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About Spyke SizzlemawSpyke Sizzlemaw
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Melee:
Bite: d4+8 BP&S +1 acid [5(Dex)+3(enhancement)+1(acid)]
Ranged: ------------------------------------------------
Base Atk +10/+5; CMB:+9/+15; CMD: 26 Feats
Traits
Skills 4 ranks / level = 40 ranks +11 Acrobatics (4 ranks + 5 Dex + 3 class - 1 ACP)
Languages: Common, Draconic, Druidic, Sylvan SQ: Defensive Instinct, Wild Empathy, Draconic Glide, Track, Woodland Stride, Trackless Step, Chimeric Aspect (2),
Alt Racials, Kobold:
Gear & Equipment:
------------------------------------------------ Gear ------------------------------------------------ AoMF Agile +1 16000 Belt of Physical Perfection +2 16000 Headband of Unshakable Resolve 5600 Bodywrap of Mighty Strikes +2 Boots of Striding and Springing Cloak of Resistance +2 Rhino Hide [+6/+4/-1] Backpack, Survival Kit, etc Longbow NEED INFO Gold:
Loads:
Aspects:
Spoiler:
Bat
The aspect of the bat imparts mastery over darkness and the night. Though not as powerful in battle as some other aspects, those who take this aspect become adept at skirmishing and spying. Minor Form: You gain darkvision with a range of 60 feet. If you already have darkvision with this range or greater, the range of your darkvision increases by 30 feet. At 8th level, you gain darkvision with a range of 90 feet instead. If you already have darkvision with this range or greater, your darkvision increases by 30 feet. At 15th level, you gain the 8th-level benefit and gain blindsense with a range of 15 feet or, if you already have blindsense with a range of 15 feet or more, you increase its range by 10 feet. Major Form: Your shape changes to that of a dire bat. While in this form, you gain a fly speed of 40 feet (clumsy) and blindsense with a range of 10 feet. At 8th level, the fly speed increases to 60 feet (good), the range of your blindsense increases to 20 feet, and you gain the Flyby Attack feat. At 15th level, your fly speed increases to 80 feet (good) and you gain the Hover feat. Spoiler:
Mouse
The aspect of the mouse offers the ability to gain access to hard-to-reach places while avoiding many attacks and effects. Minor Form: You gain evasion, as per the rogue class feature. At 12th level, this benefit becomes improved evasion, as per the rogue advanced talent. Major Form: Your shape changes to that of a Tiny mouse (as per the dire rat, but with a space of 2-1/2 feet and a reach of 0 feet). While in this form, you gain a climb speed of 20 feet, a swim speed of 20 feet, low-light vision, and scent (30 feet), and you use your Dexterity modifier instead of your Strength modifier on Climb and Swim checks. At 8th level, your climb and swim speeds both increase to 40 feet. At 15th level, you do not provoke attacks of opportunity while moving through or out of a creature’s threatened area or moving into its space, but you do when you leave its space. Spoiler:
Snake
The snake is a sneaky and lethal foe who strikes unexpectedly with deadly effect, while avoiding opportune strikes made in return. Minor Form: You gain a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to your AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level. Major Form: Your shape changes to that of an emperor cobra. While in this form, you gain a climb speed of 30 feet, a swim speed of 30 feet, low-light vision, scent (30 feet), and the Combat Reflexes feat. If you already have Combat Reflexes or your Dexterity score is not high enough to gain more attacks of opportunity from Combat Reflexes, you can instead make one additional attack of opportunity each round. At 8th level, you gain a +4 racial bonus on Acrobatics and Stealth checks. At 15th level, when you make an attack of opportunity with your bite attack, that attack also applies the following poison. Poison (Ex) Bite—injury; save Fort DC = 10 + half your shifter level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1d3 Con damage; cure 2 consecutive saves. Background:
Spyke never quite fit in with the other kobolds in his roving forest tribe. While others cruelly schemed and thought of little more than from whom they'd steal their next meal, Spyke found himself filled with curiosity and kindness from an early age. Luckily for him, those features were matched by a decidely un-kobold level of self-awareness and an inborn skill for observation. As a young hatchling, Spyke, ever the pragmatist, left his home behind and set off to wander the forests himself, confident he'd made the best decision for everyone involved.
For a few years or so Spyke twisted his way through the forest, with no real goal or destination in mind. He enjoyed the peacefulness of nature- a place filled with the realities of life rather than the cruelties he associated with society. During that time, Spyke learned to thrive, finding his own food and developing skills not only to subsist and skirt danger, but to really, genuinely thrive. He painted his scales with camoflauge, allowed his claws and teeth to grow to deadly sharp, and hunted as effectively as any predator. Spyke would eventually come to devote much of his free time to meditating in the mysterious glades and clearings he'd come across. They'd often disappear after a few weeks, but more would always seem to pop up elsewhere. After much thinking on the subject, he grew to comfortable with his place in the world, striking a delicate balance with his draconic, bestial nature and his ethical and humane sides. Despite outward appearance, he'd become something of an apex predator, and one of the most deadly being in the woods, and yet, he was still different than the kin he'd abandoned years ago: he was part of the natural order and when he killed to eat, he did so for that reason only- never cruelty. It was soon after making peace with that revelation, which in retrospect, seemed like the most natural conclusion one could come to, that he met his first Druid. After a year of watching him meditating in their groves, the Druids approached Spyke and invited him to join their number. His connection to the forrest, and his awareness of his place in the natural order made him a perfect candidate for their group. And while he took to their training differently than most, he thrived. Under the tutelage of seasoned Arch Druids, Spyke developed his body and spirit in ways he hadn't known were possible. Meanwhile, he embraced the opportunity to interact with his new family. Despite how much his path had diverged from that of his long-abandoned family, Spyke was still a kobold, and kobolds are family-centric creatures. Having a family again felt like a hole he didn't know was there had suddenly been filled. And Spyke felt enlightened, and complete. Time went on, and the Druids did as Druids do, protecting their wilds and the inhabitants thereof. After a time, Spyke was notifed by the Circle's Arch-Druid, his own mentor, of the dangerous goings-on in Korvosa. Knowing that things must be quite bad indeed for the Druids to get involved in far-off urban politicking, Spyke took seriously the charge given to him: make his way to Korvosa, and try to affect positive change. Confident, Spyke set off for the city, leaving the forest for the first time in his life- strangely excited and nervous for the adventure to come. |