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I have a group of goblins and kobolds working their way through Ironfang Invasion. They are currently level 3, and might be 4 by the time recruitment is done. They have lost some players (who were other races, but I'm going to require new players to be these races), and so I need two new characters.
They need someone who can handle healing, and someone who can handle traps. Allowed races are goblins or kobolds, racial variants allowed. They need to be of good alignment, with a backstory explaining why they want to be good. I'm trying here to tell a serious story, but with humorous moments. Original recruitment was here.
At this point I don't need to see complete builds, please just tell me your suggested race, class, any archetypes, any major decisions for the character (such as ranger combat style), and a brief back story. You can include a few sentences more with whatever you think will make me see your idea. I may just choose two characters from the ideas, or I may ask a few finalists to build the characters.
edit: I forgot to mention that I still want players who can commit to daily posting. I understand things come up, and can be flexible about weekends, but if people don't post every day, the game grinds to a halt.

Zanbabe |

Here's a preliminary idea:
Goblin who loves fire. Either a cleric of a fire god (but want her to be chaotic good, so that limits the fire god choices), or an Oracle who admires a lot of fire gods... mostly good, but can seem a little too crazy, at least in the "I like watching things burn" way.
That way she can be a healer, but still a little bit crazy about fire.
If I go Oracle, and no one else does traps, I could also take the seeker archetype to get that trap stuff in there.
Cleric, would probably take angelfire apostle: "See? Fire can be good."
Oracle, either Flame or Volcano mystery... leaning toward volcano, because she would think that was SUPER cool. Too bad there is no Volcano God to worship. :)
Anyway... redemption story was that she was always drawn to fire, and looked up to the fire tamers when she was small, but after she learned how it worked, she became a little pyro goblin and she had fun burning things. One day she accidentally set the house on fire and her mom was badly burned coming in and saving her... and it is all her fault, and hurting people is bad.
She still loved fire more than anything else, but burning things can hurt people, so she started looking for ways that fire could be good, like with cooking and with um... torches, and... she kept thinking of good things that she could do with fire, and eventually found (I think Sarenrae is the only CG Fire domain choice) or other Gods who were into fire, but you didn't have to be bad... (for the oracle option)
Let me know if you want me to expand or build it out... might not be able to tonight, but definitely could tomorrow.

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There are six books, and we're most of the way through the first book. That has taken us about 4 months and over 600 posts.
If you are accepted, I would suggest that you read through the gameplay thread so far. We can say that that replaces knowledge through your own experiences, and also all the stories your friends tell you off camera.
Kobolds as written are weak enough that I've changed the racial stats a little. Instead of -4 str, +2 dex, -2 con, in my campaign they are -2 str, +4 dex, -2 con.

icehawk333 |

Jathal was born into a small tribe of red kobolds, far in the wilderness. Her dull grey scales brought contempt and fear, and soon she was outcast while only a hatchling. Not long later, she was scooped up by a pair of elven mages, who whisked the child off to thier home.
The mages were conducting an experiment, of sorts, and Jathal was the third subject- the elves would raise creatures of races considered evil from a young age, to see if their natures were cultural or bound to their very bodies and souls.
These elves were always a bit cold and distant, but raised the Kobold to be of outstanding moral fiber. Desperate for attention, the Kobold took to waiting on her parents hand and foot. She would dart around the building, making sure everything was just right, and over time, she managed to earn some affection from her parents.
She was taught to conduct herself with grace, to speak common with utmost precision, and to pursue her interests. When her interests turned to traps, her parents grew concerned that they had failed- but to this day, she only really seems interested in learning to disarm them.
Eventually, her parents decided to teach her to fight, and once again, her parents worried, because she preferred to hide behind people then attack directly, showing a cravenness her race was known for. But once again, they were surprised, as the Kobold would dart around in front of attacks, block them with her weapon, and swiftly retreat behind the person she was guarding, staying out of the way.
When the young Kobold grew up, she politely bowed her head, and headed out the door, off to make the best of her life- she had heard of a festival in phaendar, and decided this was where she would go to see her first glimpse of the outside world.
Jathal is a complex build, taking multiple dips to specialize in defending allies.
unchained monk 1, fighter 1, and unchained rouge 1
She focuses on defending allies with crane style, draconic defender, and bodyguard at later levels, and shoulder to shoulder to stay in the same square as an ally.
Feats- improved unarmed strike, weapon finesse, dodge, toughness, crane style, draconic defender.

