| Gender |
Simeek LG Fighter 1 |
About Blake's Kobold
Simeek
Male kobold fighter 1 (Advanced Player's Guide, 12)
Uncommon, LG, Small, Humanoid, Kobold
Heritage cavern kobold
Background laborer
Perception +6; darkvision
Languages Common, Draconic
Skills Acrobatics +4, Athletics +7, Crafting +3, Diplomacy +5, Labor Lore +3
Str 18 (+4), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 14 (+2)
Items breastplate, dagger, halberd, backpack, bedroll, candle, chalks (10), flint and steel, minor healing potion, rations (1 week)s (2), rope (foot)s (50), soap, torchs (5), waterskin, wooden toys of a knight and dragon, purse (9 cp)
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AC 18; Fort +7; Ref +6; Will +4
HP 18
Attack of Opportunity [R] Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
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Speed 25 feet
Melee [1] dagger +9 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+4 P
Melee [1] halberd +9 (versatile S, reach 10 feet), Damage 1d10+4 P
Ranged [1] dagger +6 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+4 P
Ancestry Feats Cringe[APG]
Class Feats Power Attack
General Feats Shield Block
Skill Feats Hefty Hauler
Other Abilities draconic exemplar, shield block
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Simeek isn’t very brave. For years, the Hookclaws despaired over finding him a job within the tribe, despite his incredible strength. The militia commanders threw Simeek out after he constantly failed the most basic of instructions. Simeek’s stint as a trap re-setter ended when he was too nervy to learn to work a crossbow without causing accidents. Eventually the hapless kobold wound up as a simple laborer, tasked with nothing more complex than moving heavy crates from one place to another. And yet, this simple decision would wind up drastically changing the course of the Hookclaw tribe’s history. When a bloodthirsty adventurer proved too skilled for the kobolds’ traps and broke into the warren, Simeek happened to be working in the area. For once, the kobold reacted boldly in his panic and hit the adventurer with a barrel until the intruder ran away.
Now Simeek is a hero to the tribe—at least, the other kobolds reason, until something inevitably eats him. The Hookclaws discovered they liked having a hero, though, and have invested a lot of work to make Simeek live up to the title. Simeek has been delighted by unexpected gifts of clothing and armor, which allow him to look like the shining knights he admired as a hatchling (having crucially misunderstood the point of knight and dragon tales, especially among kobolds). Of course, Simeek is still completely hopeless, and so the Hookclaws have made sure that several other kobolds remain with him at all times to ensure he doesn’t freeze and get himself killed.
Simeek himself is simply happy that the other kobolds like him now, and cheerfully goes along with whatever he’s told. He has survived his change in profession mostly through luck, but on occasion, when he panics in the right direction, he lives up to his title of hero again. He has proven too oblivious to trick and too innocent to corrupt, which drives the Hookclaws to despair, but has also sparked a certain amount of possessive pride. After all, Simeek has a heart of metaphorical gold... which is the closest thing to real gold most Hookclaws have ever encountered.