Kobold Trapper

Yvra Brunhasson's page

115 posts. Alias of gyrfalcon.


Gender

Male Kobold Scholar 16 | HP 129 | AC 26.T17.ff20 | Init +11 | F+18 R+22 W+17; +1 vs spells, spell-like, & poison; +1d4+1 w.Astrology | SR 26, Freedom of Movement, Immd:cancel crit/sneak | Perc+30

About Yvra Brunhasson

Background:

Yvra hatched within the sprawling kobold warrens of the Embermaw Clan, deep below the Mindspin Mountains. He was a scrawnier hatchling than most, but his wits were sharp, and he showed an early gift for crafting traps, which attracted the interest of Trapmaker Nelnak. Noone in the warren was exactly happy with their lot--it didn’t even occur to Yvra that that might be a goal a kobold might aspire to--but he was largely content to study with the Trapmaster, and he questioned little about the short, bloody lives of those around him, until one day in his mid-adolescence.

A band of meddlesome dwarven miners had made their way into the snarl of the Embermaw Clan…and naturally were trapped in one of Nelnak’s cunning snares. They imprisoned the dwarves while the chieftain and warleader argued about whether to execute them or ransome them. The argument lasted all night and into the morning, and Yvra stood guard, morbidly curious about the odd, scaleless outsiders.

As fate would have it, the first of the dwarves to return to consciousness was Brunha, sworn cleric of Folgrit. Brunha recognized that Yvra was little more than a child, and spoke kindly to him. She drew him in with tales of things Yvra hadn’t previously considered: family and kindness. When Brunha’s companions awakened they started to grumble and one threw an insult at the scrawny kobold, but Brunha hushed them with a glare. She declared Yvra to be an orphan, and so a responsibility of Folgrit, the Mother of All Orphans. The more Brunha talked, the more Yvra began to fantasize about what it might be like to have parents (instead of being raised unaffectionately with every other hatchling), and whether this kindness that Brunha spoke of might be real. Eventually, Brunha persuaded Yvra to sneak their weapons back to them, and to help the dwarves escape…and take the starry-eyed hatchling with them, back to the dwarven Sky Citadel of Kraggodan.

Kraggodan already had small human and halfling populations (thanks in part to the open-mindedness of Prince Gorm Greathammer) but many felt a kobold--even a child--was a bridge too far. Fortunately Brunha was a respected cleric of Folgrit, and she brooked no argument. She adopted Yvra as her own son and--realizing how sharp a mind he had--arranged for him to study with their own scholars and engineers. Young Yvra had already mastered many of Trapmaster Nelnak’s most cunning kobold traps, and even found ways to improve on a few. By studying the ways of dwarven engineering and trapfinding, he found he was able to achieve things that neither culture could do on their own. His curiosity was broad, and Brunha ensured her adopted son was able to benefit from the wealth of scholarship available within Kraggodan, from alchemy to history to medicine.

For many years after coming of age, Yvra served his adopted community of Kraggodan, helping to keep protect the community from giants, evil fey, bulettes…and of course old members of the Embermaw clan that he had forsworn, in exchange for the comfort of Fogrit (and Brunha’s) love.

Alas, while dwarves live far longer than kobolds, they don’t live forever. Brunha recently died in a flame drake attack. While Kraggodan is the only home Brunha has known…it’s halls are also a reminder of his adopted mother, and how much Yvra misses her. He’s ready to branch out and seek his fortune elsewhere, and is looking for others who might put his mastery of stealth, traps, healing, and general scholarship to good use.

Advancement Choices:

Class Levels & FCB
L16 Scholar
FCB(Scholar): 12 levels: Gain +⅙ trap talent (x2),
. . 4 levels: +4 HP

Race Kobold (Elite)
Alternate Trait:
Instinctual Trapper: All kobolds must deal with the reality that they are vulnerable to attack by much stronger creatures, but the especially vulnerable kobolds compensate by not fighting fair. They gain the Trap sphere, and one talent of their choice from the Trap sphere as bonus talents at 1st level. This replaces armor.

