White Dragon

Luile's page

109 posts. Alias of MysteriousMaker.


Full Name

Luile

Race

Kobold

Classes/Levels

Pal1/Sor4

Gender

F

Size

Sml

Age

72

Alignment

LN

Strength 10
Dexterity 14
Constitution 10
Intelligence 15
Wisdom 12
Charisma 16

About Luile

Descriptives:

Race: Female Kobold
Age: 72 yo (Adult)
Size: Small Size, 2' 9" 28 lbs
Type: Humanoid (reptilian)
Level: 5
Classes: Paladin/Sorcerer
Favored: Sorcerer
Social:
Faith: Elven pantheon
Alignment: LG
Home:
Jobs: Trapper, Entertainer, Militiaman
Languages: Common, Draconic, Elven

Basics:

Str 10 (+0)
Dex 14 (+2)
Con 10 (+0)
Int 15 (+2)
Wis 12 (+1)
Cha 16 (+3)

Senses; Darkvision, light sensative, Perception +5
Aura: Good (see detect evil)
Init +2; Speed 30 ft.
BAB +3; CMB +2; CMD 14

Concentration +6 (d20+CL+ab mod)

Fort +4, Ref +5, Will +7
Immune:
Conditional:
AC: 19, ff 17, touch 12 (+5 Armor, +? Deflection, +2 Dex, +? Dodge, +1 Natural, +? Shield, +? Sacred, +1 Size)
w/ Shield spell: 23, 21, 12 (16 vs incorporeal)

HP: 22 ( HD: 1D10+4d6) (10@1st, 3*4=12 added HD, 0 con*lvl)

DR: None
Resist: acid 5, cold 5, electric 5

Skills:

6 Craft (Trapsmith): 1r 2a 3c
8 Diplomacy: 2r 3a 3c
10 Disable Device 4r 2a 1t 3c
7 Fly: 2r 2a 3c
5 Heal: 1r 1a 3c
3 Knowledge (history): 1r 2a
10 Perception: 5r 1a 1t 3c
4 Perform (oratory): 1r 3a
8 Spellcraft: 3r 2a 3c
8 Stealth: 2r 2a 4racial
3 Survival: 2r 1a

Active:

-Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
30' rta, 1d4+2 divine, 6/day

-Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

-Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

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.

-Dragon-scaled: Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragons matching the color of the kobold’s scales. Blue-scaled kobolds with this racial trait gain electricity resistance 5. This racial trait replaces the armor racial trait.

Traits
-Trap Finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

-Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

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.

-Kobold Confidence: You use your Charisma, Intelligence, or Wisdom in place of Constitution to determine your bonus to Fortitude saves and your maximum negative hit points before death. Once this choice has been made, it can’t be changed. Chose charisma.

--Craft Wondrous Item: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

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).

-Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

-Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have. DR 2/evil

-Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

-Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

-Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level. "You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal."

Spells Known:

CATRIPS
-mage hand, detect magic, jolt, prestidigitation, disrupt undead, mending

1-Expert Spells
-silent image, shield, endure elements

2-Master Spells
-levitation

Equipment:

WORN/EQUIPPED
Weight: 16lbs of 24.75 light load

+1 longsword "Little Light" Glows like lightning. Luile will be considered a master enchanter when she returns having imbued the blade with lightning. A goal given her by Fingolfin, the master that trained her in crafting magic items.

+1 mithril chain shirt "Twinskin"
"Bubble" A Handy haversack Embroidered with a dragonscale pattern and blue in color.
Luile helped craft all three as an assistant to learn about enchanting items.

"Slippers" A pair of bracers that cast Vanish on the wearer when clinked together. CL1.
The first permanent item Luile made herself.

"Longclaws" A glove that casts Magic Missile. CL1.
Luile's latest design. She made it after her shortbow got broken fending off raiders.

Explorer's outfit, elven styling in purple and blue colors.
3 kunai
Signet ring

HAVERSACK
Gold: 1294.27
Weight 88lbs

Courtier's outfit, nice clothes
Noble's outfit, really nice clothes for formal events
Both of the above have appropriate jewelry
Dungeoneering kit, deluxe
Two mess kits
Artisans tools, masterwork
Arcane family workbook
Healers kit
Trapped scrollcase
Elven trail rations: 24 medium creature days
Pack of wood
Hammock, small
Silver holy symbol of the elven pantheon
Mirror
Pint of oil
6 vials, steel 1oz
Whetstone
Waterskin

49.5 medium load
75 heavy load


####

First level choices:

Base stats: 14,12,12,15,12,15
Race: Kobold, replaced Crafty with Gliding Wings alternate racial trait, replaced armored with Dragon-scaled (blue dragon).
Class: Paladin
Feat: Draconic Aspect
Languages: Draconic, Common, Elven
Skills: stealth, craft (trapsmith), perception, diplomacy
Favored class: sorcerer

Second level choices:

Class: Sorcerer
Skills: perception, diplomacy, perform (oratory), know (history)
Spells: mage hand, detect magic, jolt, prestidigitation, silent image, shield
FCB: Skill: spellcraft

Third level choices:

Class: Sorcerer
Feat: Kobold Confidence (charisma)
Skills: stealth, perception, survival, disable device
Spells: disrupt undead
FCB: Skill: spellcraft

Fourth level choices:

Class: Sorcerer
Skills: fly, perception, disable device, heal
Ability Increase: Charisma
Spells: endure elements
FCB: Skill: spellcraft

Fifth level choices:

Class: Sorcerer
Feat: craft wondrous item
Skills: fly, perception, disable device, survival
Spells: mending, levitation
FCB: Skill: disable device