Ancient Time Dragon

Ikilwa Underfoot's page

61 posts. Organized Play character for Wei Ji the Learner.


Full Name

Ikilwa Underfoot

Race

True Blood (kobold)

Classes/Levels

Stats:
Brd 7/PFDlv 2|HP:60/76|AC: 27*/T:14*/FF:25*|F:+9*/R:+10*/W:+8*|BAB:+6|CMB:+5|CMD: 18/16FF|Sp: 30|In: +2|Pr:+22|Dp/HA/In/Prf(Or/Prc)/S.M.:+17|D.D./Cft(Traps):+16|K:Hst:+15|K:Pl: +12|K:Ar/Dn/En/Lo/Na/Rl:+11|K:Ge/No/Li/UMD:+10

Gender

A

Size

Smol

Age

16

Special Abilities

Darkvision 50', Inspiring Mentor, Lingering Performance, Lore Master 1/1, Surefooted, Trap Sense, Versatile Performance (Oratory) Versatile Performance (Percussion), Well Versed

Alignment

NG

Deity

Shelyn

Location

The Sewers of Absalom

Languages

Aklo, Azlanti, Celestial, Common, Draconic, Goblin, Sylvan, Thassilonian, Undercommon,

Occupation

Nosy Good For Nuthin

Strength 10
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 10
Charisma 17

About Ikilwa Underfoot

L9.1:
Eagle Knight Captain Ikilwa Underfoot
Agender kobold bard 7/pathfinder delver 2 (Pathfinder RPG Adventurer's Guide, Pathfinder RPG Bestiary 183)
NG Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +22
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Defense
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AC 27, touch 14, flat-footed 25 (+9 armor, +1 deflection, +2 Dex, +1 natural, +3 shield, +1 size)
hp 76 (9d8+28)
Fort +9, Ref +10, Will +8; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities trap sense +1
Weaknesses light sensitivity
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Offense
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Speed 30 ft.; surefooted
Melee +1 adamantine longsword +8/+3 (1d6+1/19-20) or
. . +1 silver morningstar +8/+3 (1d6+1) or
. . cold iron masterwork longsword +8/+3 (1d6/19-20) or
. . dagger +7/+2 (1d3/19-20) or
. . gauntlet (from armor) +7/+2 (1d2) or
. . heavy shield bash +3/-2 (1d3) or
. . silver cestus +7/+2 (1d3/19-20) or
. . unarmed strike +7/+2 (1d2 nonlethal)
Ranged +1 shortbow +10/+5 (1d4+1/×3) or
. . shortbow +9/+4 (1d4/×3)
Special Attacks bardic performance 19 rounds/day (move action; countersong, distraction, fascinate [DC 16], inspire competence +3, inspire courage +2, suggestion [DC 16])
Bard Spells Known (CL 9th; concentration +12)
. . 3rd (2/day)—slow (DC 16), communal tongues[UC]
. . 2nd (4/day)—gallant inspiration[APG] (DC 15), glitterdust (DC 15), mirror image, tongues
. . 1st (5/day)—expeditious retreat, heightened awareness[ACG], moment of greatness[UC], share language[APG] (DC 14), timely inspiration[APG] (DC 14)
. . 0 (at will)—detect magic, mage hand, message, open/close (DC 13), prestidigitation, unwitting ally[APG] (DC 13)
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Statistics
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Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 17
Base Atk +6; CMB +5; CMD 18
Feats Favored Prestige Class, Great Fortitude, Inspiring Mentor[UI], Lingering Performance[APG], Toughness
Traits - custom trait -, ease of faith, magical knack, vagabond child (urban)
Skills Acrobatics +8, Bluff +3 (+4 with any citizen of Andoran), Craft (traps) +16, Diplomacy +17 (+18 with any citizen of Andoran), Disable Device +16, Disguise +3 (+4 with any citizen of Andoran), Escape Artist +4, Handle Animal +17 (+18 with any citizen of Andoran), Intimidate +17 (+18 with any citizen of Andoran), Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +10, Knowledge (history) +15, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +10, Knowledge (planes) +12, Knowledge (religion) +11, Linguistics +10, Perception +22, Perform (oratory) +17 (+18 with any citizen of Andoran), Perform (percussion instruments) +17 (+18 with any citizen of Andoran), Sleight of Hand +4, Spellcraft +9, Stealth +8, Survival +0 (+5 when tracking, +2 to avoid becoming lost), Swim +3, Use Magic Device +10 (+11 with any citizen of Andoran); Racial Modifiers +2 Craft (traps), +2 Perception
