Adventures in Kingdom Management:Middoona Kobold Cleric

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Middoona the Kobold Cleric of Apsu

Descriptions and backstory

Middoona

more pic off sight

Alignment: LG

Size Small

Type_ Kobolds are humanoids with the reptilian subtype

Deity: Apsu

Age: 24

Height: 2ft 9inch

Weight: 30 lbs

Skin: Sliver with hints of frosty blue

Horns and spikes: Black tipped

Languages: Dragon, Common, Dwarf

Story:

Descended from the Kobold refugees of the volcanic eruption, Middoona grew up in one of the many refugee camps outside of the major port of [Kingdom] [City name]. During one of the many plagues that unintentional plagued those poorly planned communities, Middoona's mother was one of the infected. Unsure of what to do Midoona explored the port along side many of the Kobolds who worked as Rag-and-bone men, searching for some sort of help. As his Mother's condition got worst the young Middoona found a temple with decorated with the symbols of a dragon. Entering Middoona found a statue of Apsu, kneeling in pray not really not knowing who she was, only that she was a dragon and those powerful, he prayed for his mother to be cured. As he prayed he received a vision from Apsu, saying that her power will help the refugees but asking him to take the kobolds and guide them to path of god, under the dragon gods. Agreeing to this task, he came to his senses a Priest of Apsu holding him and his scales now sliver. The priest took the Young kobold home, questioning them about himself and what happened Middoona spoke freely and innocently till they got to his family tent, where the priest saw the suffering mother for himself. Then from Middoona's perspective things happened quickly, as a trickle at first Priest and Priestess of Aspu entered the camp soon the plague was other and not just in Middoona's camp but all of the effected camps. As the Clergy left the priest that first meet Aspu came to Middona and his family and ask if they where willing for Middoona to join them. Thinking back to his promise to Aspu and how her promise was kept, Agreed readily.

The next few years went quickly as he learnt not just how to wield the divine spark of Apsu he was already invested with but her philosophy and theology. While a few of the fellow younger trainees took offense at his nature as and "evil" race, he quickly learnt to ignore it as they where taught the error of their erroneous judgement and all learnt about not placing one race above another. Once his time at Seminary was near it's end, he was sent back too [City name] to serve at the same temple that found him. There he worked with dedication and faith, spending his spare moment back with the kobold community where he used his training and faith of Apsu to build up respect and position of leadership of the kobold community.

Gaining an unofficial leadership position among the kobolds once the rumours of a expedition to reclaim the island reached [City name], and the kobold communities deciding to join, it wasn't long till the higher ups in Apsu church contacted him claiming they where looking for Priest to set up a new temple in this new community and as an unofficial leader of Kobolds who where joining he was considered a great choice as he would be a representative of both the church and Kobolds in this endeavour. It wasn't long till he was re-introduced to Aja one of the priestess who he was trained with and one of the few of he told of his vision and believed him, told that while her faith was strong and her administrative skills strong she had jet to find a place in the faith and so the leadership felt builder her own place would be best.

It was during the set up that he meet his manservant Ressasa, a porter who coming from the country looking for work to support his parent. Needing help with many physical tasks due to his Kobold nature and a gaining someone who could also do general chores would be helpful. So paying a down payment that was soon sent back to Ressasa's parents and a friendly relationship formed both feeling out their dynamic.

Quick Reference

Max HP:8

Current:8

Speed: 30ft

Initiative: 3

AC: 15 =10 +1 (armor) +3 Dex +1 size

BaB: +0

Melee attack Bonus: -2

Ranged attack Bonus: +4

Fort +2 + 0 Con = +2

Ref +0 + 3 Dex = +3

will +2 +3 Wis = +5

CMB: -4

CMD: -1

Attacks

Crossbow: +4 attack 1d6 Critical 19-20/x2 Type piercing Range Increment 80 ft. (projectile)

Channel energy (undead only): 30ft burst 1d6 holy Save DC 13 vs Will

Sheet

Ability

Attributes: (25 point point buy)

  • STR 8 -4 kobold = 4 -3
  • DEX 14 +2 Kobold = 16 +3
  • CON 12 -2 Kobold =10 +0
  • INT 14 +2
  • WIS 16 +3
  • CHA 14 +2

Kobold

Speed: 30ft

  • Day Raider You’re one of the few kobolds born with a greater tolerance for sunlight. You have low-light vision
  • Prehensile Tail Your tail is especially flexible and strong, so you’ve learned to use it for both movement and simple tricks. You gain a +2 racial bonus on Acrobatics and Climb checks, and you can use your tail to draw a hidden weapon as a move action instead of as a standard action.
  • Wild Forest Kobold You’re one of the few kobolds dwelling in the forests of the surface world. Your culture shuns artifice, but teaches how to endure the hunt. You gain a +2 racial bonus on Perception and Survival checks, and Stealth and Survival are always class skills for you.

