Nighttail the Glib

Talnip "Snifflesnout" Jol's page

20 posts. Alias of Dalgar the Great.


About Talnip "Snifflesnout" Jol

TALNIP "SNIFFLESNOUT" JOL
Male Kobold Fighter 1
LN Small humanoid (reptilian)
Init +3; Senses Darkvision (60 ft.), Perception +4,
DEFENSE

AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 natural, +1 size, )
hp 10 (1d10)
Fort +2, Ref +3, Will +1, +2 trait bonus on saving throws against fear effects
OFFENSE

Speed 30 ft.
Melee longsword (small) +3 (1d6+1/19-20)
Ranged crossbow (light) (small) +5 (1d6/19-20), within 30 ft. +6 (1d6+1) STATISTICS

Str 12, Dex 17, Con 10, Int 11, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Point-Blank Shot, Rapid Reload (Crossbow (Light))
Skills Acrobatics +2, Bluff -1, Diplomacy -1, Disguise -1, Escape Artist +2, Fly +4, Heal +1, Intimidate -1, Perception +4, Perform (Untrained) -1, Ride +2, Sense Motive +1, Stealth +11, Survival +1,
Languages Draconic
SQ Armor, Bonus Feats, Bonus Fighter Damage Bonuses, Crafty, Darkvision, Normal Speed,
Possessions longsword (small); studded leather (small); outfit (explorer's/small); bolt (crossbow) (small) (x50); cave whistle; chalk (1 piece) (x10); grappling hook, common; potion of cure light wounds; shovel, common; tindertwig (x3); Bucket ; Crossbow (Light) (Small) ;
SPECIAL ABILITIES

Armor (Ex) Kobolds have a +1 natural armor bonus.
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bonus Fighter Damage Bonuses Fighter: Add +1/2 to damage rolls the fighter makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.
Courageous Your childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects.
Crafty (Ex) Kobolds gain a +2 racial bonus on Craft (Trapmaking), Perception, and Profession (Miner) checks. Craft (Traps) and Stealth are always class skills for a kobold.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision Kobolds can see in the dark up to 60 feet.
Highlander (hills or mountains) You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Normal Speed (Ex) Kobolds have a base speed of 30 feet.
Weakness (Ex) Dazzled in bright light.