Nighttail the Glib

Kus-Kus's page

71 posts. Alias of CaptainFord.


Full Name

Kus-Kus

Race

Kobold

Classes/Levels

(HP 13/15 | AC:20 | T:15 | FF:17 | CMB: 1 | CMD:13 | Fort:+3 | Ref:+3 | Will:+1 | Init:+4 | Perc: +4 | Speed 30')

Gender

Male

Size

Small

Age

20

Alignment

True Neutral

Deity

Apsu

Location

Sandpoint, Varisia

Languages

Draconic, Common

Occupation

Hunter, Tracker

Strength 12
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 12
Charisma 8

About Kus-Kus

Kus-Kus:
Male Kobold Fighter 1
N Small Humanoid (Reptilian)
Deity: Apsu, Faction: None, Homeland: Varisia

Init +4; Senses Perception +4
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Defense
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AC 20 (+4 armor, +1 shield, +3 Dex, +1 size, +1 natural armor)
Touch 15 (+3 Dex, +1 size, +1 nat armor)
Flat-footed 17 (+4 Armor, +1 shield, +1 size, +1 nat armor)
HP 15/15
Fort +3 Ref +3 Will +1
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Offense
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Speed 30 ft.
Melee Longsword +2 (1d6+1/19-20) or Shortspear +2 (1d4+1/x2)
Ranged Shortspear +4 (1d4+1/x2)
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Statistics
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Str 12, Dex 16, Con 12, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 13
Languages Draconic, Common
Combat Gear Chain Shirt, Shortspear (10), Longsword


Traits & Drawback:
Wild Forest Kobold - You're one of the barbaric kobolds dwelling in the forests of the surface world. Your culture shuns artifice, but teaches how to endure the hunt. You gain a +2 racial bonus on Perception and Survival checks, and Stealth and Survival are always class skills for you. This racial trait replaces crafty.

Reactionary - You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. +2 trait bonus to Initiative

Black Sheep - You know many of the region’s secrets and the locals already know who you are. You aren’t quite hated in town, but folk seem to think you’re a troublemaker and a bastard and not to be trusted. The town’s tougher folk respect you, but the law-abiding citizens don’t. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. In addition, you can choose any one notorious citizen from below as an ally; depending on the person you pick, you’ll get different benefits.
Apothecarist - Everyone suspects the sweaty, shifty-eyed apothecarist sells poisons from his cluttered, acrid smelling wreck of a shop. You’re one of the few in town who know this for a fact. You start the game with 400 gp worth of poison, and the apothecarist will continue to sell you poison as long as you don’t spread the word.

Pride - You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Feats:
Toughness - You have enhanced physical stamina. You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Quick Draw - You can draw weapons faster than most.

Prerequisite: Base attack bonus +1.

Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Skills:
Knowledge (Local) +1 [+1 trait]
Perception +5 [2 Wis + 1 rank + 2 trait/racial]
Survival +8 [2 Wis + 1 rank + 3 trait/class + 2 trait]

Equipment:

Chain Shirt
10 Shortspears
Buckler
Fighter's Kit (minus torches)
Acid (3 flasks)
Longsword
Crowbar
Large Scorpion Poison (2 doses)
4 gp 1 sp

History:
Kus-Kus was hatched from the Timberrot tribe of kobolds, located in northern Varisia. Born the biggest and decidedly strongest of his clutch mates, Kus-Kus developed a habit of sparring with his "siblings" to determine pecking order, and he was almost always on top, if not close to it. If there was ever such a thing as a jock within kobold tribes, Kus-Kus fit the bill to perfection.
Growing up into a formidable warrior, his habit for competition become infamous in his warren tunnels. He had developed something dangerous for a kobold: an ego. However, it was hard to argue with his skills and the results of his raids. Kus-Kus wears trophies of impressive kills to this day, including tusks, fangs, old paws, and even a belt made from the hide of a purple worm that he'd defeated single-handedly. His aim with a shortspear was unheard of, and the speed with which he could hurl them was exceptional.
But even with his contributions to the tribe, his constant self praise and adulation ran everyone's nerves thin. At 18 years old, Kus-Kus was finally sent packing from his home (though he swears he'd simply grown bored of being cooped up in a hole in the ground.) Striking out on his own, Kus-Kus became a notable predator on the surface world, his sneaky physique and hunting skills making him a perfect hunter, tracker and minor bounty hunter. Moving further and further south, Kus-Kus eventually ended up in Sandpoint, making a living on delving into the forest depths at night, delivering news, packages and even hunting the local goblins part-time.
The locals of Sandpoint are reluctant to trust the little lizard; with the constant threat of goblins nearby, a kobold would seem to signal a new threat to worry about. His nigh insufferable behavior also makes him a pain to put up with. However, Kus-Kus has proven himself time and again to be of little danger to Sandpoint, if not a valuable asset. His comfort with delving into the woods and ruins at night proves highly effective at avoiding goblin ambushes, since most of the goblins are off snoozing away. His sneakiness also means he can get closer to the tribes than any larger being could manage, and report on their activities.
And of course, his willingness to delve into the dark means he can fetch the apothecarist the necessary ingredients to make his poisons. And it gives Kus-Kus access to these poisons for his own purposes.

Personality:
Kus-Kus is impressively selfish, always considering how things will benefit himself and himself alone. While this means it's difficult at times to motivate him, it also makes it predictably easy to figure out what will appeal most to him. Kus-Kus has a love of gemstones and shiny, potentially valuable objects, and hordes them all for himself, parting with it very rarely.
Kus-Kus is notably arrogant as well, never missing an opportunity to praise him or admire himself in any reflected surface. He often says he was gifted with "all the good looks of a dragon and none of the extraneous bulk." He thinks the world of himself, and never misses an opportunity to gloat or brag about himself or something he's done.
In spite of this, when Kus-Kus sets his mind to some sort of cause, you can be sure he'll fight ceaselessly to defend it. Even if it seems he's turning tail and running, he is really falling back to recalculate his tactics, planning to return later to deal a nasty blow to those who have driven him off.
Oddly enough, as much as Kus-Kus loves gems and glittery things, and for all his selfish tendencies, he would never steal out of someone's hand: he would much rather earn it himself than have it handed to him.