Kobold

Little Blaze's page

8 posts. Alias of MysteriousMaker.


About Little Blaze

Descriptives:

Race: Female Kobold
Age: 52 yo (Adult)
Size: Small Size, 2' 11" 36 lbs
Type: Humanoid (reptilian)
Level: 3
Classes: Arcanist 3 /Paladin 2 / Oracle 1
Favored: Arcanist
Social:
Faith: Non-specific
Alignment: LG
Home:
Jobs: Wandering handyman, mercenary
Languages: Common, Draconic, Elven

Basics:

Str 10 (+0)
Dex 13 (+1)
Con 10 (+0)
Int 14 (+2)
Wis 12 (+1)
Cha 14 (+2)

Senses; Darkvision, light sensative, Perception +5
Aura: None (see detect evil)
Init +1; Speed 30 ft.
BAB +2; (+2 vs evil outsiders)
CMB +2; CMD 14

Concentration +7 (d20+CL+ab mod)+2 trait

Fort +5, Ref +4, Will +6
Immune:
Conditional:
AC: 15, ff 14, touch 12 (+3 Armor, +? Deflection, +1 Dex, +? Dodge, +0 Natural, +? Shield, +? Sacred, +1 Size)
w/ Shield spell: 19, 14, 12 (16 vs incorporeal)

HP: 21 ( HD: 2D10+1d8) (10@1st, 1*6=6 1*5=5 added HD, 0 con*lvl)

DR: None
Resist: Fire 5,

Skills:

4 Acrobatics: 1r 1a 2t
3 Climb: 1r 0a 2t
6 Craft (Trapsmith): 1r 2a 3c
6 Diplomacy: 1r 2a 3c
5 Fly: 1r 1a 3c
5 Heal: 1r 1a 3c
6 Knowledge (Arcana): 1r 2a 3c (+2 vs evil outsiders)
6 Knowledge (Nature): 1r 2a 3c (+2 vs evil outsiders)
6 Knowledge (Planes): 1r 2a 3c (+2 vs evil outsiders)
7 Perception: 3r 1a 3c (+2 vs evil outsiders)
1 Sense Motive: 1a (+2 vs evil outsiders)
6 Spellcraft: 1r 2a 3c
12 Stealth: 3r 2a 3c 4racial (+2 vs evil outsiders)
1 Swim: 1r 0a
7 Survival: 3r 1a 3c (+2 vs evil outsiders)
6 Use Magic Device: 1r 2a 3c

Active:

-Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

-Eldritch Surge (Su): At 3rd level, an eldritch font can, as a swift action, pour more power into her spells and abilities. She can add 2 to the caster level and DC of a spell, or increase her effective arcanist level by 2 when using an arcanist exploit. She becomes fatigued upon using this ability. If she is already fatigued, she becomes exhausted. If she’s already exhausted, or something would prevent her from becoming fatigued or exhausted, she cannot use this ability. This ability does not stack with spending points from her arcane reservoir to increase the spell’s caster level or DC (as the arcane reservoir class feature). Only rest can remove fatigue or exhaustion caused by an eldritch surge—spells and abilities have no effect. This ability replaces the arcanist exploit gained at 3rd level.

-Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.

See the Arcanist Exploits section for a full list of Exploits from all sources.

Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table 1–2. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.

-Quick Study (Ex)
Source Advanced Class Guide pg. 11
Strength Normal
The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

Passive:

Racials
-Basics: +2 dex, -4 str, -2 con, small size, 30' spd
-Darkvision 60'
-Light sensativity: Kobolds are dazzled as long as they remain in an area of bright light. Dazzled: The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.

-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.

-Prehensile Tail
Source Kobolds of Golarion pg. 7
Your tail is especially f lexible and strong, so you’ve learned to use it for both movement and simple tricks. You gain a +2 racial bonus on Acrobatics and Climb checks, and you can use your tail to draw a hidden weapon as a move action instead of as a standard action. This racial trait replaces the armor racial trait.

Traits
-Black Blood Heritage
Source Heroes of the Darklands pg. 12
Category Basic (Magic)
One of your ancestors came in contact with the mystical black blood (Pathfinder Campaign Setting: Into the Darklands 51), granting you an affinity for the substance. You are immune to the negative effects of black blood. Once per day as a swift action, you can channel the essence of black blood, increasing your effective caster level by 1 for any 1st-or 2nd-level necromancy spell you cast. Your blood is pitch black as a result of this trait.

-Golden Scales
Source Kobolds of Golarion pg. 19
Category Race
Requirement(s) Kobold
Your distinctive golden scales strongly reflect the light, making other kobolds mistrust you, but above ground races favor you. You take a –1 penalty on Bluff checks and Diplomacy checks when dealing with other kobolds, but a +2 bonus on Bluff checks and Diplomacy checks when dealing with non-reptilian humanoids.

