Post by Kitsune on Jan 14, 2015 21:47:53 GMT
Sjach Gix
Played by: Kitsune
Character Sheet: Link To Mythweavers Character Sheet
Other Characters: None as of yet.
Race: Kobold (Desert, Copper Dragonwrought)
Classes: Rogue 1/Fighter 1/Ranger 1/Winged 2
Effective Character Level: 5
Gender: Male
Age: 12
Alignment: Lawful Neutral
Deity: Gaknulak, Kobold deity of Protection, Traps, and Community.
Height/Weight: 2'10"/55 lbs
Personality: In many ways Gix represents many of the best, and worst, aspects of his scaly kind. He possesses a kobold's devious cunning and ingenuity, their strong communal and industrial spirit, and quite obviously has inherited thicker dragon blood than the rest of his kin, showing an undeniable connection to his race's claimed ancestry. However, he also demonstrates their spiteful and vengeful spirit in just as strong qualities, with a touch of kobold superiority layered on top. The later qualities, and the peskiness of the former, has not endeared the surface world to the wandering adventurer, especially considering his hatred of dwarves and gnomes leads to plenty of issues where his subterranean experience could be handy. Yet, while he might not get along well with most surface races at first, despite the stereotype the kobold is far from the evil vermin many claim his race to be. While he is no champion of the just or good, he can be described as more pragmatic, doing the best for himself and his kin in general to keep them strong, happy, and most importantly, alive. It was this same urge that drove him to seek vengeance against the dwarves for their attack, as well as to absolve him of his guilt and shame at abandoning his tribe by washing his spirit in the eyes of Kurtulmak with the blood of those responsible. But, after reclaiming his tribe's ancestral weapon, and carving a path of blood through those responsible, the previous shame and guilt over his failure has all but subsided, leaving him as the reptile seen now.
Appearance: Whilst Gix could almost be mistaken as a half-dragon kobold, his appearance is due a resurgence of draconic blood from his ancestry than a closer draconic relative. However, the mistake is understandable, as Gix's visage sports not only a pair of unmistakable draconic styled wings, he also sports a sturdier frame, thicker scaled hide sporting the occasional spike or horn, and a metallic, albeit darkened, copper scaled hide which catches and reflects light like the metal itself. His eyes are a darker turquoise, frequently shifting side to side and practically gleaming with the reptile's devious cunning, whilst his tail slinks from side to side behind him. The kobold commonly wears fine clothing which matches his coloration, typically sea and dark greens which match his scales and hide, with a dark green traveling cloak that allows him to slink in the shadows with greater ease. His fingers are also tipped in thick claws, capable of limited damage, as is his sharp, carnivorous teeth - although he is loathe to use his natural weapons in favor of his signature weapons. A pair of daggers seemingly made from the fangs of some great beast, that intuitively conjure forth wisps of shadows to cover the movements of his weapons and make it easier for him to slip through an opponent's guard with the blades.
History: A young kobold born to a tribe that frequently conflicted with a nearby dwarven settlement over territorial, mining, and trade rights, he grew up knowing the dwarves as an uneasy acquaintance at best, and a despised enemy at worst. However, for most of his life the conflict between the two subterranean races (and the dwarves loathsome gnomish allies) was a distant thing, brought along via words of their traders who went to the surface to peddle wares for favors and coins of the surface races, the teaching of his elders, and the occasional skirmish between the tribe's warriors. Instead, his life was guided along a different direction that demanded much of his time. His birth was hotly anticipated by his clan, even before his mother laid the copper-speckled egg that marked him as a Dragonwrought to his people. As the first laid egg after the death of the tribe's previous All-Watcher, a kobold hero by the name of Sjach Jesk, he was believed to be his immediate reincarnation back into the world - a belief that was even further accepted when he was shown to be marked and blessed with thicker dragon blood than his peers. And, while this belief ensured that the young kobold received nothing but the best training, care, and food as he developed, it soon became a confining cage. He was isolated from most of his other young peers due to his constant training and tutoring, prevented from socializing as most of the young are allowed too, nor was he given the freedom to explore what he was best capable of doing for the tribe - pressed into following his previous incarnation's foot steps. It soon also meant that every step he took, every skill he acquired, and every knack he mastered, was compared to the work of their previous leader, a comparison to which the young kobold would always come up on short, and a comparison he soon grew to silently resent every time he was chastised for moving too slowly, or did not build a fine or cunning enough trap. His only reprieve from the comparisons, thankfully, was when he was allowed to taste the freedom of the open air to train and strengthen his wings, a trait that Jesk thankfully lacked, giving the kobold his only real chance to enjoy and explore his own limits (thanks to the lack of any other winged kobolds within his tribe).