Zanbabe |

Cool.
Doing the ability score roll from your original recruitment so I know what I am working with:
Good rolls, no whammies: 4d6 ⇒ (2, 1, 2, 1) = 6 = 5
Good rolls, no whammies: 4d6 ⇒ (1, 5, 1, 3) = 10 = 9
Good rolls, no whammies: 4d6 ⇒ (1, 4, 5, 3) = 13 = 12
Good rolls, no whammies: 4d6 ⇒ (2, 6, 4, 6) = 18 = 16
Good rolls, no whammies: 4d6 ⇒ (3, 2, 2, 2) = 9 = 7
Good rolls, no whammies: 4d6 ⇒ (4, 4, 6, 2) = 16 = 14
Good rolls, no whammies: 4d6 ⇒ (3, 3, 3, 2) = 11 = 9
Good rolls, no whammies: 4d6 ⇒ (6, 4, 3, 1) = 14 = 13
Good rolls, no whammies: 4d6 ⇒ (5, 2, 5, 1) = 13 = 12
Good rolls, no whammies: 4d6 ⇒ (2, 6, 2, 1) = 11 = 10
Good rolls, no whammies: 4d6 ⇒ (5, 2, 6, 6) = 19 = 17
Good rolls, no whammies: 4d6 ⇒ (5, 6, 3, 6) = 20 = 17
Good rolls, no whammies: 4d6 ⇒ (4, 5, 3, 1) = 13 = 12
Good rolls, no whammies: 4d6 ⇒ (2, 4, 3, 3) = 12 = 10
Good rolls, no whammies: 4d6 ⇒ (3, 4, 4, 1) = 12 = 11
Good rolls, no whammies: 4d6 ⇒ (1, 4, 5, 6) = 16 = 15
Good rolls, no whammies: 4d6 ⇒ (5, 1, 2, 3) = 11 = 10
Good rolls, no whammies: 4d6 ⇒ (3, 4, 4, 2) = 13 = 11
Definitely taking that second set. The others are too scary.

icehawk333 |

4d6 ⇒ (1, 6, 2, 3) = 12 = 11
4d6 ⇒ (1, 3, 1, 6) = 11 = 10
4d6 ⇒ (1, 6, 2, 1) = 10 = 9
4d6 ⇒ (2, 4, 6, 3) = 15 = 13
4d6 ⇒ (3, 2, 5, 5) = 15 = 13
4d6 ⇒ (2, 1, 2, 6) = 11 = 10
4d6 ⇒ (6, 3, 5, 5) = 19 = 16
4d6 ⇒ (5, 3, 3, 4) = 15 = 12
4d6 ⇒ (3, 4, 5, 3) = 15 = 12
4d6 ⇒ (4, 2, 2, 3) = 11 = 9
4d6 ⇒ (3, 3, 1, 4) = 11 = 10
4d6 ⇒ (3, 4, 3, 6) = 16 = 13
4d6 ⇒ (2, 3, 1, 6) = 12 = 11
4d6 ⇒ (2, 3, 4, 4) = 13 = 11
4d6 ⇒ (6, 2, 2, 1) = 11 = 10
4d6 ⇒ (2, 1, 6, 3) = 12 = 11
4d6 ⇒ (6, 2, 2, 3) = 13 = 11
4d6 ⇒ (6, 2, 3, 3) = 14 = 12
These sets are awful.
Can't even take draconic defender after my +1 at 4th level with this.

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That dice roller seems to really hate you today. Stick around, don't worry about building the character yet. We will make sure it all works out if your character would best complement the group and has the most appealing character concept.

