Kobold

Prazil's page

1,405 posts. Alias of John Hathaway.


Classes/Levels

retired

About Prazil

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Prazil
NG Kobold Cavalier (Beast Rider) 9 / Mammoth Rider 4
Favored Class: Cavalier (+5 to mount's charge/withdrawal speed)
Languages: Draconic, Common, Sylvan
Vision: darkvision (60ft)
HP: 89 10+7+8+5+7+6+6+9+5+10+8+7+1

Str: 19 (+4) (+4 enhancement)
Dex: 18 (+4)
Con: 10 (+0)
Int: 8 (-1)
Wis: 12 (+1)
Cha: 13 (+1)

25 point buy:

Str 16 (10pts) > -4 racial, +1 Lvl4, +1 Lvl8, +1 Lvl12
Dex 16 (10pts) > +2 racial
Con 12 (2pts) > -2 racial
Int 8 (-2pts)
Wis 12 (2pts)
Cha 13 (3pts)

Offense/Defense
AC: 33 (Tch 16 // FF 30) (+2 Eternal Iron Breastplate, +3 Steel Hvy Shield, Shield Focus, Natural Armor[3], Size[1], Ring of Protection[2])
F: +11 (+8 base, +3 enhancement)
R: +11 (+4 base, +4 dex, +3 enhancement)
W: +10 (+4 base, +1 wis, +2 feat, +3 enhancement)

BAB: +13
CMB: +17 (BAB + Str Mod -1 Size)
CMD: 31 (10 + CMB + Dex Mod)
Initiative: +4 (+4 Dex)
Speed: 30ft (20ft w/armor)

Challenge: 3/day (swift action) +9 damage, -2AC vs all other targets, allies gain +3 circumstance bonus to hit target while target threatened by cavalier
Tactician: 2/day (swift action, duration 7 rounds) grant Teamwork Feat to all allies w/in 30 ft (Shake It Off: +1 to all saves per adjacent ally or Outflank: +4 to hit while flanking)
Cavalier's Charge: +4 to hit when mounted, no penalty to AC
Potions: Aid: [dice]1d8+3[/dice] temp hp, +1 morale bonus to hit and vs fear

Spike:

Spike
N Huge Animal (triceratops)
Init +1; Senses low-light vision; Perception +6
Armor Class: AC 37, touch 11, flat-footed 35 (+2 chain shirt barding [6], +3 shield, +1 Dex, +1 Dodge, +18 natural, -2 size)
HP: 97 (11d8+44)
Saves: Fort +10, Ref +8(evasion), Will +4 (+4 more vs Enchantment)
Speed: 30 ft (+25 if charge/withdraw)

BAB +8
CMB +19 (+7 BAB +9 Str +2 size)
CMD 32 (36 vs. trip) (10 + CMB +1 Dex +2 Shield)

Stats: Str 29 (+9), Dex 13 (+1), Con 19 (+4), Int 2 (-4), Wis 12 (+1), Cha 7 (-2)

Feats: Endurance, Dodge, Toughness, Armor Proficiency (light), Power Attack, Skill Focus (fly), Improved Overrun

Skills: Fly (Dex) +10, Intimidate (Cha) +3, Perception (Wis) +5, Survival (Wis) +6, Swim (Str) +11

Companion Abilities: link, evasion, devotion, multiattack

Tricks Known 10 [6(int) + 4(effective cav lvl 12)]
Attack (DC 20)
Attack unnatural creatures
Come (DC15)
Defend (DC 20)
Down (DC 15)
Fetch (DC 15)
Guard (DC 20)
Heel (DC 15)
Stay (DC 15)
Work (DC 15)

