such a period is dedicated to learning the basics of survival in the cruel landscape, spoken language, and what one need to avoid at all costs. The typical lizard's cold demeanor and war-like nature often leads more to childhood rivalries and wrestling matches than peaceful games and imagination. As such, it is not typical for friendships to develop until adolescence, when hunting becomes a group sport and teaches the basics of teamwork in a hostile environment. Nerylos' first 'friends' were a Crocodilian named Fey'turl, a Chamelion named Jey'lopt, and a Night Peeper named Floyd. As an adult, Nerylos quickly became an outcast from society, pertly because of his hybrid status, and partly self imposed. On his second Death-Hunt, he witnessed the death of his two friends at the time, a Salamander named Skrahhl, and an Iguana named Tr'rael, when an elder member of society refused to intervene, instead letting the ferocious dinosaur they had set out to kill maul them. Nerylos barely escaped, climbing a tree, and soon after left the villiage, beginning the more nomadic period of his time in the swamp.
2. Friends current whereabouts:
After becoming an outcast, Nerylos has no idea what came of his friends Fey'turl, Jey'lopt, and Floyd. At the time of his leaving he was not living in the same villiage as any of them, and has no knowledge of their current whereabouts. He finds the probability of running into them again highly unlikely, unless he himself were to return to the swamp.
3. Best Friend:
Of Nerylos' very few friends, the relationship he valued the most was likely between him and Tr'rael. The two saved each other several times over the years, in the melee of battle often seeming to gravitate towards one another when not even knowing where the other was, seeming to watch the others back by prescience alone. Their most memorable moment together was likely their first Death-Hunt. A particularly nasty one, even by Death-Hunt status, they assisted in tracking down a Beholder, which had made it's way out of some unknown fissure to the Underdark, and begun converting followers and ravaging local communities. Although their role was small, they did aid in tracking the monster until such a time was found the Elder Huntsman could kill it. In fact, they had such fun, they we're waiting with quite a sense of anticipation for the next hunt. Perhaps it's why his death changed Nerylos' outlook on the world so entirely.
4. Qualities in a Friend:
Friends, to the lizards of Ger'ga'toh swamp are no more than able combatants and proven warriors. The leaders of communities are nothing but a close knit sub-tribe of the most able, battle hardened, combat savvy veterans of years in the swamp. The older and larger this ruling class is, the larger the society they tend to command. On a rare occasion, the ruling class becomes so large they command the construction of a massive sunken city. To date, only two such monstrosities are known to exist, and with the ruling class having fractured or died off over the years, various sections are now ruled by several various tribes.
The strive of all young Lizardfolk in Ger'ga'toh swamp is to become part of this class. As such, the definition of a good friend to a Lizardfolk from said region would be an able combatant with the strive to become something nothing short of a warrior-govenor.
5. Love Interests:
None to date. After the death of his friends at the hand of an evil leader, his attention turned away from women and intimacy and became more of a single minded strive to escape the swamp. Now having done so, he isn't quite sure what to do.
E.
1. Religion:
The Lizards of Ger'ga'toh swamp have a limited knowledge of religion, but only as it pertains to the Dragon Gods. Garyx is by far the most popular of them, although the way they regard him is rather questionable. In many Lizardfolk stories of the origin of their species they believe Garyx created their kind, having felt the lizard was a superior creature with regards to other mammals. He is normally called by religious titles, such as 'The All Father' or 'The Maker'. As such, he is believed by the Lizardfolk to be a kind, benevolent being with a heart of cold steel.
Many a time lizard tribes have marched on their rivals, a fanatical cleric with glowing red eyes leading them into holy battle, the cleric proclaiming Garyx would protect them and help them to destroy their enemies. Quite often the fanatical fervor whipped up causes the combatants to fight to the death, even long after it's known what the outcome will be. Whole tribes have vanished into the mist overnight, having marched on a tribe of far greater number and being killed to a soul. Other times, larger tribes cut a bloody swath across the landscape, causing all before them to flee or be slaughtered with no regard or seeming reason for where they're headed or why they would do such, other than feeling Garyx wills it.
When Nerylos emerged from Ger'ga'toh swamp he was shocked to learn the truth about the dragon god his former people had taken as their God-king. He renounced his ties to Garyx, and as such is currently soul seeking, looking for something deeper than hubris and hocus-pokus.
2. Spirituality:
Spirits and the spirit world are a major part of Lizardman beliefs in Ger'ga'toh swamp. Understanding of the cycle of life is tantamount to nothing except for combat prowess and Garyx. The elements are studied a bit less, as the Lizardfolk have a very limited knowledge of the planes, and their world is mostly dominated by water and marshy patches of land, usually illuminated by a few sputtering torches where civilization takes hold. As such, water and fire are definitely held in higher regard to other, lesser elements. Undead are considered nothing short of the work of pure evil. They're hunted and killed with all due haste anytime they wander into Ger'ga'toh, and hated for their resistance to piercing damage, such as that from arrows.
3. Hated Dieties:
Garyx.
