Well it took me the last 2 nights But I finaly Think I hammered out my Character sheet. Gimme the word that this is acceptable and Ill Dive in.<br/><br/><br/>About Mowler:<br/>Mowler journyed from his small Tribe long ago in search of adventure, Women and Good Eats, Which to him is often one and the same. He is a wandering nomad, Drifting from place to place in a carefree manner. Doing whatever he pleases, whenever he pleases.<br/><br/>though his Outwardly Appearance is grim, his charm, mannerisms  and harsh jolly Voice (which redeates a gentle hiss now and again) More than make up for it and Generaly put people as ease.<br/><br/>Mowler prefers to trick, sneak or charm his prey<br/>He Will eat Anything that is smaller or weaker than him with no remose, and has a healthy respect for anything Bigger and stronger than he is.<br/><br/>though ruthless, Mowler rarly Eats those he adventures with, viewing it as slightly unprofessional, and expects the same curtousy in return. and He will never turn on those who have earned his Friendship.<br/><br/>Pictures:<br/><a class="postlink" href="https://aryion.com/modules/2/main.php?g2_view=core.DownloadItem&amp;g2_itemId=90670&amp;g2_serialNumber=1">http://aryion.com/modules/2/main.php?g2_view=core.DownloadItem&amp;g2_itemId=90670&amp;g2_serialNumber=1</a><br/><a class="postlink" href="https://aryion.com/modules/2/main.php?g2_view=core.DownloadItem&amp;g2_itemId=90665&amp;g2_serialNumber=1">http://aryion.com/modules/2/main.php?g2_view=core.DownloadItem&amp;g2_itemId=90665&amp;g2_serialNumber=1</a><br/><br/><br/>Mowler<br/>Male Lizard Folk Reptilian Humanoid 2 / Bard 7<br/>Chaotic Neutral (some would say Chaotic Evil)<br/>Representing Gah<br/><br/><br/>Strength 17 (+3)<br/>Dexterity 14 (+2)<br/>Constitution 15 (+2)<br/>Intelligence 11 (+0)<br/>Wisdom 11 (+0)<br/>Charisma 20 (+5)<br/>Size: Medium<br/>Height: 7' 0"<br/>Weight: 260 lb<br/>Skin: Black to brown (savanah monitor)<br/>Eyes: yellow<br/>Hair: None<br/><br/><br/><br/><br/>Total Hit Points: 57<br/><br/>Speed: 30 feet (+10 boots of S and S, speed =  40 feet)<br/><br/>Armor Class: 17 = 10 +2 [dexterity] +5{natural}<br/><br/>Touch AC: 17<br/>Flat-footed: 15<br/>Initiative modifier: +2 = +2 [dexterity]<br/>Fortitude save: +4 = 2 [base] +2 [constitution]<br/>Reflex save: +10 = 8 [base] +2 [dexterity]<br/>Will save: +5 = 5 [base]<br/>Attack (handheld): +9/+4 = 6 [base] +3 [strength]<br/>Attack (unarmed): +9/+4 = 6 [base] +3 [strength]<br/>Attack (missile): +8/+3 = 6 [base] +2 [dexterity]<br/>Grapple check: +13/+8 = 6 [base] +3 [strength] +4 [improved grapple]<br/><br/><br/>Light load: 86 lb. or less<br/>Medium load: 87-173 lb.<br/>Heavy load: 174-260 lb.<br/>Lift over head: 260 lb.<br/>Lift off ground: 520 lb.<br/>Push or drag: 1300 lb<br/><br/><br/><br/>Languages: Common Draconic<br/><br/>claw/claw 1d4+ strength bonus (+3) x2 (multiattack), plus bite at -5 to hit 1d4+half strength bonus (+1)<br/><br/>Armor Spikes 1d6 (+3 str) crit = x2                    ----{all over}<br/><br/>(x3) dagger Dam 1d4(+3 str)  crit = 19-20/ x2          ----{one in glove, one in boot, one on belt near left hip}<br/><br/>Light Crossbow dam 1d8 crit = 19-20/x2                 ----{slung off of left hip}<br/><br/><br/>Sap [1d6 nonlethal, crit x2., 2 lb., light, bludgeoning]---{left hip near dagger}<br/><br/><br/><br/>Feats:<br/><br/>Improved Unarmed Strike<br/>Improved Grapple<br/>Power Attack<br/>Spell Penetration<br/><br/>Traits:<br/><br/>Skinny<br/><br/><br/>Skill Name Key<br/>Ability Skill<br/>Modifier Ability<br/>Modifier Ranks Misc.