Tindish (PFRPG; Kobold Illusionist)

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Tindish (PFRPG; Kobold Illusionist)

Postby Tindish » Thu Oct 31, 2019 7:50 am

Player Name: Jim
YIM Handle: jwmohan78@gmail.com
Ledger

Character Name: Tindish Kix
Alias: Tinker
Race: Kobold
O.C.C.: Illusionist
Alignment: Unprincipled
XP Level: 3
XP Points: 4,441
Next Level @ XP: 8,921
Racial Hostilities: Having grown up in the Wolven empire he has less hostilities toward other races. He sees them as all as possible trade partners.
Sentiments/Western Empire: These humans tend to be pampered and not suited for wilderness survival.
Sentiments/Dominion of Man: The humans from the Eastern Territory tend to be more aggressive and more inclined toward conflict.
Disposition: Independent, decisive, goal-oriented and ambitious.
Insanity: Neurosis (Personal Cleanliness)

XP Chart
  • Level 1: 0,000 - 2220
  • Level 2: 2,221 - 4,440
  • Level 3: 4,441 - 8,920
  • Level 4: 8,921 - 17,900
  • Level 5: 17,901 - 25,920
  • Level 6: 25,921 - 35,940
  • Level 7: 35,941 - 50,920
  • Level 8: 50,921 - 70,940
  • Level 9: 70,941 - 95,920
  • Level 10: 95,921 - 135,940
  • Level 11: 135,941 - 185,920
  • Level 12: 185,921 - 225,940
  • Level 13: 225,941 - 275,920
  • Level 14: 275,921 - 335,940
  • Level 15: 335,941 - 375,920


ATTRIBUTES
I.Q.: 16
M.E.: 15
M.A.: 21
P.S.: 16
P.P.: 18
P.E.: 15
P.B.: 11
Speed: 8 (digging: 6)

PHYSICAL DATA
P.P.E.: 14
I.S.P.: 115
H.P.: 20
S.D.C.: 21
Age: 40
Sex: Male
Height: 4'
Weight: 100 lbs.
Description: Tindish is tall for a Kobold. He is thin with a muscular build. His dress styles tends to lean more towards business professional. He concerns himself with outward appearance.

Racial Abilities

Nightvision: 400'
Day vision: 40'
Underground Tunneling (Special): They can dig and build solid, strong tunnels (no fear of a cave-in) with amazing speed and dexterity. They can also excavate ruins and the sites of cave-ins with
the same prowess. In addition, the character can usually tell if an existing tunnel or chamber is a natural formation or whether it was dug by dwarves, kobolds, goblins, gnomes, troglodytes or humans. They can even tell if it's new, old, or ancient. Base Skill: 55% (+5%)
Underground Architecture: They are excellent underground architects able to build small and large rooms, ornate archways, staircases, great chambers with cathedral ceilings, as well as a labyrinth of tunnels, passageways, mazes and underground traps (most common are pit and cave-in type traps). Likewise, the character can recognize the styles of dwarven, kobold, goblin and other types of construction. The Kobold who is travelling slowly and cautiously, looking for underground traps can locate them, and avoid or deactivate them. Base Skill: 45% (+5%) ; detection and deactivation of traps is done at half his normal architecture skill level.
Underground Sense of Direction: The character has an innate ability to tell direction when underground, even in total darkness (not applicable on the surface). Thus, the Kobold can tell whether he is travelling up, down or level, the approximate angle of decline or ascent, approximately how far below the surface he is, and the approximate direction (north, south, east, west). Base Skill: 55% (+5%) This skill also enables him to judge the approximate location to surface structures (natural and artificial), but only if the character is familiar with the area. The character will also recognize traits and aspects of the underground tunnel or construct that serve as landmarks for him. Base Skill: 45% (+5%); -25% if in an unfamiliar area.
Metal Working (Special): Field Armorer 42% (+5%)