Languages Aklo, Azlanti, Celestial, Common, Draconic, Goblin, Sylvan, Thassilonian, Undercommon
SQ bardic knowledge +4, crafty, lore master 1/day, master explorer, versatile performances (oratory, percussion)
Combat Gear cold iron arrows (50), potion of cure light wounds (2), potion of water breathing, scroll of darkvision, darkvision, darkvision, darkvision, darkvision, scroll of haste, haste, scroll of remove disease, scroll of remove disease, silver arrows (50), wand of cure light wounds, alchemist's fire (20), alkali flask[APG], antiplague[APG] (5), antitoxin (5), holy water (5); Other Gear celestial armor, +1 darkwood heavy wooden shield, +1 adamantine longsword, +1 shortbow, +1 silver morningstar, arrows (20), blunt arrows[APG] (20), cold iron masterwork longsword, dagger, shortbow, silver cestus[APG], belt of mighty constitution +2, boots of the cat[UE], cloak of resistance +2, handy haversack, headband of alluring charisma +2, lenses of detection, ring of protection +1, ring of swimming, wayfinder[ISWG], concealable thieves' tools[UI], flint and steel, ink, inkpen, journal[UE], masterwork backpack[APG], masterwork Drum (Percussion), masterwork tool, mess kit[UE], spider's silk rope (50 ft.)[APG], trail rations, waterskin, 2,594 gp, 5 sp, 1 cp
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Tracked Resources
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Alchemist's fire - 0/20
Alkali flask - 0/1
Antiplague - 0/5
Antitoxin - 0/5
Arrows - 0/20
Bardic Performance (move action, 19 rounds/day) - 0/19
Blunt arrows - 0/20
Cold iron arrows - 0/50
Dagger - 0/1
Fly (1/day) - 0/1
Holy water - 0/5
Light (At will) - 0/0
Lore Master (1/day) (Ex) - 0/1
Potion of cure light wounds - 0/2
Potion of water breathing - 0/1
Silver arrows - 0/50
Trail rations - 0/1
Wand of cure light wounds - 0/50
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Special Abilities
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Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks.
Bardic Performance (move action, 19 rounds/day) Your performances can create magical effects.
Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.
Darkvision (60 feet) You can see in the dark (black and white only).
Inspiring Mentor Inspire competence affects allies within 30 feet
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Master Explorer +1 (Ex) Disable traps at 2x spd, OL as stand, always take 10 on Disable & Stealth.
Surefooted (Ex) Move through difficult terrain at full speed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Versatile Performance (Oratory) +17 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Versatile Performance (Percussion Instruments) +17 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
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Ikilwa (ih-kil-wah) earned their 'deed' name by being in the way all the time when they were younger, and they had a horrible habit of always asking 'Why?' and not being able to take 'Because I said so' as a good answer.

It wasn't so bad when they were part of a snarl that was in the Verduran Forest and looking for freedom. When their home was invaded by agents acting on behalf of a Taldan fop, they decided to flee to a safer urban environment, ending up with the Sewer Dragons tribe of Absalom.

As a result, when the Pathfinder Society seemed in need of aid, they were volunteered eagerly by the Sewer Dragons to get the troublesome hatchling out of their business.