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About Laknir KiiStats:
Laknir Kii
Male Kobold Swashbuckler (Inspired Blade) 1/Occultist 1 gestalt LG Small Humanoid (reptilian) Init +3 [w/implement +4]; Senses Low-Light Vision; Perception +9 -------------------- Defense -------------------- AC 19 [20], flat-footed 16, touch 14 [15] (+3 Armor, +3 dex, +1 size, +1 Nat. Armor, +1 Shield) hp 12 (1d10 +2) Fort +3; Ref +5 [5]; Will +2 Defensive Abilities: Deeds, Implements. -------------------- Offense -------------------- Speed: 30 ft. Melee: Rapier +6 (1d4 + 3; 18-20x2), implement upgrade +7 (1d4 + 4; 18-20x2) Special Attacks: Deeds (Opportune Parry/Riposte) -------------------- Statistics -------------------- Str 6, Dex 16 (18 w/implement), Con 12, Int 14, Wis 10, Cha 10 Base Atk +1; CMB -1 (+5 w/rapier); CMD 11 Feats: Fencing Grace, Rival, Weapon Focus (Rapier) Traits: Ancient Explorer, Pragmatic Activator, Threatening Defender Skills: Acrobatics (Dex) +7 [+8], Diplomacy +4, Know: Arcana/Planes (Int) +6, Know: History (Int) +7, Perception (Wis) +6, Profession: Sailor (Wis) +4, Use Magic Device (Int) +6 Languages: Aquan, Common, Draconic, Ployglot Special Qualities: Focus Powers, Panache, Swashbuckler Finesse Miscellaneous: Flame-charred remains of a cult-leaders memoirs, Hot weather outfit, pouch belt, soldiers uniform, MWK backpack, bronze hooded lantern 183 loose GP of varying coinage. -------------------- Special Abilities -------------------- Low-Light Vision: Kobolds are able to see twice as far as a human in conditions of poor light. Swashbuckler Finesse: Swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use his Charisma score in place of intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. Inspired Panache: More than just a lightly armored warrior, a swashbuckler is a daring combatant. He fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. Each day, an inspired blade gains a number of panache points equal to his Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just his Charisma modifier. His panache goes up or down throughout the day, but usually cannot go higher than his Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below). Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. He gains panache only from scoring a critical hit with a rapier. Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as she rolls natural 6s, up to a number of times equal to his Dexterity modifier (minimum 1). Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to his Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, he can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if he were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If his result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if he has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack he parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. Implement powers and Spell list:
Abjuration Implement (su): Studded Leather Armor
Resonant Power: Each time the occultist invests mental focus into an abjuration implement, the implement grants the following resonant power. The implement's bearer gains the benefits of this power until the occultist refreshes his focus. Warding Talisman (Su): The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess. Base Focus Power: All occultists who learn to use abjuration implements gain the following focus power. Mind Barrier (Sp): As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1. Transmutation Implement (su): Rapier. Resonant Power: Each time the occultist invests mental focus into a transmutation implement, the implement grants the following resonant power. The implement's bearer gains the benefits of this power until the occultist refreshes his focus. Physical Enhancement (Su): The implement enhances its bearer's body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess). Base Focus Power: All occultists who learn to use transmutation implements gain the following focus power. Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Conjuration Implement (su): Bronze Lantern Next implements in order. Spells per Day: 0 level
1st level: 2/day: Alarm, Alter Winds, Erase, Expeditious Retreat, Hold Portal, Shield Ser Laknir Kii:
(Daring Champion Cavalier): Laknir was not raised in a normal Kobold Warren, being told about the terrors of the Humans and other races. When he hatched, the first thing he saw was the face of a very well groomed human man. He named the hatchling, and gave him the surname of a warren the man remembered from long ago. This man by the name of Kalask, soon became like a surrogate father to the young kobold, who was brought up on different stories. Laknir was taught the majesty of Dragons. He was in awe of their great power and wisdom that he learned of. Not just that but the nobility inherent in many of the winged creatures struck a chord with him. If dragons use their power to protect the weak, why can’t Laknir follow suit? In truth, it was probably his frailty that made him want to prove he was strong enough to protect others, just like the strong dragons Kalask told him about. Laknir would go out of his way to become a knight, no matter what.
Kalask wanted the best for him, but he warned ”You will find the rest of the world less welcoming than I’ve been. Our little town in Andoran has an understanding. I made it clear to them that they were to treat you as they would anyone else. You know kobold villages don’t usually get along well with others. If you still want to go out on your own, I know some people you can meet, but you’ll need to prove yourself to them on your own. So do you think you’re up for it, little guy?” Laknir had already made up his mind, he was determined to see this through. The sign read “Heirs of the Eastern Star” when he finally reached the doors. Seemed like a strange name for warriors of justice. After an argument with the doorman, he was finally allowed inside. Laknir drew incredulous looks at first, but he was allowed to start his training with a small group of recruits. Five started the brutal regiment, long hours studying the ancient texts of cults long since destroyed to learn how the enemy thinks. Even longer hours spent in the training yards, were agonizing at times, but ultimately rewarding when he saw his instructor smile. Even if it was at the novelty of someone like him getting as far as he did, Laknir was still there, keeping up with everyone else. No matter how effortless the other students made things as basic as swinging a sword around seem, Laknir thought of a way to compensate. He would stay out in the training yard at all hours playing catch-up, learning how to cover up his lack of sleep. In the end, it payed off. At graduation, only two of his “class” were left. Lak himself, and a noble-born human, Mikael Lockwood. He was the first person at the compound, and most vocal, to try to kick the kobold upstart out. By now, 2 years later, the two had become best of friends, but sadly their first assignments were separate from one another. Personality and appearance:
Laknir is a 3 foot tall pile of tough skin and bones. As he grew he seemed to take on more draconic features, albeit, very slowly. He has the vibrant red scales associated with the tyrannical species. He comes complete with two dull black horns growing straight back from the top of his head, short spiked frills on the sides, and a Laknir does everything he can to help others. And a few things he probably shouldn’t too. Seeing it as his personal duty to protect the people of his home of Andoran as well as those common folks who live abroad. He stays positive, and thinks on his feet. Fighting for justice, glory, all that good stuff. Of course, there is a selfish element to it as well. All of that time having to work twice as hard just to prove himself “equal” has left him with the sore spot of being thought of as weak. Being thought of as lesser because he’s a kobold is fine to him. Give him a little time and he’ll show his detractor how strong he is, just like he did with the Heirs of the Eastern Star. But when it comes down to it, the thought that he can’t catch up, that he might not be able to help anybody, keeps him awake at night.
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