About Atirk “the Scorpion”Crunch:
male kobold swashbuckler (mouser) 1
CG Small humanoid (reptilian) Init +4; Senses low-light vision; Perception +10 DEFENSE AC 20, touch 16, flat-footed 15 (+3 armor, +4 Dex, +1 dodge, +1 natural, +1 size) hp 25 (3d10 [10 1st + 6 2nd + 6 3rd] + 3 [Con]) Fort +6, Ref +8, Will +5 Defensive Abilities charmed life 3/day, uncanny dodge OFFENSE Speed 40 ft Melee mwk rapier +10 (1d4 + 4/x3) Ranged shortbow +8 (1d4/x3) Special Attacks deeds (derring-do, dodging panache, underfoot assault), panache (2/day), controlled bloodrage (9 rounds/day, +4 to one stat, +2 to two stats), restrained magic, destined strike (+1 attack, 3/day) STATISTICS Str 10, Dex 18, Con 12, Int 8, Wis 14, Cha 14 Base ATK +3; CMB +3/+7; CMD 17 Feats Weapon Focus (finesse/rapier), Fencing Grace Skills (15 ranks-3 class per level + 1 favored class per level) Acrobatics +10 (3 [ranks] + 4 [Dex] + 3 [csb]) Diplomacy +8 (3 [ranks] + 2 [Cha] + 3 [csb]) Perception +10 (3 [ranks] + 2 [Wis] + 3 [csb] + 2 [race]) Stealth +14 (3 [ranks] + 4 [Dex] + 3 [csb] + 4 [size]) Background Skills Linguistics +5 (3 [rank] - 1 [Int] + 3 [csb]) Sleight of Hand +10 (3 [rank] + 4 [Dex] + 3 [csb]) Languages Celestial, Common, Draconic, Elven, Sylvan SQ crafty, dayrider TRAITS Indomitable Faith (Faith) Effect: +1 on Will saves Resiliant (Combat) Effect: +1 on Fort saves GEAR 630 gp mwk rapier (320 gp) shortbow (30 gp) quiver w/ 20 arrows (1 gp) +1 leather armor (1,010 gp) swashbuckler’s kit (9 gp) cloak of resistance (1,000 gp) -backpack -bedroll -belt pouch -flint & steel -iron pot -mess kit -rope -soap -torches (10) -trail rations (5 days) -waterskin explorer’s outfit Special Abilities:
Deeds-Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do-At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1). Dodging Panache-At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. Underfoot Assault-At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space. While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte. Panache-More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways: Critical Hit with a Light or One-Handed Piercing Melee Weapon-Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon-When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache. Charmed Life-At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level). Nimble-At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level). Controlled Bloodrage-When an urban bloodrager rages, she does not gain the normal benefits. Instead, she can apply a +4 morale bonus to her Constitution, Dexterity, or Strength. This bonus increases to +6 when she gains greater bloodrage and to +8 when she gains mighty bloodrage. She can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to AC, and can still use Charisma-, Dexterity-, and Intelligence-based skills. A controlled bloodrage still counts as a bloodrage for the purposes of any spells, feats, and other effects. This ability alters bloodrage. Uncanny Dodge-At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. Restrained Magic-At 3rd level, an urban bloodrager can attune her spells so they are less likely to impact her allies or innocent bystanders. When the bloodrager casts a spell, she can grant a +2 bonus on the saving throw against that spell to any creatures she is aware of that are targeted by the spell or within the spell’s area. Any creature that receives this bonus and succeeds at its save is unaffected by the spell, as if it hadn’t been targeted or wasn’t in the area. This ability replaces blood sanctuary. Destined Strike-At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day. Fencing Grace-When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied. In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point. Background:
Atirk isn't quite sure where he was hatched-it was somewhere in a swamp where it stormed. A lot. His childhood wasn't much to talk about either-like any other kobold, it was purely on survival. Trapmaking and craftiness to survive. He had the craftiness part down, but any trap backfired. Nobody was killed or hurt, thankfully, but it did make him an outcast among his tribe.
