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LIZARDMAN SHAMAN

Lizardmen Pic

Identity:  Varies
Side:  Neutral
Climate:  Temperate/Tropical
Terrain:  Swamps & Marshes
Organization:  Tribal
Diet:  Omnivore
Language:  Lizardman tribal dialect

Level:  8
Sex:  Male
Height:  6' 6"
Age:  Varies, but usually old
Training:  +1 Damage with Staff

Powers: 
1. Armour (Type B):  Shield (ADR 25).
2. Body Power (Lizardman Racial Abilities):  Lizard men are semi-aquatic. While they are an air breathing species, they often dwell in underwater caves. They use the caves with air pockets to lair in. All Lizard men share the following abilities:
        a. Body Power (Hold Breath): Can hold its breath 2x longer than normal (Endx2 in turns, unconscious after half that time).
        b. Heightened Senses (Scent): Lizardmen have a keen sense of smell. They can track by scent alone. Make an Int roll per hour (on d20, -1 per hour of trail) or else lose the trail. Detect Hidden and Danger rolls are doubled.
        c. Invulnerability (Scales): 1 Point. In the shaman's old age, its hide isn't as tough as it once was.
        d. Natural Weaponry (Teeth, Claws & Tail): +1 to Hit, +2 Damage. The shaman's teeth and claws are a bit dull and its tail isn't as strong as it once was.
        e. Speed Bonus: +40" swimming
3. Heightened Expertise (Warrior Training):  +4 to hit with morning stars, javelins and longswords.
3. Magical Special Weapon (Staff of the Python):  A 6 ft. long staff of knotted wood. +2 to Hit. HTH+1d6 Damage. Should the shaman throw his staff to the ground, it begins to lengthen and thicken to become a giant constrictor snake (25' long, 300 lbs., HP 6, HTH Dmg 1d8, plus constrict for an additional 2d8 damage/phase. Need strength HTH check to escape). This happpens in one phase and costs one charge. On the following phase, the snake gets to react. Note that the python will return to its owner upon command, or after 14 Turns, which ever happens first. Should the snake form be killed, then the staff will split and become useless.
4. Magical Spells:  It is up to the individual Gamemaster to decide which spells fits their campaign. All spells beyond the first spell cost 1 Inventing Point. The following are just suggestions…
    Blessed Growl
        Casting Time: 1 Phase
        Range: Self
        Duration: As long as the shaman continues to growl…
        PR: 2/phase
    By means of ritual growling, the shaman becomes blessed with special favour from its god, Semuanya. The shaman's enemies are equally cursed by this spell. The shaman and its allies receive a +2 to hit bonus, while all enemies would receive a –2 penalty to their to hit rolls.
    Curse of Semuanya
        Casting Time: 1 Turn
        Range: Touch
        Duration: 1 Week/Level
        PR: 4
    The shaman must touch (i.e. make a successful HTH attack) the target of the spell. A succesful touch means the target must make a Charisma check on d100 or become blind. Semuanya is the primary lizardman god.
    Nature's Touch
        Casting Time: 1 Phase
        Range: Touch
        Duration: Instant
        PR: Special
    The shaman must touch the target for this spell to work (HTH attack). For every point of power spent, this spell can heal either 2 HP or 4 Power. HP damage and Power loss must be paided for separately (i.e. A character who lost 6 HPs and 16 Power would have to spend 7 PR (HPs 3 + Power 4) to heal back to his full capacity).
    Resist Fire
        Casting Time: 2 Phases
        Range: Touch
        Duration: 2 Turns/level
        PR: 3
    When this spell is placed upon a creature by s shaman, the creature's body becomes toughened to withstand intense heat and flames. This spell grants 40 Points of Invulnerability towards any heat or flame based damage and the Adaptation Defense (for free).
    Semuanya's Blessing
        Casting Time: 1 Turn
        Range: Touch
        Duration: 1 Turn/Level
        PR: 5
    This spell bestows a greater blessing, similar to the Blessed Growling spell. The target of this spell receives its level as bonus 'to hit' and damage modifiers for the duration of this spell.
    Serpent's Kiss
        Casting Time: 2 Phases
        Range: Touch
        Duration: 1 Turn/Level
        PR: 6
    This spell causes the target's teeth to become jagged and coated in venom. Treat the target's teeth as an additional Natural Weaponry Power (+5 to Hit and +10 Damage). The target of this spell must make a successful carrier bite (HTH) attack to infect the wound with poison. The poison causes an additional 2 points of damage per turn it is in the wound. The victim must also make an Endurance save on percentage dice or else become fatigued (Power is halved).
    Snake Charm
        Casting Time: 1 Phase
        Range: 18"
        Duration: 1 Hour/Level
        PR: 2
    This spell allows the caster to control twice its HPs worth of reptiles. All reptiles under this spell will respond to the shaman's mental commands. Otherwise treat as the Animal/Plant Control Power.
    Summon Reptiles
        Casting Time: 1 Turn
        Range: 4" radius
        Duration: 1 Turn/Level
        PR: 3
    This spell can summon twice the HPs worth of reptiles. The reptiles will appear 1d4 turns after the spell has been cast, suddenly appearing randomly within the radius of this spell. The reptiles will attack the shaman's opponents to the best of their ability until the command is given to stop, or the spell duration expires, or the reptiles are slain. Summon reptiles can be commanded to perform other feats with the aid of a Snake Charm spell.
5. Weakness (Reduced Strength):  –4 Points of Strength. Old age has robbed the shaman of some of its physical strength. 5. Weapons:  Lizardman warriors are usually armed with either a Morning Star (+2 to Hit, HTH +1d6 Damage), Javelin (Range 13" (Agl), +2 to Hit, HTH +1d4 Damage) or a Longsword (+3 to Hit, HTH +1d6 Damage).

Weight:  170 lbs.
Basic Hits:  4
Agility Mod:  Nil

Strength:  13
Endurance:  14
Agility:  12
Intelligence:  16
Charisma:  18

Reactions from: Good:  -3     Evil:  -3
Hit Mod.: (1.3)(1.4)(1.2)(1.2) =  2.2022
HPs:  7
Damage Mod.:  +2
Accuracy:  +1
Healing Rate:  0.9
Power:  55
Carrying Capacity:  270 lbs.
Basic HTH Damage:  1d6
Movement Rates:  40" ground, 50" swimming
Detect Hidden:  24%
Detect Danger:  32%
Inventing Points:  5.8
Inventing (48%): Various spells (see above)
Knowledge Areas:  Lizardman Tribal Lore & Mysticism/Religion (Lizardman Shamanism)
Training Bonuses: 
        2nd Level:     +1 Intelligence
        3rd Level:     +1 Accuracy with Staff
        4th Level:     +1 Intelligence
        5th Level:     +1 Damage with Staff
        6th Level:     +1 Intelligence
        7th Level:     +1 Accuracy with Staff
        8th Level:     +1 Intelligence
 

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