Traits
Armor Expert (combat): Reduce ACP by 1 for any armor worn
Radish Hunter (social): +2 trait bonus on Survial Checks to find food/shelter
Feats
Lvl 1: Animal Affinity (+2 to Handle Animal & Ride, +4 if 10 ranks)
Lvl 1: Shake It Off (Teamwork) (+1 to all saves per adjacent ally, max +4)
Lvl 3: Shield Focus (+1 armor bonus w/shields)
Lvl 5: Mounted Combat (replace mount's AC w/ Ride check 1/round)
Lvl 6: Mounted Shield (add Shield bonus to mount's AC and to Ride Checks to avert attacks vs mount)
Lvl 7: Ride-by Attack (continue moving in straight line after charge if movement remains)
Lvl 9: Spirited Charge (double damage on mounted charge, x3 w/ lance)
Lvl 9: Outflank (+4 to hit when flanking)
Lvl 11: Draconic Aspect, red (gain resist fire 5)
Lvl 11: Iron Will (+2 to will saves)
Lvl 13: Trample (mount makes free overrun as part of charge w/ free attack vs overrun target if successful)

Detailed Skills:

Skill Points/level: 3 = 4(class) -1(int)
class skill // Armor Check Penalty = -2

Acrobatics: +0 = +0(ranks) +1(dex) -1(acp)
Appraise: -1 = +0(ranks) -1(int)
Bluff: +1 = +0(ranks) +1(cha)
Climb: +2 = +0(ranks) +4(str) -2(acp)
Craft: -1 = +0(ranks) -1(int)
Diplomacy: +5 = +1(ranks) +3(trained) +1(cha)
Disable Device: +4 = +0(ranks) +4(dex)
Disguise: +1 = +0(ranks) +1(cha)
Escape Artist: +2 = +0(ranks) +4(dex) -2(acp)
Fly: +2 = +0(ranks) +4(dex) -2(acp)
Handle Animal: +23 (+27) = +13(ranks) +3(trained) +1(wis) +4(feat) +2(racial) ((+4 class w/mount))
Heal: +5 = +1(ranks) +3(trained) +1(wis)
Intimidate: +1 = +0(ranks) +1(cha)
Knowledge (Arcana): -1 = +0(ranks) -1(int)
Knowledge (Dungeoneering): -1 = +0(ranks) -1(int)
Knowledge (Engineering): -1 = +0(ranks) -1(int)
Knowledge (Geography): -1 = +0(ranks) -1(int)
Knowledge (History): -1 = +0(ranks) -1(int)
Knowledge (Local): -1 = +0(ranks) -1(int)
Knowledge (Nature): -1 = +0(ranks) -1(int)
Knowledge (Nobility): -1 = +0(ranks) -1(int)
Knowledge (Planes): -1 = +0(ranks) -1(int)
Knowledge (Religion): -1 = +0(ranks) -1(int)
Linguistics: +1 = +2(ranks) -1(int)
Perception: +7 = +3(ranks) +3 (trained) +1(wis)
Perform: +1 = +0(ranks) +1(cha)
Profession: +1 = +0(ranks) +1(wis))
Ride: +26 = +13(ranks) +3(trained) +4(dex) +4(feat) +2(racial)
Sense Motive: +5 = +1(ranks) +3(trained) +1(wis)
Spellcraft: -1 = +0(ranks) -1(int)
Stealth: +6 = +0(ranks) +4(dex) -2(acp) +4(size)
Survival: +13 (+19) = +9(ranks) +3(trained) +1(wis) +4(class) +2(trait)
Swim: +6 = +1(ranks) +3(trained) +4(str) -2(acp)
Use Magic Device: +0 = +0(ranks) +1(cha)

Cavalier Class Abilities:

Order: Dragon (see below)
Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.

Exotic Mount (Ex): At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid's animal companion, using the beast rider's level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character).

The beast rider does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat. A beast rider's mount does not gain the share spells special ability. Each time the beast rider increases in level, he can choose to select a new, more impressive mount better suited to his increased power.

Small-sized beast riders can choose a pony or wolf mount at 1st level. At 4th level, a Small beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, snapping turtle (giant), TRICERATOPS!!!, or tyrannosaurus. At 7th level, he can also choose a dinosaur (deinonychus or velociraptor).

Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead. This ability replaces the standard cavalier's mount and expert trainer abilities.

Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Cavalier's Charge (Ex): At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

Banner (Ex): At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

Order of the Dragon:

Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.

Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier that belongs to the order of the dragon gains the following abilities as he increases in level.

Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

Strategy (Ex): At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.

