Roaghaz

Bitnek's page

1 post. Alias of Rabscuttle.


Full Name

Bitnek

Race

| HP 21/21 | AC: 21 Touch: 14 FF: 18 | CMB: 0 CMD 13 | Fort: +5 Ref: +7 Will: +6 | Init: +2 | Darkvision 60ft Perc: +5 SM: +13

Classes/Levels

| Speed 30ft | Performance: 13/13 Slithering Stride: 3/3 | Spells 1st: 4/4 2nd: 2/2

Gender

Male LN Kobold Bard 4

Size

Small

Age

18

Alignment

Lawful Neutral

Location

Greenbelt

Languages

Draconic, Common, Dwarven, Giant

Strength 7
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 13
Charisma 16

About Bitnek

Background:
Bitnek was always different from the other kobolds in his tribe - mellower than his hatchmates, more content to hear the sounds of the world than to practice trapmaking. As he grew, he found he was able to use what he called "the rhythm" to create magical effects. This made him useful to the tribe, although his spontaneous poetry slams were not that popular and he remained something of an outsider.

When Tartuk arrived, Bitnek could sense that the foreign kobold was bad news. But unable to either oppose his magic directly or gather enough support to stage a coup, he decided to withdraw, initially volunteering for scouting expeditions and eventually just moving away and living on his own. When news reached him that Tartuk has been ousted, he returned to find out what had happening. Intrigued by the story of the adventurers who had aided the tribe and now had an alliance with them, when Chief Sootscale asked for a representative to assist their new allies (and to make sure they held up their end of the agreement), he raised his claw and was quickly chosen. (Whether this was for his diplomatic skills or because the tribe was being reminded of his poetry was never stated.)

Statistics:
STR: 7 = 11 base, -4 racial
DEX: 14 = 12 base, +2 racial
CON: 10 = 12 base, -2 racial
INT: 14 = 14 base
WIS: 13 = 13 base
CHA: 16 = 15 base, +1 L4 increase

AC: 21 = 10 base, +3 armor, +1 shield, +2 DEX, +2 Natural, +1 Dodge, +1 Size
Touch: 14
Flat-footed: 18

Fortitude: +5 = +1 base, +3 CHA, +1 resistance
Reflex: +7 = +4 base, +2 DEX, +1 resistance
Will: +6 = +4 base, +1 WIS, +1 resistance

BAB: +3
CMB: +0 = +3 BAB, -2 STR, -1 Size
CMD: 13 = 10 base, +3 BAB, -2 STR, +2 DEX, -1 Size, +1 Dodge

Attacks:
MW Dagger: +3 (1d3-2, 19-20/x2)
Sling: +6 (1d3-2)
Touch: +2
Ranged Touch: +6

Skills:

