Meepo

Neemer Kresh's page

54 posts. Alias of Dalton the Thirsty.


Full Name

Neemer Kresh

Race

Kobold

Classes/Levels

Inquisitor 2 "Call me Inspector" 15/15 HP

Strength 8
Dexterity 20
Constitution 12
Intelligence 12
Wisdom 14
Charisma 13

About Neemer Kresh

Character Name: Neemer Kresh, Inquisitor of Apsu
Scale Colour: Purple
Class: Inquisitor
Attributes: Str 8 (-1), Dex 20 (+5), Con 12 (+1), Int 12 (+1), Wis 14 (+2), Cha 13 (+1)

Role and Description:
Role: Scout, Tracker, Ranged Attacker, and Monster Knowledge Specialist. Skills: Survival, Heal, Knowledge (Nature), Perception Neemer likes to wander far, and has excellent senses. He's also a survivalist, able to live off the land on his long forays away from home.
Description: Neemer found a small human child's hat a year ago that he has taken to eternally wearing on his head because it fits him. It resembles a green beret. He thinks it looks great. He's purple-scaled and only about 2'6" tall, with long narrow fingers.
Background: Neemer's small size and weak limbs as a young kobold led to him getting beat up a lot. Now, as an adult kobold, he wants to return the favor. He's ingratiated himself (partially due to the unusual purplish color of his scales) with the Chief's good graces, and serves him by tracking down dissenters to his rule and silencing them. He takes a lot of pride in his work, believing that it furthers the Drake Fang Clan's march toward being a civilization in its own right - as Apsu wills for all kobolds and scaleykind.

Languages: Draconic, Common, Undercommon
Alternate Racial Trait: Spellcaster Sneak: Replaces Crafty. +2 on Stealth, Silent Spell 1/day
Feats: Point Blank Shot, Precise Shot (level 3)
Teamwork Feat: Stealth Synergy (level 3)

Level 2
BAB 1
Initiative +7 (Cunning Initiative)
Fort 4 Ref 5 Will 5
AC 19 (10+3(armor)+5(dex)+1(small))
Speed 40 feet
Ranged Attack: 1d20+7 for 1d6+1 (under 30 feet away)
Melee Attack: 1d20 for 1d6-1

Equipment: 11g
Inquisitor's Kit, 30g
Masterwork Light Crossbow, 335g
Masterwork Morningstar, 308g
Masterwork Studded Leather, 325g
Climber's Kit, looted from gobbo attack on tribe
Grappling Hook, looted from gobbo attack on tribe
Alchemist Fire Vial x1, looted from gobbo attack on tribe

Judgements 2/day
Domain: Travel
Domain Power: Agile Feet
Lvl 1 Spells 2/day

Spells Known
5 Orisons - Brand,(level 3) Create Water, Detect Magic, Read Magic, Light, Stabilize
3 Level 1 Spells - Comprehend Languages,(level 3) Divine Favor, Know the Enemy, Cure Light Wounds
2 Level 2 Spells - Find Traps, Invisibility (level 4)

SKILL RANKS
*Intimidate: +9 (Stern Gaze)
*Perception: +8
Knowledge:
*Nature: +8 (Monster Lore)
*Religion: +7 (Monster Lore)
*Arcana: +7 (Monster Lore)
*Dungeoneering: +6 (Monster Lore)
*Survival: +8 (Track)
*Bluff: +5 (+6 vs kobolds and allies)
*Heal: +6
*Stealth: +13 (size, Spellcaster Sneak racial trait)
*Swim: +3
*Climb: +5
*Disguise: +4 (+2 with kit, 10 uses)
*Sense Motive: +5 (+6 vs kobolds and allies, Stern Gaze)

Trait: Purple Scales: Gain Undercommon as a bonus language
Wisdom in the Flesh: Climb uses WIS instead of STR, and is a class skill.

Skills breakdown by level:

Level 1
Intimidate
Perception
Knowledge: Nature
Survival
Bluff
Heal
Knowledge: Religion

Level 2
Intimidate
Perception
Knowledge: Nature
Survival
Knowledge: Arcana
Stealth
Swim

Level 3
Intimidate
Survival
Perception
Knowledge: Dungeoneering
Disguise
Stealth
Climb

Level 4
Intimidate
Survival
Perception
Stealth
Bluff
Sense Motive
Heal

Character Creation Info:
Hit Dice: d8.

Starting Wealth: 1000g

Class Skills

The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.