Kobold

Siddok the Paranoid's page

41 posts. Alias of Mr. Nomington.


Full Name

Siddok

Race

Kobold (White-Scaled)

Classes/Levels

Snare Setter 1 (HP 9/9 | AC:17 | T:14 | FF:14 | CMD 12 | Fort +1 | Ref +5 | Will +1 | Init +3 | Perc: +7 | Speed 30 ft.)

Gender

Male

Size

Small

Age

15

Special Abilities

Darkvision 60ft

Alignment

Chaotic Neutral

Languages

Common, Draconic, Dwarven

Occupation

Trapsmith

Strength 8
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 12
Charisma 7

About Siddok the Paranoid

Siddok the Paranoid was born into a large Kobold family. Though the Kobolds in his tribe looked normal he had white scales, immediatly destined to be there leader due to the closer resemblence to a actual chromatic dragon. The started to teach him at a young age about the way of traps and why traps were best because they were the best... His first day as there leader he declared that they would take over the nieghboring town with traps. Unfortunatly the next town over was actually not a town but the main headquarters of the pirate lords of the Shackles. They were quickly slaughtered and Siddok was the only remaining Kobold of his tribe. Now developing a nervous twitch and paranoia due to his constant fear of the unexpected, (which is just about everything) He met up with a orc tribe a few months later and after convicing them to not eat him, quickly gained there trust with his expertise at anti-ambush tactis... Unfortunatly he was promoted to leader again... ... and after the tribe was slaughtered he bought his way onto a vessel leading away from that place filled with things that always ruined his 2 hour combined ruling of 2 seperate tribes.

Kobold Rogue (Snare Setter) 1
CN Small humanoid, reptilian (kobold white-scaled)
Init +3;
Senses: Darkvision 60ft, Perception +7
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Defense
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AC 17, touch 14, flat-footed 14 (+2 Armor, +3 Dex, +1 Size, +1 Natural)
HP 9 (1d8+1)
Fort +1, Ref +5, Will +1;
Weakness: Light Sensitivity
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Offense
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Speed: 30 ft.
Melee: dagger -1 (1d3-1/19-20) and
cestus -1 (1d3-1/19-20)
Traps: Smoke Trap DC11, Tripwire Trap DC11, 3/day
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Statistics
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Str 8, Dex 16, Con 12, Int 14, Wis 12, Cha 7
Base Atk: +0; CMB -2; CMD 12
Feats: Combat Expertise
Racial Traits: Crafty
Other Traits: Frost Spitter, Boarded (A), Drawback (Paranoid) Poverty-Stricken
Skills: Acrobatics +7, Climb +3, Craft: Trapmaking +9, Craft: Alchemy +6, Escape Artist +7, Perception +7 (+8 when looking for traps), Profession: Miner +7, Stealth +11, Survival +6, Swim +3;
Languages: Common, Draconic, Dwarven
Other Gear: Leather Armor, Masterwork Backpack w/ Waterskin & Bedroll, 8 Smokesticks, 2 Deodorizing Agent, 3 Alchemical Coal Blinding, 1 Potion of Cure Light, Detailed Map, 2 Bandoliers, 2 Spider Sacs, 2 Bags of Caltrops, Halfling Trail Rations 5, Harpy Musk, Belt Pouch, 3 Empty Vials, Theives Tools, 4.3gp
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Special Abilities
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Crafty: +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks
Trapper: Learned Ranger Trap. In addition to the trap granted by this feat, he learns how to construct the tripwire trap for free. For the purposes of this feat, he's considered a ranger of his snare setter level, and uses his Intelligence in place of Wisdom to determine uses per day and the DC of his ranger traps. Whenever the snare setter could learn a new rogue trick, he may instead learn a new ranger trap
Trapsmithing: A snare setter gains a bonus on Perception skill checks to detect traps and on Craft (traps) checks equal to 1/2 his snare setter level. He can use Craft (traps) in place of Disable Device to disarm traps, including magical traps