Kobold

Emil Barclay's page

45 posts. Alias of Stomphoof.


About Emil Barclay

Ability Tracking:
1st Level Spells Used: 2/3
Rounds of Bardic Performance: 0/14

Emil Barclay
Male Kobold
Bard 2
NG Small Humanoid
Init: +2, Senses: Darkvision 30ft, Perception: +7
Languages: Draconic, Common, Dwarven

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=====================DEFENSE=====================
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AC 17, Touch 13, Flat-footed 14, CMD 11
HP 12/12 (2d8)
Fort: +0, Ref: +5, Will: +3
+4 vs Bardic Performance, Sonic, and Language Dependant Effects

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=====================OFFENSE=====================
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Speed: 30ft (6 SQUARES)

Melee Rapier +2 (1d4) 18-20 x2
Ranged Shortbow +4 (1d4) (40 Arrows) 19-20 x2

Space: 5 ft. Reach: Normal
Base Atk: +1, CMB: -1

Spells Known: Bard - Caster Level 2
0 Level (5): Detect Magic, Know Direction, Flare, Read Magic, Mage Hand
1st Level (3): Cure Light Wounds, Grease, Hideous Laughter

Spells Per Day (DC 12 + Spell Level)
0 Level: Infinite
1st Level: 3

Favoured Class: Bard
Favoured Class Bonus
1st Level: +1 Skill Point
2nd Level: +1 Skill Point

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====================STATISTICS====================
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Abilities: Str 11 (0), Dex 15 (+2), Con 10 (0), Int 15 (+2), Wis 11 (+0), Cha 15 (+2)
Feats: Simple Weapon Prof, Longsword, Rapier, Sap, Short Sword, Shortbow, Whip, Light Armor Prof, Shields (not Tower), Extra Performance
Skills: Diplomacy (+8), Perform (Oratory) (+7), Perform (Singing) (+7), Bluff (+7), Perception (+7), Stealth (+11), Knowledge (Arcana) (+8), Knowledge (History) (+8), Spellcraft (+6), Use Magic Device (+7)

Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Points per Level: 6 + Int Mod (8), Total Ranks (Including Favored Bonus) = 18 (9 skills maxed)
Spellcraft and UMD only have 1 Rank Each, everything else has 2 Ranks

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=================SPECIAL ABILITIES=================
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Armor
Kobolds have +1 Natural Armor

Small
Kobolds are Small, gaining +1 Size Bonus to AC, +1 Size Bonus to Attack Rolls, -1 Penalty to CMB and CMD, +4 Size Bonus to Stealth Checks

Darkvision
Emil has Darkvision out to 30ft

Crafty
Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.

Bardic Knowledge (+1)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance (14 Rounds/Day):

A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Cantrips
Bards learn a number of cantrips, or 0-level spells, as noted on Table 3–4 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Countersong
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (Sing!) skill check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Distraction
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform skill check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (DC 13)
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mindaffecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage +1
A 1st-level bard can use his performance to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Versatile Performance (Oratory)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

Well-Versed
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language dependent effects.

Trait: Adopted (Human Trait World Traveller Taken)
+1 to Diplomacy, Always a Class Skill

Trait: Dangerously Curious
+1 to UMD, Always a Class Skill

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===========DESCRIPTION AND INFORMATION============
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Standing at an impressive 3ft 2in tall, Emil is a proud little Kobold. He has deep blue skin, and bright inquisitive orange eyes. He is lanky, but not as thin as some of his kind are. Quick and nimble, he moves with supine grace. Down his back ridge are small black horns, that are mostly decorative.

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===================BACKGROUND===================
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Emil doesn't know who his parents were. Found abandoned on the roadside by a researcher outside the small village of Nerill hidden in the mountains near Sandpoint by the name of Virgil Barclay, Emil was raised as if he was human, but his heritage was never hidden from him.

He knew his was different.

As a child, Emil showed a distinct lack of his races normal violent tendancies, instead showing a deep interest in books and knowledge. His adoptive father took him with him as he travelled, and soon Emil began to show signs of his races sometimes arcane heritage. By the age of 6, the young kobold was starting to cause issues with his burgoueing powers and his incessant curiosity of magical things, and his father apprenticed him to a bard named Rogar. Rogar, who was hesitant to take on such a creature as an apprentice, quickly changed his mind when he heard Emil sing.

Emil sang as if he was a human. His normal voice, raspy and deep, became an amazing tenor when he sang. Rogar could see the potential, and sure enough Emil took the trade of a bard like a duck takes to water. As the young Kobold travelled with Rogar, he saw much more of the world, and began to realize how people thought of him. While he was friendly and people grew to like him the more they were around them, they often acted by assumptions upon first seeing the small blue skinned kobold, chasing him, ignoring him, or threatening him. The "Bigguns" as he called those of the tall races, interested him though. If he could only teach them that not everyone was evil just because of their race! He began to teach himself the skill of Spoken Word, along with his singing. While his singing was amazing, his spoken word was, to be honest, a tad bizarre, and Rogar often laughed at the little kobold's attempt at being "a preacher".

Upon reaching the age of 16, Emil's apprenticeship with Rogar was over, and he began to wander the land on his own, using his skills and knowledge that he had learned under Rogar's tutelage to hunt down interesting stories, bits of knowledge, and trying to help people understand that you should judge others by their actions, not their race.

His travels have recently brought him to Sandpoint after a visit to his father Virgil and friend Rogar. Rogar had given him an introductory letter to give to Cyrdar Drokkus, the theatre owner. Hopefully everything goes well.

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============EQUIPMENT AND POSSESSIONS=============
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Adventuring Attire
Masteworks Studded Leather (+3 AC, Penalty 0) (175gp) (10lbs)
Shortbow (1lb) with 40 Arrows (2gp), (3lbs)
Rapier (1lb)

Backpack 2lbs
Bedroll (5lbs)
Waterskin (4lbs)
3 Trail Rations (3lbs)
Inkpen
Ink Vial (1oz)
20 Sheets of Parchment
Scroll Case

Wealth: 9gp 4sp
Total Value: 250gp
Light Load: up to 28.5lbs
Medium Load: 29lbs to 57lbs
Heavy Load: 58lbs to 86.5lbs
Total Weight: 29.5lbs