Synatria is a very unusual-looking kobold. She is very thin, with scales the color of ash from a funeral pyre. She has a strange frill leading from her head all the way down to her tail, which makes her look a lot like a silver dragon. She can be moody, and tends to mock non-kobolds. Her eyes are dull, and she tend to avoid looking at bright colors for some reason.
Stats:
Spoiler:
Racial Abilities:
Base Land Speed: 30 ft
Darkvision: 60 ft
Light Sensitivity
Racial Skills: +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters
Natural Armor: +1
Favored Class: Sorcerer.
Class Features (Artificer):
Artificer Knowledge
Artisan Bonus
Disable Trap
Item Creation
Scribe Scroll (feat)
Infusions (see below)
Brew Potion (feat).
Class Features (Druid):
Annin (Civet/Small Cat): Link, Share Spells
Starting Statistics: Size Small; Speed 50 ft.; 3 HD (15 hp); BAB +2; Saves Fort +4 Ref +8 Will +2; Weapon Finesse, Weapon Focus (bite); AC +1 natural armor; Attack bite (1d4 plus trip), 2 claws (1d2); Ability Scores Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent; Attack trick; Advancement at 4th level.
Nature Sense: +2 Knowledge (nature) and Survival.
Woodland Stride
Wild Empathy: +3
Infusions:
1st Level: 2 per day (Magic Stone, Shield of Faith, Spell Storing Item).
Druid Spells:
0th Level: 4 per day (Know Direction, Stabilize, Purify Food and Drink, Create Water)
1st Level: 3 per day (Cure Light Wounds, Calm Animals, Charm Animal, Hide from Animals).
Skills (Italic means that the skill is a class skill): Appraise: +9
Climb: Craft (alchemy): +6
Diplomacy: +5
Disable Device: +5
Fly: +6
Handle Animal: +11
Heal: +9
Stealth +4
Knowledge (arcana): +9
Knowledge (architecture and engineering): +5
Knowledge (geography): Knowledge (nature): +11
Knowledge (the planes): +5
Open Lock: +4
Perception: +7
Profession (shopkeeper): +10
Ride: +4
Spellcraft: +9
Survival: +9
Swim: +3
Use Magic Device: +11
Feats:
Scribe Scroll
Brew Potion
Feats:
Extraordinary Artisan: Reduce gp cost to create magical items by 25%.
Gatekeeper Initiate: You may use Knowledge (the planes)like Knowledge (dungeoneering)when used on aberrations. You gain a +2 on all saves vs. supernatural and spell-like abilities of aberrations, and gain spells as seen on p. 54 of the Eberron Campaign Setting.
Equipment:
Backpack: 1/4 lb.
5 Day's Rations: 2 lb.
Waterskin: 1 lb.
Bedroll: 1 lb.
Heavy Crossbow, Shocking (+2, 1d8 Piercing, 1d6 Electricity): 8 lb.
Scroll of Call Lightning: 0 lb.
Scroll of Wall of Thorns: 0 lb.
3 Potions of Cure Light Wounds: 1 lb.
A bird's nest with a few small, poisonous mushrooms in it. The nest is always damp, but slightly warm.
Action Points: 7
Hit Points: 30
Armor Class: 13, Touch 12, Flat-footed 12
Grapple: -2
Initiative: +1
Saves: Will +11, Fortitude +4, Reflex +1
Backstory:
Spoiler:
Synatria was born in Dargunn. Her mother was a powerful wizardess, and her father was a druid. Her parents constantly waged a silent battle, for which career Synatria would take. Eventually, she got sick of it and left to Cyre, with her many pet cats whom she doted on like her own children.
In Cyre, things were different. People were apprehensive at first, but they gradually got used to her. She managed to get an apprenticeship to a sympathetic goblin artificer, and found she liked the craft. Eventually, she graduated and started her own shop. Every now and then, she wrote a letter to her parents, who forgave her for leaving and were happy that she had found good work. Things were going well.
Then, one day, her father caught ill. She quickly left the shop in the hands of her own apprentice and journeyed back to Dargunn.
Her father was dying. She did what she could, but none of her potions could save him. He died, in her arms.
Her mother mournfully told her to become a druid, in honor of her father. Synatria did not argue. She went to the Gatekeepers, and they found her a mentor out of respect for her father. She was remarkably talented, and so was eventually judged to have learned everything she needed to know. She, and her hawk friend Anne (she wanted a cat but they didn't think she should have a domesticated animal), left the Gatekeepers for Cyre.
Unfortunately, she got there to find her shop in disarray. The inspector had come while Synatria was gone, and found it--to say the least-not satisfactory. It had been closed down.
Now, 15 years later, her mother too is dead. When the invaders threatened her home, they took her prisoner. Artificers could be useful. But she refused to cooperate, and so they put her in a POW camp. They caged her hawk nearby, uncertain what to do with it. Her cats, who were very territorial, attacked the soldiers. The men shot them all like filthy dogs.
Later, she escaped, and swore to avenge her beloved cats. The soldiers laughed at her for being so attached to them, as did her fellow captives. But her cats were all that remained of her former life, and so she will have her revenge.
Story so Far:
One thing that can be said of her is that her heart's in the right place. That's the only thing keeping her companions from strangling her. Synatria has a great deal of trouble with her teammates. Since joining, a rift began to from between them, until she finally betrays them, nearly dying in the process. She opens a barrel full of terrible magic, which kills her beloved hawk, Anne, and nearly kills her. In doing this, she disobeyed orders, and in the middle of a battle, too. She was lucky to get back in one piece.
Now, she has changed, her once silver scales turning dull grey, her formerly vibrant crest sagging to the side. She shows little emotion anymore, and never laughs. Some of her companions are sorry for the change, though a few feel relieved, hoping that this is a change of heart. As for Synatria, she is aware of the change, but cannot even get herself to care enough to do something. This would normally frighten her, but it barely fazes her now.
However, her wish for justice has not faded, though she feels little loyalty to her 'friends', or to her country. Her only comfort comes from Annin, her civet, who she seems to care for more than she does herself now.