Natural Abilities
Perception Bonus: 30% (+3%) +25% vs Concealment, Camouflage, & Palming (skills) & vs non-magic/psionic illusions
Charm/Impress: 5%
Invoke Trust/Intimidate: 65%
Max. Encumbrance: 33 lbs.
Max. Carrying Weight: 160 lbs.
Max. Lifting Weight: 320 lbs.
Max. Jumping Ability: 8' length / 4’ height

Special Abilities
    Meditation (0), Range: Self, The relaxed state enables the character to regain 6 I.S.P. per hours

Psionics
Major
Sensitive
  • Telepathy (4), Range: 60'/140' Duration: 6 min
  • Empathy (4), Range: 100' Area, Duration: 6 min
  • Mind Block (4), Range: Self, Duration: 30 min
  • Object Read (6), Range: touch, Duration: Varies; 2D6 min
    • Base Skill: Impressions: 62% (+2%), Images: 54% (+2%), Present: (+4 ISP) 44% (+2%)
  • Sixth Sense (2), Range: 90', Duration: until Danger passes or happens, Bonuses on initial melee round: +6 on initiative, +2 to Parry, +3 to Dodge, Cannot be surprised by a sneak attack from behind
Illusionist
  • Level One: Simple Sound (2), Range: 120'/line of sight, Duration: 3 min, PFRPG B2; Pg 20
  • Level Two: Advanced Sound (4), Range 120'/line of sight, Duration: 4 min per 4 I.S.P., PFRPG B2; Pg 20
  • Level Three: Visual images (3), Range 12'/line of sight, Duration: 5 min per 5 I.S.P., PFRPG B2; Pg 21 - Roll % to determine quality

O.C.C. Skills
Language: Native Tongue: Wolfen 110% (+5%)
Language: Gobblely 57% (+5%)
Language: Human: Northern 57% (+5%)
Lore: Culture & Customs 52% (5%)
Camouflage 42% (+5%)
Disguise 47% (+5%)
Imitate Voices & Impersonation 58%/38% (+4%)
Palming 42% (+5%)
Surveillance 47% (+5%)
Ventriloquism 36% (+4%)
W.P. Knife
W.P. Sword
Hand to Hand: Expert

O.C.C. Related Skills
Language: Human: Eastern 52% (+5%)
Literacy: Human: Northern 52% (+5%)
Literacy: Wolfen 52% (+5%)
Bartering 47% (+5%)
Horsemanship: General 47%/32% (+5%)
Appraise Goods 32% (5%, level 1)
Prowl 42% (+5%)

Secondary Skills
Boxing
Athletics (general)
Research 42% (5%)
Detect Ambush 42% (5%)
Find Contraband 32% (4%, level 2)

Combat Data
HTH Type: Expert
Number of Attacks: 5
Initiative Bonus: +1
Strike Bonus: +4
Parry Bonus: +7
Dodge Bonus: +7
HTH Damage Bonus: +1
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Kick Damage: 1D8
Karate Punch Damage: 1D6

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Knife: +1 to strike, +2 to parry, +2 to strike when thrown
W.P. Sword: +2 to strike, +1 to parry

Saving Throw Bonuses
Coma/Death:
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+):
Psionics (10+):
Illusion: +2
Horror Factor: +2
Mind Control/Hypnosis: +1
Last edited by Tindish on Thu Nov 21, 2019 10:44 am, edited 33 times in total.
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Re: Tindish (PFRPG; Kobold Illusionist) WIP

Postby Tindish » Thu Oct 31, 2019 7:51 am

Equipment

Instructions:
  • Items which have stats have their name in bold type.
  • Items which have stats or images are fully listed under Gear Stats.
  • As such, there should be no stats or images above the Gear Stats header.

Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.

