Churgri of Vapula

Russ'Ruk's page

182 posts. Organized Play character for Azil.

Full Name



Kobold | Resistance Cold 1 | DC: 18


Fighter 3 [ HP 21/39 | AC 20(22)| F+7 R+8 W+8 |P+8 | Speed:25 | Hero 1/3 |Reactions: Aoo| Conditions:|Exploration: scout]








Common, Draconic, Infernal, Aklo

Strength 16
Dexterity 12
Constitution 10
Intelligence 14
Wisdom 12
Charisma 14

About Russ'Ruk

Male Kobold Fighter
CN Small Kobold/Humanoid
Age: 26 Ht:3'3" Wt: 46 lbs
Init: +8, Perception: +8, Darkvision
Background: Noble
Key: Strength




Bastard Sword:

[dice=Bastard Sword]1d20+11[/dice]

Bastard Sword 2 hand:

[dice=Bastard Sword2H]1d20+11[/dice]



Kobold Breath(18Reflex):




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

Wooden Shield:

AC Bonus +2; Bulk 1; Hardness 3; HP12(BT6)

Feats & Traits:

Dragon Scale Kobold passive Heritage Trait
Kobold Breath 2 actions Racial Feat
Courtly Graces Background Feat
Shield BlockGeneral Class Feat
Sudden Charge Class Feat


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

+6 Acrobatics: T
+8 Athletics: T
+7 Diplomacy: T
+7 Lore:Heraldry: T
+7 Lore:Kobold: T
+8 Medicine: E
+7 Society: T
+6 Stealth: T
+6 Survival: T

Spells & Abilities:

Dragon Scale Kobold passive
Your scales are especially colorful, possessing some of the same resistance a dragon possesses. You gain resistance equal to half your level (minimum 1) to the damage type associated with your draconic exemplar Red(fire). Double this resistance against dragons’ Breath Weapons.

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.

Attack of Opportunity
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 ◆◆
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.

Snagging Strike ◆
Requirements You have one hand free, and your target is within reach of that hand.
You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of your next turn or until it's no longer within the reach of your hand, whichever comes first.

Duelist Dedication
You are always ready to draw your weapon and begin a duel, no matter the circumstances. You gain the Quick Draw ranger feat, enabling you to both draw and attack with a weapon as 1 action. This serves as Quick Draw for the purpose of meeting prerequisites.

Quick draw ◆
You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.

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.

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.

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.


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
Wooden Shield +2AC 1bulk 3 hard, 12(6)BT

Magic Items:

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 -

Sheath(worn) -
Bastard Sword -

Ordinary Clothes -

Cash: 0gp, 4sp, 0cp


Having grown up in multiple warrens in Brevoy over the years Russ'Ruk foind himself equally terrified and infatuated with the knights and warriors of the land. Some saw kobolds as meerly pests to be shooed away, others as monsters hoping to snatch up and eat children, and few others even saw them as anither 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 unvaluable 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, noone 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 gobbie 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.


Chronicles & Wealth:

Starting: 0gp, 4sp, 0cp


PP: 0/0

Magical equipment: