Churgri of Vapula

Russ'Ruk's page

279 posts. Organized Play character for Azil.


Full Name

Russ'Ruk

Race

Kobold |DC: 21

Classes/Levels

Fighter 5 [ HP 70/70 | AC 22(24)| F+10 R+10 W+11 |P+11 | Speed:25 | Hero 0/3 |Reactions: Aoo| Conditions:|Exploration: scout]

Gender

Male

Size

S

Age

26

Languages

Common, Sakarvoth, Draconic, Aklo

Strength 18
Dexterity 12
Constitution 12
Intelligence 16
Wisdom 14
Charisma 14

About Russ'Ruk

Russ'Ruk
Male Kobold Fighter
CN Small Kobold/Humanoid
Age: 26 Ht:3'3" Wt: 46 lbs Darkvision
Background: Noble
Key: Strength
◆ ◇ ↩️

Offense:

Dagger:

[dice=Dagger]1d20+14[/dice]
[dice=piercing]1d4+4[/dice]

Flame Striking +1 Cold Iron Bastard Sword:

[dice=Flame Striking +1 Cold Iron Bastard Sword]1d20+16[/dice]
[dice=Slashing; fire]2d8+4; 1d6[/dice]

Vicious Flame Striking +1 Cold Iron Bastard Sword:

[dice=Vicious Flame Striking +1 Cold Iron Bastard Sword]1d20+16[/dice]
[dice=Slashing; fire]3d8+4; 1d6[/dice]

Flame Striking +1 Cold Iron Bastard Sword 2 hand:

[dice=Flame Striking +1 Cold Iron Bastard Sword 2H]1d20+16[/dice]
[dice=Slashing; fire]2d12+4; 1d6[/dice]

Vicious Flame Striking +1 Cold Iron Bastard Sword 2 hand:

[dice=Vicious Flame Striking +1 Cold Iron Bastard Sword 2H]1d20+16[/dice]
[dice=Slashing; fire]3d12+4; 1d6[/dice]

+1Longbow:

[dice=+1Longbow]1d20+11[/dice]
[dice=Piercing]1d8[/dice]

sling:

[dice=sling]1d20+10[/dice]
[dice=Bludgeoning]1d6+2[/dice]

Kobold Breath(21Reflex):

[dice=Fire]3d4[/dice]

Defense:

Breastplate:

AC Bonus +4; Dex Cap +1; Bulk 2; Category Medium; Group Plate

Steel Shield:

AC Bonus +2; Bulk 1; Hardness 5; HP20(BT10)

Ancestry Traits:

Dragonscaled
Thanks to your warren's association with a dragon, your scales are sturdier than other kobolds'.
You gain 10 Hit Points from your ancestry instead of 6. You gain a +1 circumstance bonus to saves against dragon breath, effects with the sleep trait, and effects that would make you paralyzed.

Training:

Equipment
Training level+Level
Simple/Martial Weapons: E
Advanced Weapons: T
Unarmed Strikes: E
Unarmored, All armor: T
Fighter Class DC: T

Skills
Acrobatics E +10
Arcana +2
Athletics T +11
Crafting +2
Deception +2
Diplomacy T +9
Intimidation +2
Lore: Heraldry T +10
Lore: Kobold E +12
Medicine E +11
Nature +1
Occultism +2
Performance +2
Religion +9
Society T +10
Stealth T +8
Survival T +9
Thievery +1

Spells & Abilities:

Kobold Breath ◆◆
You channel your draconic exemplar's power into a gout of energy that manifests as a 15-foot cone, dealing 1d4 cold damage at a basic reflex save. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can't use this ability again for 1d4 rounds.

At 3rd level and every 2 levels thereafter, the damage increases by 1d4. The shape of the breath, the damage type, and the saving throw match those of your draconic exemplar Silver. This ability has the trait associated with the type of damage it deals.

Reactive Strike ↩️
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Shield Block ↩️
Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Sudden Charge ◆◆ Flourish
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Courtly graces
You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.

Vicious Swing ◆◆ Flourish
You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.

Bastion Dedication

Reactive Shield↩️
Trigger: An enemy hits you with a melee Strike.
Requirements: You are wielding a shield.

You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield's bonus to AC. The circumstance bonus from the shield applies to your AC when you're determining the outcome of the triggering attack.

Additional lore: Kobold
Your knowledge has expanded to encompass a new field(Kobolds). Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.

Toughness
You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.

Bravery
Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.

Intimidating Strike ◆◆ Emotion, Fear, Mental
Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.

Disarming Block ◇
Trigger: You Shield Block a melee Strike made with a held weapon.

You attempt to Disarm the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free.

Battle Medicine ◆
Manipulate
Requirements You are holding healer's tools, or you are wearing them and have a hand free
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Equipment:

Bulk limit: 8
Current bulk: 4

Weapons and Armor:
Dagger+1 1d4P+1, Agile, Finesse, Thrown 10ft, Versatile S, L
Bastard Sword +8 1d8(d12)+3 S, one-handed(two-handed) 1
Breastplate +4AC(+2Trained), Max1 dex, 16str(-2 pen) 2
Steel Shield +2AC 5 hard, 20(10)BT 1
Cold Iron Hatchet 1d6 S; Agile Sweep Thrown 10 ft. L
Longbow +1 1d8 P; Deadly d10 Volley 30 ft. 2
Broken Flaming Coldiron Bastard Sword(Needs fixed) 1

Magic Items:

Various:
Backpack(worn 1.4/4) -2
Bedroll L
50 Feet of Rope L
2 Weeks’ Rations 2L
5 Torches 5L
Waterskin L

2 Belt Pouches(worn 0/8L) -
10 Pieces of Chalk -
Flint and Steel -
Soap -
Compass -

Consumables-
Potion of Fire Resistance(Lesser)
Healing Potion(Lesser)

Sheath(worn) -
Bastard Sword -

Ordinary Clothes -

On the Sell block-
Wooden Shield +2AC 3 hard, 12(6)BT 1 (5silver)
Greataxe +1 1d12 S; Sweep 2 (Rip the +1 rune first) (1gold)

Cash: 0gp, 4sp, 0cp

Backstory:

Having grown up in multiple warrens in Brevoy over the years Russ'Ruk found himself equally terrified and infatuated with the knights and warriors of the land. Some saw kobolds as merely pests to be shooed away, others as monsters hoping to snatch up and eat children, and few others even saw them as another kind of people trying to make their way in the world. Russ'Ruk always yearned to stop those who wanted to destroy his home and his family and so he crafted a brilliant plan, spy on the humans of course, they were slower than the elves and less hardy than the dwarves of the region and so they must have some sort of secret to their strength.
He learned their language so that he could better understand them, learned their writing so he could decipher their books, and even took to dressing like them to the extent that a kobold could scrounge the funds to do so. And by that of course he stole and nicked away otherwise nonvaluable items here and there before selling them back to other people. But one of his prized possessions was a book about the royal families. It kept his attention like no other, tales of the mighty lords and ladies of the land and their powerful knights. Individuals who held much of the power in the land, much like a chieftain of a clan or tribe. So Russ decided that was what he was to become, a knight, a nobleman, a sworn protector of his people. But kobolds do not have kings or kingdoms, no one ever let them try even. But he trained for years taking scattered equipment left by adventurers and scraping together coin through honest work. At the end of it all he was stronger, faster, and smarter than most of his kin. He knew that he would become the first kobold king(that he'd ever seen).

Then while going about his usual routine of boasting and talking up his deeds he noticed a posting calling for adventurers to journey into the stolen lands and claim them. Surly that would be enough to make him a king, to own such a land, make it a haven for Kobolds, a place where no man, elf, dwarf, or goblin would hunt them again.

So he strode onward spirit high and ready to take on the world if that's what it took for him to become a King.
Quirks:

Magical equipment:

Invested Items(currently):

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