Skull and Shackles in need of more kobolds for a keelhauling.


Recruitment


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I am running an all Kobold party in Skull & Shackles. We have lost a few hatch-lings as they jumped ship.
So I am looking for 3 shipwrecked rat to float by the ship and get picked up. They get to be pirates or die trying; likely both.

Right now we have an Aerokineticist Female, Unchained rogue male, and a bard male.
If you submitted a PC to my last recruitment topic, go ahead to resubmit here. The guidelines have not changed.

I would like to get the party back up to 6 by Saturday. The party is only on the 9th day.
The ship just had a run in with a bad storm. So you could be below decks with the doc, as a new 'volunteer' found shipwrecked after the storm.
Character Creation Guidelines:
Starting level: 1st
Stats: 25 point buy Or Roll. See below.
Hit Points: Max at first level, half round up after. (d10=6,d8=5, d6=4)
Starting Gold: 100 or average starting gold (higher of the two).
Classes: Core, Base, Hybrid, unchained. I have allowed 1 occult. So submit and I will think about it.
Races: Kobolds, Kobolds, and because I am a nice Gm I will allow Kobolds too.
Traits: 3. One from player guide, one Kobold race Trait, and one other trait.
Feat: All Kobolds will gain a 2nd feat at odd levels (1,3,5,...) that can only be used on teamwork feats. Kobolds are good at working together.
Skills: Using the background skills. So you have access to the two ranks of background skills per level. Bards, skulds, and the like have their proform skill cost 2 background ranks (or 1 normal rank).

The Stat: (PB and rolling, and kobolds)
The life of a pirate can be hard. Kobolds a -4 to Str and -2 to con. Keep in mind that may be tricky on some rolls.

You can do 25 point buy (min score of 8), or roll 4d5d1+3 (4d5, drop lowest, and add 3). Any score rolled as 6,7 is a 8.
Even if you roll you can still fall back on Point buy if you want.

If you take the stats in order (Str, Dex, Con, Int, Wis, Cha), you can also roll a 1d4, and a 1d2.
You can add the 1d4 to any score 14 or lower, and the 1d2 to any other score 16 or lower.

P.S: You are kobolds. Be the kobold. Have fun with it.


Interested! Kobolds are one of my favorite races. I'll have a character up soon.


Rolls:
4d5 + 3 ⇒ (4, 4, 5, 3) + 3 = 19 16
4d5 + 3 ⇒ (4, 1, 1, 4) + 3 = 13 12
4d5 + 3 ⇒ (3, 3, 4, 1) + 3 = 14 13
4d5 + 3 ⇒ (4, 3, 1, 1) + 3 = 12 11
4d5 + 3 ⇒ (5, 3, 3, 2) + 3 = 16 14
4d5 + 3 ⇒ (2, 2, 2, 3) + 3 = 12 10

1d4 ⇒ 4
1d2 ⇒ 2

If taken in order...

Str 12(16-4)
Dex 14(12+2)
Con 11(13-2)
Int 11
Wis 14
Cha 10

Yeah, let's go with the toughest little kobold then. Adding the 4 to Strength and the 2 to con to make a Fighter(Brawler). His best trap is people think he's weak and defenseless because he's a kobold. Little do the know of the fierceness inside...


I'm feeling risky. Because what's life without things blowing up in Kobolds faces?

Strength: 4d5 + 3 ⇒ (1, 2, 3, 1) + 3 = 10 = 9 + 1d4 ⇒ 1 = 10
Dexterity: 4d5 + 3 ⇒ (4, 5, 5, 1) + 3 = 18 = 17
Constitution: 4d5 + 3 ⇒ (3, 1, 5, 1) + 3 = 13 = 12
Intelligence: 4d5 + 3 ⇒ (4, 4, 1, 4) + 3 = 16 = 15 + 1d2 ⇒ 1 = 16
Wisdom: 4d5 + 3 ⇒ (3, 4, 3, 2) + 3 = 15 = 13
Charisma: 4d5 + 3 ⇒ (4, 5, 2, 2) + 3 = 16 = 14

So in the end my stats, with racial adjustments, would be 6, 19, 10, 16, 13, 14. Hmmm...Eldritch Archer might be fun. Maybe a dex-based Archetype for a Babarian or Bloodrager could be amusing?

Three quick questions - You haven't mentioned the +2 to dex that Kobolds usually get - is that part of the application or an oversight? I'm assuming it was intended and left it out for now, but it'll be good to know.

Secondly, are we allowed third party materials?

