About Ruska GurnekBackground: Ruska was born to a small clan which served a contract devil, Malthanges. Their lair was above his domain in Hell, and their duty was to keep rabble away, as well as hold whomever he wished in their cells. The bulk of the prison's occupants were those who'd broken their contracts - many who'd made attempt to weasel their way out of Malthanges claim on their souls via divine appeals.
Ruska had lived his life so far within the lair.. his only knowledge of the outside world was through the prisoners he was tasked with feeding and guarding. Some seemed so desperate for contact that they'd tell him their stories with little or no prodding. Some held hopes their pathetic tales of woe would soften Ruska's heart so he'd aid in their escape. He found humans and the other surface-dwelling races to be equal parts fascinating and repulsive. One such intriguing and loathsome prisoner was an elderly gnome druid. One day, the lair was raided by powerful adventurers who'd come to free their ally - the druid. Ruska's kin were slaughtered, but the druid convinced his rescuers to spare the kobold who'd kept him company.. "there is good in him". Ruska then bluffed his way into being included in their escape.. "Master will kill me for certain! Please! Please!" After weeks among them - biding his time, living like a pitiful mascot or pet, and learning much about how to move among the surfacers in disguise - Ruska received word from his master. He burned down the inn in which they were sleeping, and dragged the half-dead druid back toward the lair. At the hidden cave entrance which led to the depths below, he was rewarded with a fiendish boon of power, but captured by the local guard before he could master his gifts.
Personality: Ruska is a snarky smart-ass who enjoys having others write him off as a meek creature.. in anticipation of the moment when they discover he is not. He is fascinated by surfacers. He used to assume they were all weak and sniveling due to his time as a devil's jailer, but has since learned not all are so pathetic.
He has changed during his time in incarceration. For one, he has come to miss his fallen brethren.. or at least having others as comrades. Also, his ego took a slight beating - although his escape has begun to ease that bruising to his considerable confidence. Appearance: --- --- --- --- ---
Ruska is a red-scaled kobold.. a little larger and more muscular than most of his ilk. He has slight nubs of horns, smaller than normal ears, black claws, and fierce expressive yellow eyes. In the center of his chest is a four inch symbol of Asmodeus branded in his flesh.
He wears a light blue-grey robe over his dark leather armor which was gifted to him by the gnome who'd spoken on his behalf. When necessary to conceal his race, he ducks his snout to his neck, dons a mask, pulls his hood over his head, and wraps a charcoal grey scarf around - leaving little more than the eyes of the mask visible. Kobold Shifter (Fiendflesh/Elementalist) 2
Str 14 .. AC 18, tch 14, ff 15 (+2 leather, +3 dex, +1 size, +2 natural armor)
CMB +3, CMD 16; Move 30' Melee +6 claw or +4/+4 claws 1d3+2 (20/x2 P+S)
Special
Feats + Traits: Feats
>Cosmopolitan: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma- based skills. Those skills always count as class skills for you. (Bluff, Disguise) >Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. >Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. Traits
Class Features: Shifter >Weapon and Armor Proficiency A shifter is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape. Shifters are proficient with light and medium armor but are prohibited
A shifter who wears prohibited armor or uses a prohibited shield is
>Shifter Claws (Su)
>Wild Empathy (Ex) (d20+4)
To use wild empathy, the shifter and the animal must be within 30 feet
The shifter can also use this ability to influence a magical beast with
Track (Ex)
Fiendflesh Shifter
>Fiendish Aspect (Su)
Fiendish Resilience (Su)
Elementalist Shifter (free archetype)
This alters the shifter’s languages. >Elemental Aspect (Su)
This alters shifter aspect. (She can shift into her aspect’s minor form (see Aspects) for a number
>Elemental Speech (Su)
>Elemental Strike (Su)
>Fire Aspect
Minor Form: You gain a +2 enhancement bonus to your Dexterity score.
Major Form: (gained at 4th level)Your shape changes to that of a Medium
Skills + Languages: 6+2+1x2
+8 Acrobatics 2(+3,+3) +7 Bluff 2(+3,+2) +6 Climb 1(+3,+2) +7 Disguise 2(+3,+2) (includes +1 free skill bonus) +7 Linguistics 2(+3,+2)+1 (background) +4 Perception 2(+3,-1) +4 Profession (jailer) 2(+3,-1) (background) +12 Stealth 2(+3,+3)+4 +4 Survival 2(+3,-1) (+1 bonus to track) +6 Swim 1(+3,+2) (includes +1 free skill bonus) Common, Draconic, Aklo, Druidic, Infernal, Abyssal, Gnome, Ignan. Racial Traits: >Kobolds are fast but weak. They gain +2 Dexterity, –4 Strength, and –2 Constitution.
>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. >Base Speed: Kobolds have a base speed of 30 feet. >Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon. See the Linguistics skill page for more information about these languages. >Armor: Kobolds naturally scaly skin grants them a +1 natural armor bonus. >Echo Whistler By observing the noises in underground tunnels, you learned to uncannily mimic any voice or sound you heard. Three times per day, you can attempt to trick someone in this way by making a Bluff check against the listener’s Sense Motive check. You get a +2 circumstance bonus on this check if you’re in tunnels or other structures where your voice can echo. This racial trait replaces crafty. >Darkvision: Kobolds can see perfectly in the dark up to 60 feet. >Light Sensitivity: Kobolds lives in darkness have caused them to suffer from light sensitivity. Gear: --- --- --- --- ---
Worn Gear (15.5 lbs) Leather Armor, Gnomish Scholar's Outfit, Scarf, Waterskin,
Bandolier (8 darts). Backpack (24 lbs) Disguise Kit (10 uses), 50' Silk Rope, Waterskin, Bedroll, Blanket, Trail Rations (6), gnome mask, wig, 3 cure light wounds potions. Encumbrance 39.5 lbs; Wealth 149gp 9sp gp/weight
Class Features of further levels:
-- -- 3rd level -- -- Woodland Stride (Ex) A shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter. His claws count as magic weapons, ignore DR/cold iron and DR/silver. -- -- 4th level -- --
Elemental Strike increases by 1d6 Natural armor bonus increases by 1 (Fiendish Resilience) -- -- 5th level -- --
When in her fiendish aspect the fiendflesh shifter’s DR increases to
Second elemental aspect - Earth -- -- 6th level -- --
-- -- 7th level -- --
-- -- 8th level -- --
Elemental Strike increases by 1d6 |