Paizo Fan |

Name: Marguk Spookeye
Class: Shaman 3 (or 4) (no archetypes)
Major design choices: Hex 1 - Healing, Hex 2 - Evil Eye
Background: Marguk's story starts like so many other goblins; he was a young goblin in a small, but hardy, tribe of goblins hiding deep in the Fangwood Forest. He capered and laughed and followed goblin ways.
Then the Darkblight came. Blighted fey fell upon Marguk's tribe in a frenzy. There was blood. There was fire. There was pain. Once the dust had settled, Marguk found himself lost and alone in the forest, wracked by a terrible disease and a scar on his face that seemed to throb in pain whenever the blighted fey were near. He used this to his advantage, as well as his natural skill in sneaking, to evade his enemies but after a couple of weeks of running and hiding, he collapsed, weak and near death.
Salvation came in a surprising form; an Elven Ranger. Instead of putting Marguk out of his misery, the Elven Ranger rescued him and raised him as an adopted son. Marguk was puzzled by this, until several years later the Ranger explained that he couldn't kill Marguk due to his tender years.
The Ranger's influence was profound on Marguk. He abandoned his old ways, and learned much from the Ranger. His memories never faded though, and soon Marguk desired to put a stop to the blight, and found that magical powers were manifesting in him.
Marguk bonded with a small owl, which seemed determined to follow him doggedly. Eventually, Marguk accepted the creature's friendship and it seemed to cause him to grow more powerful.
His goblinoid heritage also appeared to manifest itself in his ability to speak with spirits; first of flame, and later of his ancestors. Eventually, Marguk came to peace with the powers that were building up in him and he decided to use these powers to fight the Darkblight.
4d6 ⇒ (3, 4, 4, 3) = 14
4d6 ⇒ (3, 2, 2, 1) = 8
4d6 ⇒ (2, 5, 6, 4) = 17
4d6 ⇒ (4, 5, 1, 5) = 15
4d6 ⇒ (5, 1, 1, 4) = 11
4d6 ⇒ (1, 6, 6, 1) = 14
4d6 ⇒ (2, 4, 1, 1) = 8
4d6 ⇒ (6, 2, 4, 4) = 16
4d6 ⇒ (6, 4, 2, 6) = 18
4d6 ⇒ (1, 2, 6, 5) = 14
4d6 ⇒ (5, 6, 6, 2) = 19
4d6 ⇒ (3, 6, 5, 5) = 19
4d6 ⇒ (2, 3, 2, 2) = 9
4d6 ⇒ (5, 5, 4, 2) = 16
4d6 ⇒ (1, 4, 4, 2) = 11
4d6 ⇒ (5, 1, 5, 1) = 12
4d6 ⇒ (2, 3, 6, 6) = 17

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Think a straight Unchained ROgue Kobold named "Keys" would be a great addition, thinking he would focus on traps and trapfinding. Thinking he is a bit mad after trying to steal from a wizard who put him to sleep and had him beaten before thrown from his tower. He survived and has made him stronger, if not a bit crazy! Thinking of adding alchemy to the mix to make exploding firey traps of doom!!! You know for the cool factor

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Hmm, seems interesting
Tad restricting about the races
Do wyvrans count as a "racial variant" of kobald?
Likewise are other goblinoids considered racial varients of goblin
Anyway rolling time
4d6 ⇒ (6, 4, 1, 6) = 17 16 cha
4d6 ⇒ (1, 5, 4, 4) = 14 13 con
4d6 ⇒ (4, 1, 5, 3) = 13 12 int
4d6 ⇒ (6, 1, 1, 1) = 9 8 wis
4d6 ⇒ (2, 4, 4, 6) = 16 14 str
4d6 ⇒ (4, 6, 1, 6) = 17 15 dex
4d6 ⇒ (4, 3, 4, 1) = 12
4d6 ⇒ (2, 2, 6, 6) = 16
4d6 ⇒ (2, 5, 1, 2) = 10
4d6 ⇒ (3, 6, 1, 1) = 11
4d6 ⇒ (5, 4, 6, 5) = 20
4d6 ⇒ (2, 2, 2, 1) = 7
Not these
4d6 ⇒ (3, 2, 2, 5) = 12 10 int
4d6 ⇒ (4, 2, 1, 2) = 9 8 wis
4d6 ⇒ (4, 4, 1, 5) = 14 13 con
4d6 ⇒ (6, 2, 6, 2) = 16 14 str
4d6 ⇒ (5, 3, 6, 4) = 18 15 dex
4d6 ⇒ (1, 5, 6, 6) = 18 17 cha
takeing the first set... hmm or third
Not bad stats
Maybe some kind of oracle or shamen with some fire or ice blasting.... (stats placed assume oracle, if i go shamen I'd re-arrange my mental stats)
Oh! Or I could play a scald! I haven't played one of those yet!