<br/>Modifier<br/>Appraise Int 0 = +0<br/>Balance Dex* 6 = +2 +4 [lizardfolk]<br/>Bluff Cha 5 = +5<br/>Climb Str* 3 = +3<br/>Concentration Con 12 = +2 +10<br/>Craft_1 Int 0 = +0<br/>Craft_2 Int 0 = +0<br/>Craft_3 Int 0 = +0<br/>Diplomacy Cha 5 = +5<br/>Disguise Cha 5 = +5<br/>Escape Artist Dex* 13 = +2 +10 +1 [skinny] ( +6 vest of escape, EA = 19)<br/>Forgery Int 0 = +0<br/>Gather Information Cha 5 = +5<br/>Heal Wis 0 = +0<br/>Hide Dex* 12 = +2 +10 (+15 if robe is active, hide = 27)<br/>Intimidate Cha 5 = +5<br/>Jump Str* 7 = +3 +4 [lizardfolk] (+5 boots of S and s, Jump = 12)<br/>Listen Wis 0 = +0<br/>Move Silently Dex* 12 = +2 +10<br/>open lock 0 = +0 (+4 locks in vest of escape, OP = 4)<br/>Perform_1 Cha 5 = +5<br/>Perform_2 Cha 5 = +5<br/>Perform_3 Cha 5 = +5<br/>Perform_4 Cha 5 = +5<br/>Perform_5 (drums + singing) Cha 17 = +5 +12<br/>Ride Dex 2 = +2<br/>Search Int 0 = +0  (+5 eyes of eagle, search = 5) (+10 Lens of Detection, search = 10) (if booth used search = 15)<br/>Sense Motive Wis 0 = +0<br/>Spot Wis 0 = +0<br/>Survival Wis 0 = +0<br/>Swim Str** 7 = +3 +4 [lizardfolk]<br/>Use Rope Dex 2 = +2<br/>Wilderness lore Wis 0= +0 (+10 lens of detection, wilderness lore = 10)<br/><br/><br/>* = check penalty for wearing armor<br/><br/>Escape Artist >=5 ranks gives +2 on use rope checks for bindings.<br/>Skinny trait: -2 on strength checks to avoid being overrun / bullrushed.<br/><br/><br/>Zero-level Bard spells: 3 per day<br/><br/>(6 known)<br/>1.Resistance<br/>2.read Magic<br/>3.prestidigation<br/>4.mending<br/>5.mage hand<br/>6.Ghost sound<br/><br/><br/>First-level Bard spells: 5 (3+2) per day<br/><br/>(4 Known)<br/>1.Charm person<br/>2.Alarm<br/>3.Identify<br/>4.Expedious retreat<br/><br/><br/><br/>Second-level Bard spells: 3 (2+1) per day<br/><br/>(4 known)<br/>1.hold person<br/>2.detect thoughts<br/>3.Invisiblity<br/>4.Cure moderate wounds<br/><br/><br/>Third-level Bard spells: 1 (0+1) per day<br/><br/>(2 known)<br/>1.Bestow Curse<br/>2.Fear<br/><br/><br/><br/>Lizard Folk:<br/><br/><br/>+2 strength / +2 constitution / -2 intelligence (already included)<br/><br/>(Consider -6 charisma to replace the Level adjustment +1.)<br/><br/>+4 on jump, swim, and balance (tails) (already included)<br/><br/>May claw/claw 1d4+ strength bonus x2 (multiattack), plus bite at -5 to hit 1d4+half strength bonus<br/><br/>Darkvision (see 60 feet in pitch-dark)<br/><br/>Level adjustment +1<br/><br/>Ask referee whether natural armor increases with level ( +5)<br/><br/>Bard:<br/><br/>Bardic Knowledge<br/><br/>Bardic Music<br/><br/>Can know only limited numbers of spells<br/><br/>High charisma gains bonus spells daily<br/><br/><br/>Class HP rolled<br/>Level 1: Reptilian Humanoid 8<br/>Level 2: Reptilian Humanoid 7<br/>Level 3: Bard 4<br/>Level 