GM Ellix |
The Sootscales came to the mines of the Stolen Lands after escaping from the slavery of the Ivoryscale Kobolds, which are cruel kobolds who live to the East and who enslaved their darker-skinned brethern. The history of Sootscales leaders is a glorious one; Chief Sootscale succeeded Chief Sootscale who succeeded Chief Sootscale. But it was not to last.
Hey all, had an idea for a redux of the Kingmaker AP played out from the perspective of the Sootscale Kobold tribe immediately following the deaths of Chief Sootscale and Tartuk at the hands of the "PCs"
The kobolds home is left devastated and leaderless, but those who remain desire their revenge against the scaleless who encroach on their territory.
So this will be a Kingmaker AP played out with kobolds and possibly some other beastie allies if you can come up with a good enough reason for them to join then on their quest to claim the stolen lands for their own.
Some things will be very similar to the standard AP, while some other things might not be. Like actively sabotaging the scaleless ones, or defending your home from their attempts to end your tribe once and for all.
Creation Rules:
Sources: All Paizo, some 3p allowances may be made, send me a PM.
Classes: All Paizo, including ACG
Point Buy: 25
Race: Kobold, or have a very good story of why you joined the Sootscale Tribe.
Traits: 3 (Two universal, One Kobold Colorization Race Trait)
Deadline will be Sunday.
Gritt the Large |
I saw a giant weasel animal companion on the d20pfsrd, you might check there.
Good catch Marco! Thanks.
The Huntmaster archetype specifically says "he can choose either bird or dog as his animal companion." So, I'm fine with a re-fluff rather than a change in the rules. Just to make things easy:
Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
4th-Level Advancement
Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.
Size Small; Speed 30 ft., climb 10 ft.; AC +1 natural armor; Attack bite (1d4); Ability Scores Str 10, Dex 19, Con 13, Int 2, Wis 12, Cha 10; Special Attacks blood drain (1 Con), grab; SQ low-light vision, scent.
4th-Level Advancement
Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.
Krezlak |
Init +3; Senses low-light; Perception +4
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Defense
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AC 18, touch 15, flat-footed 15 (+3 Armor, +3 Dex, +1 size, +1 natural)
hp 8 (1d8)
Fort +1, Ref +5, Will +2
Resist Fire - 1
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Offense
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Speed 30 ft.
Melee heavy mace +0 (1d6, x2) (+1 dmg with Arcane Strike)
Ranged light crossbow +3 (1d6, 19-20 x2) (+1 dmg with Arcane Strike)
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Statistics
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Str 10, Dex 16, Con 10, Int 13, Wis 10, Cha 16
BAB +0; CMB -1; CMD 12
Feats Arcane Strike
Skills Diplomacy +9 (+8 with kobolds, +11 with non-reptilian races), Perception +4, Stealth +11, Kn: History, UMD +7, Kn: Arcana +5, Spellcraft +5
Languages Draconic, Common
Gear Studded leather armor, heavy mace, light crossbow, 40 bolts, Bard's Kit,
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Special Abilities
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Dragon Voice (Ex) - A dragon herald gains a bonus equal to half her level on Intimidate and Diplomacy checks. This ability replaces bardic knowledge.
Dragon Patron (Ex) (Gold Dragons) - A dragon herald must choose a particular true dragon species whose glory to extol. In most cases, this is a dragon with whom the herald is familiar, but it could be a dragon deity, a long-dead dragon hero, or even an entire dragon lineage. The energy type associated with her dragon patron determines the energy type used by several of her abilities. She must also designate a sacred space relevant to her dragon choice—usually the lair of a patron dragon or a shrine or holy place associated with a dragon type.
Coat of Arms (Ex) - A dragon herald gains energy resistance equal to her dragon herald level against the energy type associated with her dragon patron. This resistance stacks with any inherent racial resistances, but not with magical or temporary resistances.
Bardic Performance - (Diplomatic Immunity, Distraction, Inspire Courage +1) (7 rounds/day)
Spells (CL 1, Concentration +6)
Cantrips - Daze (DC 13), Detect Magic, Mending, Prestidigitation
Level 1 (2 per day) - Charm Person (DC 14), Grease
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Traits
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(Racial) Armor - Kobolds naturally scaly skin grants them a +1 natural armor bonus.
(Racial, Alternate) Day Raider - You're one of the few kobolds born with a greater tolerance for sunlight. You don't have light sensitivity, and you have low-light vision instead of darkvision. This racial trait replaces light sensitivity and darkvision.
