Kobold

Msosth the Grey's page

74 posts. Alias of Tirion Jörðhár.


Full Name

Msosth the Grey

Race

Sootscale Kobold

Classes/Levels

Witch/1

Gender

Male

Size

Small, 2' 4", 38 lbs

Age

18

Special Abilities

Breath Weapon

Alignment

Neutral Good

Location

Stolen Lands

Languages

Draconic, Common, Undercommon, Orc

Occupation

Healer

Strength 7
Dexterity 16
Constitution 12
Intelligence 17
Wisdom 12
Charisma 10

About Msosth the Grey

___________________________________________________________
Offense:
___________________________________________________________
+8 Initiative (+3 Dex, +1 Trait, +4 Familiar)
+0 BAB

-1 CMB (+0 BAB, -1 Str)
+13 CMD (+0 BAB, -1 Str, +4 Dex, +10)

-1 Dagger (+0 BAB, -1 Dex) [Damage: 1d3-1]
+4 Crossbow, Light (+0 BAB, +4 Dex) [Damage: (1d6) (Range 80')]
____________________________________________________________
Defense:
____________________________________________________________
Current hp: 8

Max hp: 8 (+6; +1 Con, +1 FC)
AC 13 [+3 Dex, +10]
Flatfoot AC 10 [+10]
Touch AC 13 [+3 Dex, +10]

+4 Fort (+0 base, +1 Con)
+4 Ref (+0 base, +3 Dex)
+1 Will (+0 base, +1 Wis)

Special Abilities:

Misfortune Hex
Healing Hex
Breath Weapon - 1d6 + 1d6/2 levels, 30' cone

Spells Memorized:

0-Level
Daze
Message
Detect Magic

1st-Level
Mage Armor
Unseen Servant

Skills:
+3 Acrobatics (Dex +3, Ranks 0),
+3 Appraise (Int +3, Ranks 0),
+0 Bluff (Cha +0, Ranks 0)
-1 Climb (Str -1, Ranks 0)
+3 Craft, Alchemy (Int +3, Ranks 0, Class Skill +3, Race +2)
+0 Diplomacy (Cha +0, Ranks 0)
+* Disable Divice (Dex +3, Ranks 0)
+0 Disguise (Cha +0, Ranks 0)
+4 Escape Artist (Dex +3, Ranks 0)
+3 Fly (Dex +3, Ranks 0, Class Skill +3)
+* Handle Animal (Cha +1, Ranks 0)
+1 Heal (Wis +1, Ranks 0, Class Skill +3)
+0 Intimidate (Cha +0, Ranks 0)
+* Knowledge, Arcana (Int +3, Ranks 0, Class Skill +3)
+* Knowledge, Dungeoneering (Int +3, Ranks 0)
+* Knowledge, Engineering (Int +3, Ranks 0)
+* Knowledge, Geography (Int +3, Ranks 0)
+* Knowledge, History (Int +3, Ranks 0, Class Skill +3)
+* Knowledge, Local (Int +3, Ranks 0)
+9 Knowledge, Nature (Int +3, Ranks 1, Class Skill +3)
+* Knowledge, Nobility (Int +3, Ranks 0)
+* Knowledge, Planes (Int +3, Ranks 0, Class Skill +3)
+* Knowledge, Religion (Int +3, Ranks 0)
+* Linguistics (Int +3, Ranks 0)
+4/7 Perception (Wis +1, Ranks 1, Alertness +2(if with familiar), Class(Race) Skill +3)
+0 Perform, Untrained (Cha +0, Ranks 0)
+* Profession, Untrained (Wis +1, Ranks 0, Class Skill +3)
+4/7 Sense Motive (Wis +1, Ranks 1, Alertness +2(if with familiar), Class(Trait) Skill +3)
+* Sleigh of Hand (Dex +3, Ranks 0)
+7 Spellcraft (Int +3, Ranks 1, Class Skill +3)
+11 Stealth (Dex +3, Ranks 1, Race(size) +4, Class(Race) Skill +3)
+1 Survival (Wis +1, Ranks 0)
-1 Swim (Str -1, Ranks 0)
+0 Use Magic Device (Cha +0, Ranks 0, Class Skill +3)

Each level skill points gained = 5 (+2 Witch, +3 Int)

Traits:

Survivor - +1 Init, +1 Sense Motive, Sense Motive is Class Skill

Societal Helper: Known for spending years going from town to town and only helping the weak and the injured despite continual prejudice has given Msosth a reputation for honesty, safety, and helping the community.
--> Benefit: +1 bonus to the applicable value when in Leadership roles of Councilor, Grand Diplomat, or Treasurer.

