Chief Sootscale

Chieftain Sootscale's page

491 posts. Alias of Tazo.


Full Name

Chief Sootscale

Race

Kobold

Classes/Levels

Alchemist 11 / U. Monk 1 | HP 101/101 | AC:27 T:19 FF:21 CMD:25 | F+21, R+20, W+10 | Init +12 | Perc +16 | Freedom of Movement, Heroism, Mage Armor, Magic Circle Against Evil, Mutagen, Protection from Arrows Communal, Tears to Wine

Gender

Kingdom | Male

Size

Small

Alignment

Chaotic Neutral

Languages

Common, Cyclops, Draconic, Dwarven, Giant, Gnome, Sylvan, Undercommon

Strength 8
Dexterity 18
Constitution 16
Intelligence 25
Wisdom 10
Charisma 13

About Chieftain Sootscale

Tracked Resources:
Mutagen*
Bomb 18/23
Wings 10/11
Wand of Mage Armor (22 charges)
Stag Lord's Helm
Poisoner's Gloves
4th (3/day): Freedom of Movement*, Freedom of Movement*, Greater Invisibility-
3rd (5/day): Displacement, Fly-, Fly-, Protection from Arrows Communal*, Resist Energy Communal
2nd (5/day): Alchemical Allocation*, Alchemical Allocation*, Alchemical Allocation*, Alchemical Allocation, Alchemical Allocation
1st (6/day): Shield-, Shield-, Shield, Reduce Person-, Reduce Person, Tears to Wine*

Backstory:
Chief Sootscale was once named Ipmeek, a child of the former Chief Sootscale. That Chief had many wives, who gave birth to many egg clutches, and it was by no means certain that Ipmeek would become the next Chief Sootscale. But the dark, lustrous scales he bore marked him as having pure dragonsblood, placing him a step above those whose scales lacked the same shine. That same quality made Ipmeek a Guardian of his tribe, gifted with privilege but also burdened with their defense. He would thus learn the ways of the outside world.

Protecting the kobolds was not easy, though. Their people would fall prey to wild animals, strange fey, and worst of all bandits. Guardians were supposed to be the strongest of the tribe, but Ipmeek was not strong. He was quite average for a kobold, which is to say terribly weak. And he was pretty sure that, even if he became an exceptionally strong kobold, he would not be that great in defending the tribe.

But Ipmeek was quite clever. He was drawn not to destruction but construction. Building. Growing. Improving things. Ipmeek felt that the best kobold defenses were tricks and traps. Using his influence and authority, Ipmeek had the best builders teach him their skills. And he then weaponized those skills to defend the tribe, using the tools and explosives from mining, construction, and tunneling against their foes.

Ipmeek's star rose to new heights when his traps successfully defeated a band of Warmbloods intent on robbing and slaying the kobolds. That made Ipmeek a hero amongst the tribe, and also unlocked a world of new knowledge. For one of those invaders was an alchemist with many ideas about formulating potions and tinctures. Ideas that Ipmeek took and adapted.

Everything changed for the tribe the day Tartuk, the purple-scaled kobold arrived. All kobolds were enthralled by his appearance. It had been said that purple was the royal color--the color of kings. And the kobold brought tales of great power in service to a mighty and fearsome god. Tartuk energized the kobolds and inspired the tribe to frenzied war. The Guardians were at the forefront of wanting battle. Ipmeek still favored caution, but he dared not speak out when even his father, Chief Sootscale, seemed inspired.

War brought many victories, but also many losses. None greater than the day Ipmeek's father, Chief Sootscale, died in battle. Some of the kobolds became even more frenzied, vowing to avenge Chief Sootscale. Others had growing doubts, whispered in secret. Ipmeek, a "war hero" who also favored restraint, was supported by both factions, and rose to be the next Chief Sootscale. Yet to Ipmeek, that new role seemed to hardly mattered. Chief Sootscale was a title, given to the lead black-scaled kobold. But the black-scales were no longer the leaders of the tribe. Tartuk the purple-scaled was. And even as some began to question the wisdom of Tartuk, none dared challenge his fearsome god. Ipmeek, now Chief Sootscale, needed to appease the god and end the wars so that the tribe could recover its strength. But how?

Not quite 10 minute background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character.
1) Loves building, creating.
2) Loyal to tradition, tribe and family. Rule-follower amongst friends (but not enemies).
3) Kobolds first! Suspicious of non-kobolds.
4) False bravado hides inner coward. Prefers indirect confrontation with those he fears.
5) Can become suddenly envious or jealous.

Step 2: List at least two goals for the character.
1) Build up the kobold tribe to new heights!
2) Become more like a dragon!

Step 3: List at least two secrets about your character.
1) Secretly unsure of kobold superiority. Would like to create large, grandiose architecture that is very un-kobold to prove that kobolds are equals.
2) He is not actually a Sootscale. His mother secretly snuck him into Chief Sootscale's clutch because he was born with the same dark scales, wanting him to have a better life.

Step 4: Describe at least three people that are tied to the character.
1) Mikmek. Ipmeek's younger black-scaled clutchmate. Next in line to the chiefdom.
2) Earthclaw Riktak. Wise kobold shaman who has been held prisoner by Tartuk since he claimed power. Ipmeek is grateful but also surprised that he has yet to be sacrificed.
3) Mysterious fey prankster who likes to torment Ipmeek. Identity as yet unknown.

Step 5: Describe three memories, mannerisms, or quirks that your character has.
1) Talks a lot about principles of alchemy, engineering, and how great his own work is.
2) Generally calls humanoid non-kobolds "Warmbloods."
3) Will wander off without telling anyone, following his own curiosity.

