Nah of the Sootscales's page

146 posts. Alias of Lady Ladile.


Race

Inactive

About Nah of the Sootscales

Nah Sootscale
Kobold Alchemist (Tinkerer) 4
LN Small Humanoid (Reptilian)
Init +4; Senses Low-Light Vision; Perception +9
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Defense
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AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
HP 31
Fort +6, Ref +6, Will +1
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Offense
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Speed 30 ft.
Melee
Dagger +3 (1d3-1/19-20)
Longspear +3 (1d6-1/×3)
Ranged
Bomb +7 (2d6+3 Fire)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks
Bomb 8/day (2d6+3 fire, DC 15)
Alchemist Extracts Prepared (CL 4th; concentration +7)
1st — Ant Haul (DC 14), Bomber's Eye, Cure Light Wounds, Expeditious Retreat
Alchemist Formula Known
2nd - Invisibility
1st - Ant Haul, Bomber's Eye, Chameleon Scales, Cure Light Wounds, Expeditious Retreat, Heightened Awareness, Monkey Fish
Alchemist Discoveries
Infusion - When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
Precise Bombs - Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
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Statistics
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Str 8, Dex 15, Con 14, Int 16, Wis 10, Cha 8
Base Atk +3; CMB +1; CMD 13
Feats
Brew Potion (Alchemist)
Extra Discovery (3rd Level)
Instant Alchemy (1st Level)
Throw Anything (Alchemist)
Traits
Carnation Scales
Reactionary
Skills
Craft: Alchemy +9; +12 to create alchemical items - (3 rank, 3 class, 3 Int; 3 class)
Craft: Clockwork +10 - (4 rank, 3 class, 3 Int)
Knowledge: Arcana +10 - (4 rank, 3 class, 3 Int)
Knowledge: Engineering +4 - (1 rank, 3 Int)
Knowledge: Nature +10 - (4 rank, 3 class, 3 Int)
Perception +9 - (4 rank, 3 class, 2 racial)
Sleight of Hand +6 - (1 rank, 3 class, 2 Dex)
Spellcraft +10 - (4 rank, 3 class, 3 Int)
Stealth +10 - (1 rank, 3 class, 2 Dex, 4 Small Size)
Use Magic Device +6 - (4 rank, 3 class, -1 Cha)
Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Draconic, Gnome, Undercommon
Combat Gear
Heatstone
Other Gear Leather Armor, Alchemist Formula Book, Alchemy Crafting Kit, Artisan's Tools (Craft: Clockwork), Bedroll, Blanket, Canteen, Compass, Flint and Steel, Hat, Hemp Rope (50 ft.), Ink, Inkpen, Masterwork Backpack, Torch (5), Trail Rations (5), Wrist Sheath (spring loaded), 2 gp, 5 sp, 5 cp
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Special Abilities
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Brew Potion (Ex) - At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Clockwork Bond (Ex) - At 1st level, a tinkerer forms a bond with one of her creations, and begins play with it at no cost. This functions as the familiar option of the wizard’s arcane bond class feature, with the tinkerer’s effective wizard level equal to her alchemist level. If a tinkerer would gain a familiar through another class, those levels stack for purposes of determining the familiar’s abilities. A tinkerer’s familiar can take any shape the tinkerer wishes, but its statistics and abilities are identical to a clockwork spy (Pathfinder RPG Bestiary 3 58) with the normal adjustments and abilities for a familiar applied, and it is a construct with the clockwork subtype. At 3rd level, if the tinkerer has the infusion discovery, a clockwork spy familiar can deliver the tinkerer’s extracts with a range of touch for her. At 7th level, a clockwork spy can communicate with constructs with the clockwork subtype. Unlike most familiars, a clockwork spy does not grant special abilities to its master. With 1 minute of work and a successful DC 15 Heal check, a tinkerer can restore 1d4 hit points to her clockwork spy familiar. At 4th level, a tinkerer can restore 1d6 hit points to her familiar in this same way. This amount increases to an additional 1d6 hit points every 4 levels thereafter (2d6 at 8th level, 3d6 at 12th level, 4d6 at 16th level, and 5d6 at 20th level). This ability replaces mutagen. A tinkerer cannot choose the cognatogen or mutagen discoveries.

Crafty - Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.

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.

Discovery (Su) - At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Low-Light Vision - You can see twice as far as a human in dim light, distinguishing color and detail.

Prehensile Tail - Your tail is especially flexible and strong, so you’ve learned to use it for both movement and simple tricks. You gain a +2 racial bonus on Acrobatics and Climb checks, and you can use your tail to draw a hidden weapon as a move action instead of as a standard action. This racial trait replaces the armor racial trait.