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Introducing Trinket Sparkleplume, a bard (arcane duelist) with a particularly fetching hat.
Trinket was just a nameless whelp fresh out of her birthing cage when her tribe was destroyed by the Nirmathi rangers outside Tamran. She grew up on the fringes of the town, scrounging from their refuse and sneaking as close to the warm smoke from their chimneys as she dared. It was there that she learned about heroes.
Heroes has freed this town and its people from their evil overlords! Heroes had driven back armies! Heroes had destroyed some menace called 'goblins!' Heroes were AMAZING.
That was what Trinket would become...
She spent the next long part of her life (a year to those of us who care to count) practising and preparing; listening to tavern tales and fireside stories; and collecting all the flashiest bits of garbage that she could! Now prepared with her hero's attire, hero's code and a really cool feather in her hat, Trinket heads out into Tamran to save people and fight evil and stuff!
People cheered her (they screamed), people gave her gifts (they threw things at her) and people even wrote epic tales about her (town criers spread news of another looming goblin treat)! She was doing great!
But whats this news about Phaendar (*or whatever's going on right now in your campaign*)? Don't THEY deserve a hero as good as she is? They sure do!
And so Trinket sets off into the wider world, to save it, and fight an army and do hero-y stuff!
Trinket Sparkleplume is an honestly good, person (goblin). She adores epic tales of heroes and the saviours and protectors of Nirmathis and desperately wants to be like them. She aspires to brave, and bold, and clever. She wants to fight evil, and save people, and maybe even have people cheer her name.
Trinket's not the sharpest knife the drawer. She got her entire education from eavesdropping down peoples chimneys, and she's got poor sense motive. Although she does stealth and heroic entrances (ambushes), she's not much into subtlety. Expect high/decent Dex and Cha, but low Int. Acrobatics and diplomacy are some of her favorite skills and Oratory Is her performance of choice.
Trinket has no racial/gender/class type preconceptions or prejudices and lives in great excitement for when she gets to meet one of these dreaded 'Villains' she's heard so much about!
Even more than fighting evil, Trinket wants to help people and make friends. She's definitely taking healing magic and helpful buffs. She wants to inspire her allies to great heroics and feats of daring. Cause anyone can be a hero. Even someone like her.
She is intended as a combat heavy healer, but could also be built to disable traps if she were chosen for that niche (with her handy-dandy 'hero's' tools!).
Thanks for giving Trinket your consideration.

Tassadan |

This sounds like a ton of fun! I'll roll with it! (And for it!)
Rolling1: 4d6 ⇒ (6, 6, 1, 5) = 18 17
Rolling1: 4d6 ⇒ (4, 6, 2, 3) = 15 13
Rolling1: 4d6 ⇒ (3, 6, 5, 4) = 18 15
Rolling1: 4d6 ⇒ (6, 2, 2, 3) = 13 11
Rolling1: 4d6 ⇒ (4, 3, 5, 3) = 15 12
Rolling2: 4d6 ⇒ (2, 3, 1, 1) = 7 6
Rolling2: 4d6 ⇒ (1, 5, 5, 5) = 16 15
Rolling2: 4d6 ⇒ (2, 6, 5, 6) = 19 17
Rolling2: 4d6 ⇒ (2, 3, 3, 4) = 12 10
Rolling2: 4d6 ⇒ (5, 1, 2, 3) = 11 10
Rolling2: 4d6 ⇒ (2, 2, 4, 1) = 9 8
Rolling3: 4d6 ⇒ (6, 5, 4, 5) = 20 16
Rolling3: 4d6 ⇒ (5, 6, 2, 3) = 16 14
Rolling3: 4d6 ⇒ (6, 2, 1, 4) = 13 12
Rolling3: 4d6 ⇒ (6, 4, 3, 1) = 14 13
Rolling3: 4d6 ⇒ (5, 4, 4, 2) = 15 13
Rolling3: 4d6 ⇒ (6, 6, 1, 6) = 19 18
Oh hell yes, going for #3.