-Stolen Fury
Source Wrath of the Righteous Player's Guide pg. 6, Demon Hunter's Handbook pg. 31
Category Campaign
You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. Associated Mythic Path: Champion. Multiple Characters: You and any other PC who takes this trait were all part of the same ritual, and it was only by working together that you managed to escape—further, the support of your fellow ritual survivors has played a key role in your coming to terms with it, and you retain a close bond of friendship (or perhaps a friendly rivalry) to this day. Kept narrative, altered mechanics: +2 concentration checks.

Feats
-Draconic Aspect: Your scales take on the color and some of the resistances of one of the chromatic dragons. Choose one of the following chromatic dragon types: black (acid), blue (electricity), green (acid), red (fire), or white (cold). Your scales take on the color of that dragon, and you gain resistance 5 to the dragon color’s corresponding energy type.

Special: If you have the dragon-scaled racial trait, your scale color does not change and you gain a +1 natural armor bonus instead.

-Arcane Armor Training (Combat)
Source PRPG Core Rulebook pg. 118
You have learned how to cast spells while wearing armor.

Prerequisites: Light Armor Proficiency, caster level 3rd.

Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.

Class
-Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

-Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

-Lich (Horror Realms pg. 14): Every living spellcaster hides a secret in their flesh—a unique, personalized set of conditions that, when all are fulfilled in the correct order, can trigger the transformation into a lich. Normally, one must expend years and tens of thousands of gold pieces to research this deeply personalized method of attaining immortality. Yet, in a rare few cases, chance and ill fortune can conspire against an unsuspecting spellcaster. You have unknowingly) fulfilled most (but not all) of the ritualistic components to achieve lichdom. You have yet to turn into an undead creature, but you are close. You take damage from positive energy and heal from negative energy as if you were undead. At 5th level, add control undead to your list of 2nd-level oracle spells known. At 10th level, add undead anatomy IUM to your list of 3rd-level oracle spells known and undead anatomy IIUM to your list of 5th-level oracle spells known. At 15th level, you are immune to death effects.

-Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

-Pierce the Shadows (Su): The shadows step aside from your baleful gaze, affording you sight in even the deepest darkness. You gain darkvision 60 feet. If you already have darkvision, increase your existing darkvision by 60 feet instead. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a deeper darkness spell.

Spells Known:

Oracle Spells o-
Arcanist spells a-
Orisons/cantrips
O-Detect Fiendish Presence, Create Water, Purify Food and Drink, Resistance

A- [all cantrips]

1-Expert Spells
O- Inflict wounds, cure wounds

A- silent image, shield, endure elements, air bubble, true strike, chill touch, enlarge person, reduce person, vanish

2-Master Spells
3-Grand Master Spells
4-Extraordinary Spells
5-Superior Spells
6-Legendary Spells
7-Epic Spells
8-Mythical Spells
9-Godlike Spells

Equipment:

WORN/EQUIPPED/POCKETS
Weight: 17.5 lbs
Gp/wt
170/6.25 Wooden Armor, masterwork: +3 ac, +3 dex, 0 acp (0 for swim), 15% asf
360/2 Nodachi, masterwork: 2h martial, +1 atk, d8 dmg, 18/×2, s or p,
2/.25 Dagger: 1h simple, d3 dmg, 19/×2, s or p, 10'

10/2 Explorer's outfit
5/- Signet ring
5/2 Spellpouch
6/- 6 vials, steel, 1oz
10/.5 Mirror
15/3 String spellbook
.01/.5 String 50'
.1/1 Flint n steel
30.49 vp

BACKPACK WITH WATERPROOF SACK
Gp/wt 18.25lbs
50/1 Backpack, masterwork
50/1 Healers kit
.1/.75 Hammock
4/2-6 Canteen x2 hanging on outside
.2/1 Mess kit
10/5 Silk rope 50'
80/1.5 Courtiers outfit with jewelry
.1/1 Pint of oil, outer pocket
2/1 Elven rations 1 (lasts me 2 days)
200 gp

TOTALS AND REFERENCE
Gold: 230.49 gp
Weight 35.75 lbs

24.75 light load
49.5 medium load
75 heavy load


####

Bg questions:

1.What is your character’s name?

Everyone calls her Blaze or Little Blaze. A name given her by the crusaders that stopped her captors because she had escaped her bonds and lit several of the cultists on fire with oil, igniting the oil with her hand that had been on fire. Or maybe it was referring to her utter fearless attack on the cultists that destroyed her tribe.

2. How old is your character?

52

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?

Blaze is a golden scaled kobold, though a bit better toned muscularly than most kobolds. Still really short, at about 2'11" and 39 pounds. She wears light garb that is modest but tasteful, though more like the styles of other races rather than the nearly naked of most kobolds. When she wears armor, it is often just a chain shirt under a tabard with her personal symbol on it.

Her personal symbol being a sun with a dragon scale casting a shadow.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?

She speaks speaks and acts more like an elf than a kobold.

5. Where was your character born? Where were you raised? By who?

She was born to a kobold warren just outside the worldwound, but she was very young when some cultists cleared out her tribe.

She was raised by a few crusaders that cleared out the cultists. They let her tag along and taught her how to fight and cast spells.

6. Who are your parents? Are they alive? What do they do for a living?

Her actual parents are dead and she remembers very little of them at this point. The crusaders who basically raised her are alive somewhere, as far as she knows. She had left to get some experience on her own.

7. Do you have any other family or friends?

Not really. She makes acquaintances everywhere, but she doesn't befriend others very easily.

8. What is your character’s marital status? Kids?

Nope.

9. What is your character’s alignment?

LG, which to me means she acts on belief and logic over emotion and values others before herself.

10. What is your character’s moral code?

That's complex. Contrary to most concepts of paladins however, she has very few limits on how to fight, focusing more on why to fight. She needs a good reason to fight, hurt, or kill, but if she needs to do any of those, she'll do it in whatever way lets her win. Traps, ambushes, deception (in a battle, whether an economic battle or a physical fight), are all fine. But a fight is to be avoided, and preference given to avoiding making enemies, and consider how current enemies might become friends later.

She distinguishes between those who are opponents vs those who are enemies. Enemies have your defeat specifically as a goal. Opponents see you as merely an obstacle between them and their actual goal. Enemies should be dealt with ruthlessly. Opponents should be dealt with an eye towards finding a solution that doesn't require everyone killing each other and with an eye towards future relations being better and thus treated with much better respect.

She believes those in positions of authority have a duty and responsibility to those under that authority, not the other way around.

She sees the fight against suffering as essential, that a lack of suffering is as bad as too much suffering. She sees her own growth ax the result of her past suffering and her fighting against it. Intentional suffering achieves nothing, but when faced with it, one should fight against it. People like her should confront the suffering of others when it is too much for them to handle. Can't improve if you're dead.

She sees evil as existing in choices made only, not in specific powers, items, etc.

11. Does your character have goals?

To one day found her own tribe according to her own way of life rather than how her old tribe lived.

12. Is your character religious?

Moderately. She doesn't feel a strong connection to any particular deity, but she does feel a mysterious connection to the divine as well as the darkness from the cultist's ritual, which she has taken as meaning that the divine nature of the world encompasses both light and dark.

13. What are your character’s personal beliefs?

Covered above I think.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?

The ones who raised her were two elves and a dwarf, so she has a long view of time. A decade isn't very long at all. This also means she spends plenty of time when making things, and "soon" means a much longer time to her than most humans.

15. Why does your character adventure?

What else is she going to do. She knows how to fight and cast spells, but has never been tied to single place, so she continues to roam, to see the world and help out where she is needed.

16. How does your character view his/her role as an adventurer?

She sees herself as a helper and protector. Fate will guide her to where she is needed.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?

Her scales on her chest above her heart are blackened as though burned with magic. Usually hidden clothes though. Her left hand is a slightly different shade of gold from the rest of her.

18. How does your character get along with others?

She is pleasant and polite, but often stays quiet and doesn't open up to others.

19. Is there anything that your character hates?

Being helpless.

20. Is there anything that your character fears?

Nothing. (I as a player have no ability to handle fear because I don't know what fear is like. I've never felt it. She will be immune to fear soon enough anyway.)

First level choices:

Base stats: 14,11,12,14,12,14
Race: Kobold, replaced Gliding Wings and Prehensile Tail.
Class: Arcanist/Paladin
Archetypes: Arcanist -> Eldtritch Font, Paladin -> Faithful Wanderer
Arcanist Exploit: Quick Study
Feat: Draconic Aspect
Languages: Draconic, Common, Elven
Skills: Perception, Stealth, Diplomacy, Acrobatics, Survival, K Arcana
Spells: Arcanist: 0: all 1: Chill Touch, True Strike, Shield, Silent Image, Vanish
Favored class: Arcanist
FCB: Skill: Fly
Traits: Golden Scales, Black Blood Heritage, Stolen Fury (but the mechanics are +2 concentration checks.)

Second level choices:

Class: Arcanist / Oracle
Archetype: Oracle -> Psychic Searcher
Oracle Curse: Lich
Oracle Mystery: Shadow
Oracle Revelation: Pierce the Shadow
Skills: Perception, Stealth, Craft traps, Climb, Survival, K Planes
Spells: Oracle spells: 0: Detect Fiendish Presence, Create Water, Purify food and drink, Resistance 1: Inflict, Cure
Spells: Arcanist: 1: Enlarge Person, Reduce Person
FCB: Skill: Spellcraft

Third level choices:

Class: Arcanist/Paladin
Feat: Arcane Armor Training
Skills: Perception, Stealth, Heal, Swim, Survival, K Nature
Spells: Air Bubble, Endure Elements
FCB: Skill: UMD