Tradition: Tinkering Arbolist
SoM Talents
[trad] Equip: Expert Reloading
[trad] Equip: Fast Draw
[trad] Trap Sphere
[trad] Sniper Sphere
[race] Trap: Trap Launcher
[race] Trap: Razor Wire
[SCH bonus] Alchemy Sphere (Tanglefoot)
[SCH bonus] Scout Sphere
[SCH 2] Alchemy: Controlled Rupture
[SCH 4] Alchemy: Demolishing Chemistry
[SCH 6] Trap: Rapid Placement
[SCH 8] Trap: Persistent Traps
[SCH 10] Trap: Trap Finder
[SCH 12] Barrage Sphere
[SCH 14] Scout: Discern Illusions
[SCH 16] Scout: True Sight
[Studied Technique 1] Scout: Active Camouflage
[Studied Technique 1] Scout: Heightened Awareness
[Studied Technique 1] Scout: Identify Rhythms
[Studied Technique 2] Scout: Unimpeded Positioning
[Studied Technique 2] Scout: Lurker
[Studied Technique 2] Scout: Vanish
[Studied Technique 3] Scout: Walk Unseen
[Studied Technique 3] Scout: Find Gap
[Studied Technique 3] Sniper: Focusing Reload
[FCB 6] Trap: Bear Trap
[FCB 12] Scout: Piercing Eye
[Extra Talent Feat] Alchemy: Acid Flask
[Extra Talent Feat] Alchemy: Instant Foam
[Extra Talent Feat] Trap: Thaumic Sink

Feats
1. Kobold Confidence
3. Extra Combat Talent
5. Signature Skill (Stealth)
7. Extra Combat Talent
9. Great Focus
11. Crossbow Mastery
13. Extra Scholar Knack
15. Extra Combat Talent

Scholar Knacks
2. Studied technique
4. Studied technique
6. Studied technique
8. Aeronautics
10. Academic Knowledge
12. Martial Study (Sniper)
13. (Feat) Animal Training (Small)
14. Astrology
16. Nautical Exploration

Material Impositions
3. Salt
5. Silver
7. Loadstone
9. Belladonna
11. Howling Herbology
13. Dowsing Rod
15. Quicksilver