Character Sheet:
Chief Sootscale
Male Kobold Alchemist (Grenadier) 11 / U. Monk (Far Strike Monk) 1
CN Small Humanoid (reptilian)
Init +10; Perception +17
Darkvision 60ft, Light Sensitivity
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Defense
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AC 19, touch 17, flat-footed 15 (+4 Dex, +1 Size, +2 Natural, +2 Deflection)
hp 101 (1d10+11d8+36)
Fort +21, Ref +18, Will +11
Acid Resistance 5
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Offense
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Speed: 20 ft.
Bomb: +14, 6d6+7/x2 (splash, fire, 30ft)
Mwk. Longbow: +15, 1d6-2/x3 (100 ft)
Chakram: +14, 1d6-2/x2 (30ft)
Net: +14, entangle (10 ft)
Unarmed Strike: +8, 1d4-2/x2
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Statistics
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Str 8, Dex 18 (16), Con 16 (12), Int 25 (19), Wis 10, Cha 13
BAB +9; CMB +7; CMD 23
Feats: Kobold Confidence, Precise Shot, Quick Draw, Throw Anything, Extra Discovery x4, Iron Will, Improved Initiative
Traits/Drawbacks:
-Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
-Inquisitive Archaeologist: You have studied the architectural styles of nations throughout the Inner Sea region, but none have fascinated you like the architecture of cyclopses Ancient Osirion. Hearing that the famed necropolis of Wati has finally been opened for exploration, you’ve come to that city to get firsthand experience with the lost secrets of Ancient Osirion’s master builders. You gain a +2 trait bonus on Knowledge (engineering) checks, and that skill is always a class skill for you. In addition, you gain a +2 trait bonus on Perception checks to find concealed or secret doors in structures built in Cyclopean ruins the style of Ancient Osirion.
Skills: Acrobatics +18(11), Appraise +10(1), Climb +3(1), Craft (alchemy) +22(12) (+33 crafting), Diplomacy +11(5), Disable Device +8(1), Escape Artist +19(12), Fly +8(1), K. Arcana +22(12), K. Dungeoneering 19(0), K. Engineering +24(12), K. Nature +22(12), Perception +17(12) (+17 Cyclopean secret doors), Ride +8(1), Sense Motive +4(1), Sleight of Hand +8(1), Spellcraft +22(0), Stealth +23(12), Survival +15(12), Swim +3(1), Use Magic Device +16(0)
Languages: Common, Cyclops, Draconic, Dwarven, Giant, Gnome, Sylvan, Undercommon
Kobold Abilities:
+2 Dex, -2 Str, +2 Cha, -2 Cha (one-eyed)
-Black Dragonscaled: Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragons matching the color of the kobold’s scales. Black-scaled kobolds with this racial trait gain acid resistance 5.
-Wyrmcrowned: Your horns have grown to the extent that they appear similar to those of a dragon who shares your scale color, lending a draconic power or menace to your dealings with others. Choose either Diplomacy or Intimidate. You gain a +2 racial bonus on checks with that skill, and it is always a class skill for you.
Darkvision 60ft
Light Sensitivity
Monk Abilities
Thrown weapon proficiency
Bonus Feat (Precise Shot)
Flurry of Blows (thrown weapons, unarmored)
Fast Thrower (Quick Draw)
Unarmed Strike (1d4)
AC Bonus (+Wis to AC, unarmored)
Alchemist Abilities
Favored Class Bonus: +1/2 Bomb/lvl
Bomb 6d6 (23/day = class + int + FCB)
Mutagen (+2 Nat Armor, +4 physical, -2 mental, 10 min/level)
Throw Anything, +int to splash weapon damage
Weapon Proficiency (Longbow)
Infusion
Sand Bomb
Smoke Bomb
Stink Bomb
Precise Bombs
Force Bomb
Fast Bombs
Directed Blast
Staggering Blast
Alcehmical Weapon (move or swift action)
Wings - Fly for caster level minutes per day
Preserve Organs (25% negate crit/sneak damage)
Dragonification (modified Mummification: 30-day ritual for immune to acid, nonlethal, paralysis, sleep)
Extracts:
4th (3/day): Freedom of Movement, Greater Invisibility
3rd (5/day): Displacement, Fly, Monstrous Physique I, Protection from arrows: Communal, Resist Energy: Communal,
2nd (5/day): Alchemical Allocation, Barkskin, Invisibility, Lesser Restoration, See Invisibility
1st (6/day): Ant Haul, Crafter's Fortune, Cure Light Wounds, Disguise Self, Expeditious Retreat, Enlarge Person, Reduce Person, Shield, Tears to Wine
Equipment
Net x4 (20gp)
Chakram x2 (2gp)
Parade Armor (Sootscale) (25gp)
Spring-Loaded Wrist Sheath x2 (10gp)
Backpack (2gp)
Bandolier x2 (1gp)
Dunstan's adventuring supplies (light horse, bit and bridle, riding saddle, saddlebags, bedroll, blanket, canteen)
Ioun Stone - Deep Red Sphere (+2 Dex)
Headband of Vast Intellect +6 (Cyclops, Giant, Sylvan, K. Dungeoneering, Spellcraft, Use Magic Device)
Belt of Constitution +4
Bombchucker
Masterwork Longbow
Arrows x20
Ring of Feather Falling
Handy Haversack - 1000
Cloak of Resistance +5
Amulet of Natural Armor +2
Ring of Protection +2
Stag Lord's Helm
Alchemist's Fire x3
Potion of Heroism
Potion of Magic Circle Against Evil
Potion of Lesser Restoration
Potion of Neutralize Poison
Potion of Remove Blindness/Deafness
Potion of Remove Curse
Potion of Remove Disease
Potion of Remove Paralysis
Wand of Mage Armor
Poisoner's Gloves
Cap of Human Guise
15356 gp