Feats:

Extra Hex - Misfortune

Racial:

Abilities: +2 Dexterity, +2 Intelligence, -2 Strength
Size: Small --> +1 size bonus to AC and attack rolls, –1 CMB and CMD, +4 size bonus on Stealth.
Speed: 30 feet.
Sight: Darkvision 60 feet.
Crafty: Kobolds gain a +2 racial bonus on a Craft skill of their choice.
Stalker: Perception and Stealth are always class skills for kobolds.
Light Sensitivity: Kobolds are dazzled as long as they remain in an area of bright light.
Breath Weapon: Choose an element. Once per day, a Kobold may breathe a 30-ft. cone that deals 1d6 points of chosen energy damage. This damage increases by 1d6 for every two levels the kobold attains. The targets receive a reflex save for half damage (10 + 1/2 level + Con).
Languages: Kobolds begin play speaking Draconic. Kobolds with a high intelligence score can choose any of these bonus languages: Common, Goblin, Orc and Undercommon.

Favored Class:

Favored Class: Witch
Lvl 1 (HP +1)
Lvl 2 ()
Lvl 3 ()

Witch:

Witch Patron:

Deception - The Healing Hand
Bonus Spells:
2nd—remove fear, 4th—lesser restoration, 6th—remove disease, 8th—restoration, 10th—cleanse, 12th—pillar of life, 14th—greater restoration, 16th—mass cure critical wounds, 18th—true resurrection

Hexes:

Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Witch Spells Known:

Cantrips
All level 0

Level 1 Spells - DC16

Charm Person
Cure Light Wounds
Reduce Person
Mage Armor
Mount
Unseen Servant

Witch Familiar:

Ponkgr - Compsognathus
+4 to Initiative

N Tiny animal
Init +6; Senses low-light vision, scent; Perception +4

DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 6 (1d8+2)
Fort +4, Ref +4, Will +0

OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +1 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 9
Feats Improved Initiative

Skills:
Acrobatics: ?? (Dex +2, Ranks ?, Class Skill +3)
Climb: ?? (Str - 1, Ranks ?, Class Skill +3)
Fly: ?? (Dex +2, Ranks ?, Class Skill +3)
Perception +4 (Wis +0, Ranks 1, Class Skill +3)
Stealth: ?? (Dex +2, Ranks ?, Class Skill +3)
Swim: +7 (Str -1, Ranks ?, Class Skill +3)

SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

Equipment:

Arms, Armor, and Clothing
Explorer's Outfit, 2 lbs.
Dagger x2, 2 lbs
Crossbow, Light, 4 lbs.
20 Bolts - 3 lbs. (3lb/20)
20 Bolts, Silver - 3 lbs. (3lbs/20)

14 lbs

In Backpack

Backpack, 2 lbs
Oil, Flask, 1 lbs.
Rope, Silk 50 feet, 5 lbs.
Flint and Steel
Waterskin, 4 lbs

12 lbs

Belt Pouch

Chalk, 3 pieces
3 p.p.
35 g.p.
5 s.p.
7 c.p.

Carrying Capacity

Current Weight: 59 lbs

Light Load: x < 23 lbs.
Medium Load: 24 < x < 46 lbs.
Heavy Load: 47 < x < 70 lbs

Appearance:

Msosth is a small with grey skin. He understands that he and his kind are no longer trusted by many in the region. Msosth dresses in plain clothes which allow him to blend in with bushes and trees should he encounter unfriendly big people. Generally he arrives in a town or village early and attempts to earn a living healing the wounded. Unfortunately, many are superstitious and his non-divine powers have caused him to be run out of many towns.

Background:

Born to a civilized family in a Sootscale village, Msosth learned much as do people in any other civilized civilization. However, when the war began, the humanoids, and especially Kobolds, were targeted as the cause of the countries problems. Many were killed and others were driven out of their homes, reverting slowly to living in the wild as their ancestors had done many generations earlier.

Unlike many of his friends and family, Msosth could not give up his life among big people. Even at an early age, he began to exhibit extraordinary powers, specifically the ability to heal the injured. For a time, he was allowed to live in a the small village of Farthing, but eventually more refugees from more violent areas began to move to Farthing and bring with them dangerous prejudices. At the age of 16, Msosth awoke to shouting outside and just managed to escape out of his bed as a torch was thrown into his home. Msosth survived by hiding and escaping into the woods.

Since being chased from his home, Msosth has travelled from town to town and village to village healing and helping people. Sadly, prejudice dies hard and Msosth has never been able to remain in any community for more than a few weeks before some group, usually drunk youth or the downtrodden seeking someone to blame, has chased him out of the area.

Msosth would like nothing more than to restore peace to the area so the he and his kind can return to their peaceful ways in society.