Yszal Bronze-skin

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The Wilderlands of Absalom

Rank[edit]

  • Kobold Warrenguard 4
  • XP: 18,152/19,600 (+5% bonus)
  • Neutral
  • Henchman of Ishka Bronze-skin, who is a henchman of Karag Two-Blades

A member of the Bronze-skin tribe, assigned as a crossbowman to Wolf Keep, who later joined Ishka.

  • Yszal is a genuinely cheerful kobold. (inform | happiness)
  • He takes pride in informing others that justice has been served. (proclaim | justice)
  • Yszal is always up on local customs and makes sure his comrades are aware of them. (relate | the law)

Attributes[edit]

  • STR 15 (+1)
  • INT 06 (-1)
  • WIS 09
  • DEX 08 (-1)
  • CON 11 (due to the pool)
  • CHA 09

Skills[edit]

  • Languages
    • Common
    • Undertongue
  • General Proficiencies
    • Manual of Arms
    • Trapping The character can build simple pits, snares, and deadfalls capable of capturing creatures up to the size of an elephant (such as giants, ogres, wyverns, etc). With a proficiency throw of 11+ the snare is built properly. The character can also detect and disable simple wilderness pits, snares, deadfalls, etc., as a thief of his class level. This proficiency provides no abilities with regard to mechanical traps in a dungeon, or magical traps of any sort. [learned during downtime]
  • Class Proficiencies
    • Dungeon Bashing The character is hardened to the heavy lifting and physical labor involved in dungeon exploration. The character receives a +4 bonus on throws to open doors and similar acts of brute strength.
    • Fighting Style (weapon & shield)
  • Racial Proficiencies
    • 90' infravision
    • Acrobatics The character is trained to jump, tumble, somersault, and free-run around obstacles. The character gains +2 to saving throws where agility would help avoid the situation, such as tilting floors and pit traps. In lieu of moving during a round, the character may attempt a proficiency throw of 19+ to tumble behind an opponent in melee. If successful, the character is behind his opponent. The opponent gains no benefit from his shield. Thieves and others eligible to backstab an opponent gain their usual +4 on the attack throw and bonus to damage. Characters with an encumbrance of 6 stone or more may not tumble.
    • Accuracy The character gains an accuracy bonus of +1 to all attack throws with missile weapons.
    • Combat Trickery (overrun) Succeeds on a melee attack with -2 penalty. Opponent makes a save vs Paralysis with a -2 penalty.
    • Thief Abilities
      • backstab x2
      • Hide in Shadows 18+
      • Move Silently 16+
    • Drawback: Sensitivity to Light (-1 penalty to surprise, initiative and attack rolls during daylight, unless special tinted glasses are worn)

Combat[edit]

  • AC 4 masterwork leather + shield - dex
  • HP 17
  • Movement Rate 120/40/120
  • Initiative Modifier -1
  • Attacks
    • Primary Melee Attack: +2 handaxe 5+, 1d6+5
    • Secondary Melee Attack: magical shortsword 6+, 1d6+4
    • Primary Ranged Attack: crossbow 8+, 1d6+2
  • Saves:
    • Petrification & Paralysis 14+
    • Poison & Death 13+
    • Blast & Breath 15+
    • Staves & Wands 15+
    • Spells 16+

Equipment[edit]

  • Gear, Armor, Weapons: 4 stone, 2 items
  • masterwork brown recluse spider leather armor +1 + shield
  • Hand Axe +2 (a one handed battle axe with a preternaturally sharp edge)
  • Sword +1, a finely wrought sword with a hilt of bone
  • crossbow and 20 bolts (special-sized, need to be commissioned)
  • special-commissioned tinted glasses
  • 4288.45 gp kept with Mr. Hand, 92.5 gp kept on person

Class Construction[edit]

  • Strength Prime Requisite
  • HD 1d6 (1 build point, 500 XP)
  • Fighting Value as Fighter (2 build points, 1000 XP)
    • Narrow armor. Because of their size kobolds do not fit into armor made for humans or larger. Armor must be custom made for them. +2 custom powers, +150 XP
    • Narrow weapons. Because of their size any weapons the kobold wields are one category down from human sized: a dagger is used as a short sword, a short sword as a long sword and a normal sword as a 2-handed sword. +3 custom powers. +150 XP
  • Thievery Value of 1 (200 XP): Move Silently, Hide in Shadows, Backstab.
  • Total of 5 custom powers.
    • 90' infravision (2.5 custom powers)
    • Acrobatics as skill (1 custom power)
    • Accuracy as skill (1 custom power)
    • Combat Trickery (overrun) as skill
    • Drawback: Sensitivity to light as Sneak.
  • Save as Fighter, gains class proficiencies as fighter.
  • XP to reach 2nd: 2,450