Mammoth Rider Abilities:

Steed (Ex): A mammoth rider can choose from among the following animal companions to serve as her loyal steed: Arsinoitherium, aurochs, baluchitherium, camel, cat (big), elk, horse, mastodon (elephant), megaloceros, rhinoceros, triceratops, wolf, or woolly mammoth (use stats for a mastodon). This steed functions as a druid’s animal companion, replacing any animal companion or mount gained from another class. The mammoth rider’s class levels stack with other classes that grant an animal companion to determine her effective druid level.

Gigantic Steed (Ex): A mammoth rider’s steed increases to Huge size. The creature receives a –1 penalty on attack rolls and to AC, and a –2 penalty to Dexterity (to a minimum of 1); its base damage increases by one size category; and its reach increases to 10 feet. It also gains a +2 size bonus to its Strength and Constitution. At 3rd level and every two levels thereafter, the Strength bonus increases by an additional +2; the bonus to Constitution increases by an additional +2 at 5th and again at 9th level.

Wild Coercion (Ex): A mammoth rider gains the wild empathy ability; this is exactly like the druid ability of the same name. For the purposes of this ability, her class level stacks with all other classes with the wild empathy ability. In addition, a mammoth rider can use her wild empathy to demoralize an animal or magical beast, or force it to be friendly to her, as if using Intimidate rather than Diplomacy. She adds her Strength modifier to these checks in addition to her Charisma modifier.

Born Survivor: At 2nd level and 6th level, a mammoth rider gains a bonus feat from the following list: Great Fortitude, Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes. She must meet the prerequisites for these feats.

Colossus Hunter (Ex): At 2nd level, a mammoth rider gains a +1 bonus on weapon attack and damage rolls against Large and Huge creatures. At 8th level, the mammoth rider gains a +2 bonus on weapon attack and damage rolls against Gargantuan and Colossal creatures.

Rapid Straddle (Ex): At 3rd level, a mammoth rider can make Ride checks to fast mount or fast dismount her steed even if it’s more than one size category larger than her, provided she still has a move action available that round.

Rugged Steed (Ex): At 3rd level and every two levels thereafter, the natural armor bonus of a mammoth rider’s steed increases by +1.

Mistrust of Magic (Ex): At 4th level, as long as a mammoth rider doesn’t possess levels in a class that grants arcane spellcasting ability, she gains a +2 morale bonus on saving throws against arcane spells. If she has no levels in classes granting divine spellcasting ability, she gains a +2 morale bonus on saving throws against divine spells.

Undaunted (Ex): At 4th level, a mammoth rider adds her Strength bonus to the DC of Intimidate checks made against her. Additionally, creatures attempting to intimidate a mammoth rider don’t gain a bonus for being larger than her.

Racial Traits
Stats: -4 Str, +2 Dex, -2 Con
Size: Small (+1 size bonus to their AC, +1 size bonus on attack rolls, –1 penalty to their CMB & CMD, and +4 size bonus on Stealth checks)
Speed: 30ft
Darkvision: 60ft
Natural Armor: +1
Beast Bond: +2 racial bonus on Handle Animal and Ride checks; Handle Animal and Ride are always class skills
Weakness: Light Sensitivity (dazzled [-1 to attacks and Perception checks] in areas of bright sunlight or within radius of a daylight spell)

Equipment
Coins: 10,410gp 3sp 6cp
+1 fey-bane lance
+2 warhammer
+2 eternal iron breastplate
+3 steel heavy shield
ring of protection +2
amulet of natural armor +2
cloak of resistance +3
darkwood comp. shortbow (+1)
+1 arrows (18)
arrows (20)
arrows, blunt (20)
handaxe
trident
knight's pennon (honor)
potion of aid (CL 3) (1)
belt of giant strength +2
belt of tauric form
exotic military saddle
+2 chain shirt barding
backpack, masterwork
bedroll
chain (10ft)
crowbar
flint & steel
miner's pick
mirror, small steel
pot, iron
pouch, belt (4)
rope, silk (100ft)
waterskin (2)
whetstone (3)

starting gear:

