Kobold

Sidhon's page

192 posts. Alias of utopia27.


Full Name

Sidhon

Race

kobold

Classes/Levels

magus 3

Gender

male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7)

Size

small

Age

16

Alignment

neutral good

Location

The Shackles

Languages

draconic, azlanti, common, polyglot

Occupation

shipwright

Strength 9
Dexterity 18
Constitution 10
Intelligence 16
Wisdom 10
Charisma 15

About Sidhon

Sidhon
Male Kobold Magus (Spire Defender, Cabalist) 3
NG Small Humanoid (reptilian)
Hero Points 2
Init +4; Senses darkvision; Perception +7

Defense:

AC 17, touch 16, flat-footed 12 (+4 Dex, +1 size, +1 natural, +1 dodge)
hp 22 (3d8+1)
Fort +3, Ref +5, Will +3; +1 trait bonus vs. enchantment
Weakness light sensitivity
Offense:

Speed 30 ft.
Melee Talon of Mwangi +8 (1d3-1/x2)
Special Attacks spellstrike
Magus (Spire Defender, Cabalist) Spells Prepared (CL 3):
1 (4/day) Magic Missile, Hydraulic Push, Obscuring Mist, Corrosive Touch
0 (at will) Acid Splash, Prestidigitation (DC 13), Detect Magic, Mage Hand, Dancing Lights, Spark (DC 13)
Statistics:
Str 9, Dex 18, Con 10, Int 16, Wis 10, Cha 15
Base Atk +2; CMB +5 (+6 Tripping); CMD 15 (16 vs. Trip)
Feats Agile Maneuvers, Combat Expertise +/-1, Dodge, Skill Focus (Disable Device), Weapon Finesse
Traits Besmara's Blessing (1/week), Mordant Heritage (Steaming Sea)
Skills Acrobatics +5, Craft (armor) +5, Craft (blacksmith) +1, Craft (carpentry) +1, Craft (cloth) +1, Craft (leather) +1, Craft (ships) +9, Craft (traps) +7, Craft (weapons) +1, Disable Device +11, Fly +6, Knowledge (arcana) +7, Perception +7, Profession (sailor) +7, Spellcraft +8, Stealth +8, Swim +0, Use Magic Device +8; Racial Modifiers +2 Craft (traps), +2 Perception
Languages Azlanti, Common, Draconic, Polyglot
SQ arcane pool (+1) (4/day), hero points, magus arcana (maneuver mastery +1 [trip]), spell combat
Combat Gear Acid (2), Bloodblock (2), Holy water; Other Gear Alchemical cartridge (paper) (5), Talon of Mwangi, Artisan's tools (Craft [ships]), Chest, small (empty), iron hip flask (grog target), Pocketed scarf, Rope, Thieves' tools, masterwork, Tindertwig (2), 210 GP
TRACKED RESOURCES:
Acid - 0/2
Alchemical cartridge (paper) - 0/5
Arcane Pool (+1) (4/day) (Su) - 0/4
Besmara's Blessing (1/week) - 0/1
Bloodblock - 0/2
Holy water - 0/1
Tindertwig - 0/2
Special Abilities:

Agile Maneuvers Use DEX instead of STR for CMB
Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hero Points (2) Hero Points can be spent at any time to grant a variety of bonuses.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Mordant Heritage (Steaming Sea) +1 trait bonus on Swim checks and a +1 trait bonus on saving throws against enchantment effects.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Character Bio:

Sidhon is a kobold from the Mwangi swamps. He was gifted, he was different. He’s black with pale yellow racing stripes (unlike a properly red kobold). At the same time, he was also soft, and not nearly as hateful and craven [editorial: funny how that word keeps cropping up w.r.t. kobolds…] as the rest of his birthing clutch. Sidhon was restless and dissatisfied, and a bit put off by his fellows. In his late youth (around 9) a strange group of masked elves moved into the ruins next door, and seemed to settle in. Sidhon’s tribe was paralyzed – pinned between flight and attack. Sidhon was fascinated, and went off to check out the strangers.

Truth be told, though Sidhon was a small stripey lizard on his home turf, he was very inexperienced. The elves of the Mord ant Spire were immediately and fully aware of his observation. The Spire elves were also busy with their researches, not threatened, and slightly amused at the adolescent kobold’s attempts at unseen observation. The Spire elves came to regard Sidhon as a bit of a mascot. Sidhon eventually let himself be seen, be spoken to, and eventually enter into discussion. The Spire elves were astonished. Their mascot turned out to be quite clever. And Sidhon bore the mark of some Fate. Here in the depths of the jungle was a woefully under-trained, high potential, young spaient marked by some salty divinity of the Shackle Islands.

In the meantime, Sidhon tribe had come to the logical conclusion that because the Spire elves had not made a kebob of Sidhon, they must be soft and vulnerable (and looked tasty). Therefore, Sidhon’s tribe set upon the sages, archaeologists, and magi of the Mordent Spire. The Spire elves saw them off, with casualties carefully calibrated to instill reasonable caution, without massacring them outright, or exerting themselves particularly. Sidhon could not immediately rejoin his tribe, so the Spire elves took him in for some training. They were somewhat taken aback when Sidhon’s native sorcerous nature overwhelmed their standard magical training. Sidhon’s native crafty-ness actually challenged the more academic elves.

As the Spire elves prepared to depart, Sidhon had not quite reached a level of self-sufficiency. The elves also knew he was not destined to remain in the Mwangi Expanses and rule a small tribe of kobolds scratchng out a meagre existence in the ruins of the Lost Kingdoms. Sidhon traveled up river, over land, and walked with the Mordent Spire elves into the Sodden Lands at Kokutang. The Spire elves arranged a crew berth for Sidhon on a vessel headed to the Shackles. They took themselves off to parts north, presumably returning to the Spire with the historic treasures they had come in pursuit of.

Sidhon took ship, and crewed a coast-hugger through the Sodden Lands to the Shackles. Life aboard ship didn’t quite match the training he had received from the Spire elves – but much could be adapted. In particular, aboard this ship, Sidhon fell in with the ship’s wright, and discovered a passion. The last three months have seen Sidhon crewing up and down the coast, until last night in Port Peril…


Journal:

Adventure: Date (game world): 0000/00/00; Date (real world): 2012/08/02

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Adventure: Date (game world): 1000/00/00; Date (real world): 2012/09/01
XP Reward: 300 XP; Net Cash:

On Day One, our heroes awaken in a small hold, having been abducted from a bar at Port Peril. Initially introduced to the deck, Sidhon performed poorly on the officers' "tests". He also replied smartly and somewhat smarmily to the officers - and was lashed and sent to the brig for his trouble. In the brig he met Atlatl, and the two of them explored the brig a bit. Adjacent to the brig was the bilges, which they also explored. Sidhon did some light repair of the bilge pump, and Sidhon and Atlatl discovered some interesting tidbits scattered around in the bilges. While there, they saw Zorg, who was hunting for rats as part of his daily duties.

Everyone in the brig was dragged out before dinner, and offered a choice to join the crew or continue to rot. Atlatl and Sidhon both agreed to join. Their cell-mate refused, and was keel-hauled in a most gruesome and thorough manner for his troubles. After dinner, Sidhon pretty directly bedded down for the night.

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Adventure: Date (game world): 2000/00/00; Date (real world): 2012/10/05
XP Reward: 450 XP; Net Cash:

As a wake-up call in the morning, some of the helpful crewmates decided to 'beat us in' to the crew, along with several other junior crew members. After a surprisingly intense non-lethal combat (carefully non-lethal, killing a crew member is a keel-hauling offense). In which our heroes prevailed, and the bullies were mightily thrashed.

Afterwards Sidhon fixed a step involved in the fracas, scrubbed some decks, pawned off some whiskey rations on Aretta, then did some exploring on top-deck (with no significant results, except an excuse to know where everything's at in detail).

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Adventure: Date (game world): 3000/00/00; Date (real world): 2012/10/05
XP Reward: 0 XP; Net Cash:

Today's day task - knotwork! my favorite! unfortunately also tiring. Spending some quality time in mid-deck stores in the evening.

In addition to hauling and splicing, Sidhon makes every excuse to chat with Habbly Quarne - their skill sets seem to be complementary, and Sidhon thinks he can connect based on interest in keeping the ship in good order. Sidhon enjoys no measurable success in this - Habbly is disinclined to acquiesce, though his reaction is avoidance and distaste, not hostility.

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Adventure: Date (game world): 4000/00/00; Date (real world): 2012/12/01
XP Reward: 500 XP; Net Cash:

Basics of the day - minor repairs around the ship. This should have been, as Margueritte said, 'a good day for Sidhon'. The dice disagree, making the main work of the day less than a sterling success.

Late afternoon, all of the following are tasked with clearing rats out of the bilges: Gilraen, Noonan, Rosie, Atlatl, Zorg, Sidhon, Sandara, and Conchobhar. As a result, several are diseased by the nasty rats, and Conchy is poisoned by Zorg's old friend the spider. Everyone comes to a consensus to prepare for mutiny. Conchy seems to get past the worst of his prejudice against Zorg and Sidhon. Zorg and his familiar Yalla are traumatized by the slaughter of rats.

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Adventure: Date (game world): 3000/00/00; Date (real world): 2012/10/12
XP Reward: 250 XP; Net Cash:

In the evening Sidhon pokes around the main hold, identifies some interesting stuff and salts it away. One of the interesting bits is Owlbear. Gilraen and Owlbear have some interaction, and at least in a preliminary way make friends. Also, "Stored near the mainmast are two light ballistas, a disassembled light catapult, and 12 barrels containing 20 gallons of oil each."

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Adventure: Date (game world): 0000/00/00; Date (real world): 2012/09/07
XP Reward: 50 XP; Net Cash:

in which the GM supplies the players with beautious and helpfully informative maps.

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Adventure: Date (game world): 5000/00/00; Date (real world): 2012/12/22
XP Reward: 100 XP; Net Cash:

a long hard day running messages - being already diseased (by the rats), Sidhon is additionally fatigued, then exhausted.
In the evening Owlbear is brought out for wrestling. Fipps takes up the challenge, but starts to cheat. Rosie takes up for Owlbear. She beats up Fipps and then Owlbear, then takes a dive.

GM is unimpressed at the party's willingness to get involved in the evening's entertainment.