And finally, can we use the Variant Multiclassing rules? No idea what I'd do with them here, but it might be fun.


Sarag runs in and screeches at the others "No no no...you ish using the human numbers wrong"

Forgive the intrusion, I am one of the players. Azten you have I believe done it correctly, but Jon you have added a 1d4 or 1d2 to every roll making your character not correct at the moment you would need to remove those bonuses and choose only one stat to add them to. I thought earlier you had made a mistake but then I double checked and it was a-ok if I remember correctly.


Thank you, I'll do that now.


Kobolds still get the +2 dex. I was just pointing out that Pirates do some swimming and climbing. Both need str. Also it is a hard job. so con checks come up. So The hit to con and str is a little harsh on kobolds.

No 3rd party.

If you want to do Variant Multiclassing, I will allow it.


Strength: 4d5 + 3 ⇒ (1, 4, 4, 2) + 3 = 14
Dexterity: 4d5 + 3 ⇒ (2, 3, 2, 4) + 3 = 14
Constitution: 4d5 + 3 ⇒ (5, 2, 4, 4) + 3 = 18
Intelligence: 4d5 + 3 ⇒ (1, 4, 1, 3) + 3 = 12
Wisdom: 4d5 + 3 ⇒ (1, 2, 1, 5) + 3 = 12
Charisma: 4d5 + 3 ⇒ (5, 5, 2, 5) + 3 = 20

Going to opt into not going down in order. I like this lineup, though. :3 Throwing up a Cleric shortly.

EDIT: On second thought, I think I'll probably stick with Point Buy. I think I'm going to be a little too thin on my other stats with this spread.


Hokina wrote:

Kobolds still get the +2 dex. I was just pointing out that Pirates do some swimming and climbing. Both need str. Also it is a hard job. so con checks come up. So The hit to con and str is a little harsh on kobolds.

No 3rd party.

If you want to do Variant Multiclassing, I will allow it.

Thank you. It's nearly 8AM here, so it's probably not too surprising that I missed the obvious answer.

Shame about no third party. Kinda wanted to try out some of the stuff in the Kobold Kings by Genius Games. Heh, Elf Skin armour, since it's only fair if they like Dragon-skin armour so much...

Thank you. No idea what I'll do with Variant Multiclassing, but I'll think on it. I've been wanting to try it for a while.


Alright. Bahboku, Herald of Apsu, should be ready for adventure!


Great, I missed the previous recruitment because I wasn't in the country, but I'm posting my character here soon!!

Str: 4d5 + 3 ⇒ (1, 2, 1, 3) + 3 = 10 = 9 = 5!
Dex: 4d5 + 3 ⇒ (3, 5, 4, 5) + 3 = 20 = 17 = 19
Con: 4d5 + 3 ⇒ (1, 4, 1, 2) + 3 = 11 = 10 = 8
Int: 4d5 + 3 ⇒ (5, 2, 4, 4) + 3 = 18 = 16
Wis: 4d5 + 3 ⇒ (4, 4, 3, 1) + 3 = 15 = 14
Cha: 4d5 + 3 ⇒ (2, 5, 4, 4) + 3 = 18 = 16

I will not be sticking to the order. I want my character to be able to lift up his own shirt.


I would like to play a druid, probably a Saurian Shaman. Thematic a Dragon Shaman or a Shark Shaman would be cool as well.


Picture a Castillian/Spanish Accent On this one

Relax the worlds sexiest Kobold has arrived

I will be Submitting Draah'zhin, the worlds sexiest Kobold.

He is an Unchained Summoner, with an Angelic Eidlon

Alignment NG

Best part is Draah'zhin just got finished with a home campaign were he was in his own shipwreck esq issue. Would it be cool if i worked off of that to draw him in this game?

Gotta go to work for now but i'll fix him up and post more laters


Hrm. Interesting. I like Kobold games.... Let's see how these rolls go.

4d5 + 3 ⇒ (2, 5, 3, 4) + 3 = 17
4d5 + 3 ⇒ (3, 3, 1, 3) + 3 = 13
4d5 + 3 ⇒ (2, 2, 5, 3) + 3 = 15
4d5 + 3 ⇒ (2, 4, 1, 3) + 3 = 13
4d5 + 3 ⇒ (5, 4, 1, 1) + 3 = 14
4d5 + 3 ⇒ (4, 2, 1, 3) + 3 = 13

Hrm. Alright. This is rather nice. Won't be going in order, though. Thinkin' of going either Inquisitor of the Mantis God, or a Bolt Ace Gunslinger.


