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About Chieftain SootscaleTracked 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.
Step 3: List at least two secrets about your character.
Step 4: Describe at least three people that are tied to the character.
Step 5: Describe three memories, mannerisms, or quirks that your character has.
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 -------------------- Defense -------------------- 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 -------------------- Offense -------------------- 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 -------------------- Statistics -------------------- 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 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 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 |