4: Bard 2 +1 to charisma<br/>Level 5: Bard 5<br/>Level 6: Bard 5<br/>Level 7: Bard 3<br/>Level 8: Bard 2 +1 to charisma<br/>Level 9: Bard 3<br/><br/><br/><br/><br/>Mowler's Equipment:<br/><br/><br/>7 lb<br/>2 lb<br/>2 lb<br/><br/>4 lb<br/>5 lb<br/>20 lb<br/>1 lb<br/>4 lb<br/>1 lb<br/>3 lb<br/>2 lb<br/>_____<br/>51 lb Weapons / Armor / Shield (from above)<br/><br/><br/><br/>Armor Spikes (Tipped with Drow poison) {{ all over, held in by mutiple leather belts}}<br/><br/>**Eagle eyes {ingrafted into Mask}<br/><br/>**Gloves of Storing (claws poke threw fingertips of gloves) {{hands}}<br/>--Dagger (tipped w/ drow poison)<br/><br/>**Boots of striding and Springing (claws poke threw toe tips of boots) {{feet}}<br/>-- {right hand} Dagger (not tipped, concealed in boot)<br/>-- {left hand} Masterwork Drums (has a belt so can be slun around back and easily taken off)<br/>---------Drumsticks (although he can play hands)<br/>{{fasened to drums in bag}}<br/><br/>Quiver {{upper back , allighned straight so drums can fit to the left}}<br/>-- 20 bolts (tipped with drow poison, marked with purple ring)<br/>-- 05 bolts (tipped with Shadow essence, marked with red ring)<br/>-- 05 bolts (tipped with Giant wasp poison, marked with blue ring)<br/>-- 20 bolts<br/><br/>**Robe of Blending (resembles a dull brown cloak with hood when inactive) {{on back}}<br/><br/>**Vest of Escape {{ upper body}}<br/>--Lock Picks<br/><br/>Backpack {{Mid back}}<br/>--Flint and steel<br/>--Grappling hook<br/>--Rope (50', hempen) x2<br/>--Whetstone<br/>--8 days rations<br/>--**bag of holding type2<br/>------------<br/>-- Paints<br/>-- Paint brush<br/>--700 gold<br/><br/>Backpack (poisons) {{lower back}}<br/>-- 38 Drowpoison<br/>-- 10 Shadow Essence<br/>-- 15 Giant wasp poison<br/>-- 03 oil of taggit<br/>-- 03 Id Moss<br/>-- 03 Lich dust<br/>-- 50 crossbow bolts (in a bundle and untipped)<br/>-- 250 gold<br/><br/>Pouch x10 (each pouch contains 1 item) {{all over}}<br/>--Caltrops x50<br/>--Spyglass<br/>--Waterskins x2<br/>--**Keoghtom oil (5 uses)<br/>--**chime of opening (50 uses)<br/>--**lens of detection<br/>--**bead of force<br/>--50 Gold<br/><br/><br/><br/>Spell component pouch {{right hip more toward belly}}<br/>---spell componets<br/><br/><br/><br/><br/><br/>Magic Item Quick referance<br/>Eagle eyes: improves search<br/><br/>Gloves of storing: Gloves that can magicly hold 1 item pre hand, speaking the command word makes an item dissappear,<br/>Snapping fingers summons it forth. can hold 20lbs and must be able to be held in one hand<br/><br/>boots of S and S: Improves jump, improves movment speed<br/><br/>Robe of Blending: Improves Hide on command, "Change self" at will<br/><br/>Vest of Escape: improves escapeartist, spiecial picks within improve picklock<br/><br/>Bag of holding type 2: intediminional bag. can hold 500lbs, 70 cubic feet<br/><br/>Keoghtom oil: neutralize poison, remove diease or heal 1d8+5hps<br/><br/>chime of opening: cause locks, lips, doors, valves, and portals to open<br/><br/>lens of detection: improves search and wilderness lore<br/><br/>bead of force: 5d6 dmg + trap in sphere of force within 10 ft of impact (dc 16) for 3d6 minutes