Yvra Brunhasson
Male kobold scholar 16
LG Small humanoid (reptilian)
Init +11; Senses darkvision 60 ft.; Perception +30
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Defense
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AC 26, touch 17, flat-footed 20 (+9 Armor, +6 Dex, +1 size); +4 vs scouted
hp 129 (16d6+52)
Fort +18, Ref +22, Will +17; +1 vs spells, spell-like, & poison
Defensive Abilities can cancel crit or sneak (immed), freedom of movement; SR 26
Weaknesses light sensitivity
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Offense
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Speed 30 ft., Fly 60 ft (with apparatus)
Ranged heavy crossbow (deadly shot) +27 (1d8, 80’)
. . heavy crossbow (deadly shot, +MF) +27 (1d8+4d10, 80’)
. . . . Skunk Smoke Trap DC 26 Reflex
. . . . Razor Wire DC 26 Reflex: 9d8 slashing + prone
. . . . Bear Trap DC 26 Reflex: bleed 1 + held in place, DC 26 STR or Escape check (or destroy trap) to leave
. . flashbangs 1d8 (150’) +22 ranged touch (1d8), DC 26 Fort: blind/deaf for 1d4+1 rounds
. . . .MF: +sonic shriekers (16d6 sonic) DC 29 Fort, half on save
. . . .MF: +belladonna burst (3d6 Strength dam) DC 25 Fort (poison)
. . . .MF: +salt & silver (targeted greater dispel, CL 14) DC 26 Fort
. . . .MF: +mercurial burst (3d4 Wisdom dam) DC 26 Fort (poison)
. . improved acid flask +23 ranged touch (9d6 acid to 10 ft radius, ½ dam to 15 ft, 9 dam to 20 ft) DC 26 Reflex for ½ (splash targets only)
. . improved tanglefoot bag +23 ranged touch (entangled, held in place) DC 26
. . instant foam +23 ranged touch (20’ radius, DC 26 break / square, 14 HP / sq)
* (all above) if scouted +4 to hit
* (all above) if AoO, or otherwise not Deadly Strike, -7 to hit
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Statistics
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Str 9, Dex 22, Con 12, Int 27, Wis 12, Cha 13
Base Atk +7; CMB +3; CMD 20
Feats Crossbow Mastery, Extra Combat Talent (x2), Extra Scholar's Knack, Great Focus, Kobold Confidence, Signature Skill (Stealth)
Traits adopted (dwarf: glory of the old), armor expert
Skills
Appraise +13 (1 rank, 3 class, 8 INT, 1 luck),
Climb +4 (4 ranks, -1 STR, 1 luck),
Craft (alchemy) +31 (16 ranks, 3 class, 8 INT, 2 circumstance, 5 competence, 1 luck),
Craft (armor) +14 (1 ranks, 3 class, 8 INT, 2 circumstance, 1 luck),
Craft (bows) +14 (1 ranks, 3 class, 8 INT, 2 circumstance, 1 luck),
Craft (traps) +32 (16 ranks, 3 class, 8 INT, 2 race, 2 circumstance, 5 competence, 1 luck),
Disable Device +28, (16 ranks, 3 class, 6 DEX, 2 circumstance, 4 competence, 1 luck),
Escape Artist +22 (16 ranks, 3 class, 6 DEX, 1 luck),
Fly +21 (14 ranks, 6 DEX, 1 luck),
Heal +26 (16 rank, 3 class, 8 INT, 2 circumstance, 1 luck),
Knowledge (arcana) +36 (16 rank, 3 class, 8 INT, 8 academic, 1 luck),
Knowledge (dungeoneering) +36 (16 rank, 3 class, 8 INT, 8 academic, 1 luck),
Knowledge (engineering) +25 (6 rank, 3 class, 8 INT, 8 academic, 1 luck) +5 on checks made to repair or understand mechanical devices,
Knowledge (geography) +22 (3 rank, 3 class, 8 INT, 8 academic, 1 luck),
Knowledge (history) +22 (3 rank, 3 class, 8 INT, 8 academic, 1 luck),
Knowledge (local) +36 (16 rank, 3 class, 8 INT, 8 academic, 1 luck),
Knowledge (nature) +36 (16 rank, 3 class, 8 INT, 8 academic, 1 luck),
Knowledge (nobility) +22 (3 rank, 3 class, 8 INT, 8 academic, 1 luck),
Knowledge (planes) +36 (16 rank, 3 class, 8 INT, 8 academic, 1 luck),
Knowledge (religion) +36 (16 rank, 3 class, 8 INT, 8 academic, 1 luck),
Linguistics +18 (6 rank, 3 class, 8 INT, 1 luck),
Perception +30 (16 rank, 3 class, 1 WIS, 2 race, 5 competence, 1 luck, +2 race),
Ride +9 (2 rank, 6 DEX, 1 luck),
Sense Motive +21 (16 rank, 3 class, 1 WIS, 1 luck),
Spellcraft +24 (16 rank, 3 class, 8 INT, 1 luck),
Stealth +35 (16 rank, 3 class, 6 DEX, 5 competence, 4 size, 1 luck), no snipe penalty,
Survival +15 (10 rank, 3 class, 1 WIS, 1 luck),
Swim +10 (10 rank, -1 STR, 1 luck),
Use Magic Device +21 (16 rank, 3 class, 1 CHA, 1 luck);
Racial Modifiers +2 Craft (traps), +2 Perception
Languages Abyssal, Aklo, Common, Draconic, Dwarven, Giant, Goblin, Hallit, Infernal, Shoanti, Sylvan, Terran, Undercommon, Varisian
SQ active camouflage, advanced medical training, careful packer, combat training, combined traps, crafty, dart 6d6, deadly shot +2d10, expert medical training, expert reloading, find gap -4, focusing reload, grease, heightened awareness, identify rhythms, improved acid flask, improved tanglefoot bag, lurker, material impositions (circle of salt +7 [7 rounds], lodestone [600 lbs, attract 60 ft, repel 30 ft], silver [SR 22]), medical training, meticulous, opportunist, persistent trap, rapid placement, razor wire 6d6, remote trigger, scholar's knacks (academic knowledge +6, aeronautics, cunning attacker +3, expert healing, studied technique, studied technique, studied technique), scout, snare, sniper shot, trap wielder, unimpeded positioning, vanish, walk unseen
Gear
Load 346 lb light, 693 lb med, 1040 lb heavy
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Special Abilities
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Kobold
Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.
Darkvision (60 feet) You can see in the dark (black and white only).
Light Sensitivity (Ex) Dazzled as long as remain in bright light.