Swift Alchemy (Ex) - At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Tinkering (1 enhancement) (Ex) - At 2nd level, a tinkerer can spend 1 hour working on her clockwork spy familiar to enhance it with one of the options from the following list. At 5th level, the tinkerer can choose a second option from the list. The same option cannot be chosen twice. A tinkerer can change the enhancements applied to her familiar, but doing so takes 1 hour of work per enhancement she wishes to change:

• The clockwork spy familiar gains DR 2/adamantine.
• The clockwork spy familiar gains resist cold 5.
• The clockwork spy familiar gains resist fire 5.
• The clockwork spy’s slam attack deals 1d3 points of damage.
• The clockwork spy gains a +5 alchemical bonus on Stealth checks.
• The clockwork spy gains darkvision 120 feet.
• The clockwork spy gains a +2 resistance bonus on Reflex saving throws.
• The clockwork spy gains a +2 resistance bonus on Will saving throws.
• The clockwork spy gains a +2 natural armor bonus.
• The clockwork familiar’s maneuverability is average.

This ability replaces poison resistance +2, poison use, and poison resistance +4.

FCB:

1st: +1/2 Bombs per Day
2nd: +1/2 Bombs per Day
3rd: +1 Skill Point
4th: +1 Skill Point

Background:

Nahrii, or just 'Nah', wasn't your typical kobold - the pale pink scales she was born with probably had something to do with it. Though raised among the Sootscales like all the rest of her clutch and like so many that had come before her, her scales and her penchant for curiosity had always made her seem strange to the other kobolds. Though possessed of the same crafty mindset as the others, her interests went beyond simple mining and trap-crafting. She'd heard tales from the others about things that the different 'hairless' ones would create - grand buildings and strange, labor-saving contraptions. As much connection as she felt to her kin, a small part of her couldn't help but wish she could learn more about such things and maybe harness their power for herself and the benefit of her tribe.

Luckily or unluckily for Nahrii, she got her chance. Though travelers through the Stolen Lands were rather rare, she chanced to one day come upon the campsite of a gnome while out on patrol. Rather than leave him be or return with some of her fellows, she instead sat and watched as he puttered around with strange potions and things made of shiny metal. Unable to contain her curiosity, she crept closer until the gnome suddenly turned and spat some sort of strange, gooey liquid at her - holding her fast. She was certain that she was about to die, but instead the gnome turned out to be equally curious about her - he'd been aware of her presence for some time and had decided to simply capture her when she approached instead of kill her or scare her away. It was on that day that she made a new friend and gained a mentor.

Over time, Nah's new friend Pizzilist taught her as much as he could about his shiny metal contraptions - what he called 'clockwerks' - as well as how to make the odd potions and concoctions that he carried around. Her training came somewhat slowly as Pizz only passed through the area every few months, but in spite of that she was eventually able to learn the fundamentals of alchemy and of clockworks, culminating in the creation of her own little clockwork that affectionately calls Bugaboo or Boo for short.

Personality:

Nah is surprisingly curious for a kobold and slightly less distrustful of outsiders and 'hairless' ones. However, this doesn't preclude her from displaying some of the more typical hallmarks of her race - excessive pride in her draconic lineage and belief that other races are largely inferior. Sensitive about her odd scale coloration.

Appearance:

Nah stands as one of the taller members of the Sootscales at an even 3 feet and is possessed of scales that are oddly pale pink instead of the grayer color of the rest of her tribe.

NPC Notables:

Friend - Pizzilist Kobs (Gnome Tinkerer Alchemist, NG)
Gnome alchemist and tinkerer, Pizzilist or Pizz for short, he often passes through the Stolen Lands as he travels between Restov and other cities located in the nearby River Kingdoms. Though he is fond of the area he's unable to permanently settle in one place and so feeds his wanderlust and sense of adventure by doing odd jobs such as ferrying his crafted clockworks to interested buyers in the region.

Enemy - Skyxa Sootscale (Kobold Dragon Herald Bard, LE)
Born with jet-black scales and prominent draconic features, Skyxa has been trained by the Sootscales from her earliest days as a hatchling to become the herald for the tribe's dragon ancestry. Although most of the other Sootscales view Nah as an odd but largely harmless freak with her pink scales and strange ways, Skyxa finds Nah's interest in the crafts of 'hairless' ones to be dangerous not only to their tribe's way of life but also to her own interests in becoming Chieftain one day. It's thanks to her subtle manipulations behind the scenes that often sees Nah placed on dangerous patrol routes and included in dangerous missions as a means to get rid of her.

Family - Makroo Sootscale (Kobold Rogue, LE/LN?)
Nahrii's clutchmate and brother, Makroo is the only one of her siblings that Nahrii can actually claim to get on with fairly well as he only occasionally kicks her around in public and largely does so in an effort to keep the rest of the tribe off his own back. Thinks his sister is absolutely nuts and does what he can to try and encourage her to be a more 'proper' kobold.