I.R. Splodeygobbo Esq. |
1 person marked this as a favorite. |

Tassadan here, presenting the honorable I.R. Splodeygobbo Esq.
Idea: Splodeygobbo is a Goblin who is far more intelligent than he lets on. The result of a laboratory experiment gone too right, he was gifted with incredible intelligence which came with a strong ego and sense of ethics. Ever since, he’s been using his knowledge of chemistry, traps, and other things to do good deeds from the shadows: protecting the innocent, doling out justice, and creating a better world for all.
Mechanically, he’s an Alchemist (Firebomber, Trap Breaker) who, with a high Dex and Int can solve almost any problem in his path. He will usually choose the more explosion-laden method, however. He might be smart, but the Goblin love of fire is too strong an instinct to resist.
Once I.R. Splodeygobbo became more intelligent than his creator, it didn’t take much time for him to escape: he simply nudged a tube filled with pure potassium into a bucket of nearby watter. With the ensuing fire and explosion, the alchemist didn’t notice the little Goblin climbing up behind him with a frying pan…
When he next awoke, the alchemist (who from now on we’ll call Human Prime, because that’s what I.R. Calls him) was tied to a chair, with a Goblin ranting at him. Human Prime didn’t understand Goblin, however, which made lecturing him very difficult. I.R. therefore proceeded to learn Taldan in the span of about eighteen hours. His grammar was a bit rudimentary, but he was able to come out with something like:
”Hooman Prime, you have been bad hooman. Experiment on Gobbo is no-no. You is doctor, can see diploma on wall. Had oath to “Do no Harm.” Expect Hooman Prime did many experiment on other Gobbos. No good. Now Hooman Prime has gifted Gobbo with smartness, and Gobbo must do one thing with it: Prevent Hooman Prime from doing more harm.”
”But… but… this is impossible! It’s been more than an hour! The Cognatogen should have worn off by now! Who… who are you?”
”Who are I?” The Goblin had not yet had time to address that question. He certainly was not the same as before, the impulse-controlled creature that would eat rotting ducks on the side of the road. No, with his mind changed, he was essentially a different creature altogether. One thing remained however…
”All Hooman Prime need to know is: I are Splodey Gobbo.”
He still loved fire, explosions, and everything like them.
He didn’t kill Human Prime, that would have been wrong. His newfound intelligence and Ego had come with a conscience as well. Instead, he used Human Prime’s extensive resources to try all manner of experiments. When the alchemist had nothing more to teach I.R. Splodeygobbo (which he had taken on as a somewhat ironic moniker) he used Human Prime’s library to acquaint himself with the laws of the land. Finding he now had use of an eidetic memory, he memorized all the available legal literature and added the title of “Esquire” onto his name.
Thus, leaving Human Prime in his cabin, I.R. Splodeygobbo Esq. left a signed note at the nearest barracks, detailing Human Prime’s crimes and where to find him. The Goblin has done much since then in the way of good deeds, using his species to render him unassuming until the exact right moment to strike. He sees himself as a crusading hero, righting what is wrong in the world with his massive goblin brain and knowledge of Alchemy and chemistry.

wanderer82 |

Thinking a kobold cleric of feronia, with the wild forest trait, who saw in the fires of his tribe the key to life and rebirth. He was viewed as strange and abnormal, but his insight and gifts as a healer caused others to overlook his strange belief, at least for a time. But then he started preaching against the raids and violence. And when his dun grey scales fully turned silver, that was the end of it, and he was thrown out.
4d6 ⇒ (6, 6, 3, 1) = 16 = 15
4d6 ⇒ (6, 1, 3, 6) = 16 = 15
4d6 ⇒ (5, 1, 2, 5) = 13 = 12
4d6 ⇒ (6, 4, 1, 4) = 15 = 14
4d6 ⇒ (2, 6, 4, 2) = 14 = 12
4d6 ⇒ (6, 6, 1, 5) = 18 = 17
Str 13 (15-2)
Dex 16 (12+4)
Con 12 (14-2)
Int 12
Wis 17
Cha 15
Guess I should flesh him out, eh?

wanderer82 |

Didn't realize I got the best of three sets.
4d6 ⇒ (2, 1, 2, 5) = 10 = 9
4d6 ⇒ (5, 5, 2, 5) = 17 = 15
4d6 ⇒ (3, 3, 1, 3) = 10 = 9
4d6 ⇒ (1, 6, 5, 2) = 14 = 13
4d6 ⇒ (4, 2, 3, 1) = 10 = 9
4d6 ⇒ (2, 1, 2, 2) = 7 = 6
4d6 ⇒ (6, 2, 4, 6) = 18 = 16
4d6 ⇒ (1, 3, 1, 4) = 9 = 8
4d6 ⇒ (5, 3, 2, 5) = 15 = 13
4d6 ⇒ (5, 2, 4, 5) = 16 = 14
4d6 ⇒ (3, 6, 6, 6) = 21 = 18
4d6 ⇒ (4, 6, 6, 4) = 20 = 16
Oh, third set would work well for a crusading priest, the classic cleric of old. Okay, something like this I think.
16 (18-2)
17 (13+4)
14 (16-2)
8
16
14

Ancient Dragon Master |

Introducing Trinket Sparkleplume, a bard (arcane duelist) with a particularly fetching hat.
** spoiler omitted **
** spoiler omitted **...

