Kbold Chieftan

Wyxarlixxac the White's page

60 posts. Alias of Critzible.


Full Name

Wyxarlixxac the White of the Web Weavers

Race

Kobold

Classes/Levels

Neutral Cavalier[Vermin Tamer/Emissary] 2nd|Init:+3 Speed:20ft| HP:17/17|Fort:+5 [+2+2] Reflex: +3[+0+3] Will: +1[+0+1]| BAB:+3 Melee:+4 Ranged:+6 CMB:+0 CMD:13|AC:20

Languages

Draconic,Undercommon, Common

About Wyxarlixxac the White

Wyxarlixxac the White of the Web Weavers
Kobold Neutral Cavalier[Vermin Tamer/Emissary] 1st
Hgt. 2’10 Wgt.67 Hair:White Eye:Gold Deity:
Str:12 Dex:16 Con:14 Int:12 Wis:12 Cha:13

Combat Crunch:
Init:+3 Speed:20ft
HP:17
Fort:+5 [+3+2]
Reflex: +3[+0+3]
Will: +1[+0+1][]
BAB:+3
Melee:+4
Ranged:+6
CMB:+0
CMD:13[10+0+3+0]
AC:20 [10+3(dex)+4[Scale]+2[Shield]+1[Size]]
Armor:
Scale Mail -50| +5| +3 |-4| 25% |20ft. |30lbs.
Heavy Wooden Shield -7gp| +2 |- |-2 |15%|-|10lbs
Weapons:
Gladius+7|1d4+1|19-20/x2|-|3lbs.|Slashing
Dagger+6|1d3+1|19-20/x2|10ft|1lbs.|Piercing
Cestus+6|1d3+1|19-20/x2|-|1lbs.|Bludgeoning
Light Mace+6|1d4+1|x2|-|4lbs.|Bludgeoning
Light Crossbow+6|1d6|19-20/x2|80ft.|4lbs|Piercing|Ammo:20 bolts

Skills:
Skills: 12Background Skills:4
Acrobatics:+2[+1+3-4+2]
Bluff:+1
Climb:-1[+0+1+2-4]
Disable Device:
Handle Animal:+6 [2+1+3+1]
Intimidate:+5 [1+1+3]
Perception:+6 [2+1+3]
Ride: +9[2+3+3+1]
Sense Motive:+5[1+1+3]
Stealth:+4[1+0+3+4-4]
Swim:
Survival:+6 [2+1+3]
Background Skills:
Knowledge[Engineering]:+7[1+1+3+2]
Craft[traps]:+7[1+1+3+2]

Traits and Feats:
Traits:
Beast Bond:You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.
Mechanical Expertise:Select one of the following skills: Disable Device. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Feats:Mounted Combat*,Undersized Mounts*,Weapon Finesse*,Weapon Focus:Gladius


Equipment:
Race and Class Crunch:
Cavalier:
Weapon and Armor Proficiency
Cavaliers are proficient with all simple and martial weapons, with light and medium armor and shields (except tower shields).

Challenge (Ex) 1/day
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Kobold:
Ability Score Racial Traits: +2 Dexterity, +2 Charisma -2 Strength
Kobolds are humanoids with the reptilian subtype.

Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Base speed: 30 ft

Dragon-Scaled Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of dragon seem undeniable . These Kobolds gain a 5 resistance to Cold. This bonus stacks with other sources.

Crafty: Kobolds gain knowledge (Engineering and history), a Craft or profession skill as class skills. They also gain a plus two to these skills.

DarkVision: 60 feet

Prehensile Tail Your tail is especially flexible and strong, so you’ve learned to use it for both movement and simple tricks. You gain a +2 racial bonus on Acrobatics and Climb checks, and you can use your tail to draw a hidden weapon as a move action instead of as a standard action.

Languages: Kobolds begin speaking The Common language of their area and Draconic. Kobolds with a high intelligence can choose from the following: Gnome, Undercommon, Dwarven, Auran, Ignan, Terran or Aquan.

Mount (Ex)
A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount.

A Medium cavalier can select an axebeak, camel elk giant seahorse giant tortoise horse, giraffe or a zebra as a mount.

A Small cavalier can select an antelope a capybara giant weasel lizard (giant gecko), kangaroo pony, ram reindeer, stag, wolf or wolfdog as a mount but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

The augmented companion, bodyguard, bully, daredevil, draconic, racer, and wrecker companion archetypes are all particularly appropriate for a cavalier’s mount.

A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.

A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.

Order (Ex)
At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.

The following orders can be chosen by both cavaliers and samurai.

Order of the Eclipse:
Hobgoblin samurai have adopted the benefit of darkness as a spiritual alliance that forms a guiding principle in not only how they fight, but every aspect of their lives. This has given rise to the order of the eclipse, a respected samurai order devoted to darkness itself. Although the order is not officially restricted to Hobgoblins, its edicts make it difficult for any samurai without darkvision to operate in its ranks.

Edicts: The samurai cannot create light where it is not necessary—anything that can be done in darkness should be. The samurai must belong to a military organization (this is likely to be a warband commanded by a senior samurai, who in turn answers to a warlord). The samurai must enforce his place within this order and societies that recognize its authority, obeying those senior to him without question and demanding total obedience from those beneath him. The samurai must take every opportunity to extinguish the lights of his foes.

Challenge: The order of the eclipse samurai gains a +1 bonus on all Intimidate checks made against the target of his challenge. This bonus increases by 1 for every four levels the samurai possesses.

