Grundmoch

Kothar Kreedan's page

118 posts. Alias of Riuk.


Full Name

Kothar Kreedan

Race

{HP:9}{AC:19|T:15|FF:15}

Saves|Skills:
{F:+2|R:+4|W:+4}|Perception:+6|Acro+8|Handel Animal+6|Fly+8|K{acane|Nat|Planes|DungRelig}+5|Stealth+12

Classes/Levels

Inquisitor/Warpriest 1

Xill{HP|AC|Saves|Skills}:
{HP:25}{AC:18|T:15|FF:15}|{F:+9|R:+6|W:+1}{Stealth:+8}{percep:+4}{Survival:+ 2}

Gender

-=Character Look=-

Size

Small 3"

Age

20

Special Abilities

Silver scales

Alignment

Neutral Good

Deity

Apsu

Location

GMT+1 belgum but i can post most through out the day

Languages

Dragonic,common.

About Kothar Kreedan

---===Statistics===---:
-=Inquisitor=-{-=Sacred Huntsmaster=-}
-=Warpriest=-
NG Small Humanoid (-=Kobold=-)
Init +4; Senses Perception +6
-------------------------------=DEFENSE=-------------------------------
AC: 19, Touch: 15, Flat-Footed: 15 (+4 armor, +4 dex, +0 shield,+0 NA,+0 Magic,+1size)
HP: 9 {+1d8,+0Con+1FCB}
Fort: +2, {+2Base,+0Con}
Reflex: +4, {+0Base,+4Dex}
Will: +4,{+2Base,+2Wis}
CMD 10 {+ Base + Str + Dex + size + misc}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +0; {+ Base +Str + size + misc}
Base Atk: +0;
Melee:+5{+0Base,+2Str,+1size+1MW,+1WF}
Ranged:+5{+0Base,+4Dex,+1size}

--Melee:+5
---=Small MW-Glaive-Guisarme=-{-=Cold iron=-}=1d8+3{x3}
--bite:1d4+3{x2}
--Ranged:+5
---Longbow:=1d6{x2}

-------------------------------=STATISTICS=-------------------------------
Str: 14, Dex: 18, Con: 10, Int: 12, Wis: 14, Cha: 10
-------------------=Traits=----------------------
Touched by Divinityyou begin play with a silver
holy symbol of your chosen deity for free. In addition,
choose one domain associated with your chosen deity.
You gain the use of that domain’s 1st-level domain spell
as a spell-like ability usable once per day (CL equals
your character level
-=Birthmark=-
-=Demon Slayer=-
--------------=Drawbacks=-----------------
-=Overprotective=-

----------------=Race Traits=-------------------
*Ability Score Racial Traits: +2 Dexterity, –4 Strength, and –2 Constitution.
*Type: Kobolds are humanoids with the reptilian subtype.
*Size: +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
*Base Speed: 30 feet.
*Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon. See the Linguistics skill page for more information about these languages
*Dragonmaw: Your draconic heritage makes you smile- not just because it makes you happy, but also because your powerful teeth and jaws are proof of your kinship with a chromatic dragon. You gain a bite attack that deals 1d4 points of damage. Once per day, you can deal 1d6 points of additional energy damage with your bite attack. The damage type depends on your scale color: acid for black or green; electricity for blue; fire for red; cold for white. If you have a different scale color, you still gain a bite attack, but cannot deal the additional energy damage. This racial traits replaces the armor racial trait.
*Gliding Wings: Some kobolds are born with wings that, while too weak for actual flying, do allow them to fall at a very slow and safe pace. A kobold with wings can use them to glide. It can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, it may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet it falls. This racial trait replaces crafty.
*Day Raider: You're one of the few kobolds born with a greater tolerance for sunlight. You don't have light sensitivity, and you have low-light vision instead of darkvision. This racial trait replaces light sensitivity and darkvision.

