BrianPF:Kekk
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KEKK KEKKIKKIKKIKKTKT CR 1/3
Female Kobold Wizard 1
LE Small Humanoid (Reptilian)
Init +2; Senses Darkvision (60 feet); Perception +5
DEFENSE
AC 15, touch 13, flat-footed 13:(+2 Dex, +1 size, +2 natural)
hp 7 (1d6)
Fort +0, Ref +2, Will +3
Resist Iron Liver
Weakness Light Sensitivity
OFFENSE
Spd 30 ft.
Melee Quarterstaff +1 (1d4/20/x2) and
- Unarmed Strike +1 (1d2/20/x2)
Ranged Crossbow, Light +3 (1d6/19-20/x2)
Wizard Spells Known (CL 1, 1 melee touch, 3 ranged touch):
1 (2/day) Chill Touch (DC 15), Chill Touch (DC 15), Ray of Enfeeblement (DC 15)
0 (at will) Touch of Fatigue (DC 14), Daze (DC 14), Read Magic (DC 14)
STATISTICS
Str 10, Dex 14, Con 10, Int 18, Wis 12, Cha 12
Base Atk +0; CMB -1; CMD 11
Feats Command Undead (7/day) (DC 11), Scribe Scroll, Smoked Lenses, Wizard Weapon Proficiencies
Traits Iron Liver, Mathematical Prodigy: Knowledge (Engineering), Optimistic Gambler
Skills Appraise +8, Fly +4, Knowledge (Arcana) +9, Knowledge (Local) +8, Linguistics +8, Perception +5, Profession (Gambler) +5, Sense Motive +3, Spellcraft +8, Stealth +6
Languages Abyssal, Common, Draconic, Dwarven, Gnome, Undercommon
SQ +1 natural armor bonus, Conjuration, Empathic Link with Familiar (Su), Grave Touch (7/day) (Sp), Illusion, Necromancy, Share Spells with Familiar
Combat Gear Bolts, Crossbow (10), Crossbow, Light, Quarterstaff; Other Gear Backpack (16 @ 10.37 lbs), Bedroll, Goggles with Smoked Lenses, Mirror, small steel, Perfume, common (10), Rope, silk (50 ft.), Scarf, Pocketed, Soap (per lb), Spell component pouch, Waterskin
SPECIAL ABILITIES
+1 natural armor bonus You gain the Alertness feat while your familiar is within arm's reach.
Command Undead (7/day) (DC 11) Channel energy can take control of undead.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Grave Touch (7/day) (Sp) Melee touch attack, shakes then frightens target.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Iron Liver Resistant to poison, alcohol, and drugs
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Optimistic Gambler Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Call me Kekk.
I was clutched and hatched in the high mountains of Varisia, the eldest hatchling in a brood of three (that survived, anyway). My mother was a silk merchant, managing the silkworm herds and the careful caravans of spun silk cloth woven by her many, many vassals. My father kept the books, until he was cast out of the family house for crimes about which he will not speak. Rather than continue in the paths of my mother and my sisters, I followed my love of words and reading, and took up with my father.
As a scribe, my father was both needed and shunned. His ability to read and write was uncommon, and frowned upon by the more antagonistic in the clan. I followed in his footsteps, gleaning learned tomes from the corpses of visitors or making extra copies of any texts my father was set to replicating. While familial bonds are different in my culture than in softskins, it was clear that my father and I shared a love of all things written, and my tendencies towards the arcane would bring more trouble to an already troubled household. Even in my formative years, when I spent time alone with my pet turtle, pouring over old tomes in the gravelight of the tunnel mycorrhizae, I knew that I would have to venture forth to find that which I sought.
His connections to the outside world, including a friendship with Vonthic Thdukr which had led to many profitable and friendly interactions, led him to suggest that I leave the cavern, clutch, and cave to venture into the greater world with the softskins. It was there I learned that my love of numbers and facility with mathematics and symbology also stood me in good stead with certain types of entertainment, that is, games of chance. While I was happy to support Vonthic in all he did, soon it was clear that his goals and those of his people were somewhat at odds. Acknowledging the inevitable, we decided that our adventure should take us to new lands, and my suggestion was that we head for Riddleport, a place of grand and exotic opportunities, great riches, and boundless chance.