However, before the fledgling kobold had a chance to resolve this feeling with the elders responsible for his upbringing, the strife with the nearby dwarves finally boiled over into open warfare. And, after a soon enough time, the dwarven army had managed enough support and strength to push into the kobold's tunnels despite the myriad of traps and relentless reptiles trying to halt their advance. Gix, forced to defend the warren for the first time against an overwhelming force, finally snapped with the stress of the tribe's expectation - and rather than striking out against the invaders, fled to the open air to hide in the mountain forest nearby. For what might have been days he kept himself hidden in the shadows, nestled against the cold in his cloak, watching as scattered remnants from his tribe fled through the wilderness to far flung warrens, and the triumphant, if bloodied, dwarves claimed the kobold's tunnels and rich mine. When the kobold's wits finally returned to him, spurned by the bite of the cold and hunger in his stomach, he left the safety of his hiding spot, and made his way back through the familiar tunnels of his home to survey the damage. There, he noticed the remnants of battle, bodies on both side gathered - the dwarves in orderly lines, whilst his own tribe was put into piles for easy disposal and searching for anything of value to loot. Yet, just as the horror and guilt at what he had abandon his family too finally struck home, he was discovered - and in his panic the copper scaled lizard's training snapped in, causing him to sink his daggers into the dwarves neck, leaving him to bleed out upon the floor of his warren as he made his escape once more.
Leaving the abandoned tunnels of his home behind after stealing what supplies and rations he thought he'd need, the kobold returned to the mountain vista he frequently hid away too to escape his elders prying demands to settle his own thoughts. His guilt and shame amplified when he realized what his actions had consigned his soul too, Kurtulmak's stipulations were clear. By abandoning his tribe when they needed every capable warrior they could, he was consigned to be reincarnated in his next life as a dire weasel, if he was lucky, or potentially worse if Kurtulmak believed his actions constituted a betrayal, brought back as a dire beetle to be hunted by kobolds and used as food and armor for their warriors. Yet, while his mind reeled with the implications of that thought, his eyes drifted down to the dwarven blood clinging to his clothes and daggers, as well as the coppery taste it left upon his lips, and a solution came to his mind. Vengeance was one of Kurtulmak's strongest creeds, and the slaughter and destruction of one of his tribes wasn't a sleight that the Kobold god took lightly. If he sought vengeance upon the ones responsible, he could pay for his absolution of weakness in the blood of those who had wronged his people.
Since the years after that realization, Gix has grown, both in experience in his hunt, and mentally. His mind has become honed, and his personality hardened with distance from his guilt, and to a point, acceptance over what he did, and a belief that enough guilty dwarven blood has been spilled by his hand to garner him some bargaining with the fate of his next life. Whilst some responsible for the decision to attack his home still live, his quest, and needs, have taken him away from the underground lands that have gathered his enmity, and slowly settled into the life of an adventurer. His species, and overall appearance, haven't made it exactly easy for him to move about openly on the surface world. Yet, surprisingly, he has found a level of acceptance with some of those who he works with, those who have found his skills and capabilities useful, and built a sort of camaraderie with. It has not dulled his hatred for the stocky race as a whole, but it has given him familiarity, and a bit of tolerance, for the other surface races. One day he may finish his task and leave every one responsible for the slaughter to meet their fate at the end of his Jeskic, and perhaps even find a new home in another tribe where some of his own tribe might have fled too, but such thoughts have drifted towards the long term as he wanders and explores the surface world - free of the strict upbringing he had known until the tragedy.