Feats
Kobold Confidence (Intelligence) Use the selected attribute to determine what negative Hp total you die at.
Great Focus Can maintain a second martial focus

Scholar
Careful Packer Use INT to determine carrying capacity, and treat containers as being twice their size
Flashbangs 1d8 (150 feet, DC 23) (Ex) Ranged touch attack deals B/S/P damage and causes target to be deafened and dazzled or blinded (Fort neg)
Medical Training (swift action) (Ex) Use INT with Heal skill; use healer's kit to restore lost HP as a standard action
. . Expert Medical Training (Ex) Use a healer's kit to remove confusion/curses, cure diseases, or raise the recently dead
. . Advanced Medical Training (Ex) Use a healer's kit to remove conditions or restore ability drain

Knacks
Academic Knowledge +8 (Ex) Add 1/2 level to all Know skills; Move: grant allies +2 to CMD and ability DC's against scouted creatures for 1 min.
Aeronautics (Ex) 60 ft (good), 16 HP, 16 Hardness (8 hrs, 9/day) ; 1 hr to construct, LVL HP, INT*2 Hardness, INT hours, INT+1/day.
Astrology (Ex) 15 pts pool of insight points equal to half the scholar’s class level (minimum 1) plus her Intelligence bonus. The scholar may spend a point from this pool as part of an attack roll, saving throw, or skill check to add 1d4+1 to the result; the scholar may spend a point to grant this bonus to an ally, but must spend an immediate action to do so.
Martial Study: Sniper (Ex) Use LVL as BAB for Sniper sphere.
Material Impositions
Circle of Salt +7 (7 rounds) (Ex) You and encircled allies gain save bonus vs magic and are protected from summoned creatures and incorporeal undead
. . Dispelling Detonations (CL 14) (Ex) Flashbang adds targeted greater dispel magic effect using class level as caster level
Lodestone (600 lbs, attract 60 ft, repel 30 ft) (Ex) Attract or repel a metallic object or creature
Silver (SR 24) (Ex) Craft an charm that grants spell resistance of 10 + class level to the wearer