4. Moral Code:
Morality is central to Lizardfolk life, and a strict code of personal conduct is always expected to be followed. This may be because of the way the Lizards conduct themselves. Self-regulating and policing, the punishments for most crimes is death. If you steal from someone and are caught, they have the right to kill you, and often do. Murderers are hunted and killed as if they were dangerous prey, often by a posse from the offended villiage. As such, Nerylos is not very interested in pilfering or killing for immoral reasons, as people who do so in Lizard society are usually considered stupid, possibly because of how fast they tend to turn up dead somewhere with a back full of arrows. Lying is also considered morally blunt. As the Lizardfolk political system is dictated by martial prowess and not oratory and all members of society strive to achieve such status, it's considered far more worthwhile to just keep your mouth shut. Also, many times if someone suspects you of lying, they simply attack you and see if they can't thrash you for the slight. As such, bar-room fights are quite common.
Violence as a whole is regarded with the cool, lizard-like calculating precision. All of Lizardman society in Ger'ga'toh swamp is built on the spilt blood of others, weather they be political enemies or the deer shot for dinner. To quote an ancient proverb, a problem you can't solve with violence isn't a problem at all.
Magic in Ger'ga'toh swamp is typically considered a gift from Garyx. While they claim it's a power from above, the fact is it's actually from below. Those with arcane gifts are exclusively sorcerous of the Demonic or Infernal sorcerous subtypes, and about one in fifteen to twenty manifest some sort of power. This advantage is something quite often used with great fervor on the battlefield by those that have the abilities, it often giving them the edge in combat. Due to this, most magic wielders of the lower ranks are regarded in Ger'ga'toh with a great deal of disdain, while those that manage to elevate to the higher positions in society are celebrated, both for their ability to master "The dark gifts of Garyx" and out of fear. Divine magic, although considered a gift from Garyx, finds it's sources are typically a bit more mundane, the secrets typically being passed down from one cleric to the next in written form.
5. Commitment:
Commitment is central to a Lizardfolk's life in Ger'ga'toh. It's believed once you set out on a task you should see it through. As such, Lizardfolk have a predisposition to not trying things they don't already know they can do.
6. Importance:
Power, Fame and Honor are central to a Lizardfolk's life, in attracting a mate and as a career path. Friends rank with these three as well, although they're a bit less important to attracting a mate.
Personal wealth and Family is rather non-important, as self reliance is tantamount, and basic essentials are easily obtainable and expected to be found by all members of society whenever needed.
Knowledge and Religion are much the same thing and rather moot, as they're rather dead ends. In the swamp, there is only so much to know, and most people have all the life beliefs, language and knowledge of religion they'll ever know in a lifetime instilled in them before even reaching adolescence. Religion is typically tacked on to anything a Lizardfolk would normally do, as it's claimed Garyx wills it, making the whole business rather watered down.
Love is possibly the only thing that competes with a Lizardfolk's drive to reach the pinnacle of ruling society.
7. Dreams.
Nerylos rarely has any, although when he does they're rather nightmarish.
8. Attitudes.
Magic, Arcane or Divine, is considered a holy symbol and sign of status. Those that manifest it in any form usually go far in Lizardfolk society, as their newfound abilities give them an edge over those that do not.
Monsters are to be handled with caution, but also killed for the safety of the community.
F.
1. Talents.
While considered normal in the swamp, outsiders may find it quite disturbing. Lizardfolk of Ger'ga'toh are virtually incapable of feeling lost. Perhaps they never are. Perhaps it's so common to be lost in the swamp it's just not regarded as anything to be alarmed about. Regardless, they will never panic, and usually just wander aimlessly or attempt to retrace their steps until they again find familiar surroundings, or find someone to ask.
Nerylos himself is an unnaturally good fisherman. It's common in Lizardfolk society for members to constantly seek, even obsess over the procurement of their favorite food. Always knowing where the fish will be or where the white-tail deer will go to ground is as much a product of careful study as it is a Lizardfolk's voracious appetite. Panfish, Crownfish, Fanged Catfish and Venom-tipped Mudkippers number among the gilled delicacies known to cause Nerylos to pause, cast a line in the water, and catch members of no more than five minutes later.
2. Flaws and Bad Habits.
Again, the manner of Lizardfolk's is called into question. Perhaps the most disturbing feature to some would be the Gelszwan. An ancient device is a staple of Ger'ga'toh society. Attached, typically near the waist, is a leather bag lined with a voracious form of mold. Food is placed inside anytime a Lizard's appetite is smaller than the meal. The mold inside eats other forms of mold that would normally spoil good food, and in the process, attaches itself to any foodstuffs inside. To most this would be most troubling and likely unpalatable, but it just so happens the mold inside the Gelszwan is a Lizardfolk's favorite form of seasoning. When not already in use, many times the bones of a previous meal are placed inside for the mold to feast on and replicate from. The downside of all of this is the odor. To a lizardfolk, it smells sweet and robust. To non-lizardfolk it smells like something dead crawled up something elses ass and vomited flatulence.
3. Enemies.
Nerylos' chief enemy would be the Elder that refused to intervene and he blames for the death of his friends. Her'san is a spined salamander, a fearsome warrior known to have arcane powers. Nerylos has long sought the power and a reason the kill said elder, but never found it. Her'san is far more powerful than Nerylos, and until becoming more powerful, any armed confrontation between the two would probably lead to Nerylos' death, in his opinion.
