Silver Dragon

Kras'tak's page

29 posts. Alias of TheFoxQueen.


Full Name

Kras'tak Glimmer Scales

Race

Kobold

Classes/Levels

Sorcerer |HP7| AC15 | F1 R3 W1|Init +3|Perc-1(-1 in light)

Gender

Female

Size

Small

Age

15

Special Abilities

Bloodline power, cantrips, eschew materials

Alignment

NG

Deity

Apsu

Languages

Draconic, Common

Strength 6
Dexterity 17
Constitution 12
Intelligence 14
Wisdom 8
Charisma 16

About Kras'tak

AC: 15 Touch: 15 FlatFooted: 12

Background:
Her tribe were foragers and scavengers following a more stable tribe of Kellids. Think Hyenas following a lion pride. They would take the scraps and leftovers and occasionally nick things that wouldn't be missed. Every so often they would probably work with the Kellid tribe, but rarely due to them mostly being nocturnal to avoid the saber-tooth tigers and also due to their light-sensitivity. Kras'tak's tribe is all white kobolds with slightly pearlescent scales, and have told stories of a white dragon having lived among them for a time, having provided for them and when it left is when they became nomadic, though most figured that was just stories. Kras'tak eventually showed an aptitude for cold magics, more than any other in her tribe and quickly became pretty full of herself. Eventually she made a drastic mistake, causing a huge risk to both her tribe and the Kellids. As a show of good will to the Kellids, her tribe banished her and the young kobold was exiled from the safety of her tribe and out into the wilds. After lots of traveling and hardships she found herself in the village she now calls home, very carefully using her magic if at all and instead happy to use her skills in wood carving as a carpenter instead. She also finds herself helping with the farm animals from time to time, having built an affinity with animals during her exile, as well as her companion Don, a donkey she purchased when her small number of belongings became to heavy for her to carry on her own.

Description:

Bloodline:
Draconic
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Cantrips:
Ray of Frost, Detect Magic, Read Magic, prestidigitation

Level 1 Spells:
Snow Ball, Mage Armor

Racial Traits:

Favored Class Sorcerer: Choose acid, cold, electricity, or fire damage. Add +1/2 point of the chosen energy damage to spells that deal the chosen energy damage cast by the sorcerer.
+2 Dexterity, –4 Strength, –2 Constitution: Kobolds are fast but weak.
Reptilian: Kobolds are humanoids with the reptilian subtype.
Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Kobolds have a base speed of 30 feet.
Darkvision: Kobolds can see in the dark up to 60 feet.
Armor: Kobolds have a +1 natural armor bonus.
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.
Light Sensitivity: Kobolds are dazzled as long as they remain in an area of bright light.
Languages: Kobolds begin play speaking Draconic. Kobolds with high Intelligence scores can choose from the following languages: Common, Dwarven, Gnome, and Undercommon.

Feats:
Eschew Materials, Animal Affinity, Craft All, Frost Spitter

Skills:
Acrobatics 3
Appraise 2
Bluff 3
Climb -2
Craft Carpentry 4 (2 +2Misc)
Diplomacy 3
Disable Device 3
Disguise 3
Escape Artist 3
Fly 3
Handle Animal 4 (3 +1rank)
Heal -1
Intimidate 3
Knowledge (Arcana) 2
Knowledge (Dungeoneering) 2
Knowledge(Engineering) 2
Knowledge(Geography) 2
Knowledge(History) 2
Knowledge(Local) 2
Knowledge(Nature) 2
Knowledge(Nobility) 2
Knowledge(Planes) 2
Knowledge(Religion) 2
Linguistics 2
Perception -1
Perform 3
Profession -1
Ride 3
Sense Motive -1
Sleight of Hand 3
Spell Craft 6 (2 +1 rank)
Stealth 3
Survival -1
Swim -2
Use Magic Device 3

Notes/Plans:
Dragon Disciple