
Full Name |
Clousuk Sootscale |
Race |
Kobold |
Classes/Levels |
Arcane Duelist 4 | HP 27/31 | AC 20 T 16 FF 16 | Fort +2 Ref +8 Will +4 | CMD 15 | Init +5 | Perception +7 |
Gender |
Male |
Size |
Small |
Age |
19 |
Alignment |
Chaotic Neutral |
Languages |
Common, Draconic |
About Clousuk Sootscale
Kobold Bard (Arcane Duelist) 4
CN Small humanoid (reptilian)
Init +5; Perception +7, low-light vision
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 16 (+4 armor, +4 Dex, +1 natural, +1 size)
HP 31 (4d8+8)
Fort +2, Ref +8, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk cold iron rapier +10 (1d4-1/18-20)
Melee dagger +8 (1d3-1/19-20)
Ranged light crossbow +8 (1d6/19-20)
Bard Spells Known (CL 4th, concentration +7)
2nd (2/day)-bladed dash, invisibility
1st (4/day)-cure light wounds, grease (DC 12), liberating command, saving finale
0 (at will)-detect magic, light, mage hand, message, prestidigitation, read magic
Special Attacks bardic performance 11/day
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 12, Int 12, Wis 10, Cha 13
Base Atk +3; CMB +1; CMD 15
Languages Common, Draconic
--------------------
Feats
--------------------
Arcane Strike
Weapon Finesse
Combat Casting
Weapon Focus (rapier)
--------------------
Traits and Drawbacks
--------------------
Reactionary - +2 racial bonus on initiative checks
Sneaky Swimmer - Can hold breath underwater for 1 additional round, and gains a +2 on Stealth checks made in swamps and underwater environments
--------------------
Skills
--------------------
Acrobatics +4
Appraise +1
Bluff +1
Climb -1
Craft +1
Diplomacy +1
Disguise +1
Escape Artist +11[4]
Intimidate +6[2]
Knowledge (arcana) +8[4]
Knowledge (dungeoneering) +6[2]
Linguistics +1
Perception +7[4]
Perform (oratory) +8[4]
Profession +0
Sense Motive +0
Sleight of Hand +3
Spellcraft +8[4]
Stealth +17[4]
Use Magic Device +1
--------------------
Gear
--------------------
chain shirt
mwk cold iron rapier
dagger
light crossbow
crossbow bolts (17)
traveler's outfit
mwk backpack
bedroll
belt pouch
flint and steel
idol of Chief Sootscale
ink
inkpen
iron pot
journal
mess kit
mirror
rope
soap
torches (10)
trail rations (5 days)
waterskin
1327 gp
--------------------
Special Abilities
--------------------
Armor Kobolds gain a +1 natural armor bonus.
Day Raider Does not have light sensitivity, but has low-light vision instead of darkvision.
Spellcaster Sneak +2 racial bonus on Stealth checks and can once a day gain the benefits of the Silent Spell feat for a spell cast.
Rallying Cry (Su) Makes an Intimidate check each round; allies within 30 feet can substitute this check for their saving throw against fear and despair effects. Those already affected by fear and despair effects can use the check result as a new save.
Distraction (Su) Makes a Performance (oratory) check each round; allies within 30 feet can substitute this check for their saving throw against illusion (figment) and illusion (pattern) effects if it is higher. Those already affected by non-instantaneous illusion (figment) and illusion (pattern) effects can use the check result as a new save.
Fascinate (Su) Can fascinate up to two targets within 90 feet (DC 14). Targets sit quietly and listen to performance, while taking a -4 penalty to skill checks made as reactions (i.e. Perception).
Inspire Courage (Su) Allies that can perceive performance receive a +1 competence bonus to attack and weapon damage rolls, and a +1 morale bonus to saving throws against charm and fear effects.
Inspire Competence (Su) Can use performance to grant an ally within 30 feet a +2 competence bonus on skill checks with a particular skill.
--------------------
Backstory
--------------------
A diplomat and trained speaker for the Sootscale tribe. His role was chosen for him the moment he was born, as it was determined that he was not of the warrior stock. There was magic in his blood nonetheless, magic that gave his words power. Out of necessity, knowledge of the common tongue was practically driven into his skull, so that he could properly communicate with the big people. As more and more humans that coveted the Stolen Lands arrived, the need for a negotiator arose. Chief Sootscale all but tossed Clousuk out into the world, telling him to solve their dilemma. As it would turn out, bandits had little interest in diplomacy. More than once Clousuk was caught or nearly killed, but each time he would escape with his hide intact. He was eventually forced to return to his chief to report his humiliating failure; fortunately, by the time he had, there were pressing matters on the Sootscale’s mind.