Interested.

Str: 4d5 ⇒ (5, 4, 3, 5) = 17 => 14+3-4 = 13+1d4: 1d4 ⇒ 3 = 16
Dex: 4d5 ⇒ (4, 3, 5, 5) = 17 => 14+3+2 = 19
Con: 4d5 ⇒ (4, 5, 2, 5) = 16 => 14+3-2 = 15
Int: 4d5 ⇒ (3, 1, 5, 1) = 10 => 9+3 = 12
Wis: 4d5 ⇒ (2, 5, 5, 3) = 15 => 13+3 = 16+1d2: 1d2 ⇒ 2 = 18
Cha: 4d5 ⇒ (1, 1, 2, 5) = 9 => 8+3 = 11

Looks like a Hunter is born. More crunch & fluff to come.


Hello again

Sadly I couldn't finish my submission in time for the original recruitment and I would love to try again

Would you allow me to use my old rolls from the original thread?


Cuàn: Yea. That is fine.


I'm resubmitting G'nasher for your consideration.


I like Kobolds

I'll roll some dice and see what comes up.

Rolls in order:
.

STR: 4d5 + 3 - 2 - 4 ⇒ (2, 3, 3, 4) + 3 - 2 - 4 = 9
DEX: 4d5 + 3 - 1 + 2 ⇒ (1, 5, 2, 5) + 3 - 1 + 2 = 17
CON: 4d5 + 3 - 1 - 2 ⇒ (1, 3, 1, 3) + 3 - 1 - 2 = 8
INT: 4d5 + 3 - 2 ⇒ (5, 2, 2, 2) + 3 - 2 = 12
WIS: 4d5 + 3 - 1 ⇒ (5, 1, 2, 3) + 3 - 1 = 13
CHA: 4d5 + 3 - 2 ⇒ (3, 5, 3, 2) + 3 - 2 = 14

Bonus Rolls:
1d4 ⇒ 3
1d2 ⇒ 2

STR:9+3=12
DEX:17
CON:8+2=10
INT:12
WIS:13
CHA:14

What's a class that needs Dex and Cha to to be successful?


str: 4d5 + 3 ⇒ (4, 2, 2, 5) + 3 = 16
dex: 4d5 + 3 ⇒ (3, 1, 5, 2) + 3 = 14
con: 4d5 + 3 ⇒ (3, 4, 5, 2) + 3 = 17
int: 4d5 + 3 ⇒ (1, 1, 3, 4) + 3 = 12
wis: 4d5 + 3 ⇒ (4, 4, 3, 1) + 3 = 15
cha: 4d5 + 3 ⇒ (1, 2, 3, 5) + 3 = 14

14 or lower: 1d4 ⇒ 3
16 or lower: 1d2 ⇒ 2

I submitted as a bard the first time under the name Adney so here is try two

Ok so going swashbuckler

So meet Deyemi the male kobold swashbuckler

Add two to cha and three to dex


What is your ruling on alignment?
Was thinking either a Winged Paladin, or Anti-paladin pending this


You are going to be a pirate. Pirates rarely good. There can be some good align. But they have to have a reason to want to take on the life of piracy like everyone else.

But LG is to far out. Most pirates are Neutral, and many are Chaotic.
So a Paladin would not work.


Age: 14 + 1d6 ⇒ 14 + (3) = 17
Height in Inches: 30 + 2d4 ⇒ 30 + (4, 2) = 36
Weight in Pounds: 25 + 2d4 ⇒ 25 + (4, 1) = 30

This is Azten, presenting my Kobold Fighter for inspection and consideration.

Sovereign Court

I'll have to find the old character sheet I built then. If I remember, this was the one where my stat rolls where great

EDIT: Yup, this was it!

Quote:

Final rolls (no race changes yet)

STR: 17
DEX: 13
CON: 16
INT: 16
WIS: 14
CHA: 14


Ahhhrrr-k-k-k. Pleased yoo be to be meetsing da Dread Pirate Skrelznit, an' his faithful companion Cuddles-k-k-k.