Carried/In Hand

Worn on Person
Studded Leather Armor (full)


Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: knife, canteen, food ration pack, minor items or individual tools.
• Attachment: Short Sword
• Attachment: Coin Purse: 130 gold
• Attachment:
• Attachment:

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: two sets of clothing
• Space: pair of boots
• Space: hat
• Space: belt
• Space: blanket
• Space: bedroll
• Space: water skin
• Space: small silver cross
• Space: pocket mirror
• Space: tinderbox

Large Sack
Saddlebags are padded, and sealable. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: small sack x 4
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:



Gear Stats

Studded Leather Armor (full)
Image
  • A.R.: 13
  • S.D.C.: 38
  • Modifiers: -5% mobility penalty
  • Weight: 20 lbs.


Short Sword
Image
  • Range: Close Combat
  • Damage: 2D4
  • Weight:
  • Features: Kobold Manufactured, Superior blade edge, Superior balance
  • Modifiers: +1 to damage, +1 to parry and strike
Last edited by Tindish on Thu Nov 14, 2019 3:14 pm, edited 6 times in total.
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Re: Tindish (PFRPG; Kobold Illusionist) WIP

Postby Tindish » Thu Oct 31, 2019 7:52 am

Background Story

It was a crisp winter morning on Algor mountain. Tindish stood looking out of the cave entrance admiring the world around him. So much I don't know, he thought to himself. Growing up in the Algor Mountain collective has given Tindish a life of relative ease. Being a relatively young Kobold his entire life was spent as part of the Wolfen Empire. The majority of Tindish's life has involved commerce of some kind or another. His mother a practiced jeweler and his father an accomplished blacksmith, Tindish has had plenty of opportunity to learn and understand the business of trade.

As a young child he would split his time between studying, learning the art of jewelry and working with his father smithing. Language seemed to come easy to him and writing was not an issue. As he grew he found his parents pushed him more toward the business side of the family affairs. They would lean on him to read any messages or order they received and he would them transcribe anything they wanted to send in return. Tindish parent grew up in a different generation. They grew up with the majority of their lives before the Wolfen united the Kobold fiefs. They did not have the same opportunity for learning as he had.

In Tindish's early adulthood, maybe 17 or 18 he started to realize that there was something different about him. He was not as happy to be in the mountain as the others around him. He had a strange desire to know the outside world. His parents always told him it was because he was young and unwise but he felt an yearning deep down that never subsided. On his 20th birthday he first started to realize he had abilities his parents did not have. Unsure how his parents or the community around him would receive these abilities he kept them secret and worked to develop them in private. Over time his abilities helped him to become a very accomplished trader.

In time Tindish started to shy away from the manual development of the items he traded and started to handle the business side all together. Although this made his parents sad it was obvious that Tindish was more suited for this role. Under his management the family increased their trade revenue and were able to recognize larger profits than they had seen in the past. A point came when the pair could no longer keep up with the demand that Tindish had created and Tindish began to seek out other craftsman in the fief to help maintain supplies.

Life had grown to be pretty lavish for the families in their tiny collection of fief. Everyone was happy except for Tindish. Inside he still wanted to know more about the world the world. He desired to expand the family industry to something larger than even his own parents could comprehend. They fought often about his desires. They could not understand how he was not happy with all the prosperity they already had. They did not understand his desire to explore and see the world. In their eyes they had everything they needed in the mountain and nothing worth having could be gained by leaving.

At a point it came to a head and Tindish decided that regardless of his parents warnings he would go and see the world. He promised he would be back with new trade partners and new trade routes. His parents warned him that the world outside the Empire was not the same. This was a lesson he was determined to learn on his own.
Last edited by Tindish on Tue Nov 12, 2019 11:58 am, edited 3 times in total.
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Re: Tindish (PFRPG; Kobold Illusionist)

Postby Tindish » Sun Nov 17, 2019 5:28 pm

EP Attribute Boosts
M.E.: 1d6:
5

M.A.: 1d6:
6

P.S.: 1d6:
3

P.P.: 1d6:
5

P.E.: 1d6:
3
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Tindish
 
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