Starting Gold: 3000gp
Dragonhide Breastplate (red) (700gp)
Darkwood Hvy Shield (207gp)
Mwk Warhammer (312gp)
Darkwood Comp. Shortbow (+1) (460gp)
Arrows (20) (1gp)
Arrows, blunt (20) (2gp)
Handaxe (6gp)
Trident (15gp)
Potion of Aid (CL 3) (2) (600gp)
Potion of CLW (CL 1) (2) (100gp)
Breastplate Barding (medium sized) (400gp)
Exotic Military Saddle (60gp)
Mwk Backpack (50gp)
Bedroll (1sp)
Chain (10ft) (30gp)
Crowbar (2gp)
Flint & Steel (1gp)
Miner's Pick (3gp)
Mirror, small steel (10gp)
Pot, iron (8sp)
Pouch, belt (4) (4gp)
Rope, silk (100ft) (10gp)
Waterskin (2) (2gp)
Whetstone (3) (6cp)

Background
Prazil is feisty, spirited kobold from the Sootscale clan, one who has long admired stories of mighty heroes and strong kobolds, like Sharptooth. After hearing of Mikmek's encounter with the sharers of the radishes, Prazil had a genius idea. If he found the sharers of the radishes and helped them, then they might find even *more* radishes - which they would share! With the sootscales! Prazil would be a hero!

With a dream in his heart (of radishes!) and a sparkle in his eye, Prazil set out to track down and find these fabled radish-sharers.

Prazil is a cavalier[beastrider], a brave if somewhat dull-witted kobold dedicated to the Sootscales and to whomever would befriend them. He began his adventuring life with Fang, a loyal wolf, as his mount committed to the ideals of the Order of the Dragon. The equipment he had when he first met the group was comprised of what he had managed to cobble together on his misadventures during his search for them, and though the noble, knightly kobold wasn't himself aware of it, he cut a rather comic figure with a dented kettle serving as a helmet for his otherwise mismatched armor.

Kereek, Prazil's clutchmate and lifelong friend, set out with him in search of glory and heroism. And even though Prazil inadvertently and obliviously embarrasses Kereek at almost every turn, he looks up to and respects Kereek a great deal - trusting his fiery companion's judgment over all others in nearly every respect.

Personality/Mannerisms
Prazil is a good natured but dull witted kobold who dreams of acts of heroic derringdo. He is foolishly brave at times and would be willing to lay down his life for his tribe or his friends. He has little patience for complex logical processes and as such isn't wont to ask questions if he's told to do something. So long as the person instructing him is a trusted friend, he doesn't need to know why to do it, just when to do it.

Prazil's common, once he picks it up, will be wonderfully broken and terribly conjugated. Noun-Verb agreement will probably never be right. It'll be great!

[UPDATE] Prazil has mistakenly come to think Orin is love with Baron Jon rather than Treshiell.

[UPDATE] Visiting dignitaries brought a series of strange gifts with them to Thronehold and, among them, was a young triceratops. Prazil took to the little dinosaur immediately and, in a short span of time, has trained it to serve as a faithful and steady mount. Agnar, in the meantime, has adopted Fang.

[UPDATE] Spike, Prazil's triceratops is now large sized. Kereek has cast fly on Spike a few times now and it seems the dinosaur rather loves the sensation. Both Prazil and Spike also thought it was great fun smashing down the walls of a Varnhold fort that had been taken over by monstrous squatters.

[UPDATE] Spike is positively enormous now. It's a wonder how there's ever enough food for him. He still loves flying and is now large enough to carry the entire party at once.

Appearance
Prazil looks more than a little silly, as none of his equipment matches at all. He is bedecked in breastplate fashioned from the scales of a dragon, yet he wears a small, dented iron kettle for a helmet and his remarkably crafted darkwood shield has been garrishly painted by the adventurous kobold.

[UPDATE] No longer bedecked in mismatched armor and a kettle, Prazil now wears finely crafted and enchanted dragonhide armor into battle.

[UPDATE] It seems after some time adventuring, Prazil is beginning to exhibit some more draconic traits. His scales have begun to shift from the normal grey of his Sootscale forebears to a rusty red, more similar to Kereek.

[UPDATE] Prazil has filled out in size tremendously over the span of several months and is demonstrably the physically strongest of the group. He uses a shield and hammer less often now, opting instead to use a 2-handed sword to leverage his ever increasing might. He's also really taken to Gorum, and looks to solve most everything through strength of feats of arms.