Spheres of Might DC 26 (10 +½ level +INT)
Alchemy Sphere (max 10 prepared, make 4 / 15 min) prep ½ ranks + # formula talents; craft 1 +ranks/4 formula per 15 min.
Alchemy: Instant Foam (20’ radius, 10’ range incr, 24* HP, 3* min) Craft DC 15 (+10 → +5 HP & +1 min). The foam fills an area with a radius of 10 feet + 5 feet per 5 ranks in Craft (alchemy) with semi-solid foam. A 5-foot block of foam possesses a break DC equal to your Alchemy sphere DC and has a number of hit points equal to your ranks in Craft (alchemy). A creature may attempt to move through the foam during their turn, requiring a successful break attempt for every 5 feet they pass through. On a failed break attempt they can no longer move through the foam and their movement ends. Creatures in the radius are allowed a Reflex save to be pushed to a square at the edge of the radius to avoid entrapment. Creatures that fail their Reflex save may attack the foam or try other means of escape as described above. Serves a cushioning function preventing 15 feet of fall damage for every 5 feet of foam exists between the ground and the point where the falling individual touches the foam. This foam is porous to oxygen, and cannot be used to suffocate a creature, and too light to deal damage as a falling object. The foam dissipates on its own after 1 minute. You can increase the Craft DC of this item in increments of 10; each time you do so, each 5-foot square of foam gains 5 additional hit points, and lasts for an additional minute.
Alchemy: Improved Acid Flask 8d6 Craft DC 15 (+10 → +5’ radius). Splash weapon, ranged touch attack, range increment of 10 ft., dealing 1d6 acid damage +1d6 per two Craft (alchemy) ranks you possess to the target of a direct hit, half that damage to targets 5 ft. away from the point of contact, and 1 point of acid splash damage per die of damage this weapon deals on a direct hit to targets 10 ft. away from the point of contact (to a maximum of half the damage dealt to the primary target). Targets who take at least 2 points of acid damage from the initial attack take half the total damage again on the following round.
Alchemy: Improved Tanglefoot Bag Craft DC 25 (+10 → +5’ radius). Ranged touch attack causes creatures in radius to be entangled (Ref partial). Entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. A flying creature is not stuck to the floor, but it must make a Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. Improved tanglefoot bags do not function underwater.
Equipment: Fast Draw
Equipment: Expert Reloading Reduce all weapon reload times
Scout: Active Camouflage Reduce snipe Stealth penalty -10.
Scout: Find Gap -4 treat AC of scouted foes as lower.
Scout: Heightened Awareness You can use Perception to detect magical auras
Scout: Identify Rhythms +4 While martially focused, gain dodge bonus vs creatures you have scouted
Scout: Lurker Unusual perception abilities do not automatically beat your Stealth and require Perception checks as normal
Scout: Scout Identify a creature's weaknesses
Scout: Unimpeded Positioning While martially focused, ignore non-magical difficult terrain; move up to 10 ft as free action when you draw or reload as a move action
Scout: Vanish While martially focused, hide with Stealth even while observed
Scout: Walk Unseen While martially focused, ending turn without cover or concealment does not break stealth (only 1 rd in a row)
Sniper: Deadly Shot +5d10 (or +5d6 vs Touch, or scatter) Add a (snipe) talent to a ranged attack action; may spend martial focus to add additional damage
Sniper: Focusing Reload Regain martial focus when you spend a move action or greater reloading a weapon
Sniper: Retaliating Fire (Stance) When missed with a ranged attack, may make an AoO at the attacker
Trap Sphere (Save DC 25, Perceive DC 42, to destroy: AC 24, hardness 14, HP 40)
Trap: Combined Traps By increasing prep time and DC, you may apply two dart/snare talents to a trap
Trap: Dart 8d6 (+22 to hit, 60’ range) Trap fires a dart in a preset direction, dealing piercing damage or effects of an splash weapon, potion, or alchemical item
Trap: Bear Trap Reflex save to avoid this snare may not move from its current location unless it succeeds on a Strength or Escape Artist check against the trap’s DC or destroys the trap via damage. The affected creature also takes 1 bleed damage for every 8 ranks in Craft (traps) you possess
Trap: Persistent Trap Spend 1 minute placing trap to increase its duration to 10 min/point over placement DC
Trap: Rapid Placement Expend martial focus to decrease trap placement time by 1 step
Trap: Razor Wire 8d6 When you place the tripwire snare, you may choose to have it deal 1d6 slashing damage + 1d6 at 3 ranks in Craft (traps) and every 2 ranks thereafter to the triggering creature. Alchemical items cannot be added to this snare.
Trap: Thaumic Sink (16 rounds) When used with a dart trap, a creature that is struck by your dart becomes affected as if he were inside of an antimagic field, as per the spell. This effect persists for 1 round per rank in Craft (traps) you possess or until a full-round action is spent removing the dart. A dart may be removed as a standard action, but doing so inflicts damage equal to the dart’s minimum damage. When used with a snare trap, a 10-ft. radius around the triggering square is covered in an antimagic field per the spell. This effect persists for 1 round per rank in Craft (traps) you possess. An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration. Summoned creatures of any type wink out if they enter an antimagic field. They reappear in the same spot once the field goes away.
Trap: Trap Finder +4 Can use Disable Device to disarm magic traps. In addition, you gain a +1 competence bonus to Perception checks to locate traps and to Disable Device checks, increasing by +1 for every 4 ranks in Craft (traps) you possess.
Trap: Trap Launcher as a (snipe) talent, add +10 DC to create a trap and attach it to bolt, as part of the attack action. If the shot hits, the target gets a Reflex save, as normal vs the trap.

Lodni Stonetail CR –
Rabbit (protector)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +16
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Defense
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AC 22, touch 15, flat-footed 19 (+3 Dex, +7 natural, +2 size)
hp 129 (1d8-1)
Fort +3, Ref +12, Will +10
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Offense
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Speed 50 ft.
Melee bite +5 (1d3-4)
Space 2½ ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 9, Int 12, Wis 12, Cha 5
Base Atk +7; CMB +8; CMD 14
Feats Bodyguard[APG], Combat Reflexes, In Harm's Way[APG], Run
Skills Acrobatics +7 (+11 to jump with a running start, +15 to jump), Appraise +2, Bluff -2, Climb +8, Diplomacy -2, Disable Device +13, Escape Artist +15, Fly +22, Heal +13, Linguistics +7, Perception +16, Ride +4, Sense Motive +13, Spellcraft +13, Stealth +17, Survival +5, Swim +8, Use Magic Device +9
Languages speak with master
SQ empathic link, loyal bodyguard, shield master
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Special Abilities
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Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Empathic Link (Su) You have an empathic link with your master.
In Harm's Way When you aid another's AC and the attack succeeds, you may take the damage and effects of that attack yourself.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Shield Master (Su) Familiar can take half damage done to you, as shield other
Speak with Master (Ex) You can communicate verbally with your master.