C'rizz was from a humorous game where everyone was a monster character. None of the characters were supposed to be serious. To give you an idea of how not-serious we were, the leader of our group was a yellow bugbear paladin who wore a red breastplate, ate honey with every meal, and went by the name Sir Winifred de Pugh. C'rizz was a "down to earth" monk who smoked weed in order to control his anxieties.
C'rizz C'rozz: Male Lizardfolk Mnk4/Ttm1/2; CR 6
Medium Humanoid (reptilian)
HD 7d8+14; hp 57
Init +3; Spd 40 ft/x4
AC 25 (+3 armor, +3 dex, +5 natural, +4 misc), touch 17, flat-footed 22
Base Atk/Grapple +4/+10
Full Atk +6/+6 Primary Natural (1d4+2;20/x2, 2 Claws), +1 Secondary Natural (1d4+1;20/x2, Bite), +4 Two-handed (1d8+5;20/x3, +2 Three-section Staff), +7 One-handed (1d6+3;20/x2, +1 Nunchaku), +7 Thrown (1d2+2;20/x2, Shuriken(Thrown)), +8 Two-handed (1d10+1;19-20/x2, Heavy Crossbow)
SA&SQ Armor Restriction, AC Bonus(Ex), Flurry of Blows(Ex), Evasion(Ex), Fast Movement(Ex), Still Mind(Ex), Ki Strike(Su), Slow Fall(Ex), Monk Abilities, Tattoo (Su or Sp), Multiclass Note
SR 0; AL LN; SV Fort +8, Ref +12, Will +9
Str 15(+2), Dex 17(+3), Con 15(+2), Int 10(+0), Wis 16(+3), Cha 10(+0)
Skills: Balance¹ +9, Escape Artist¹ +5, Hide¹ +6, Jump¹ +12, Knowledge (religion) +8, Listen¹ +5, Move Silently¹ +6, Search¹ +1, Sense Motive¹ +5, Spot¹ +4, Swim¹ +8
Skill Tricks: .
Traits: .
Flaws: .
Maneuvers and Stances: .
Feats: Blind-Fight (PH 89), Endurance (PH 93), Improved Unarmed Strike (PH 96)², Improved Grapple (PH 95)², Deflect Arrows (PH 93)², Snatch Arrows (PH 100).
Grafts: .
Racial Abilities:
• +2 Strength, +2 Constitution, -2 Intelligence
• Base land speed of 30 feet.
• +5 Natural Armor bonus.
• Natural Weapons: Bite(1d4+1), 2 Claws(1d4+2),
• Hold Breath: You can hold your breath for 60 rounds before risking drowning.
• +4 racial bonus on Balance, Jump, and Swim checks.
• Favored Class: Druid
Class Abilities:
• Armor Restriction: If wearing ANY armor or carrying a shield, you lose
your Wisdom bonus to AC, fast movement and flurry of blows abilities.
• AC Bonus(Ex): Add +4 AC; this bonus is not lost unless you are
immobilized or helpless, wearing armor, carrying a shield or carrying a
medium/heavy load.
• Flurry of Blows(Ex): As a full attack, you may make one extra attack(s)
All attacks made in the round suffer a –2 penalty.
• Evasion(Ex): On a successful Reflex save against a magical attack, you
take no damage.
• Fast Movement(Ex): Your speed increases (limited by armor and encumbrance)
• Still Mind(Ex): +2 to save against Enchantment spells and effects.
• Ki Strike(Su): Your unarmed attacks are treated as magic weapons.
• Slow Fall(Ex): As long as a wall is within arm's reach, you take damage
from a fall as if it were 20 feet shorter.
• Monk Abilities: Your tattooed monk abilities stack with your monk
levels for determining unarmed damage, AC bonus, & unarmored speed bonus.
• Tattoo (Su or Sp): The abilities bestowed are supernatural (except
crescent moon). Unless the effects of the tattoo are continuous,
activating a tattoo is a move action that does not provoke an attack of
opportunity.
¤ Chameleon: once per day you can use an alter self effect
that last 1 hours per day.
• Multiclass Note: A monk who becomes a tattooed monk may continue
advancing as a monk.

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