Iron Dragon

Werpfoil the Cunning's page

26 posts. Alias of Patrick McDade.


Full Name

Werpfoil the Cunning

Race

Kobold Witch 1 LN Small Humanoid (reptilian)

Classes/Levels

HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

Strength 8
Dexterity 9
Constitution 12
Intelligence 18
Wisdom 10
Charisma 14

About Werpfoil the Cunning

Description:

Tall and slender for a kobold, Werpfoil's small, serpentine black scales and draconic horns and jaws present an air of majesty about him. His clothing and gear are meticulously clean and it is clear that he makes an effort to present a more civilized appearance than some of his bretheren. Looking about himself with a cool, calculating eye, it is clear that this kobold's pride is undaunted by an apparent lack of martial prowess and a cool confidence exudes from him.

Background:

Werpfoil was never a strong combatbant as a youth, but his viscious bite and draconic features kept him safe the from bullying that often sets more intellectual kobolds behind in the social order. Realizing that a strong reputation and little cleverness could surpass martial skill in gaining social standing, Werpfoild spent his youth learning how to manipulate events through social influence rather than through direct confrontation, gaining a reputation for cleverness and influence along with a wide group of friends and allies.

When he began to come of age, a mystical lizard-creature he came to know as Dragon formed a mystical bond with Werpfoil and the kobold's intellectual gifts quickly blossomed into arcane power. Since then, Werpfoild has used his intellectual, social, and arcane gifts not only to his own benefit, but with the goal of strengthening the Sootscale tribe as a whole. He is not ignorant of the likely back-biting that may occur as he pushes for the greater good as much as his own self-aggrandizement, but he also realizes that true power can only come if the Kobolds overcome their rivals such as the Mites, Halfings, and Gnomes and threaten even the Big Folk for dominance of the region. Such a goal would benefit himself, of course, but only with all of his tribe working in concert could such a goal be acheived. To this end, Werpfoild has made efforts at establishing alliances among his tribe and often attempts to diffuse conflicts without feuding - trying to make the whole of the Sootscale tribe stronger than the individual parts.


Personality:

Clever and confident would be the first words to describe Werpfoil, though the females of the tribe may include handsome first. His confidence often slips into pride and vanity, but he is fair and honest with allies and friends enough that resentment is not often an issue. While this seems benevolent for a kobold, it is done in a calculated fashion as a means to an end - his goal of making the Sootscale tribe greater so that his own potential power will grow as well. To this end, he is also though is willing to use threats and guile to get his way as well.

Statistics:

Werpfoil the Cunning
Kobold Witch 1
LN Small Humanoid (reptilian)
Init +3; Senses darkvision 60 ft.; Perception +0

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Defense
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AC 10, touch 10, flat-footed 10 (-1 Dex, +1 size)
hp 8 (1d6+2)
Fort +1, Ref -1, Will +2
Weakness light sensitivity

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Offense
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Speed 30 ft.
Melee
Bite (Dragonmaw) +0 (1d4-1/x2) and
Dagger +0 (1d3-1/19-20/x2) or
Quarterstaff +0 (1d4-1/x2)
Special Attacks dragonmaw (black dragon [acid]) (1/day), hexes (cackle, misfortune [dc 14])

Witch Spells Prepared (CL 1):
1 (2/day) Infernal Healing, Mage Armor
0 (at will) Detect Magic, Daze (DC 14), Spark (DC 14)

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Statistics
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Str 8, Dex 9, Con 12, Int 18, Wis 10, Cha 14
Base Atk +0; CMB -2; CMD 7
Feats Extra Hex
Traits Ease of Faith, Memorable

Skills Diplomacy +7, Fly +1, Intimidate +8, Knowledge (arcana) +8, Knowledge (nature) +8, Knowledge (planes) +8, Spellcraft +8, Stealth +3; Racial Modifiers +2 Intimidate

Languages Common, Draconic, Dwarven, Gnome, Undercommon
SQ +4 to initiative checks, empathic link with familiar, patron spells (ancestors), share spells with familiar
Combat Gear Alchemist's fire; Other Gear Dagger, Quarterstaff, Backpack, masterwork (empty), Bedroll, Blanket, Canteen, Spell component pouch, Trail rations (7), 19 GP, 9 SP

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TRACKED RESOURCES
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Alchemist's fire - 0/1
Dagger - 0/1
Dragonmaw (Black Dragon [Acid]) (1/day) - 0/1
Trail rations - 0/7

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Special Abilities
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+4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragonmaw (Black Dragon [Acid]) (1/day) Bite attack deals additional 1d6 acid damage
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Memorable Increased duration if you modify character's attitude with Diplomacy or Intimidate.
Misfortune (1 rd) (DC 14) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Dragon the Familiar:

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Dragon
Dinosaur, Compsognathus
N Tiny Magical Beast ((animal))
Init +6; Senses low-light vision, scent; Perception +4

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Defense
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AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 4 (1d8+2)
Fort +4, Ref +4, Will +2

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Offense
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Speed 40 ft., swimming (20 feet)
Melee Bite (Dinosaur, Compsognathus) +1 (1d3-1/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison (dc 12)

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Statistics
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Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 9
Feats Improved Initiative

Skills Acrobatics +2 (+6 jump), Diplomacy -2, Fly +6, Intimidate -2, Perception +4, Spellcraft -1, Stealth +10, Swim +10

Languages none
SQ improved evasion
Other Gear You have no money!

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TRACKED RESOURCES
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. . -none-

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Special Abilities
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Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison (DC 12) (Ex) Poison—Injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.