Gold Dragon

Taishe Jinlong's page

346 posts. Alias of Ragadolf.


Full Name

Taishe Jinlong

Race

Kobold

Classes/Levels

Investigator1

Gender

Male

Size

Small

About Taishe Jinlong

Taishe Jinlong (Sun-Snake, Gold-Dragon)
Kobold, Investigator 1 (Favored Class)
LN (NG?) Small Humanoid (Reptilian)
Init: +4 , Senses Low-Light Vision, Trapfinding, Perception +8 (+9 to find traps)
Languages: Common, Draconic, Senginese, Sliss'Pok,

DEFENSE:
AC:18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 natural, +1 size)
HP: 10
Fort +1, Ref +5, Will +4
Weaknesses: None (Day Raider, lose Light Sensitivity & Darkvision, gain Low-Light vision)

OFFENSE:
Speed: 30 feet (When UNencumbered)
Melee rapier +5 (1d4/18-20/x2 plus poison) or
Short Sword (1d4/19-20/x2 plus poison) or
sap +5 (1d4 nonlethal) or
Club (walking cane) +5 (1d4/x2 plus poison)
Ranged sling +5 (1d3 plus poison) or
Light Crossbow +5 (1d6/19-20/x2 plus poison)
Alchemist Extracts Prepared (CL 1st)
1st (2/day) – reduce person, shield

Statistics:
Abilities Str 10 (+0), Dex 16 (+3), Con 12 (+1), Int 16 (+3), Wis 14 (+2), Cha 7 (–2)
Base Atk +1; CMB +0 (+3 with Weapon Finesse); CMD 13
Traits: Student of Philosophy (Diplomacy uses Int, Bluff to convince lie is true uses Int), Pragmatic Activator (UMD uses Int)
Feats: Weapon Finesse
Skills: Craft (alchemy) +8, Craft (trapmaking) +9, Disable Device +8, Escape Artist +6, K:Engineering +7, Perception +8 (+9 to find traps), Profession (miner) +8, Sleight of Hand +7, Stealth +11; Check Penalty –1 (–6 when encumbered); Use Magic Device (Int w/ Trait) +7
Racial Bonuses +2 Craft (trapmaking), +2 Perception, +2 Profession (miner), +4 Stealth, +1 Natural Armor, Low-Light Vision, +1 Size Bonus to AC, +1 Size Bonus to Att rolls,
SQ alchemy, crafty, inspiration (4/day), trapfinding +1
Combat Gear: Acid, Alchemist's Fire, Smokestick, Smelling Salts, Vermin Repellent, Tanglefoot bag, blue whinnis poison (3), sling bullets (10), Rapier, Club (Cane), Sling, Sap, Dagger (2) Masterwork SILVER dagger (carved coiled dragon handle),
Other Gear: Studded Leather Armor, Bandoleer (W/ Extracts & daggers), POTION- Invisibility, folding shovel, miner’s pick, tender (3gp, 7sp), Investigator's Kit (Alchemy Crafting Kit, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, torches (10), trail rations (5 days), and waterskin.)
Formula Book 1st-level—crafter's fortune, cure light wounds, expeditious retreat, reduce person, shield, true strike
Encumbrance light 24 lb. 12 oz., medium 49 lb. 8 oz., heavy 75 lb.;
Weight Carried 73 lb. 3 oz. (excluding tender)

SPECIAL ABILITIES:

Spoiler:

Alchemy (Su) You are highly trained in the creation of mundane alchemical substances and magical potion-like extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to you inquisitor class level on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You must hold the potion for 1 round to attempt such a check.
Crafty (Ex) Craft (trapmaking) and Stealth are always class skills for a kobold.
Inspiration (Ex) You have an inspiration pool equal to ½ your investigator level + your Intelligence modifier (minimum 1). Your inspiration pool refreshes each day, typically after you get a restful night’s sleep. As a free action, you can expend one use of inspiration from your pool to add 1d6 to the result of that check, including any on which you take 10 or 20. This choice is made after the check is rolled and before the results are revealed. You can only use inspiration once per check or roll. You can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided you are trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from your pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Poison Blue whinnis—injury; save Fort DC 14, frequency 1/round for 2 rounds, effect 1 Con/unconsciousness 1d3 hours, cure 1 save.
Trapfinding You add ½ your level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). You can use Disable Device to disarm magical traps.

