Zalsus

Oozulla's page

238 posts. Alias of Tiaburn.


Full Name

Oozulla

Race

Init +2; AC13, Touch13, FF11, CMD10; hp 12/17; Fort +1, Ref +2, Will +5; Perception: +8 (darkvision: 60 ft)

Classes/Levels

Mythic Surge (0/5; +1d6)

Gender

LN Female Kobold Mythic Witch2/Skald1/Archmage1

Size

Small

Age

17

Alignment

LN

Location

Sootscale Tribe

Languages

Draconic, Undercommon, Common, Giant

Occupation

Brewery

Strength 8
Dexterity 15
Constitution 8
Intelligence 16
Wisdom 10
Charisma 10

About Oozulla

Oozulla non-mythic:
Oozulla
Female kobold witch 2 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Advanced Race Guide 132)
LN Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 9 (2d6-1)
Fort -1, Ref +2, Will +3
Weaknesses light sensitivity
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Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d3-1/19-20) or
. . sickle +1 (1d4-1)
Special Attacks hexes (cauldron, healing, misfortune)
Witch Spells Prepared (CL 2nd; concentration +5)
. . 1st— silent image (DC 14), mage armor, sleep (DC 14)
. . 0 (at will)— guidance, daze (DC 13), message, stabilize
. . Patron Shadow
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Statistics
--------------------
Str 8, Dex 15, Con 8, Int 16, Wis 10, Cha 10
Base Atk +1; CMB -1; CMD 11
Feats Alertness, Brew Potion, Extra Hex[APG]
Traits hedge magician, killer
Skills
Bluff +3,
Craft (alchemy) +11,
Heal +5,
Intimidate +4,
Knowledge (arcana) +7,
Knowledge (dungeoneering) +4,
Knowledge (nature) +7,
Knowledge (planes) +7,
Perception +4,
Profession (brewer) +4,
Sense Motive +2,
Spellcraft +7,
Stealth +10;
Racial Modifiers +2 Perception

Languages Common, Draconic, Gnome, Undercommon
SQ witch's familiar (snake, viper named Myrkky)
Other Gear dagger, sickle, alchemy crafting kit, bedroll, belt pouch, cauldron, fishhook, inkpen, masterwork backpack, paper (3), parchment, scroll case, spell component pouch, trail rations (5), vial (3), 6 gp, 8 sp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Healing (1d8+2) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Hedge Magician Magic item gp costs -5%.
Killer Add weapon's critical modifier to its critical bonus damage.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Misfortune (1 round, DC 14) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
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2LVL Mythic Oozulla:

Oozulla
Female kobold witch 2/Dual-path Marshal/Archmage 1 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Advanced Race Guide 132)
LN Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 13 (2d6+3)
Fort -1, Ref +2, Will +3
Defensive Abilities hard to kill
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d3-1/19-20) or
. . sickle +1 (1d4-1)
Ranged crossbow +4 (1d6/19-20)
Special Attacks hexes (cauldron, healing, misfortune), mythic power (5/day, surge +1d6)
Witch Spells Prepared (CL 2nd; concentration +5)
. . 1st—silent image (DC 14), mage armor, sleep (DC 14)
. . 0 (at will)—guidance, daze (DC 13), message, stabilize
. . Patron Shadow
--------------------
Statistics
--------------------
Str 8, Dex 15, Con 8, Int 16, Wis 10, Cha 10
Base Atk +1; CMB -1; CMD 11
Feats Alertness, Brew Potion, Dual Path[M], Extra Hex[APG]
Traits hedge magician, killer
Skills Bluff +3, Craft (alchemy) +11, Heal +5, Intimidate +4, Knowledge (arcana) +7, Knowledge (dungeoneering) +4, Knowledge (nature) +7, Knowledge (planes) +7, Perception +4, Profession (brewer) +4, Sense Motive +2, Spellcraft +7, Stealth +10; Racial Modifiers +2 Perception
Languages Common, Draconic, Gnome, Undercommon
SQ witch's familiar (snake, viper named Myrkky)
Other Gear dagger, sickle, crossbow, bolts(7), alchemy crafting kit, bedroll, belt pouch, cauldron, fishhook, inkpen, masterwork backpack, paper (3), parchment, scroll case, spell component pouch, trail rations (5), vial (3), 6 gp, 8 sp
--------------------
Special Abilities
--------------------
Abundant Casting (Ex) Add tier to number of creatures affected by spell, or use 1 power to double single target spell.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Decisive Strike (Su) As a swift action, use 1 power to grant an ally in 30 ft an att with a +1 bonus that bypasses all DR.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Healing (1d8+2) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Hedge Magician Magic item gp costs -5%.
Killer Add weapon's critical modifier to its critical bonus damage.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Misfortune (1 round, DC 14) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