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meloriel wrote:** spoiler omitted **Introducing Trinket Sparkleplume, a bard (arcane duelist) with a particularly fetching hat.
** spoiler omitted **
** spoiler omitted **...
Wow, thanks! Glad you like it.
If you can't have some fun with a good aligned goblin, then when can you? lol.

Alaka Zam |

Here is Zanbabe's submission... still building it out, but this is the Alias with the rolled stats (Campaign Trait Frontier Healer), and here is the expanded back story:
You want to know about me?
I like fire. (She grins.) A lot.
When I was little goblin, I was scared of fire. It was still beautiful, but I thought it would reach out and hurt me. I thought that the fire tamers were brave goblins, and I would watch them. But I found out that fire wasn't really scary. It was just a trick. I watched them and I figured it out all by myself and then I tried it. I burned a feather, and a bug, and then I wanted to try bigger things, so I went to a big hay pile that we played in sometimes and I tried burning it, and it worked, and that was glorious. It was a big, huge fire, and it was warm and nice and hungry. But some humans got mad and I had to run so I didn't get to see the end.
Then I tried campfire and the other goblins thought I was cool because I was a fire tamer. Even though it was just a trick, but don't tell them that, because I like being cool, okay? Those can get pretty big too, but they never let you build them big enough. They always say, "Alaka, that's enough." But maybe it isn't. Maybe it would be way better if we added more, and more.
Anyway, oh yeah, so I burned lots of stuff and it was really fun. But one day I ... accidentally... set our tree on fire. We lived in a swamp, so we have to live in trees, and I was just playing, and then the tree was on fire, and I was really scared because usually fire is nice, but it was too hot and I screamed a little bit, and my mom heard me and she came and saved me, but she got hurt and burned, and I was sad about that. And she was was sad because I was bad, and I didn't want to be bad. I wanted to be good. But I still like fire. So, I tried to think of good fire things. Campfires were good, and torches, and cooking, and ... then I couldn't think of anything else. But I'm smart, and I remembered that there was a good church in human town, and maybe they would know.
So, I went and hid in the church (humans don't like Goblins very much, so we usually have to hide), and I watched them just like I watched the fire tamers. I'm good at watching. And I learned about Sarenrae who is a cool FIRE GOD, and she loves fire, and she makes it do good things, well, usually good. Sometimes it still hurts people, but they are bad, so I think it still counts as good. I think. Anyway, it doesn't hurt moms. Only bad guys. So, I was watching and I was hiding pretty good, but this priest guy saw me one day. He didn't tell anybody though. He just let me listen, and then after he asked me why I was there, and so I told him, and he started showing me other ways that fire can be good. He's a really nice human. Way too tall, but still nice. He showed me how to pray and be friends with Sarenrae, and I tried it, and after I practiced a little bit, she gave me FIRE POWERS. It was AWESOME.
So, now I do GOOD fire, and also help people when they get burned or hurt, so if I make another mistake, I can fix it, right?

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Hey, guys, about 9 more hours to get your concepts completed. I don't need full characters unless you want, but I do need a concept, including at least the basics of a back story explaining how you are good.
No occult adventures classes. We'll see about the age stat changes; just give me your concept and we'll talk about it more if you're chosen.

