Warhammer Lizardman Template
(Generated 25 times)Namelist | None |
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Tags | |
Rank | Novice |
Race | Lizardman |
Cult rank | None |
Notes | Cold Blooded Saurus are immune to non-magical cold effects and gain a bonus to resist magical cold. They also have a penalty to resist heat-based attacks. Disease Immunity Immune to all mundane Diseases Formidable Natural Weapon Can parry weapons without taking damage. Swimmer Gain 1 grade easier for swimming can hold breath longer. No penalty for underwater fighting Unarmed Champion When fighting unarmed you may follow up an attack with a bite for 1 action point Harden Scales Lizard men have 3ap Natural Armour Killer Instinct You may reroll one attack every round if you fail. Jungle Warfare All survival track and stealth skills are one grade easier also no movement penalty is added. Regeneration Saurus regains a small amount of hit points at the start of each of their turns 1d2 for minor wounds only. This regeneration can be temporarily halted by fire or acid damage and serious or major wounds Mundane Cannot Wield Magic Chaos Hunter Able to Resist Chaos effects 1 grade easier |
Creator | locky09 |
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Standard skills
Athletics | STR+DEX+4d10+15 | Boating | STR+CON+4d10 | Brawn | STR+SIZ+4d10+15 |
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Conceal | DEX+POW+4d10 | Dance | DEX+CHA+4d10 | Deceit | INT+CHA+4d10 |
Endurance | CON+CON+4d10+15 | Evade | DEX+DEX+4d10+15 | First Aid | DEX+INT+4d10 |
Influence | CHA+CHA+4d10 | Insight | INT+POW+4d10 | Locale | INT+INT+4d10 |
Perception | INT+POW+4d10 | Ride | DEX+POW+4d10+15 | Sing | CHA+POW+4d10 |
Stealth | DEX+INT+4d10 | Swim | STR+CON+4d10+15 | Unarmed | STR+DEX+4d10+15 |
Willpower | POW+POW+4d10 |
Professional skills
Acrobatics | STR+DEX+4d10+15 | Healing | INT+POW+4d10 | Navigation | INT+POW+4d10+15 |
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Streetwise | POW+CHA+4d10+15 | Survival | CON+POW+4d10+15 | Track | INT+CON+4d10+15 |
Combat styles
Primary Combat Style | STR+DEX+4d10+15 |
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Weapon options
1-handed weaponsAmount: 0 |
2-handed weaponsAmount: 0 |
Ranged weaponsAmount: 0 |
ShieldsAmount: 0 |