(Racial, Alternate) Wyrmcrowned (Diplomacy) - Your horns have grown to the extent that they appear similar to those of a dragon who shares your scale color, lending a draconic power or menace to your dealings with others. Choose either Diplomacy or Intimidate. You gain a +2 racial bonus on checks with that skill, and it is always a class skill for you. This racial trait replaces crafty.
(Racial, Bonus) Golden Scales - You take a –1 penalty on Bluff checks and Diplomacy checks when dealing with other kobolds, but a +2 bonus on Bluff checks and Diplomacy checks when dealing with non-reptilian humanoids.
(Magic) Focused Mind - You gain a +2 bonus on concentration checks.
(Combat) Resilient - You gain a +1 bonus on Fortitude saves.
Krezlak understands that he might not be able to sway his brethren too far from their natural instincts, but he is less concerned with the concepts of good and evil, and more concerned with helping to create an orderly kobold society, where rules and laws can be applied equally by all for the betterment of the group as a whole. Striving constantly to live as an example of what a kobold can be, and how they can function in the wider world as a developing race to be treated as equals, rather than monsters to be feared and eradicated or enslaved and murdered, Krezlak also respects those who are unable (or choose not) to overcome their nature. After all, he is still one of them, and will never turn his back.
Ixen |
Male Kobold Druid/1
N Small Humanoid (Reptilian)
Deity: Gozreh Faction: None, Homeland: Osirion
Init +3; Senses Perception +9
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Defense
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AC 17 Touch 14 Flat-footed 14
HP 9/9
Fort +1 Ref +3 Will +5
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Offense
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Speed 30 ft.
Melee Shortspear +1 (1d4/x2)
Ranged Shortspear +4 (1d4/x2)
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Statistics
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Str 10, Dex 16, Con 10, Int 10, Wis 16, Cha 13
Base Atk +0; CMB -1; CMD 12
Feats Mounted Combat
Traits Beast Bond, Gnoll Killer
Skills Handle Animal +7, Perception +9, Ride +9, Survival +9
Languages Draconic, Common, Druidic
Combat Gear Leather Armor, Spear, 6 Shortspears
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Equipment
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6 shortspears
Leather Armor
Druid's Kit
Exotic Riding Saddle
2 Saddlebags
N Medium Animal
Deity: Gozreh Faction: None, Homeland: Osirion
Druid Level 1
Init +3; Senses Perception +6
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Defense
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AC 17 Touch 13 Flat-footed 14
HP 19/19
Fort +3 Ref +6 Will +2
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Offense
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Speed 30 ft.
Melee Bite +3 (1d8+3/x2)
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Statistics
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Str 14, Dex 16, Con 10, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +3; CMD 16
Feats Toughness
Tricks Fighting (Attack, Down, Stay), Come, Defend, Guard, Heel
Skills Acrobatics +7, Perception +6
Cuàn |
I'm still very interested in this game
I'm looking at either an Oracle devoted to Erecura (LN goddess of soothsayers and queen of Dis) or a Cleric or Warpriest of Feronia (N goddess of Fire and Fertility).
The first would use her visions to guide her tribe to greatness while the latter would be a more hands on spiritual leader who leads from the front of battle.
Bane88 |
Making a Sorcerer Veeran the White.
Male Kobold, White Sorcerer (Crossblooded) 1
LE Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural)
hp 7 (1d6+1)
Fort +0, Ref +2, Will +0 (+3 Trait bonus vs. mind-affecting spells and effects from demons)
Weakness light sensitivity
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Offense
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Speed 30 ft.
Melee 2 claws +2 (1d3+1)
Special Attacks bloodline arcana: abyssal, bloodline arcana: draconic, claws
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +5):
1st (4/day)—chill touch (DC 15)
0 (at will)—detect magic, ray of frost, read magic
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Statistics
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Str 12, Dex 14, Con 10, Int 8, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Eschew Materials, Spell Focus (evocation)
Traits asmodean demon hunter, diabolical dabbler
Skills Knowledge (arcana) +3, Perception +2; Racial Modifiers +2 Perception
Languages Draconic
SQ bloodlines (abyssal, draconic), kobold cryomania
Other Gear 70 gp
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Special Abilities
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Abyssal Summoned creatures gain DR 1/good.
Asmodean Demon Hunter You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.
Bloodline Arcana: Abyssal (Ex) Summoned creatures gain DR 1/good (doesn't stack with other DR).
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells.
Claws (7 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diabolical Dabbler Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Kobold Cryomania +1 to the save DC of all cold spells you cast.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.