[UPDATE] Prazil wasn't turning into a Gorumite, he has been under the sway of Ovinrbaane, the cursed sword the group recovered from the Tiger Lords! It has changed his appearance, giving him blue, human-like eyes and he grows more and more violent the longer he wields it.

[UPDATE] Agnar broke the curse and Ovinrbaane is now in Kereek's keeping. Prazil still hears its whispered call on occasion, though.

Progression
Mammoth Rider from here on out. No particular map for feat or skill progression at this point. Maybe the Draconic Aspect feats from the ARG?

Previous Pets:

Fang - adopted by Agnar

Macros:

[spoiler=Status]
--Prazil--
HP: 89/89
Resist Fire 5
AC: 33 (16 T / 30 FF)
CMD: 31
F/R/W: +11/+11/+10 (+2 vs arcane or divine)
Cavalier's Challenge uses remaining: 3/3
Tactician uses remaining: 2/2
Knight's Pennon uses remaining: 1/1
+1 arrows remaining: 19/20

-Ongoing Effects-
Colossus Hunter: +1/+1 vs Large/Huge

--Spike--
HP: 97/97
AC: 37 (11T / 35 FF)
CMB: +19
CMD: 32 (36 vs trip)
F/R/W: +10/+8(evasion)/+4
Fly Skill: +18 (+5 skill points, +1 dex, +3 trained, +3 feat, +6 spell (1/2 kereek's CL), +4 maneuverability, -4 size)
[/spoiler]

[ooc]and if Spike is struck... [/ooc][dice=Mounted Combat]1d20+29[/dice]
[ooc]Strategy - allies can take one of three benefits (+2 dodge to AC, +2 attack, or move up to their speed as immediate action) for 1 round at any point during combat. Allies can benefit from Strategy only once per encounter.[/ooc]

[dice=+1 fey-bane Lance]1d20+19[/dice][dice=for]1d6+5[/dice]
[dice=+1 fey-bane Lance (charge)]1d20+23[/dice][dice=for]3d6+15[/dice]
[dice=+2 Warhammer]1d20+20[/dice][dice=for]1d6+6[/dice]
[dice=Greatsword]1d20+21[/dice][dice=for]1d10+9[/dice] [ooc]+1 point of bleed[/ooc]
[dice=Darkwood Comp(+1) Shortbow]1d20+18[/dice][dice=for]1d4+1[/dice]

[dice=Spike Overrun]1d20+23[/dice]
[dice=Overrun Attack]1d20+20[/dice][dice=for]1d6+13[/dice]
[dice=Spike Gore]1d20+16[/dice][dice=for]3d6+13[/dice]
[dice=Spike Powerful Charge]1d20+18[/dice][dice=for]6d6+26[/dice]
[dice=Spike Gore (p. attack)]1d20+14[/dice][dice=for]3d6+19[/dice]
[dice=Spike Powerful Charge (p. attack)]1d20+16[/dice][dice=for]6d6+38[/dice]

Belt of Tauric Form:

Belt of Tauric Form
Aura moderate transmutation; CL 5th
Slot ring; Price 39,000 gp; Weight —
Description
A large brass centaur belt buckle adorns this unfinished leather belt.
Any bipedal creature that dons the belt immediately grows a second set of legs, increasing its land speed by +10 feet, granting it two secondary hoof attacks, and giving it any other benefits of multiple legs (such as increasing the DC of opposing creatures' overrun and trip attempts).

In addition, the wearer is considered to be mounted for the purpose of any feats or class abilities, though it may not use Mounted Combat to negate a hit against itself.

Subsequent enchantments have been woven into the belt such that it now also grants the wearer a +4 enhancement bonus to Strength.

Eternal Iron Breastplate:

This +2 stanching breastplate is battle-scarred but polished with great care, and has a small sword-and-mountain symbol of Gorum hammered just below the gorget. Once per day, the wearer can use compel hostility; if an adjacent ally is reduced to negative hit points or killed, the wearer may activate this as an immediate action instead of a standard action.

Greatsword:

+3 wounding greatword that also grants it's wielder freedom of movement and dispel magic against opposing attacks and effects.
Wounding: A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage.