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About Skree Bone-RattlerSkree Bone-Rattler:
Male Kobold Witch 1 LN Humanoid (Reptilian) XP: 0 Initiative: +9 Senses: Darkvision 60 ft, Light sensitivity, Perception +2/4 Background:
Skree Bone-Rattler was born in the Sootscale Tribe when he crawled out of his egg under a bright and full moon. Of course, being kobolds, this was an incredibly ill omen, since a bright moon makes you more visible to enemies! Then again, being kobolds, an ill omen is not necessarily a bad thing! The misfortune caused by an unlucky whelp could be harnessed to plague the biglings instead of his glorious draconic kin! Skree was apprenticed to shaman Tartuk as soon as he could walk and became one of his mentors' five pupils. It was not long before Skree noticed that his efforts at learning and executing tasks were often plagued by misfortunes that his fellow apprentices did not experience. The scrawny kobold soon discovered that his fellows were sabotaging his efforts! Of course, this was proper for kobold apprentices and Tartuk ignored or even encouraged such behavior. They sabotaged his broom by gnawing at the handle, put human dung in his spell component pouch, put scale-mites in his bedroll, poured ooze-oil in his cauldron when he was brewing and much more. Skree faught back as well as he could but the larger and more experienced apprentices often banded together against him. One night, when Tartuk the shaman had made Skree sleep outside after another failed (sabotaged) spell, the shivering and hungry whelp was approached by a small reptile. The reptile, a Compsognathus, spoke in hushed, but squeecky, whispers to Skree about promises of the dark powers offered by shadowy patrons. Skree gleefully accepted the boon and adopted the reptile, which he named Squeekbeak. The next day, the kobold discovered he could cause misfortune and sabotage to his fellow pupils through eldritch means! He suddenly knew how to make tasteless poisons and how to disturb the spells of his fellows. He could make them unlucky with his very gaze and make them fall asleep at unfortunate times, such as during class or during a magical ritual! The kobold began rising through the ranks of apprentices and when the shaman confronted him about it, Skree told the tale of that fateful night. Despite his fears to the contrary, Tartuk approved of Skree with glee! The shaman had hoped there would be one chosen by the patrons of shadow in this crop of students! The next day, Tartuk pitted Skree against the rest of his students in a duel to the death. Although they outnumbered him four to one, the other whelps were no match for the eldritch powers of Skree. The students tripped over their feet, failed their spells or were struck with fear. Finally, Skree used his powers to put them in a magical sleep, upon which the kobold calmly slit their throats. Tartuk congratulated his now sole apprentice and that night Skree ate well from the stewed remains of his former rivals. To this day, he carries several of the bones of his rivals on his person. He even gained a pseudonym 'Bone-Rattler' from his habit of rattling his bone-decorated truncheon! Description:
Skree Bone-Rattler is a scrawny and weak-looking individual, even for a kobold. He makes up for his physical statute with a malicious aura and baleful gaze. He wears tattered hooded robes that hide most of his frame. His face is half-hidden by shadows even when he is not wearing his kobold-skull mask, but his glowering eyes are somehow always clearly visible. Skree's robes are decorated with several small bones and he carries a staff- or scepter-like club, decorated with runic carving and several small kobold bones that rattle loudly when he shakes them. Around the handle of the club is a short scrap of cloth that can be tied around the bones to silence them. Skree is usually accompanied by his not much smaller familiar, Squeekbeak. This Compsognathus is a lithe upright-walking reptile with a snake-like neck, an almost avian body, a whiplike tail and a sharp-toothed beak. Somehow, the reptile looks more aware and intelligent than other animals. Defense:
AC 14, touch 14, flat-footed 11 (+3 Dex, +0 natural, +1 size) HP: 8 FORT +1, REFLEX +3, WILL +2 CMD: 10 Offense:
Speed: 30 Melee: Club -1 (1d4-2, 20/x2) or Dagger -1 (1d3-2, 19-20/x2) Ranged: Light crossbow +4 (1d6, 19-20/x2) Statistics:
STR 6, DEX 16, CON 12, INT 18, WIS 10, CHA 8 Base Atk: 0 CMB: -3 Skills: Craft (Alchemy) +8, Knowledge (Arcana) +8, Knowledge (Nature) +8, Knowledge (Planes) +8, Spellcraft +8, Stealth +11 Languages: Common, Undercommon, Draconic, Dwarven, Gnomish Equipment:
Combat Gear: Light crossbow, small (35 gp), Crossbow bolts x20 (2 gp), Club (0 gp) Other Gear: Pathfinder’s Kit (12 gp), Spell component pouch (5 gp), Alchemist’s Fire Flask (20 gp), Robes, Shaman Mask Gold coins cash: 26 gp Racial:
Race: Kobold Type: Humanoid (reptilian) Size: Small Frightener Like the great dragons, you can strike fear in the hearts of your foes with your majestic presence. Few enemies suspect that you make yourself look more dangerous with simple tricks you learned back when you were newly hatched. You gain a +1 racial bonus to the DC of saving throws against spells you cast with the fear descriptor. This racial trait replaces the armor racial trait. Wild Forest Kobold You're one of the barbaric kobolds dwelling in the forests of the surface world. Your culture shuns artifice, but teaches how to endure the hunt. You gain a +2 racial bonus on Perception and Survival checks, and Stealth and Survival are always class skills for you. This racial trait replaces crafty. Traits:
Reactionary: +2 trait bonus on Initiative Desperate Focus: +2 trait bonus on concentration checks Feats:
Extra Hex: Slumber Alertness (Familiar): +2 on Perception and Sense Motive checks if familiar is within arm’s reach Class:
Favored Class (Witch): +1 Hit Point Patron: Shadow Familiar – Squeekbeak:
Familiar - Compsognathus N Tiny animal Init +6; Senses low-light vision, scent; Perception +4 DEFENSE AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size) hp 4 (HD 1) Fort +4, Ref +4, Will +2 OFFENSE Speed 40 ft., swim 20 ft. Melee bite +4 (1d3–1 plus poison) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5 Base Atk +0; CMB +0; CMD 9 Feats Improved Initiative Skills Perception +4, Swim +10, Knowledge (Arcana) -1, Knowledge (Nature) -1, Knowledge (Planes) -1, Spellcraft -1, Stealth +12, Craft (Alchemy) -1 SPECIAL ABILITIES Familiar: +4 Initiative, Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells Poison (Ex): Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. Hexes:
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Spells Known:
Level 0: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue Level 1: Cure Light Wounds, Mage Armor, Cause Fear Spells Prepared:
Level 0: Detect Magic, Read Magic, Stabilize Level 1: Cure Light Wounds, Cause Fear |