Churgri of Vapula

Skoll Sharssak's page

35 posts. Alias of Oceanshieldwolf.


Full Name

Skoll Sharssak

Race

Kobold

Classes/Levels

Druid 1, HP 9/9; AC 19/T 15/FF 16; Fort +2/ Ref +2/ Will +5; Init +4; CMD 11; Per +6, Spd 20ft

Gender

Male

Size

Small

Special Abilities

Spells, nature bond (animal companion), nature sense, orisons, wild empathy

Alignment

LE

Deity

Old Sharptooth

Languages

Draconic, Undercommon

Occupation

Tribe member

Strength 10
Dexterity 15
Constitution 10
Intelligence 12
Wisdom 16
Charisma 13

About Skoll Sharssak

Quick View Stats for Combat:
Status: Healthy
HP: 9/9
AC: 19, touch 15, flat-footed 16
Saves: Fort: +2, Reflex: +2 , Will +5
CMD 11

Initiative: +4
Hero Points:
Conditions:
Spells in Effect:
Currently wearing:
Items in Hand: Small Greatclub +0, 1d6, x2
(during shillelagh +1, 1d8, x2)

SPELLS:

Concentration: +6 (1, +3 Wis, +2 Focused mind trait)
DC = 10 + SPELL LEVEL +3 WIS = 14
1st level spell slots: (_)(_) (Listed for use; (_),(_), to represent open slots and (X),(X), to represent used slots)

Prepared Spells/day 3 Orisons, 2 1st
Prepared Orisons: create water, flare, stabilize
1st level spell slots: entangle, shillelagh

Spontaneous Casting: Summon nature's ally

Abilities: Nature bond (animal companion), nature sense, orisons, wild empathy.

Consumables:

Skoll's Tale:
Life under Tartuk wasn't easy, especially when your scales were reddish, and Old Sharptooth called to you in ways you couldn't really explain to old Tartuk. So Skoll was often left to his own devices, not exactly shunned, just...left out. He was, luckily possessed of a single-minded determination to be something, and his curiosity led him to explore the less navigable sections of the Sootscale warrens - located as they were in a disused human mine.[/i]
The dark called to Skoll. No, really, it actually did. He could hear the scratch-scritch of the darkness at the end of the shaft. He shuffled forward hesitantly. Krahz'ur, Valignat, Zumot - they were the brave ones. Or Enwoo or clever Draazhin - Draazhin was always clever in a scrap. But this darkness seemed...friendly. He blinked again, letting his nictating membranes glide over his eyes. There was something...enticing about the coolth down here. He could sense a life, not unlike his own - a cognizant searching and yearning for something other than food.

There - behind the rubble. A crevice, recently uncovered. Skoll peered in, curiosity overcoming his tribal sensibility to run back and alert the others. He could make out vague shapes - he saw something, and quickly ducked - it looked like a...hand. Mustering his courage he looked again. Ah - a fall-in had trapped some humans long ago, and they had died here. He
climbed in, and disturbed something. A heavy metal chain, in good condition despite the dust. And a leather bag, now crusty and worn, but inside, a fine silken rope!!! He found a few other treasures - a hammer, some pitons...Skoll crowed inwardly. He would be the talk of the tribe for a moon if he could hold his own with Tartuk's desire.

But there, what was that - like running water. No, movement of some kind? There, in the deep score the humans had used to move their materials. Skoll gasped in alarm - giant ants - an army of them, picking their way sibilantly among the rubble, searching for who knew what. As he watched them he grew fascinated by their form, their seemingly single minded pursuit, their community of feelers and information. Slowly, Skoll felt an impulse he had never felt before - a sense of impending... fate.

One of the ants had come near him, its feelers testing the new crevice Skoll had enlarged. On a whim, Skoll put out his hand, feeling the dry rasping chitin of the insect. Something occurred he could never explain thereafter - an energy flowed between them. And Mandible was... his. Skoll looked at Mandible's legion of friends. There was naught else to do. Mandible would forgive him in time perhaps. Skoll climbed back through the crevice and filled it back in, his new companion obediently, quietly watching him, feelers waving.

Mandible gave Skoll a certain status among the Sootscales, but Tartuk waas unhappy. There was however, no denying that Skoll had a power of a kind. He never did let anyone know how he came to get Mandible, nor did he ever show anyone his fine silken rope....

Crunch:

Ability Scores Score/Mod/Point buy [racial adjustment]
Str : 10 (+0) 5 pts =14 -4 racial
Dex: 15 (+2) 3 pts = 13 +2 racial
Con: 10 (+0) 2 pts = 12 -2 racial
Int: 12 (+1) 2 pt = 12
Wis: 16 (+3) 10 pts= 16
Cha: 13 (+1) 3 pts = 13
25 pt buy
Initiative: +4 (+2 Dex, +2 Reactionary trait)

DEFENSE:
AC: 19 touch 15, flat-footed 16 ( +4 armor , +1 nat armor, +2 dex, +1 dodge, +1 size)
HP: 9 (1d8 maxed, +0 con, +1 Favored Class)
Fort +2, Ref +2, Will +5

OFFENSE:
Speed 20 ft
Melee:
Small Greatclub +0, 1d6, x2
during shillelagh +1, 1d8, x2

Base Atk: +0 (+0 druid)

CMB: -1 (+0 BAB, +0 str, -1 small) CMD: 11 (10 +0 BAB, +0 str, +2 dex, -1 small)

Favored Class Bonus Hit points

FEATS:
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

TRAITS:

Focused Mind: You gain a +2 trait bonus on concentration checks.
Reactionary: You gain a +2 trait bonus on initiative checks.

Skills:
: (5 ranks - 4 druid, +1 int)
Skill/Class/Ranks/Ability Modifier/Bonus
Acrobatics/No/0/2 = +2
Appraise/No/0/1 = +1
Bluff/No/0/1 = +1
Climb/Yes/0/0 = +0
Craft (trapmaking)/Yes/0/0 = [b]+1
Diplomacy/No/0/1 = +1
Disable Device/No/0/2 = +2 *cannot use untrained
Escape Artist/No/0/2 = +2
Fly/Yes/0/2= +2
Handle Animal/Yes/0/1 = +1
Heal/Yes/1/3 = +7
Intimidate/No/0/1 = +1
Knowledge (geography)/Yes/1/1 = +5
Knowledge (nature)/Yes/1/1 = +7 (+2 nature sense)
Knowledge (all others)/No/0/1 = +1* *cannot use untrained
Linguistics/No/0/1 = +1* *cannot use untrained
Perception/Yes/1/2 = +6
Perform/No/0/0 = +0
Profession (miner)/No/0/2 = +2* *cannot use untrained
Ride/Yes/0/2 = +2
Sense Motive/No/3/3 = +3
Sleight of Hand/No/0/2 = +2* *cannot use untrained
Spellcraft/Yes/0/1 = +1
Stealth/Yes/1/2 = +10 (+4 from size)
Survival/Yes/0/+3 = +5 (+2 nature sense)
Swim/Yes/0/0 = +0
Use Magic Device/No/0/1 = +1* *cannot use untrained

Kobold racial Stuff:

Ability Score Racial Traits: Kobolds are fast but weak. They gain +2 Dexterity, –4 Strength, and –2 Constitution.
Type: Kobolds are humanoids with the reptilian subtype.
Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: Kobolds have a base speed of 30 feet.
Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Armor: Kobolds naturally scaly skin grants them a +1 natural armor bonus.

Feat and Skill Racial Traits
Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.

Senses Racial Traits
Darkvision: Kobolds can see perfectly in the dark up to 60 feet.

Weakness Racial Traits
Light Sensitivity: Kobolds lives in darkness have caused them to suffer from light sensitivity.

CLASS ABILITIES:

* Nature sense: Nature Sense (Ex)

A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

* Wild Empathy (Ex)

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check

Languages: Draconic, Undercommon
Hero Points:

Equipment:
:
Weapons:
Greatclub 1d6, x2 (B) cost 5 gp, Wt: 4 lbs.

Shortspears (2) 1d4, x2 (P) cost 2 gp, Wt 3 lbs.
Armor:
Hide 15 gp (+4 AC; +4 Max Dex; -3 ACP) 12.5 lbs.
Skill Equipment:
Miscellaneous:
10 ft chain, 30gp, Wt 2 lbs.
Pitons (2), 2 sp, Wt 1 lb
Hammer 5 sp, Wt 2 lbs.
Manacles 15 gp, Wt 2 lbs.
Rope 50ft, silk 10 gp, Wt. 5 lbs.
Alchemists Fire 20 gp, Wt 1 lb.

Total equipment cost: 97 gp, 7sp
Remaining gold: 2 gp, 3 sp.
Total Weight 32.5
33 lbs Capacity: 33 or less = light load. Load: light

Mandible, Giant Ant:

Abilities:
Link (Ex)
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Giant Ant:
hp: 13 (4.5 x2, +4 Con)
Size Small;
Speed 30 ft., climb 20 ft.;

Defense
AC 15, T 15, FF 13 (+2 natural armor; +1 Dex, +1 dodge, +1 size)
Fort +3; Ref +4; Will +1

Offense
+1 bite 1d4 plus grab

Ability Scores
Str 10, Dex 12, Con 15, Int —, Wis 12, Cha 10;
Special Qualities: low-light vision, scent;
Init: +1
BAB +1
CMB: +0 (+1 BAB, +0 str, -1 small) CMD: 11 (10 +1 BAB, +0 str, +1 dex, -1 small) trip 19.

Feats: Dodge

Skills: Stealth +5, Survival +2

Tricks:Track: The animal tracks the scent presented to it. (This requires the animal to have the scent ability)

Progression:
1st level: HD 2; BAB +1; Fort +3; Ref+3; Will +0; skills 2; feats 1; Str/Dex +0; Nat armor +0; tricks 1