Crunch:
Skrelznit Stinklaw
Male Kobold Hunter 1
NE small humanoid (reptilian)
Init +4; Senses Darkvision (60 ft.), Perception +15,
Languages Common, Draconic
Defense:
AC 20, touch 15, flat-footed 16
hp 10 (1d8+2)
Fort +4, Ref +6, Will +4
Offense:
Melee cutlass (small) (both hands) +4 (1d4+4/18-20)
Melee cutlass (small) (right hand) +4 (1d4+3/18-20)
Ranged sling (small) +5 (1d3+3)
Melee dagger, punching (small) +4 (1d3+3/x3)
Melee switchblade knife +2 (1d4+3/19-20)
Base Atk +0; CMB +2; CMD 16
Known Hunter Spells (CL 1st):
1st (2/day) - Jump (DC 15), Monkey Fish, Summon Nature's Ally I
0th (at will) - Create Water, Guidance (DC 14), Know Direction, Spark (DC 14)
Abilities
Str 16, Dex 19, Con 15, Int 12, Wis 18, Cha 11
Feats
Amateur Swashbuckler
Coordinated Maneuvers
Skills:
Acrobatics +2 (DX +4, Ranks +1, Armor -3)
Acrobatics (Jump) -2 (DX +4, Ranks +1, Armor -7)
Appraise +1 (IN +1)
* Climb +4 (ST +3, Ranks +1, Favored +3, Armor -3)
* Craft (Untrained) +1 (IN +1)
Escape Artist +1 (DX +4, Ranks +0, Armor -3)
Fly +3 (DX +4, Ranks +0, Armor -3)
* Handle Animal +0 (CH +0)
* Heal +8 (WS +4, Ranks +1, Favored +3)
* Intimidate +0 (CH +0)
* Knowledge (Dungeoneering) +1 (IN +1)
* Knowledge (Geography) +1 (IN +1)
* Knowledge (Nature) +5 (IN +1, Ranks +1, Favored +3)
* Perception +11 (WS +4, Ranks +1, Favored +3, Racial +2, Trait +1)
* Profession (Butcher) +8 (WS +4, Ranks +1, Favored +3)
* Profession (Sailor) +9 (WS +4, Ranks +1, Favored +3, Trait +1)
* Ride +1 (DX +4, Ranks +0, Armor -3)
Sense Motive +4 (WS +4)
* Spellcraft +1 (IN +1)
* Stealth +9 (DX +4, Ranks +1, Favored +3, Racial +4, Armor -3)
* Survival +8 (WS +4, Ranks +1, Favored +3)
* Swim +5 (ST +3, Ranks +1, Favored +3, Trait +1, Armor -3)
Possessions:
cutlass (small)
hide armor (small)
outfit (explorer's/small)
dagger, punching (small)
switchblade knife
potion of cure light wounds (x2)
Sling (Small) [ Bullets, Sling (10) (Small) (x2); Sharpstones (10) (Small); ]
Racial Features:
Armor (Ex) Kobolds have a +1 natural armor bonus.
Crafty (Ex) Kobolds gain a +2 racial bonus on Craft (Trapmaking), Perception, and Profession (Miner) checks. Craft (Traps) and Stealth are always class skills for a kobold.
Darkvision Kobolds can see in the dark up to 60 feet.
Normal Speed (Ex) Kobolds have a base speed of 30 feet.
Weakness (Ex) Dazzled in bright light.
Small +1 AC, +1 Attack, -2 CMB, -2 CMD, +4 Stealth
Class Features:
Animal Companion (Ex)
Animal Focus (Bull) (Su) 1 minute per day. Get +2 enhancement bonus to Strength.
Nature Training (Ex) Count as druid or ranger for feats, traits, and options that modify or improve an animal companion.
Orisons
Wild Empathy (Ex) At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds 1 (Hunter level + Charisma modifier + any other bonuses) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Traits:
Besmara's Blessing (Regional) You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
Dirty Fighter (Combat) When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Stream Nomad (Kobold) You gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you. You increase the speed of any raft, barge, keelboat, or rowboat you pilot by 4 miles per day (1/2 mile per hour).