Background:

Spoiler:

'Skinflint' was born into the normal life of a kobold in the Seng Empire. You know, skulking, trapping, digging, and bemoaning the loss of their draconic might. Skinflint was smarter than the average kobold, and was extremely good at planning traps, ambushes and such. Unfortunately the other kobolds were not so good at following Skinflint's plans, so they rarely went well, which tended to make the other kobolds angry at him. Officially Skinflint left his tribe to see what he could learn outside of his tribal boundaries and traditions. The truth is probably closer to, 'He left because he was about to be used as bait in one of his own complicated traps'. Whatever the reason, he doesn't talk about it now.

Eventually the kobold was found, starving and barely alive, by a crew of Senginese traders while trying to steal something to eat. He almost became a new pair of boots, but the head of the trading family saw potential in the kobold. They reached an agreement in Draconic (the only language that the kobold knew). In exchange for food and shelter, the kobold would become a guardian and playmate for the Nobleman's young daughter. In order to fulfill this position he would also agree to be properly educated. The inquisitive kobold jumped at the opportunity. He was named 'Taishe Jinlong' (which roughly translates into 'Sun-Snake, Gold-Dragon') due to the unusual golden-yellow highlights of his scales.

Taishe became educated in languages, and more importantly manners & protocol. He absorbed all that his new benefactor would teach him. When he detected an attempted poisoning of his young charge, he was introduced to Alchemy and it turned out to be exactly the kind of mental challenge he needed to keep him otherwise out of trouble. More or less. By the time the daughter had outgrown the need for a playmate, Taiche had become an accomplished bodyguard, advisor and confidant. His keen senses and ability to notice things that most others did not made him invaluable to the family he served, and earned him as many enemies. When repeated attempts upon his own life began placing his family members in danger, he requested 'reassignment'.

The family agreed, and assigned him the responsibility of 'Exploring the continent for under exploited resources and potential business opportunities therein.' (In other words, they granted him permission to vanish into the unexplored wilds of Opal, hoping that their enemies would waste valuable time and resources chasing him down. And if he did return with potential business opportunities, bonus.)

Taishe was ceremoniously sent out on a trading vessel to Opal, and makes sure to check in with his family's business ventures there occasionally. (Fulfilling his obligatory duty) but otherwise spends his time learning about his new home. He has recently made a few friendly acquaintances, and an opportunity has arrived. It seems that he may soon add a new title to his resume'. “Adventurer”

Appearance and Mannerisms:

Spoiler:

Taishe is a kobold of average size. The most notable thing about his appearance is the golden-yellow tint of his scales, and his unusual (rare, but not unheard of) long tendrils on his snout. The long, drooping tendrils and bone spur of his chin give him the appearance of what is called a 'Fu-Manchu' by those humanoids that grow hair. His habit of stroking these while pondering a problem, as well as his fondness for smoking a pipe, do indeed make him seem more draconic than most of his kin.

Taishe dresses in comfortable robes of Senginese design when relaxing or dressing up. When 'working' the kobold wears a suit of studded leather armor, which looks like a greatcoat on the short lizard-kin. He carries a satchel with his portable Alchemist equipment, and a bandolier to keep his daggers, potions, extracts and various alchemical items at hand. He wears a rapier sized for him when expecting trouble, and always carries a walking stick, which serves him quite well as a club. He hopes to save up for a masterwork sword-cane, allowing him to carry both of his primary weapons in one functional and stylish item.

He prefers to avoid combat if possible, but will not shy away from it if needed. He prefers to use his knowledge and ranged weapons to assist others, and will back up companions with potions, extracts, and alchemical items. He will use his items to enhance himself and join in melee conflict as a last resort. He does keep a small amount of poison on hand, and will utilize it on his weapons if the need demands.

Unlike most kobolds, Taishe always appears calm. He is fond of quoting the many wise sayings he was taught, (he is still working on making sure the sayings actually fit the moment). He is very observant, and sometimes still tends to react before he should. He has been trained in languages, and sciences, and magical theory. But despite his high intelligence, he is still digesting all of the information he has learned and is almost to the point where he should be able to recall such information at will. He is happy to share his observations and knowledge with others. Whether they want him to or not. Currently he is a (young) master alchemist, trapmaker, and knows enough about mining thanks to his roots to actually work in a mine. Or know if a tunnel is safe or not.

To his great shame, the blood of kobolds still runs in Taishe's veins. (He calls it 'the blood of dragons'.) He is normally calm and collected, able to invent sophisticated plans on the spot, and showing great courage when needed. But if he is seriously injured or under great duress, he sometimes resorts back to his roots and acting (as he calls it) 'feral and undisciplined'. These moments are rare, but always seem to leave him filled with shame.

Taishe hopes to fulfill both his draconic heritage, and his personal ambitions, by learning all that he can about the world around him, and applying that knowledge to become his 'true form', that of a noble dragon.