Threads:
Party Role Proficiency:
Battlefield Control: 4 (None but his sheer presence. Likely bumped up to a 3 (or perhaps even 2!) when he takes Staggering Strike.)
Buffer: 4 (He has no buffing skills).
Curiosity: 3 (Perfect maneuverability flight, use magic device, and small investment in decipher script and forgery, allow for quite a few curious options to get around obstacles.)
Debuffer: 4 (Nothing yet, will likely be bumped up once he takes Staggering Strike, as well as gain things such as Crippling Strike, as well as potential items to use.)
Dominator: 4 (Gix possesses no means of dominating others will, aside from coercion and a threat of stabbing.)
Game Changer: 4 (Nothing but kobold to the faaaaace!)
Healer: 4 (How do I heal with stab?)
Meat Shield: 3 (While squishy at the moment with low HP, Gix does possess a good AC and Fortitude Save, and will be getting higher AC in the future with Unfetted Defense and Uncanny Defense.)
Melee Damage: 3 (Although not a paragon of offense yet, within a few levels Gix will be dealing a lot more damage with his melee attacks. For the moment, he can deal decent damage with his sneak attack and spend inspiration to improve it further.)
Mobility: 2 (50ft fly speed with perfect maneuverability, a good tumble, and the advantage of sneaking should give the kobold plenty of skittery goodness and opportunities to get where he wants to go.)
Party Face: 3 (A modest charisma and hefty focus into Bluff, but not much in the way of other social skills, yet. That and being a kobold doesn't help matters, what with the shrieking barmaids and being run out of town)
Ranged Damage: 3 (He deals a modest damage at short range with dual wielding dagger tossing, but not as much as he does while getting into melee.)
Sage: 4 (Might improve in future levels if skill points are invested into knowledge skills)
Scout: 2 (A ridiculous hide and good move silently skills will make it quite hard for the kobold to be seen by those without special senses. He currently lacks any special senses of his own, however, and hasn't yet invested points into Spot or Listen, although at later levels when he manages to invest in these skills, and gains Shadowblend, he'll likely grow to a one in this category.)
Thief: 2 (With Gix's sneaking capabilities, small size and lithe body, combined with a good sleight of hand and tools at his disposal, he should be quite equipped to steal or plant whatever he needs.)
Summoner: 4 (Nothing, short of ruling a kobold warren with disposable minions. *Chin scratch*)
Trapfinder: 1 (Gix possesses trap finding, near maxed Search and Disable Device, a high intelligence. Paired with his high reflex saves and, eventually, trap sense and Cunning Knowledge, Gix should be able to handle almost any trap he comes across.)
Racial Abilities:
-4 Str, +2 Dex, -2 Wis. +1 Natural Armor
Skills: Kobolds gain a +2 racial bonus to Craft (Trapmaking), Profession (Mining), and Search checks. Additionally, they are treated as being one size category larger than they are for the purposes of Profession (Mining) checks (Races of the Dragon).
Small Size: +1 to Hit, +1 to AC, +4 to Hide, -4 Grapple, Lifting and Carrying Limits 3/4th normal.
Light Sensitivity: Kobolds are dazzled in bright sunlight or within the radius of a Daylight spell.
Slight Build (Web Enhancement): For the purposes of opposed checks, or when it comes to squeezing or fitting into spaces, the kobold may treat himself as being one size category smaller, if advantageous.
Natural Weapons (Web Enhancement): Two Claw attacks (1d3 + Strength modifier damage) and one secondary bite attack (1d3 + 1/2 Strength modifier damage).
Weapon Proficiency (Web Enhancement): Kobolds receive Martial Weapon Proficiency for the Heavy and Light Pick.
Weapon Familiarity (Web Enhancement): Kobolds may treat Greatpicks as a Martial weapon.
Winged Template (Savage Species)
+4 Dex, +2 Wis.
Flight: Fly speed equal to movement speed +20ft (50), with Maneuverability depending upon dexterity (Perfect).
Shadow Dragon Bloodline (Homebrew*)
+1 Intelligence
Skills: +2 on Hide checks.