--------------=Feats=--------------
-=Combat Reflexes=-
-=Dragon Companion-
-==-
---------------=Skills=- (7 points; 6 class, 1 INT)--------------
Acrobatics*(Dex)____+5{+1rank,+4Dex,}
Appraise(Int)____+0{+0rank,+1Int}
Bluff**(Cha)____+0{+0rank,+0Cha,+3ICS}
Climb***(Str)____+0{+0rank,+0Str,+3ICS}
Craft** (Int)____+0{+0rank,+1Int,+3ICS}
Diplomacy**(Cha)____+0{+0rank,+0Cha,+3ICS}
Disable Device____+0{+0rank,+4Dex}
Disguise** (Cha)____+0{+0rank,+0Cha,+3ICS}
Escape Artist*(Dex)____+0{+0rank,+4Dex}
Fly*(Dex)____+8{+1rank,+4Dex,+3ICS}
Handle Animal** (Wis)____+6{+1rank,+2Wis,+3ICS}
Heal**(Wis)____+0{+0rank,+2Wis,+3ICS}
Intimidate**(Cha)____+0{+0rank,+0Cha,+3ICS}
Knowledge (Arcana)**(Int)____+5{+1Rank,+1Int,+3ICS}
Knowledge (Dungeoneering)**(Int)____+0{+0rank,+1Int,+3ICS}
Knowledge (Engineering)**(Int)____+0{+0rank,+1Int,+3ICS}
Knowledge (Geography)(Int)____+0{+0rank,+1Int}
Knowledge (History)(Int)____+0{+0rank,+1Int}
Knowledge (Local)(Int)____+0{+0rank,+1Int}
Knowledge (Nature)**(Int)____+5{+1rank,+1Int,+3ICS}
Knowledge (Nobility)(Int)____+0{+0rank,+1Int}
Knowledge (Planes)** (Int)____+5{+1rank,+1Int,+3ICSt}
Knowledge (Religion)** (Int)____+5{+1rank,+1Int,+3ICS}
Linguistics(Int)____+0{+0rank,+1Int}
Perception**(Wis)____+5{+0rank,+2Wis,+3ICS}
Perform(Cha)____+0{+0rank,+0Cha}
Profession**(Wis)____+0{+0rank,+3Wis,+3ICS}
Ride***(Dex)____+0{+0rank,+4Dex,+3ICS}
Sense Motive**(Wis)____+0{+0rank,+3Wis,+3ICS}
Sleight of Hand*(Dex)____+0{+0rank,+4Dex}
Spellcraft**(Int)____+0{+0rank,+1Int,+3ICS}
Stealth*** (Dex)____+12{+1rank,+4Dex,+3ICS,+4size}
Survival(Wis)____+0{+0rank,+2Wis}
Swim***(Str)____+0{+0rank,+2Str,+3ICS}
Use Magic Device(Cha)____+0{+0rank,+0Cha}

ACP -2
*ACP applies to these skills
**In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-
MW Survival Kit:+2 Survival
Traning Harness:+2 Handle animal
-=Languages=- Common,Dragonic,Demoninc

---===Special Abilities===---:

-=SPECIAL/CLASS ABILITIES=-
-------==Warpriest Class==----------
Aura
Blessings
Focus Weapon(Glaive-guisarme)
Sacred Weapon
Orsions
-==-
-==-
-==-

------===Blessings===------
--==Travel Blessing==--
Agile Feet (minor): At 1st level, as a swift action you gain increased 10 feet to mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.
--==Scalykind Blessing==--
-Scaly Touch (minor): At 1st level, you can touch an ally as a standard action to grant it reptilian scales. For 1 minute, the ally gains a +1 enhancement bonus to its natural armor. At 5th level and every 5 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).

--------==Inquisitor Class==-----------
Monster Lore
Orisons
Stren Gaze

Animal Companion


--==Domain/God==--:

God Aspu
-=Scalykind Domain=-
--==Sub-Dragon==--
=Granted Powers:
Venomous Stare: (Sp): You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness. As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.
Replacement Power: The following granted power replaces the serpent companion ability of the Scalykind domain.

