Umbral Dragon

Xiddik's page

906 posts. Alias of Kobold Catgirl.


Full Name

Xiddik (means "Vitriol" in Draconic)

Race

Kobold

Classes/Levels

Skirmisher Ranger 5/Bard 8 — HP 87/87 (74/74) | AC 21 (FF 16/T 15) | CMD 24 | Fort +7, Ref +13, Will +7 | Perc +4| Init +7 (+9 underground) | Sense Motive +20

Gender

Female

Size

Small

Special Abilities

Hunter's Tricks (tangling attack)

Alignment

Lawful Neutral

Languages

Draconic, Common, Undercommon, Elven, Aklo

Strength 10
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 10
Charisma 16

About Xiddik

I really need to update this sheet...

-7 cold iron arrows

SPELLS PER DAY
Cantrips Infinite
1st 0/5
2nd 0/5
3rd 0/3

PERFORMANCE
6/20

[spoiler=Statblock]LN Small dragon humanoid (reptilian)
Kobold Ranger (Skirmisher) 5/Bard 8
Init +7 (+9 underground); Senses Darkvision 60 ft, Perception +8 (+10 underground)
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DEFENSE
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AC 21, touch 17, flat-footed 15 (+6 armor, +3 Dex, +1 Size, +1 Dodge)
HP 87 (10+4d10+8d8+13 con)
Fort +7, Ref +13, Will +7
Resist Acid 5
Weaknesses Light sensitivity

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OFFENSE
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Speed 30 feet
Melee +1 keen elf bane razored tail attachment +15/+10 (1d6+3, 17-20/x2) +21/+16 (1d6+2d6+9) versus elves
Ranged Mwk composite shortbow +16/+11 (1d4+2, x3, 70 ft) +20/+15 (1d4+6 versus elves)
Spells
Cantrips (DC 14): Lullaby, Prestidigitation, Detect Magic, Light, Open/Close, Spark
Level 1s (DC 15): Cure Light Wounds, Expeditious Retreat, Forced Quiet, Saving Finale, Dazzling Blade.
Level 2s (DC 16): Cure Moderate Wounds, Calm Emotions, Gallant Inspiration, Delay Poison.
Level 3s (DC 17): Major Image, Displacement. Sacrificed one spell for Masterpiece.
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STATISTICS
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Str 11 (15), Dex 16, Con 12 (10), Int 10, Wis 10, Cha 16 (18)
BAB +11/+6/+1; CMB +12; CMD 25
Feats Dodge, Tail Terror, Quick Draw, Lingering Performance, Skill Focus (perform: sing), Cleave (Combat Style), Endurance, Improved Initiative, Discordant Voice
Skills
(78+2=80 skill points) -67
Acrobatics +8 (2 ranks, +3 class, +3 Dex)
Bluff (VP: Sing) +23 (13 ranks, +3 class, +4 Cha, +3 SF)
Climb +6 (1 ranks, +3 class, +2 Str)
Diplomacy (VP: Sing) +23 (13 ranks, +3 class, +4 Cha, +3 SF)
Disable Device +10 (4 rank, +3 class, +2 mwk, +1 trait)
Handle Animal (VP: Wind) +20 (11 ranks, +3 class, +4 Cha, +2 mwk)
Intimidate +10 (3 ranks, +3 ranks, +4 Cha)
Knowledge (dungeoneering) +18 (10 ranks, +3 class, +0 Int, +4 bard, +1 trait)
Knowledge (geography) +8 (1 ranks, +3 class, +0 Int, +4 bard)
Knowledge (local) +8 (1 rank, +3 class, +0 Int, +4 bard)
Knowledge (nature) +12 (5 ranks, +3 class, +0 Int, +4 bard)
Knowledge (planes) +15 (8 ranks, +3 class, +0 Int, +4 bard)
Linguistics +7 (4 ranks, +3 class, +0 Int)
Perception +10 (7 ranks, +3 class, +0 Wis)
Perform (sing) +23 (13 ranks, +3 class, +4 Cha, +3 SF)
Perform (wind) +20 (11 ranks, +3 class, +4 Cha, +2 mwk)
Sense Motive (VP: Sing) +23 (13 ranks, +3 class, +4 Cha, +3 SF)
Stealth +20 (10 ranks, +3 class, +3 Dex, +4 size)
Survival +15 (11 ranks, +3 class, +0 Wis, +1 trait)
Swim +6 (1 rank, +3 class, +2 Str)
Traits
Nimble Fingers, Keen Mind: +1 on Disable Device checks, and it's a class skill.
Darklands Delver: +1 to Knowledge (dungeoneering) and Survival checks made under ground.
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RACE/CLASS FEATURES
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Favored Class (Bard): +2 skill points, +3 effective bard level for Fascinate.

Light Sensitivity: Xiddik is dazzled in bright light.

Dragon-Scaled: Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragons matching the color of the kobold's scales. Black-scaled and green-scaled kobolds with this racial trait gain acid resistance 5. This racial trait replaces the armor racial trait.

Jester: Xiddik has been forced to swallow much of her pride to survive, groveling, placating, and amusing the powerful. She gains a +2 racial bonus on Diplomacy and Perform checks. Diplomacy and Perform are always class skills for her. This racial trait replaces crafty.

Favored Enemy: Xiddik gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the Humanoid (elf) type. Likewise, she gets a +2 bonus on weapon attack and damage rolls against them.

Wild Empathy: +8

Combat Style: Two-Handed Weapons

Favored Terrain (underground): Xiddik gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Hunter's Bond: Xiddik can spend a move action to grant half her favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for 1 round. Xiddik almost never uses this ability.

Bardic Knowledge: Xiddik adds half her class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: 22 rounds/day. As a move action, Xiddik can create magical effects on those around her. Each round, the bard can produce any one of the types of bardic performance that she has mastered:

  • Countersong (Su): Each round of the countersong she makes a Perform (wind, sing) skill check. Any creature within 30 feet of Xiddik (including Xiddik herself) who is affected by a sonic or language-dependent magical attack may use her Perform check in place of its saving throw if, after the saving throw is rolled, the Perform check proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use Xiddik's Perform check for the save. Countersong relies on audible components.
  • Distraction (Su): Being somewhat disdainful of visual arts, Xiddik almost never uses this performance.
  • Fascinate (Su): Will save, DC 19, on up to three creatures. Each creature to be fascinated must be within 90 feet, able to see and hear Xiddick, and capable of paying attention to her. She must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working.
  • Inspire Courage (Su): An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Inspire courage can use audible or visual components.
  • Inspire Competence (Su): Xiddick can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +3 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. Xiddick has tried and failed to inspire competence in herself, and therefore almost never uses this ability. Inspire competence relies on audible components.
  • Suggestion (Sp): Xiddik can use her performance to make a Suggestion to a creature she has already fascinated. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate. She can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against her daily use of bardic performance. A Will saving throw, DC 21, negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.
  • Dirge of Doom (Su): Xiddik can use her performance to foster a sense of growing dread in her enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear her performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
  • The Quickening Pulse (MASTERPIECE): You create a musical tempo that first mirrors your enemies' heartbeats, and then quickens them to dangerous levels. When you complete the performance, all enemies within ...