Cuddles
Male Octopus animal 2
TN small animal (aquatic)
Init +3; Senses Low-Light Vision, Perception +1,
AC 15, touch 14, flat-footed 12
hp 17 (2HD)
Fort +5, Ref +6, Will +1
Defensive Abilities Ink Cloud
Speed 25 ft, Swim 30 ft, Jet 200 ft
Melee bite +5 (1d3+1)
Melee tentacle +5 (1d1)
Base Atk +1; CMB +1 (+5 grapple); CMD 14 (can't be tripped)
Atk Options Grab,
Abilities Str 12, Dex 17, Con 14, Int 2, Wis 12, Cha 3
Special Qualities Bonus Tricks 1, Can't Be Tripped, Jet, Link, Low-Light Vision, Share Spells
Feats Weapon Finesse
Skills Acrobatics +3, Acrobatics (Jump) -1, Artistry -4, Climb +5, Escape Artist +3, Fly +5, Intimidate -4, Perception +1, Stealth +7, Survival +1, Swim +13,
Tricks
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Come The animal comes to you, even if it normally would not do so.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Flank You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe.
Grab (Ex) If you hit with the indicated attack (usually a claw or bite attack), you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. A successful hold does not deal any extra damage unless you also have the constrict special attack. If you do not constrict, each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, you deal constriction damage as well. You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of a size equal to or smaller than you.
Hunt This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler.
Stay The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Can't Be Tripped (Ex) A creature with this ability cannot be tripped.
Ink Cloud (Ex) An octopus can emit a 10ft radius sphere of ink once per minute as a free action. The ink provides total concealment in water, and persists for 1 minute.
Jet (Ex) An octopus can jet backward once per round as a full-round action, at a speed of 200 ft. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision (Ex)
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Weapon Finesse

If ye be wantin' fer more backstory, ye be fresh outta luck, swabbie. GO RIDE A SQUID-k-k-k!

I have no idea yet why Skrelznit has this particular vocal tic. It should be interesting to find out.


Forewarning, Octopi in Pathfinder can't breathe out of water


Thanks, Sarag. That kind of puts a damper on Cuddles. Rethinking.


Arrrgghh-k-k-k. If ye be thinkin' this be a retconn-k-k-k, ye ha'e the right of it. Pleased yoo be to be meetsing da Dread Pirate Skrelznit, an' his faithful companion Looseal.

Crunch:
Skrelznit Stinklaw
Male Kobold Hunter 1
NE small humanoid (reptilian)
Init +4; Senses Darkvision (60 ft.), Perception +15,
Languages Common, Draconic
Defense:
AC 20, touch 15, flat-footed 16
hp 10 (1d8+2)
Fort +4, Ref +6, Will +4
Offense:
Melee cutlass (small) (both hands) +4 (1d4+4/18-20)
Melee cutlass (small) (right hand) +4 (1d4+3/18-20)
Ranged sling (small) +5 (1d3+3)
Melee dagger, punching (small) +4 (1d3+3/x3)
Melee switchblade knife +2 (1d4+3/19-20)
Base Atk +0; CMB +2; CMD 16
Known Hunter Spells (CL 1st):
1st (2/day) - Jump (DC 15), Monkey Fish, Summon Nature's Ally I
0th (at will) - Create Water, Guidance (DC 14), Know Direction, Spark (DC 14)
Abilities
Str 16, Dex 19, Con 15, Int 12, Wis 18, Cha 11
Feats
Amateur Swashbuckler
Coordinated Maneuvers
Skills:
Acrobatics +2 (DX +4, Ranks +1, Armor -3)
Acrobatics (Jump) -2 (DX +4, Ranks +1, Armor -7)
Appraise +1 (IN +1)
* Climb +4 (ST +3, Ranks +1, Favored +3, Armor -3)
* Craft (Untrained) +1 (IN +1)
Escape Artist +1 (DX +4, Ranks +0, Armor -3)
Fly +3 (DX +4, Ranks +0, Armor -3)
* Handle Animal +0 (CH +0)
* Heal +8 (WS +4, Ranks +1, Favored +3)
* Intimidate +0 (CH +0)
* Knowledge (Dungeoneering) +1 (IN +1)
* Knowledge (Geography) +1 (IN +1)
* Knowledge (Nature) +5 (IN +1, Ranks +1, Favored +3)
* Perception +11 (WS +4, Ranks +1, Favored +3, Racial +2, Trait +1)
* Profession (Butcher) +8 (WS +4, Ranks +1, Favored +3)
* Profession (Sailor) +9 (WS +4, Ranks +1, Favored +3, Trait +1)
* Ride +1 (DX +4, Ranks +0, Armor -3)
Sense Motive +4 (WS +4)
* Spellcraft +1 (IN +1)
* Stealth +9 (DX +4, Ranks +1, Favored +3, Racial +4, Armor -3)
* Survival +8 (WS +4, Ranks +1, Favored +3)
* Swim +5 (ST +3, Ranks +1, Favored +3, Trait +1, Armor -3)
Possessions:
cutlass (small)
hide armor (small)
outfit (explorer's/small)
dagger, punching (small)
switchblade knife
potion of cure light wounds (x2)
Sling (Small) [ Bullets, Sling (10) (Small) (x2); Sharpstones (10) (Small); ]
Racial Features:
Armor (Ex) Kobolds have a +1 natural armor bonus.
Crafty (Ex) Kobolds gain a +2 racial bonus on Craft (Trapmaking), Perception, and Profession (Miner) checks. Craft (Traps) and Stealth are always class skills for a kobold.
Darkvision Kobolds can see in the dark up to 60 feet.
Normal Speed (Ex) Kobolds have a base speed of 30 feet.
Weakness (Ex) Dazzled in bright light.
Small +1 AC, +1 Attack, -2 CMB, -2 CMD, +4 Stealth
Class Features:
Animal Companion (Ex)
Animal Focus (Bull) (Su) 1 minute per day. Get +2 enhancement bonus to Strength.
Nature Training (Ex) Count as druid or ranger for feats, traits, and options that modify or improve an animal companion.
Orisons
Wild Empathy (Ex) At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds 1 (Hunter level + Charisma modifier + any other bonuses) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Traits:
Besmara's Blessing (Regional) You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
Dirty Fighter (Combat) When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Stream Nomad (Kobold) You gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you. You increase the speed of any raft, barge, keelboat, or rowboat you pilot by 4 miles per day (1/2 mile per hour).