Dragonbreath :(Su): At 4th level, you may use a breath weapon once per day as a standard action. When you gain this ability, choose acid, cold, fire, or electricity—this determines what kind of damage your breath weapon deals. Once you make this choice, you cannot change it later. Your breath weapon fills a 15-foot cone, and deals 3d6 points of damage—this damage increases by 1d6 points at every even-numbered level you gain beyond 4th level. A creature hit by your dragonbreath attack can attempt a Reflex save (DC 10 + 1/2 your cleric level + your Wisdom modifier) to take half damage. At 9th level, you can use this ability two times per day, and at 1 4th level you can use it three times per day.

---===Spells===---:

-=Spells=-
--------=Inquisitor Spells=------------
--------=0th (at will)=----------
Acis Splash
Detect Magic
Create Water
Stabilize
-==-
-==-
-==-
-------=1st (2/day)=---------
Cure Light Wounds
Magic Weapon
-==-
-==-
-==-
------------=spell from touch of divinity trait(1/day)=-------------
1/day
Magic Fang
------------=Warpriest Spells=------------------
-------------=0th (at will)=------------------
-=Detec Poison=-
-=Purify Food and Drink=-
-=Light=-
-==-
-==-
---------------=1st (2/day)=----------------
-=Divine Favor=-
-==-
-==-
-==-

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
-=Rationsx5=-=25sp,5lbs
-=Kit, Inquisitor's=-=30gp,17lbs
^-Feed Carnivore{10/day}-=50cp 5lbs
^-MW Survival Kit-=50gp 5lbs
-Traning Harness-=2gp 2lbs
-==-=
-==-=
------------=Combat gear=------------
-=Small MW-Glaive-Guisarme=-{-=Cold iron=-}=324gp,5lbs
-=Longbow=-=74gp,1.5lbs
-=Small Chain Shirt=-=100gp,12.5lbs

-=Carrying Capacity=-
Light 0-43 lb. Medium 44-87 lb. Heavy 88-131 lb.
-=Current Load Carried=- 0 lb.

-=Money=- 138 GP 50 SP 200 CP

---===Background===---:

The last egg of the brood finally shook and cracked, yielding forth a scrawny, lanky whelp of a hatchling. It’s mottled, pale gray scales lacked the signs of any great draconic bloodline. The matrons looked on in disgust as it tried to clamber out of the pack. A larger, black scaled hatchling swatted the whelp down and pounced on top of it, going in for its next meal. Surprisingly the whelp threw the black-scale off it and, snapping out with it’s own jaw, tore a large chunk out of its would-be assailant. This one had a strength to it after all.

The Stonefangs valued strength and greed, and so the whelp was raised among his kin. Kothar grew quickly, exhibiting a strength rare among the kobolds. At five years the small nubs normally seen on a broodling were instead already three inches long and growing sharp. Kothar’s jaw continued to elongate, yet still its scales remained pale and gray. As other broodlings wrestled and fought for each shell, bone and coin, he often wandered to the side, shying away from the rest of its kin. He had little passion for the fighting, and lacked much of the knack for traps and mechanics the others exhibited. While not shunned by his Tribe, Kothar had few friends, for the ideals that they espoused held little desire for him, though he knew not why.

Approaching his tenth year, Kothar was sent to face the broodling’s final challenge before full admission into the tribe - the journey to the Hall of the Undying. The Halls were in fact a grand chamber in the Darklands where it was rumored dragons went for ‘the long rest’. A warrior was expected to return with a bone recovered from there, which would be added to the chief’s throne. While there, several of Kothar’s broodmates snuck up behind him and ganging up on him cast him from a cliff down into the boneyard below. One of the bones thrust up through his chest, and as he felt the blood flowing out of his body, the others abandoned him.

Yet something happened. The pain turned to warmth, and a strange energy flowed into his body. A moment, a vision, a call. The bone had belonged to an ancient silver dragon that had been mortally wounded during the First Crusade and had come under the mountain to pass. And thus Kothar was exposed to the great battle between good and evil, the horrors of the Worldwound, and the teachings of Apsu.

And in that moment he felt a power erupt. His muscles grew further, his horns stretched longer, and his mottled, gray scales erupted in a shiny, silver sheen, dragonic wings erupted from his back. As Kothar stood, he looked at his chest and saw the bone that had impaled hin was no longer there, slowly he stood and no more blood came. It was then that he heard a name, "Xill".