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Krosp Zanwin
Male Other Race Name Kobald Skald 3 | [Chaotic Good]
DESCRIPTION
Age ____________________
Looks ______ hair, ______ eyes
Height/Weight ______ tall, _____lbs. (Small)
Homeland ____________________
Deity ____________________
Campaign ____________________
Representing ____________________
STRENGTH
12 (+1)
DEXTERITY
19 (+4)
CONSTITUTION
11 (+0)
INTELLIGENCE
12 (+1)
WISDOM
8 (-1)
CHARISMA
17 (+3)
HIT POINTS
HP 19
Current HP
Initiative +4 = 4 [Dex]
Action Points (Lifetime) 7
SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +4 = DEX 4+0+0
Appraise +1 = INT 1+0+0
Bluff +9 = CHA 3+3+3
Climb* +1 = STR 1+0+0
Craft +1 = INT 1+0+0
Craft +1 = INT 1+0+0
Craft +1 = INT 1+0+0
Diplomacy +3 = CHA 3+0+0
Disable Device*† +4 = DEX 4+0+0
Disguise +3 = CHA 3+0+0
Escape Artist* +4 = DEX 4+0+0
Fly* +4 = DEX 4+0+0
Handle Animal† +9 (versatile performance)
Heal -1 = WIS -1+0+0
Intimidate +9 = CHA (versatile performance)
K (Arcana)† +7 = INT 1+3+3
K (Dungeoneering)† +6 = INT 1+2+3
K (Engineering)† +5 = INT 1+1+3
K (Geography)† +6 = INT 1+1+3+1
K (History)† +7 = INT 1+2+3+1
K (Local)† +6 = INT 1+1+3+1
K (Nature)† +6 = INT 1+1+3+1
K (Nobility)† +6 = INT 1+1+3+1
K (Planes)† +7 = INT 1+2+3+1
K (Religion)† +8 = INT 1+3+3+1
Linguistics† +6 = INT 1+1+3+1
Perception +5 = WIS -1+3+3
Perform +9 = CHA 3+3+3
Perform +3 = CHA 3+0+0
Profession† -1 = WIS -1+0+0
Profession† -1 = WIS -1+0+0
Ride +4 = DEX 4+0+0
Sense Motive +3 = WIS -1+1+3
Sleight of Hand*† +4 = DEX 4+0+0
Spellcraft† +5 = INT 1+1+3
Stealth* +12 = DEX 4+1+3+4 [Small]
Survival -1 = WIS -1+0+0
Swim* +1 = STR 1+0+0
Use Magic Device† +3 = CHA 3+0+0
* Armor Check Penalty -1
† Trained Only
EQUIPMENT
NOTES
Base Speed [ 30 (6 sq.) ]
AC [19] = 10 +3 [Studded Leather] +4 [Dex] +1 [Small Size] +1 [Kobald skin]
Touch AC [15] Flat-Footed [15]
BASE ATTACK BONUS
+2
Basic Melee Attack +4
Basic Ranged Attack +7
FORTITUDE SAVE
+1 = 1 [base] +0 [Con]
REFLEX SAVE
+7 = 3 [base] +4 [Dex]
WILL SAVE
+2 = 3 [base] -1 [Wis]
CMB
+2 = 2 [BAB] +1 [Str] -1 [size]
CMD
+16 = 10 +2 [BAB] +1 [Str] +4 [Dex] -1 [size]
FEATS
Point-Blank Shot
Nature soul
TRAITS
Animal Friend
adopted (Gnome)
CARRYING CAPACITY
Light Load: 32lbs.
Medium Load: 65lbs.
Heavy Load: 98lbs.
Lift Over Head: 98lbs.
Lift Off Ground: 195lbs.
Push or Drag: 488lbs.
LANGUAGES
Common
1 Bonus Language (Int)
Bard Spells Per Day
Level 1 3 + 1 [Cha]
Bard Spells Known
Level 0 6
Level 1 4
SPECIAL ABILITIES
Kobald
Racial Abilities:
Skald
Inspire Competence +2
Versatile Performance (1)
Well-versed
Bardic Knowledge
Raging song 15 rounds/day
Cantrips
Inspired Rage +1 (+2 str/con)
Scribe scroll
Totem (Su)
At 3rd level, the totemic skald chooses one animal from the hunter’s animal focus list. Once selected, this choice cannot be changed. This animal becomes the skald’s personal totem animal and influences his later abilities. He gains the following rage power.
Song of the Beast (Su): The totemic skald grants the animal focus abilities of his totem animal (as the hunter’s animal focus ability) to all allies affected by his raging song. He treats his skald level as his hunter level for determining the abilities of the animal focus (such as the improvements gained at 8th and 15th level).
Hit Points 16
8 [first lvl] +0 [Con]
+4 [Bard lvl 2] +0 [Con]
+4 [Bard lvl 3] +0 [Con]
+0 [Favored Class]

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OK, I changed my mind; I'm taking three of you. Trinket, Alaka Zam, and Splodeygobbo, please come join us. Please post in our discussion thread. If you have your alias made, please also dot and delete from the gameplay thread. I'll introduce you soon, it might take a few days to get the to place I have in mind.
My thanks to all who applied. Thank you for letting me look over your ideas.