Bonus Feats: Stealthy
Feats:
Trait: Deceitful (Unearthed Arcana, SRD): +1 to Bluff checks, -2 to Diplomacy checks.
Trait: Distinctive (Unearthed Arcana, SRD): +1 to Reputation, -1 to Disguise checks.
Bloodline Bonus Feat: Stealthy (Player's Handbook/SRD): +2 on Hide and Move Silently checks.
1: Dragonwrought (Copper) (Races of the Dragon): Type changes to Dragon (gaining the immunity to paralysis and magic sleep effects) and the character does not suffer the negative effects of age. The character also gains Low-Light Vision and Darkvision 60ft, and a +2 racial skill bonus depending on coloration (Hide). Additionally, maximum life span increases based off of charisma.
2, Fighter Aspect Choice (Tactician): Able Learner (Races of Destiny): Cross-Class skills don't require twice as many points to improve compared to class-skills (maximum skill rank investment is still limited as per normal).
2, Fighter Versatility Feats: Weapon Focus: Dagger, Weapon Finesse, Quick Draw.
3, Ranger Combat Style Feats: Two-Weapon Fighting (Player's Handbook/SRD): The user can make an attack with an off-hand weapon during a full attack at a -4/-4 penalty (-2/-2 if off-hand is light).
3: Combat Expertise (Player's Handbook/SRD): The user can trade one point of their BAB (up to 5) and gain a dodge bonus to Armor Class equal to the amount given up.
Class Abilities:
Gord's Rogue
Inspiration: The Rogue has an inspiration pool with a maximum of his Intelligence Modifier (4). He regains his Intelligence Modifier (4) worth of points at the start of every encounter, and replenishes one point per minute otherwise.
Cunning Insight: The rogue can spend a point of inspiration when making an attack, damage, or saving throw roll to add his Intelligence modifier as a competence bonus to the roll.
Sneak Attack: When the rogue attacks a susceptible target that is either flanked or denied his dexterity bonus to armor class, he deals an extra 1d6 damage.
Trapfinding: The rogue can use the Search skill to find traps with a DC higher than 25, and can also use the Disable Device skill to disable magical traps.
Gord's Fighter
Aspect (Tactician): The fighter gains the feat Able Learner as a bonus feat, and uses his Intelligence for anything related to his Aspect.
Combat Versatility: The fighter gains three styles which each have a bonus feat equal to his fighter level/2 (round up). He gains the benefit of a style's bonus feat while in that style, and can switch as a free action. He counts as knowing his style feats for the purposes of prestige classes, feats, and other effects. Gix's styles are Finesse (Weapon Finesse), Dagger (Weapon Focus: Dagger), and Rapid Draw (Quick Draw).
Hit and Run Fighter Alternate Class Feature (Drow of the Underdark)
Lose: The Hit and Run Fighter loses the Heavy Armor and Tower Shield proficiency (even if gained from another class, or gained afterwards via taking another class). He can only gain these proficiencies by use of a feat.
Gain: +2 bonus to Initiative. Additionally, when the Hit and Run fighter attacks a flat footed opponent within 30ft, he can add his Dexterity modifier as a competence bonus to damage.
Gord's Martial Ranger
Maneuvers: Wolf Fang Strike, Sudden Leap, and Island of Blades (Stance)
Combat Style: The Ranger chooses between the Archery or Two-Weapon Fighting combat style. At 1st level, he can choose a feat listed under each style as a bonus feat. Additionally, while using his chosen combat style, he can add his Dexterity modifier to damage.
Track: The Ranger can use the survival skill to track creatures.
Favored Enemy: The Ranger gains one-fourth his Ranger class level as an Insight bonus towards attack rolls and skill checks against his Favored Enemy. Additionally, Maneuvers used against his favored enemy are not considered expended. Gix's Favored Enemy is humanoid (dwarves).