Cleric

Proficiencies: all simple weapons, light armor, medium armor, and shields (except tower shields), Bite or quarterstaff

  • Aura (good)
  • Divine Spellcasting/orisons
  • Channel Energy (Su): 1d6 (damage or healing), 6 times a day, Damage save: 13
  • Domains
    • Scalykind (Dragon):
      • Venomous Stare (Sp): You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness. As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save 13 (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier 6. This is a mind-affecting effect.
    • Law:
      • Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier 6.

Feats (1+free)

Metallic Kobold [renamed the feat but read link]: Your scales take on a metallic sheen appropriate for that of a good-aligned metallic dragon who shares any existing energy affinity you possess, or whom you have chosen to emulate. You gain a +2 circumstance bonus on Diplomacy checks when interacting with good creatures. In addition, your Charisma is considered 2 points higher for the purposes of channelling positive energy.

Leadership: one none heroic cohort

Traits (2)

Kobold Faith: You gain a +2 trait bonus on Diplomacy checks when dealing with other kobolds.

Called: Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.


Skills

Skill Clr Untrained Armor Check Penalty Key Ability Key Ability Ranks Trained bonuses total
Acrobatics Yes Yes Dex 3 2 5
Appraise C Yes Int 2 2
Bluff Yes Cha 2 2
Climb Yes Yes Str -3 2 -1
Craft C Yes Int 2 2
Diplomacy C Yes Cha 2 1 3 6
Disguise Yes Cha 2 2
Escape Artist Yes Yes Dex 3 3
Fly Yes Yes Dex 3 3
Heal C Yes Wis 3 3
Intimidate Yes Cha 2 2
Knowledge (arcana) C No Int 2 1 3 6
Knowledge (religion) C No Int 2 1 3 6
Perception Yes Wis 3 2 5
Perform Yes Cha 2 2
Profession (priest) Yes Wis 3 1 3 7
Ride Yes Yes Dex 2 2
Sense Motive C Yes Wis 3 3
Stealth C Yes Yes Dex 2 2
Survival C Yes Wis 3 1 3 2 9
Swim Yes Yes Str -3 -3

Spell casting

Spontaneously cast healing spells

Spells default loadout

0th: 3 Enhanced Diplomacy Stabilize Guidance

1st 2 +domain 1: Divine Favor 2: Shield of Faith Domain: Magic fang

Gear

Carrying capacity: 13 lbs. or less, 14–26 lbs. 27–40 lbs.

Money left: 30 gp, 12 sp

Crossbow, light​

bolts 10​

Outfit, explorers​

Reinforced tunic​

Holy symbol (silver)

Manservant for 40 days: 40Gp

Items with manservant

Tent, medium​ Joint​

bed roll * 2 Joint​

Blankets*2​ Joint​

Backpack​ His​

Waterskin *2​ Joint​

cup​ Middoona​

Outfit, uniform​ His​

Rations*10 days​ Joint​

Survival kit *2​ Joint​

Hide armour​ His​

Bolts 10​ Middoona​

to sort

Lantern and 5 pints of oil 6sp

Cards and games 6gp (good cards+ chess + 4 player + 3 other games)

Holy text for lending 10x1gp

Holy text for Midoona 10gp

Small library of entertainment 20gp (around 20 books of entertainment qaulity)

Chest to hold books 2gp

NPC's

Ressas Dootug: Hireling Manservant ex porter Class: Commoner Race: Human

HP:6

  • STR 12
  • DEX 8
  • CON 10
  • INT 12
  • WIS 13
  • CHA 10

edit: juggled some stats to make him more average


Feats 2

  • Prodigal (two skills get bonus (+2 increase to +4 at ten ranks) (profession (porter), craft cooking
  • Country born: ignore fist fatigue or exhaustion effect, +1 will saves

Skills trained

  • Perception: 1+1+3=5
  • Profession(porter):1+1+3+2=7
  • Profession(Manservant):1+1+3=5
  • Craft (clothing):1+1+3=5
  • Craft cooking (online debate whether this its craft or profession): 1+1+3+2=7


Aja Souhrer: Follower Admin Priestess

Class: Adept Race: Human

HP:5

  • STR 8
  • DEX 10
  • CON 9
  • INT 12
  • WIS 15
  • CHA 11

Feats 2

  • Prodigal (two skills get bonus (+2 increase to +4 at ten ranks) Profession(administrator) craft (scribe supplies)
  • Skill focus {profession (administrator)

Skills trained

  • Profession(administrator) 2+1+3+2+2=10
  • Profession(Priest) 2+1+3=6
  • Knowledge(Religion) 1+1+3=5
  • Heal 2+1+3=6
  • craft (scribe supplies) 1+1+3+2=7

Spells [set up for the migration]

  • Orisons: Create water, purify food and drink, mending
  • Level 1, 2 cure light wounds [for community use first, party second]