About Kadook
Kadook
Male Kobold Rogue (snare setter) 1
NG Small Reptilian
Init +4; Senses Darkvision 60', Perception +6 (+10 to find traps)
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DEFENSE
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AC 18, touch 15, flat-footed 14 (dex +4, size +1, armour +3)
hp 9 (1d8+1) (+1 CON)
Fort +1, Ref +6, Will +0 (+2 against fear)
Resistance cold 5
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OFFENSE
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Speed 30 ft
Melee Dagger, small +0 1d3-1 19-20/x2 P or S or
.. Hammer, small +1 1d3-1 x2 B or
.. Miner's Pick, small +1 1d4-1 x4 P or
.. Shovel, small +1 1d4-1 B or
Ranged Dagger, small +4 1d3-1 19-20/x2 10' P or S or
.. Hammer, small +5 1d3-1 x2 10' B or
.. Composite Longbow, small +4 1d6 x3 110' P
Space 5 ft.; Reach 5 ft.
Special Attacks Trapper 2/day (oversized barbs, trip wire DC 12)
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STATISTICS
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Str 8, Dex 18, Con 12, Int 12, Wis 10, Cha 10
BAB +0, CMB +0, CMD +14
Feats Light Armour Proficiency, Martial Weapon Proficiency, Medium Armour Proficiency, Shield Proficiency, Simple Weapon Proficiency, Trap Expert
Traits Kobold's Neighbor, Rough and Ready
Skills Acrobatics +4, Appraise +1, Bluff +0, Climb -1, Craft (trapmaking) +8, Diplomacy +0, Disable Device +9, Disguise +0, Escape Artist +4, Handle Animal +0, Intimidate +0, Knowledge (dungeoneering) +5, Knowledge (local) +5, Linguistics NA, Perception +6 (+10 to find traps), Perform +0, Profession (miner) +6, Ride +4, Sense Motive +0, Sleight of Hand +8, Stealth +12, Swim -1, Use Magic Device +4 Racial Modifiers +2 Craft (trapmaking), Perception, Profession (miner)
Languages Draconic, Kobold
SQ Trapper, Trapsmithing
Combat Gear Dagger, Longbow, composite, 40 arrows, Studded Leather, Buckler Other Gear Backpack, masterwork, Candle x10, Explorer's Outfit, Grappling Hook, Hammer, Miner's Pick, Piton x5, Shovel, Rangers Kit
Currency 196 gp, 6 sp, 0 cp
Weight 57.5 (39 in masterwork backpack)
Light Load 30 Medium Load 60 Heavy Load 90
Dragon-Scaled: 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 and green-scaled kobolds with this racial trait gain acid resistance 5. Blue-scaled kobolds with this racial trait gain electricity resistance 5. Red-scaled kobolds with this racial trait gain fire resistance 5. White-scaled kobolds with this racial trait gain cold resistance 5. This racial trait replaces the armor racial trait.
Rough and Ready - Your intense familiarity with the tools of your trade allows you to use them in combat as if they were actual weapons and makes them more effective for that purpose than they would normally be. When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack. This trait is commonly used with shovels, picks, blacksmith hammers, and other sturdy tools—lutes and brooms make terribly fragile weapons.
Silver Scales - Pre-req: Draconic Aspect or Dragon-Scaled, Kobold - Bravery is in your veins and on your silvery scales. You gain a +2 bonus on saving rolls against Fear checks, and once per day, you may completely remove a Fear effect from yourself or one other creature.
Trap Expert - Pre-req: Kobold, Trapfinding ability - You've set up enough traps to defend your warren that the telltale signs of a trap are blatantly obvious to you. Whenever you make a Perception check to locate traps, add your Craft (Trapmaking) skill bonus to that check.
Traps:
Oversized Barbs - Effect: The target is speared with barbs that penetrate and protrude from its body, making squeezing, climbing, and swimming challenging. The trap implants 1d4+1 barbs, each dealing 1 point of damage. A successful Reflex save halves the number of barbs. The target takes a penalty on Climb checks and Swim checks equal to the number of barbs attached, and is considered one size category larger for the purposes of determining what size of opening or passageway it must squeeze through as long as at least 1 barb remains attached. Each barb can be removed with a full minute of work and a Heal check that equals or exceeds the trap’s DC. If this check fails, the barb is still removed but the target takes 1d4 points of damage. The barbs shake loose harmlessly after 10 minutes per ranger level.
Trip Wire - Effect: A taut wire stretched between two vertical surfaces knocks the target prone unless it succeeds at a Reflex save. A running or charging creature takes a –6 penalty on its save.