He also has a severe dislike for the Cleric of Garyx that lead the villiage he was living in at the time to a likely certain death. While not having spent as much time with Fa'ta'er, an Iguanan, bad blood brewed up quickly. In the unlikely event Fa'ta'er survived his genocidal rampage, Nerylos would gladly see him gutted at his own hand, should he be able to take him.
G.
1. Loves.
Since Moving to Avalon, Merylos has found a new food to his liking. Chicken wings – raw. He also has an affinity for raw fresh fish, and lately has taken a liking to the Arcadia's corn-stuffed meatloaf. His favorite drink is Mudwine, a Lizardfolk creation. He finds most other liquors displeasing, and a bit too subtle for his taste, which has increased his desire for Mudwine even more than normal, as it's not readily available in Avalon. He's taken up a sailing job in Avalon's port, and after leaving the swamp found he has an affinity for the sea – as well as the delicacies that can be pulled from it's depths. He loves hunting, it's in his blood, or perhaps Lizardfolk are adrenaline junkies. He's always looking for new forms of excitement and extremism.
2. Hates.
Nerylos has taken up a hearty dislike to Garyx and the society he lived in before leaving. He also dislikes anything large and flying that may try to kill him. Eagles are natural predators of snakes, and the mindset seems to have been instilled in the races of Ger'ga'toh.
3. Fears.
Nerylos' only real fear is of being alone. He doesn't like the feeling, and he doesn't want to be.
H.
1. First encounter with a non-human monster.
Nerylos' first encounter was with a Forest Troll that had set up a den some ways away from the village he was living in. It was not however, an actual Death-hunt, as the Lizards through they were looking for a delectable nest of swamp spiders they had tracked back to their nest. The troll, in fact, was not an ordinary troll, but a Druidic troll, and the spiders were minions of his. Luckily for the Lizards, someone knew of the troll's hate of fire, and as the spiders swarmed to attack them at the Troll's command, the educated Lizardfolk threw his torch into the lair. Screeching, the Troll moved to protect his home, as well as the spider's nests, and allowed the Lizardfolk time to escape. The trolls whereabouts are currently unknown.
2. First time spellcasting.
Nerylos had long been aware that a deep connection with nature could lead to supernatural powers. He had been searching hard, trying to make himself one with nature, when one night, while drinking some Mudwine, he suddenly dropped his glass, and in his anger, transformed his already taloned hands into far more fearsome and deadly looking things (ala Claws of the Bear). Since, he has found what Lizardfolk refer to as his 'Nature Heart', and has taken to experimenting with all of the abilities at his fingertips.
3. Animal companion.
Animal companions are a common thing among the tribes of Ger'ga'toh. Swamp life is hard and dangerous, and many situations arise where masters rely more on their animal's than visa versa. As such, befriending an animal is almost considered a rite of passage. When a member of society feels worthy, he heads out into a less dangerous portion of the swamp alone and performs sacred rites to attract a companion to him. In Nerylos' case, this was after he left Ger'ga'toh.
Snarl is a wolf known to accompany Nerylos. The Canine lives with Nerylos in his apartment in the Arcadia, and can often be seen traveling with him. The wolf, it seems to Nerylos, is curious about what goes on in the city, and seconded itself to him apparently to satisfy some deeper urge inside the beast.
4. Posessions.
Nerylos has several possessions that may seem extraordinary. The first is his Gelszwan. He received it the day he took to work in the fields. Children in the community often fill theirs with sweet berries, candied corn or chewing greens. Another is a set of plans for a Lizardfolk Mudwine Still. On one of his fishing expeditions, the boat made port in Autumn Country, and after a good deal of searching, he managed to find someone with blueprints to build such a contraption. The typical Lizardfolk still is built into a somewhat odd looking houseboat. If the village is ever beset by invaders, the nearby stills simply pull up anchor and escape into the swamp, in search of another village in need of their specific skill set. He carries an exceptionally sharp obsidian knife as well, as is common among the lizard folks, it's usually simply referred to as 'the knife' or 'the tool', as it's the only eating utensil a Lizardfolk may require.
5. General Background.
Nerylos is a natural hunter. His youth and earlier years of adulthood all were spent hunting a variety of creatures through the dense undergrowth and sprawling treetops of his native land, and he now bears that trait in his affinity to taste the flesh of newly met game. Over the years, however, he began to feel himself more and more an outcast in his own home, partly from the human blood in his lineage., but also because of other misgivings of society.
His time as an adventurer began one day when his tribe declared war on a neighboring community, theirs and the neighbor's both under the sway of questionable ethics and leadership. He found himself in the strange position of having no desire to defend his community, and thus, that night as his tribe celebrated and feasted to the coming conflict, he slipped away. Not, of course, before he had emptied the Town Hall's coffer of it's small collection foreign currency.
What became of his Tribe, or weather there even still alive, he has yet to find out. He does, however, always watch his back, lest one of his former ilk catch him off guard, seeking justice for his "misdoings".