Acrobatics: 9 = +4 ranks, +2 DEX, +3 class skill
Appraise: 2 = +2 INT
Bluff: 7 = +1 rank, +3 CHA, +3 class skill
Climb: -2 = -2 STR
Diplomacy: 13 = Versatile Performance (oratory)
Disguise: 7 = +1 rank, +3 CHA, +3 class skill
Escape Artist: 2 = +2 DEX
Heal: 1 = +1 WIS
Intimidate: 7 = +1 rank, +3 CHA, +3 class skill
Knowledge (arcana): 8 = +1 rank, +2 INT, +3 class skill, +2 Bardic Knowledge
Knowledge (dungeoneering): 11 = +4 ranks, +2 INT, +3 class skill, +2 Bardic Knowledge
Knowledge (engineering): 8 = +1 rank, +2 INT, +3 class skill, +2 Bardic Knowledge
Knowledge (geography): 8 = +1 rank, +2 INT, +3 class skill, +2 Bardic Knowledge
Knowledge (history): 8 = +1 rank, +2 INT, +3 class skill, +2 Bardic Knowledge
Knowledge (local): 4 = +2 INT, +2 Bardic Knowledge
Knowledge (nature): 11 = +4 ranks, +2 INT, +3 class skill, +2 Bardic Knowledge
Knowledge (nobility): 4 = +2 INT, +2 Bardic Knowledge
Knowledge (planes): 8 = +1 rank, +2 INT, +3 class skill, +2 Bardic Knowledge
Knowledge (religion): 8 = +1 rank, +2 INT, +3 class skill, +2 Bardic Knowledge
Linguistics: 6 = +1 rank, +2 INT, +3 class skill
Perception: 5 = +1 rank, +1 WIS, +3 class skill
Perform (Oratory): 13 = +4 ranks, +3 CHA, +3 class skill, +2 racial, +1 trait
Perform (Percussion): 12 = +4 ranks, +3 CHA, +3 class skill, +2 racial
Perform (Act): 10 = +2 ranks, +3 CHA, +3 class skill, +2 racial
Ride: 2 = +2 DEX
Sense Motive: 13 = Versatile Performance (Oratory)
Sleight of Hand: +6 = +1 ranks, +2 DEX, +3 class skill
Spellcraft: +6 = +1 ranks, +2 INT, +3 class skill
Stealth: +13 = +4 ranks, +2 DEX, +3 class skill, +4 Size
Survival: +2 = +1 ranks, +1 WIS
Swim: -2 = -2 STR
Use Magic Device: 10 = +4 ranks, +3 CHA, +3 class skill

Racial Traits:
Armor: Your naturally scaly skin grants you a +1 natural armor bonus.*
Light Sensitivity: You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Jester: You gain a +2 racial bonus on Diplomacy and Perform checks*, and these are always class skills for you.

Traits:
Slithering Stride: For 3 rounds per day, you can move through light or heavy undergrowth at full speed. This ability doesn’t work in terrain that has been magically manipulated to impede motion.
Talented: You gain a +1 bonus on Perform (Oratory) skill checks.*

Class Features:
Bardic Knowledge: Add +2 to all Knowledge skill checks* and can make them untrained.
Versatile Performance: Can substitute Oratory skill checks for Diplomacy and Sense Motive checks.*
Well-versed: Gain +4 bonus on saving throws against bardic performance, sonic and language-dependent effects.
Bardic Performance: 13 rounds/day. Start as standard action, maintain a free action.
* Countersong: Each round make a Perform (keyboard/percussion/wind/string/sing) check. Any creature within 30ft affected by sonic or language-dependent magical attack can use this check in place of their saving throw. Creatures already under the effect gain another saving throw but must use your check.
* Distraction: Each round make a Perform (act/comedy/dance/oratory) check. Any creature with 30ft affected by illusion (pattern or figment) effect can use Perform check in place of their save. Creatures already under such an effect gain another saving throw but must use your check.
* Fascinate: Can use your performance to cause 2 creatures within 90ft to become fascinated with you (DC 15 negates). Fascinated creatures observe the performance and take-4 penalty on skill checks made as reactions. Distraction from combat/danger prevents this from working, and potential threats allow a new save. Obvious threats automatically break the effect.
* Inspire Courage: Grant allies +1 morale bonus on saves against charm and fear effects, +1 competence bonus on attack and weapon damage rolls.
* Inspire Competence: Grant allies within 30ft a +2 bonus on skill checks.

Feats:
Kobold Confidence: You can use Charisma to determine your bonus to Fortitude saves and your maximum negative hit points before death.
Dodge: You gain a +1 dodge bonus to AC.

Spells Known:
Cantrips (DC 13): Detect Magic, Mage Hand, Message, Prestidigitation, Resistance, Unwitting Ally
1st: 4/day (DC 14): Cure Light Wounds, Ear-Piercing Scream, Liberating Command, Vanish
2nd: 2/day (DC 15): Cat's Grace, Sonic Scream

Equipment:

Defense: +1 Small Leather Armor, +1 Small Buckler, +1 Amulet of Natural Armor, +1 Cloak of Resistance
Offense: Small MW dagger, Small sling, 8 sling stones, 1 flask alchemist's fire
Other: Small MW backpack, small MW bongos, 4 trail rations, waterskin