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Oozulla
Female kobold skald (spell warrior) 1/witch 2/Marshal 1 (Pathfinder RPG Advanced Class Guide 49, 116, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Advanced Race Guide 132)
LN Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 17 (3 HD; 2d6+1d8+2)
Fort +1, Ref +2, Will +5
Defensive Abilities hard to kill
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d3-1/19-20) or
. . sickle +1 (1d4-1)
Ranged light crossbow +4 (1d6/19-20)
Special Attacks hexes (cauldron, healing, misfortune), mythic power (5/day, surge +1d6), raging song 3 rounds/day (enhance weapons)
Skald (Spell Warrior) Spells Known (CL 1st; concentration +1)
. . 0 (at will)—detect magic, ghost sound (DC 10), mage hand, read magic
Witch Spells Prepared (CL 2nd; concentration +5)
. . 1st—cause fear (DC 14), mage armor, sleep (DC 14)
. . 0 (at will)—dancing lights, daze (DC 13), message, stabilize
. . Patron Shadow
--------------------
Statistics
--------------------
Str 8, Dex 15, Con 8, Int 16, Wis 10, Cha 10
Base Atk +1; CMB -1; CMD 11
Feats Alertness, Brew Potion, Dual Path[M], Extra Hex[APG], Improved Counterspell, Scribe Scroll, Squire
Traits hedge magician, killer
Skills Acrobatics +6, Bluff +3, Craft (alchemy) +11, Heal +5, Intimidate +4, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +4, Knowledge (geography) +8, Knowledge (history) +4, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +4, Knowledge (planes) +8, Knowledge (religion) +8, Perception +8, Perform (oratory) +4, Profession (brewer) +4, Sense Motive +2, Spellcraft +7, Stealth +10, Use Magic Device +4; Racial Modifiers +2 Perception
Languages Common, Draconic, Gnome, Undercommon
SQ bardic knowledge +1, witch's familiar (snake, viper named Myrkky)
Other Gear crossbow bolts (5), dagger, light crossbow, sickle, alchemy crafting kit, bedroll, belt pouch, cauldron, fishhook, inkpen, masterwork backpack, paper (3), parchment, scroll case, spell component pouch, trail rations (4), vial (3), hireling, 6 gp, 8 sp
--------------------
Special Abilities
--------------------
Abundant Casting (Ex) Add tier to number of creatures affected by spell, or use 1 power to double single target spell.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Decisive Strike (Su) As a swift action, use 1 power to grant an ally in 30 ft an att with a +1 bonus that bypasses all DR.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Healing (1d8+2) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Hedge Magician Magic item gp costs -5%.
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Killer Add weapon's critical modifier to its critical bonus damage.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Misfortune (1 round, DC 14) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Raging Song (standard action, 3 rounds/day) (Su) Song can inspire allies in a variety of ways.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Squire (Base Score 3) You attract a squire to aid you in your knightly endeavors.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
=========================================

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Myrkky:

Myrkky
Viper snake (Pathfinder RPG Bestiary 133)
LN Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +9
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Defense
--------------------
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 4 (1d8-1)
Fort +1, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +6 (1d2-3 plus poison)
Space 2 ft.; Reach 0 ft.
Special Attacks poison
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Statistics
--------------------
Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2
Base Atk +1; CMB +2; CMD 9 (can't be tripped)
Feats Weapon Finesse
[b]Skills
Acrobatics +3 (-1 to jump), Climb +11, Heal +3, Intimidate -3, Perception +9, Spellcraft -1, Stealth +19, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
SQ improved evasion
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Special Abilities
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Climbing (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison (DC 9) (Ex) Poison: Bite—injury; save Fort DC 9; frequency 1/day for 6 days; effect 1d2 Con; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.

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Spells known by familiar:

1st level: Mage armor, Sleep, Cure Light Wounds, Charm Person, Cause Fear, Beguiling Gift, Silent Image, Hex Vulnerability, Command
0th level: arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink*, read magic, resistance, spark*, stabilize, touch of fatigue.

Personality and Background:

"So, Myrkky, I'll tell you my story". Kobold girl was pretty strange, sitting on a big rock and speaking with a small viper. But rock where the snake was lying was warm and snake didn't mind kobold talking, sleeping with one I open. "I've came out of egg more than four full hands of winters ago." She showed four-fingered hand to a snake and put small piece of smoked meat into her mouth. "As I've been good cook all time I remember. I started with caterpillars, than birds and than old Moosa showed me how to brew booze. She always started with big pumpkin and then she put some of honey there... But, when they let me make a booze, old Moosa was ill and I could not talk with her. I made a hole in a pumpkin and put there some honey... How could I knew, that I need to clean it first?" She turned to snake rapidly and snake opened second eye. The rock, heated by sun was so warm... Snake hissed a bit, and kobold girl look satisfied. "Good girl, Myrkky, you hiss so good. You understand me. I made a booze from pumpkin and honey with a wax, and the taste was so bad, that they scream over me and spit it over me, and then they kicked me out of our neat nest to "learn how to brew a good booze", they said." Kobold's scale was dark-black, more obsidian, but snake thought for a moment, that girls face became grey for a moment. "But I succeed! I went there, where the longschanks dwell and I watched through the bushes, how they gather up in the middle of the night, and dance naked in the moonlight, and sing songs, and speak with animals. And sometimes, they put a cauldron on fire, and threw different stuff in it, like spring water, spider silk and dead mouse fur. And probably, they got a great booze out of it, so potent and weird, that they put it into small potions and wax a cork afterwards." Kobold face became more happy. "And I started to brew my stuff. And it was not very good, initially, but then I learn, how to get around. And I teach you", she said and pulled some of alchemical powder in a fire, finishing summon familiar ritual and binding a magical bond between herself and snake on a rock.

Oozulla is cool, middle-aged kobold female. She spent several years away from tribe and forget that people need to deal with one and each other. Last month, she started to regain long-lost trust. Chief Sootscale was travelling nearby her cave and she shared her healing booze with him and he thought that Oozulla might get handy someday. Because staying away from tribe, her language is a bit awkward. Usually, Oozulla tries to stay out of the way of conflict, but she thinks that everything that could be done for the tribe should be done without hesitation or compromise. She is not a fighter, neither a hunter, but she knows how to protect herself. But she is not very strong or healthy. Having enough time, she can cook almost every game and some vermin or plants. Oozulla is usually honest with those, who do not try to use her.

Oozulla looks like female kobold around, 2' 11". She is not very strong, but her movement are pretty smooth. She knows lots of different stuff about magic or nature, and she is pretty clever to make something out in case she doesn't know something. Usually, she wears a travellers outfit and carries a big bag of useful stuff around. She has a dagger on her belt and sickle nearby, in case she needs to protect herself. Her fellow familiar, Myrkky, very-poisonous snake is usually wrapped around her left hand or sleeping on-top of bag.


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