Equipment:
Blades of Sjach Jeskic (Weapons of Legacy, Custom): A pair of +1 small-sized dragonfang (shadow) daggers. Omen: When wielded by Gix, the blades are surrounded in wisps of obscuring shadows, granting a +2 circumstance bonus to bluff checks to feint in combat: -2,602 gp Each (5,204 gp Total)
+1 Mithril Chainshirt (Dungeon Master's Guide/SRD): +5 AC, Max Dexterity Bonus 6: -2,250 gp
Masterwork Thieves Tools (Dungeon Master's Guide/SRD): +2 Circumstance bonus to Disable Device and Open Lock checks: -100 gp
Sundark Goggles (Races of the Dragon): Negates the Light Sensitive quality in areas of bright sunlight or daylight, as well as a +2 circumstance bonus on saves vs. Gaze Attacks. -10 gp
Daggers (5)(Dungeon Master's Guide/SRD): Small sized daggers. 1d3 damage.: -10 gp
Crowbar (Dungeon Master's Guide/SRD): +2 Circumstance bonus on Strength checks where a crowbar is applicable. -2 gp
50ft Silk Rope (Dungeon Master's Guide/SRD): 4 hit points and can be burst with a DC 24 Strength check. +2 Circumstance bonus on Use Rope checks. -10 gp
Grappling Hook (Dungeon Master's Guide/SRD): Use Rope Check (DC 10 + 2/10ft of Distance) to use successfully. -1 gp
Sacks, x10 (Dungeon Master's Guide/SRD): Holds an arbitrarily amount of materials. -1 sp Each, -1 gp Total
Total Inventory Cost: 7,588/9,000
Companions: None, yet.
Other Misc Information:
Shadow Dragon Bloodline
Character Level | Minor | Intermediate | Major |
1 | - | - | +2 on Hide Checks |
2 | - | +2 on Hide Checks | Stealthy |
3 | - | - | Intelligence +1 |
4 | +2 on hide Checks | Stealthy | Mirror Image 1/day (Sp) |
5 | - | - | Shadow Dragon Affinity +2 |
6 | - | Intelligence +1 | +1 Natural Armor |
7 | - | - | +2 on Move Silently Checks |
8 | Stealthy | Mirror Image 1/day | Nondetection 1/day (Sp) |
9 | - | - | Wisdom +1 |
10 | - | Shadow Dragon Affinity +2 | Shadowblend (Su) |
11 | - | - | Shadow Dragon Affinity +4 |
12 | Intelligence +1 | +1 Natural Armor | +1 to Natural Armor |
13 | - | - | +2 on Bluff Checks |
14 | - | +2 on Move Silently Checks | Alertness |
15 | - | - | Charisma +1 |
16 | Mirror Image 1/day | Nondetection 1/day | Breath Weapon (Ex) |
17 | - | - | Shadow Dragon Affinity +6 |
18 | - | Wisdom +1 | +1 to Natural Armor |
19 | - | - | +2 on Sense Motive Checks |
20 | Shadow Dragon Affinity +2 | Shadowblend (Su) | Energy Drain Immunity |
The Blades of Sjach Jesk, The Sjach Jeskic
A pair of extraordinary, small sized daggers seemingly crafted from a pair of fangs, albeit honed and strengthened to be as strong and sharp as typical metallic counterparts. The fang of a blade is a dark, mottled grey coloration, and seem to wrap themselves in shadow far too often to be natural...
Nonlegacy Game Statistics: The Blades of Sjach Jesk are a pair of small-sized, +1 dragonfang (shadow) daggers, dealing 1d3+1 (plus one additional negative energy damage) on a hit, with a critical threat range of 19-20 for two times damage.
Omen: When held by a wielder who possesses both kobold and shadow dragon ancestry, the blades become wrapped in wisps of obscuring shadows, granting a +2 circumstance bonus to bluff checks to feint in combat.