So it wasn't surprising when Atirk left once he got old enough. Which admittedly was a stupid idea-kobolds are not meant for solitary lives. They need company-to talk to, to watch each other's backs, etc. Unfortunately the company he would find aren’t the kindest to kobolds-many times he had to run for his life, and be grateful that kobolds are really good at hiding. The moment that changed his life was when he stumbled across the encampment of what he thought were giant, flat faced frogfolk-which he would later learn were actually a group of sadistic marsh giants. Starving, Atirk made the bold choice and slipped into the camp to find any food, only to find rotten fish, unusual flesh, and a lot of loot. The one weapon that drew him in, glinting in the moonlight, was a rapier held by a halfling warpriest of Cayden Cailen. Indeed the small blade even had the Drunken God's symbol engraved in the guard. He took the rapier and how many unspoiled rations and gold coins he could carry, and decided he could go to the next town and trade the stuff. That's when he was spotted by the leader. More adapted to hunting in the swamp than the kobold, Atirk was filled with dread as these...things moved with unnatural grace for their size and physique. Atirk had no choice but to try and trip these giants up, so he took a bold approach, and, as he was hiding, waited for a marsh giant to pass. Once one was right next to him, the kobold shot the rapier forward into the giant's leg-and it toppled and split its skull on a rock. Filled with immense bravado at killing something several times his size, Atirk threw all caution to the wind; he practically danced around the giants, keeping underneath them and delivering precise strikes to the legs. If they survived the fall, he stabbed all over the bodies, avoiding their clawed arms and sharp weapons. He even saw the leader, with only one eye, and decided to be a little spiteful and take the leader's last eye before leaving the giant to scream in despair, being unable to see or stand. After a good rest, Atirk sauntered into a nearby town; although everyone was naturally unsure about a kobold boldly walking down the street, he tossed the gold and supplies, minus the rapier, to get as much fish and meat as he could eat. When someone recognized the rapier, the townsfolk questioned him-including the wife of the halfling warpriest who was the original owner of the blade. Once he explained himself, the town was gobsmacked-a kobold killing giants? Never happened before! It was unprecedented! And that gave him something of an ego complex. Now he has been traveling all across the Inner Sea Region, undermining the attempts of any evildoer he comes across-his favorite targets in particular are giants, or anything that resembles giants. He has also gotten himself into the good graces of the worshippers of Cayden Cailean, due to inadvertently (and then willingly) assisting groups of them in their freedom fighting ways. He heard talks of many of these champions of the Drunken God heading north towards the Worldwound to assist the Mendevian Crusades in fighting off the waves of demon lords; when a particularly friendly Caydenite went missing, Atirk decided to look for this friend...and topple any demon who crosses his path. Appearance:
Atirk is a black scaled kobold, with the color of tar, and a dark silver underbelly. Mismatched horns crown his head, with the right one being bigger and less crooked than the left. Although kobolds are largely emotionless, he always carries a smirk on his face-a small smirk that's gigantic for his kind. He wears a simple leather vest, and standard exploration attire for a creature of his size and physique. What truly makes him stand out-besides being a kobold-is the comedically large cavalier hat he wears-a treasured gift from a former friend who helped master his skills with the rapier. Personality:
Atirk is antithetical to the common idea of a kobold-rather than cowardly and sneaky, he is confident and open. Almost too overconfident and too open-there are many a time he forgets that most people don't like kobolds, but he never holds any grudges about it. He is extremely generous, willing to give his share of the treasures he finds to whatever charity case he can find; if not that, he's willing to buy a round or two of drinks at a tavern. He is rather unpleased by dragons and their greedy habits, to the point where if he sees anyone who enslaves others or hoard their wealth, he won't hesitate to call them "fat heartless dragons". His biggest flaw is his recklessness, especially towards creatures larger than him-all caution gets thrown to the wind as he likes to step around the feet of such tall opponents and make them trip. Regardless, if things go south fast, his instinct is strong enough to tell him when to get out of dodge. |