Looseal
Female Companion Bird (Hawk) animal 2
TN small animal (featheredcompanion)
Init +2; Senses Low-Light Vision, Perception +10,
AC 14, touch 13, flat-footed 12
hp 11 (2HD)
Fort +4, Ref +5, Will +2
Speed 10 ft. (2 squares) Fly 80 ft. (Average)
Melee bite +4 (1d4)
Melee talons +4/+4 (1d4)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB +0; CMD 12
Abilities Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Special Qualities Trained for Air Support, Bonus Tricks 1, Link, Low-Light Vision, Share Spells
Feats Weapon Finesse
Skills Acrobatics +2, Acrobatics (Jump) -6, Artistry -4, Escape Artist +2, Fly +8, Intimidate -2, Perception +10, Stealth +6, Survival +2
Tricks
Trained for Air Support An animal trained in air support knows the attack, bombard, and deliver tricks.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Bombard A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry on a designated point or opponent, using its base attack bonus to determine its attack roll.
Come The animal comes to you, even if it normally would not do so.
Deliver The animal takes an object to a place or person you indicate.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Swooping Charge The falconer's bird companion flies up and then swoops down into a charge. To perform this trick, the companion must be able to fly, and it must be outdoors or someplace with enough room for the bird to fly great distances in (a grand cathedral may have enough room, but dungeons usually do not). It spends a full-round action flying to a high vantage point, and on the next round makes a charge attack upon an enemy the falconer designates. If that charge attack hits, the bird deals 2d4 points of damage instead of 1d4 with its bite and gains a x4 critical modifier when making the attack. If the bird hits, the target is staggered for 1 round.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision (Ex)
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Weapon Finesse

An' ye can still GO RIDE A SQUID, ye soft-scaled lubbers-k-k-k.


This is Eepers, my (Andrew Klein) Bloodrager Kobold. I can post daily, more as needed.


As it stands I'm a bit in doubt on what to make.

I either want to make a Saurian Shaman Druid, a former member of Mediogalti's Thunderscale clan. He'd eventually move to also awaken some small and flying dinosaurs to become part of the crew. He'd venerate the big dinosaurs of the jungle as gods and see the smaller ones as kin. Dragons are just special dinosaurs in his book.

On the other hand is the Psychic. He's one of the few kobolds to really take pride in his work and inventions beyond just the deadliness and seeks to emulate his ideals in his work. He'd be a shipwright and would eventually want to pimp the ship (think Korean turtle ship or something like that). He'd also be a Thunderscale but he'd have left voluntarily, thinking the clan and the isle were too small for someone who was has, in previous lifetimes, been a dragon and a dinosaur god (and other, less worthy beings).

EDIT: I'll add though that the Psychic will most likely also end up awakening dinosaurs for the crew. The Rebirth discipline allows for fun things like that.


Alright, Deyemi is ready for inspection on ship


G'nasher's profile has been expanded. Note that he is willing to take levels of arcane, divine or marshal classes if required by the group. Any feedback would be appreciated.


In the end I've stuck to the Saurian Shaman Druid. I've updated it. Crossing fingers for the rest of the day that it'd be picked. :)


Lots of nice submissions.
Okay. I have picked:

Grauchi - Shaman
Eepers - bloodrager
Skrelznit - Hunter

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