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About Mak'e RalHP: 10
Class features, Feats, Traits and Racial Traits
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Racial Traits: Low light vision Type: Kobolds are humanoids with the reptilian subtype. Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks Day Raider: You don't have light sensitivity, and you have low-light vision instead of darkvision. This racial trait replaces light sensitivity and darkvision. Dragonmaw: You gain a bite attack that deals 1d4 points of damage. Once per day, you can deal 1d6 points of additional energy damage with your bite attack. The damage type depends on your scale color: acid for black or green; electricity for blue; fire for red; cold for white. If you have a different scale color, you still gain a bite attack, but cannot deal the additional energy damage. This racial traits replaces the armor racial trait. (Green scaled) Wild Forest Kobold: 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. Class Features:
Panache:
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, he regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, he regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache. Deeds:
While the mouser is within his foe's space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser's allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space he is within if he is adjacent to an ally who is also adjacent to the foe. The mouser can move within his foe's space and leave the foe's space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. Derring-Do: 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 she 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 (5). Dodging Panache: 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 (+3) 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 Swashbuckler Finesse: A swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her 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. Feats:
Bonus Feat:
Traits:
Campaign Trait:
AC, Saves, Attacks
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AC: 20 = 10 +5(DEX) +3(Armor) +1(Shield) +1(Size) Touch: 16 = 10 +5(DEX) +1(Size) Flat: 15 = 10 +3(Armor) +1(Shield +1(Size) Saves:
Attack:
+7 Manople: 1d6 +2 x2 S or P
Options:
Range: +7 = +1(base) +5(DEX) +1(Size) +7 Light Crossbow: 1d6 19-20/x2 P, 80ft Ammo:
CMB: +2 = +1(base) +2(STR) -1(Size)
Equipment: :
Weapons: Manople 1d6 x2 2lbs P or S, blocking (+1 AC when fighting defensively), disarm (+2 CMB to disarm), full round to don, +10 CMD vs. disarm Spiked KTA: 1d6 x3 1lb P, Full round to don, +4 vs. Disarm Light Crossbow: 1d6 19-20/x2, 2lb P, 80ft range Armor:
Buckler: +1 AC, -1 ACP, 5% ASF, 2.5lbs Adventure Gear: Kits:
Healer's Kit .5lb Clothes:
Gear Weight: Light: , Med: , Heavy: , LoH: , LoG: Drag/Push: Cash:
Skills
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Class Skills: Craft (Carpentry): +5 = 1r + 0(INT) +1 Heal:+5 = 1r + 0(WIS) + 1 Perception: +6 =1r +0(WIS) +2 Stealth: +13 =1r +5(DEX) +4(Size) Non-Class Skills:
Description
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Mak’e Ral is a green with tan on the belly scaled kobold standing only 2 foot 9 inches tall and weighs just 28 pounds out of his armor. His eyes are a bright yellow and his teeth are sharp and point back like that of a large constrictor snake, giving him a razor toothed smile. His tail extends out almost as long as he is tall, with thick muscles, on an otherwise lithe frame. He wears well worn suit of studded leather, and loose dark grey colored cloth leggings with a hole ripped in the rear for his tail. He wields an exotic looking Manople on one arm, and tail attachment fitted with a thin long dagger like blade. Background Story
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Mak'e Ral is a kobold after his one true love... gold. He loves the way it shines, the way it feels, the way it even tastes when he is biting it to test if it's real or not, he has that itch and has to scratch it, preferably with gold backscratcher if he can get his hands on one. As such he had to leave his traditional tribe, since the gold always went to their dragon ruler, and well...kobolds that tried to take some of the precious for themselves tended to get eaten...or melted...or worse. When not getting into scraps with people bigger then him just for some gold in a prize, Mak'e makes all sorts of fine crafts out of wood, from sturdy chairs to a peg leg or two. Because outside of having gold, earning his own gold is even better. Since he knows his way around a saw, he has taken on some side training as a ship's surgeon, hacking off limbs and making new wooden replacements that he'd brag were better then the fleshy one the poor fella had before. Then one night he was tossing a gold coin in the air and catching it, when he heard a lady scream, seeing an opportunity to be a big hero, that'd get him attention...and more chances for gold he rushed around the corner into the alley and then...'thunk' Personality:
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