History
The story of these peculiar blades origins, and their original wielder, has long been kept safe in the runic history of the kobold tribe that Gix was a member of, a frequent subject of tales told to young kobold hatchlings by Keepers as they nestled into their dens, and was in particularly pressed upon Sjach Gix as just one more step in his training to 'remember' his past life and skills. As the tales tell, Sjach Jesk, then by a different name, served as one of the tribe's warriors during a time when the dragon it was pledged to service was in conflict with another true dragon, one of shadow, eventually leading to an open battle between Jesk's patron dragon and his following of kobolds verses the sorcorous shadow dragon and its legion summoned by magic. The kobolds, supported by their own sorcerous bloodline and disciplined, platoon focused targets slowly pushed their way through the magical reinforcements conjured by the summoned dragon, until they too started to harass the great beast, distracting it as it engaged in combat with its rival. Sjach Jesk, being one of the leaders of a group engaged with the dragon itself, eventually managed to puncture its scales with his spear - a result which distracted the beast long enough for his own patron dragon to slay the shadowy intruder, yet also let to the great beast's tale smacking into the small reptile and sending him smashing into a nearby wall. The dragon, however, showing its thanks to the brave and dying kobold that created the opening that allowed it to slay its rival, mended the male's wounds, and as he did so, took the kobold's blood and bound it to the remaining essence of the slain beast, forging the pact into the legendary blades as well as his new name. Forever sealing the kobold hero's bloodline with that of the beast he helped slay.
After Sjach Jesk's passing, his body was cremated, and the daggers kept protected until his reincarnation was thought to have been brought into the world to reclaim them...
Personal Costs (Paying for Two individual, but linked, daggers).
Wielder Level |
|
|
|
| Legacy Abilities | ||||||||
5th | - | - | - | - | Shadow Call | ||||||||
6th | -1 | - | - | 2 | - | ||||||||
7th | - | -1 | -1 | 2 | +1 Shadow Hand Daggers | ||||||||
8th | - | - | - | 4 | Sustenance and Will of Shadows | ||||||||
9th | - | -2 | - | 2 | - | ||||||||
10th | - | - | - | 4 | Twin Shadows | ||||||||
11th | - | - | - | - | - | ||||||||
12th | - | - | - | 2 | +1 Shadow Hand Transmuting Daggers | ||||||||
13th | -2 | - | -2 | - | - | ||||||||
14th | - | - | - | 4 | - | ||||||||
15th | - | -3 | - | - | Subtlety of Shadows | ||||||||
16th | - | - | - | 4 | - | ||||||||
17th | - | - | - | - | Shadowed Mind | ||||||||
18th | - | - | -3 | 2 | +2 Shadow Hand Enervating Transmuting Daggers | ||||||||
19th | - | - | - | 2 | - | ||||||||
20th | - | -4 | - | 4 | Umbral Jaunt |
Shadow Call (Su): Beginning at 5th level, at will as a move action that does not provoke an attack of opportunity, you can call one or both of Sjach Jeskic to your hand from anywhere on the same plane.
Sustenance and Force of Shadows (Su): Starting at 8th level, if you possess one of the daggers, you draw nourishment from shadows, and thus no longer need to eat or drink. If you possess both blades of Sjach Jesk, you can also will physical shadows into being at your command, allowing you to use mage hand, mending, and open/close at will as the spells as a standard action.
Twin Shadows (Su): Once you reach 10th level, when you possess both blades of Sjach Jesk, its effective enhancement bonus is +1 better than normal.
Subtlety of Shadows (Su): Starting at 15th level, you gain a +4 bonus on attack and damage rolls when you make a sneak attack using one of the blades of Sjach Jesk.
Shadowed Mind (Su): At 17th level or above, while you are holding, wearing, or wielding a single blade of Sjach Jesk you gain the benefit of Nondetection, as the spell, at caster level five. If you instead possess both blades, you are instead protected by the spell Mind Blank.
Umbral Jaunt (Su): Once per day after reaching 20th level, when you issue the command word and gesture with the item, you can become ethereal. This works like the ethereal jaunt spell. You can remain ethereal for as long as you wish, but once you return to the material form, you cannot become ethereal again. If you possess both blades of Sjach Jesk, you can use this ability twice per day.
Wielder Requirements
Race: Kobold
Skills: Hide 8 ranks, Move Silently 8 ranks.
Special: Must be a descendant or tied to the bloodline of a Shadow Dragon (Half-Shadow Dragon, Shadow Dragon Bloodline, etc).
Rituals
...
Least, 3,500 gp
...
Lesser, 26,500 gp
...
Greater, 77,000 gp