Skills: An order of the eclipse samurai adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever he makes a Perception check to notice an invisible creature or object, he receives a bonus on the check equal to 1/2 his samurai level (minimum +1).

Order Abilities
A samurai that belongs to the order of the eclipse gains the following abilities as he increases in level.

Dark Rider (Su) At 2nd level, whenever the samurai is on his mount, both he and his mount share any of the following senses if either of them possesses it: darkvision, low-light vision, scent, and see in darkness. This applies regardless of the source of the sense (including senses gained from spells or magic items), but only while the samurai is mounted. If the samurai and mount both have a sense but one has an improved version (such as a samurai with darkvision with a range of 60 feet riding a mount that has darkvision with a range of 90 feet), both receive the improved version of the sense.

Eclipsing Blade (Sp) At 8th level, the samurai can cast darkness on a weapon he is holding. The darkness does not affect the vision of any order of the eclipse samurai, or that of their mounts. The spell immediately ends if the weapon leaves the samurai’s hand. He may do this once per day, plus one additional time per day for every four levels he possesses above 8th (to a maximum of four times per day at 20th level).

See in Darkness (Ex) At 15th level the samurai can see perfectly in darkness, even magical darkness, as the universal monster ability see in darkness.

Vermin Tamer:
Due to the strange terrain, the lack of sunlight, and numerous other hazards, keeping a traditional mount in the Deeplands can prove difficult. Cavaliers native to or traveling the region may choose to tame local creatures instead. Those who can overcome their revulsion and distrust often find that such partnerships with native creatures serve both rider and mount well. While these mounts may be harder to handle than typical mounts, their versatility and adaptations prove indispensable.

Deeplands Mount (Ex)
At 1st level, a vermin tamer chooses a giant beetle, giant centipede, giant gecko, giant slug, or giant spider as his mount.

The selected mount is combat trained. The vermin tamer does not take an armor check penalty on Ride checks while riding his mount. If the vermin tamer’s starting mount is large enough to act as a mount, it gains Light Armor Proficiency as a bonus feat. If the selected animal companion is too small to act as a proper mount, then the vermin tamer gains Undersized Mount as a bonus feat.

This ability alters mount.

Emissary:
Armor Proficiency
An emissary does not gain proficiency with heavy armor.

Bonus Feats
An emissary can select Endurance, Fleet, or Run in addition to the list of Combat Feats whenever he gains a bonus feat.

In or Out of the Saddle (Ex)
At 1st level, an emissary gains Mounted Combat as a bonus feat. In addition, he can move at normal speed when wearing medium armor.

This ability replaces tactician.


Background:
Character Plan:

Wood Rot:
MOUNT:
Giant Spider:
HD:3 Hp:24
AC:16
Attack:+6 Bite 1d4-3 plus Poison DC13
CMB:-3
CMD:10 [22 trip]
Fort:+4 Reflex:+6 Will:+1
Skill:
Stealth:+10
Survival:+4
Perception:+2
Combat Trained.
Size Small; Speed 30 ft., climb 30 ft.; AC +0 natural armor; Attack bite (1d4 plus poison); Ability Scores Str 6, Dex 17, Con 10, Int 2, Wis 10, Cha 2; Special Attacks poison (frequency 1 round [4], effect 1 Str damage, cure 1 save, Con-based DC); Special Qualities darkvision, tremorsense 30 feet; CMD trip +12.
Feat:Weapon Finesse

Feat:Light Armor Proficiency
Unexpected Intellectuals
Special Requirement: Only vermin companions may become unexpected intellectuals.

Genius that Creeps and Crawls (Ex)
The unexpected intellectual gains an Intelligence score of 2 and can gain skills and feats. It loses the mindless quality.

175

Equipment:

Scale Mail -50| +5| +3 |-4| 25% |15ft. |30lbs.
Wooden Barding -40|+3|+3|-1|15%|30ft|25lb.
Heavy Wooden Shield -7gp| +2 |- |-2 |15%|-|10lbs.
Current:97

Cavaliers’ Kit -23gp
[Kit, Cavalier’s
Price 23 gp; Weight 112 lbs.

This includes animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin.]
Current:74

Cestus 5gp
Light Mace 5gp
Gladius 15gp
Dagger 2gp
light Crossbow 35gp
Small Flag 5gp
Pole 11cp

11gp left

Background:
Wyxarlixxac was born into the strange tribe of the Web Weavers. The Web Weavers of Underland are a strange group who bred and raised more intelligent vermin, which were Spiders, Centipedes, and the like. Having done this they found that they made a profit in weaving the silks that come from the spiders as well as creating unique traps and tactics with their spider companions.
Unlike other tribes in the Underland, the Web Weavers trained for a variety of scenarios and passed down from generation to generation a strange tradition of Spider Riders called the Fanged Legion. Wyxarlixxac in the clutch of hatchlings he was in went through the test. Like all of the Web Weavers do and bonded with one of the more aggressive spider breeds. One that would become a Spider Mount. From early childhood Wxyar trained with his mount and companion Wood Rot. The two trained and sought to perfect their talents.

Wyxar rose through the ranks taking beatings as they found him and Wood Rot annoying and strange. In the end he and his spider took the beatings and returned day after day until eventually they succeeded and became junior members of the Fang Legion, able to carry the colors. It was due to this that he would be chosen on an important mission as the representative of the Web Weaver Tribe. With the Spider hiding in the Dragon Skull Flag of the Legion Wyxar is ready to fulfill his mission and show the other tribes the Fanged Legion of the Web Weavers were a serious force of a great and misunderstood tribe!