Traveling through tunnels he did not know toward something he could not see, Kothar trusted the voice in his heart. It drew him further and further toward his calling, his crusade. He knew he would join those fighting the evil of the Abyss. Stumbling to an old ruin, he found the remains of a half-ling adorned in chain shirt, and from its possessions Xidhal recovered a well made bow and a stout spear.

The next morning as he awoke, Kothar found a strange silver dragonkin kneeling at his feet, waiting excitedly. It had a unique mark of Aspu on its forehead, and at the same moment he felt a warmth on his own hand as he mark of Aspu was now there. Holding up his hand to the small silver dragon. And then he heard it again, "Xill".

And so he and Xill emerged from the Darklands and looked to the north, toward the strange clouds that hang hauntingly above the Worldwound. Not knowing what was ahead. Traveling north, they came across a company of knights destined for the distant city of Kenabres. The warrors of Iomedae were intrigued by the shimmering young kobold and his companion, and took the pair as a sign of providence. They told Kothar of the great wyrm Terendelev, equipped him with armor, and even fashioned a armor for his companion.

Thus Kothar arrived in Kenabres, riding at the front of Knights of the Regal Blade, serving as their squire and mascot, with the desire to serve the Crusade, uphold the teachings of Apsu, fight the evils of the Abyss, and one day perhaps meet the glorious Terendelev.

---===Appearance and Personality===---:

-=Character Look=-
Appearance Xidhal stands well above his kin, with a regal air that projects authority and respect. His radiant silver scales combined with his long, white horns and strong, elongated snout portray the image of a young silver dragon . His gaze is bright azure, like the great northern ice.

---===Animal companion Statistics===---:

-Deinonychus{medium lvl 7}-{ -Half-dragon template-}

-Totem Guide-

Init +3; Senses Perception +4
-------------------------------=DEFENSE=-------------------------------
AC 18, Touch: 15, Flat-Footed: 15(+3 armor, +3 dex, +0 shield,+5 NA,+0 Magic,+1Size)
HP: 25 {+2d8,+12Con}
Fort: +9, {+3Base,+6Con}
Ref: +6, {+3Base,+3Dex}
Will: +1,{+0Base,+1Wis}
CMD: 10 {+ Base + Srt + Dex + size + misc}
-------------------------------=OFFENSE=-------------------------------
Speed 60 ft. 120ft{aveage}
CMB: +0; {+ Base +Srt + size + misc}
Base Atk: +1;
Melee:+5{+1Base,+4Str}
Ranged:+4{+1Base,+3Dex}

--Melee:+5
---Talon*2:{1d6+4}
---Bite:{1d4+4}
--Ranged
---Breath weapon(1/day):2d6 {30FT cone cold} (DC=17 of half)
-------------------------------=STATISTICS=-------------------------------
Str 19, Dex 17, Con 23, Int 4, Wis 12, Cha 16
--------------=Feats=---------------
-Armor Proficiency Light-
--

---------------=Skills=- (0 points; 0 class, INT)-----------
Acrobatics*(Dex)____+0{+0rank,+3Dex}
Climb*(Str)____+0{+0rank,+0Str}
Escape Artist*(Dex)____+0{+0rank,+3Dex}
Fly*(Dex)____+0{+0rank,+3Dex}
Intimidate(Cha)____+0{+0rank,+0Cha}
Perception(Wis)____+0{+0rank,+1Wis}
Stealth* (Dex)____+8{+1rank,+3Dex,+4Size}
Survival(Wis)____+2{+1rank,+1Wis}
Swim*(Str)____+0{+0rank,+0Str}

ACP -0

*ACP applies to these skills
**In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
-Link-
-Share Spells-
-Low Light Vision-
-Scent-
-=Immunity=-{Cold}{-=Paralysis=-}{-=Sleep=-}
-=Darkvision(60ft)=-
--

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
-Studded leather-50GP 10 lbs
-Traning Harness-=2gp 2lbs
--
--

-=Carrying Capacity=-
Light 28.5 Medium 29.5-57lb. Heavy 58-86 lb.
-=Current Load Carried=- 12 lb.

-=Money=- 0 GP 0 SP 0 CP