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Kibbok the Dragon, Kobold Barbarian


Psyconure

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Kibbok the Dragon

Gold Dragonscaled Kobold Black Dragon Instinct Barbarian

Archetype: Dragon Disciple(Green)

Sheet: M-W Sheet


Abilities

Str: 18

Dex: 14

Con: 12

Int: 10

Wis: 10

Cha: 14

Boosts

Ancestry: Dex, Cha, Str (Flaw: Con)

Background: Str, Con

Class: Str

Free: Str, Cha, Con, Dex


Size: Small

HP: 19

Speed: 25

Perception: Expert +4

Senses: Darkvision

Languages: Common, Draconic

Draconic Exemplar: Gold(Fire)

Class DC(Str): Trained +6

AC: 17

Saves

Fort: Expert +5

Reflex: Trained +4

Will: Expert +4


Skills
Skill Abi Mod Trained Total
Acrobatics Dex +2   +2
Arcana Int +0   +0
Athletics Str +4 T +2 +6
Crafting Int +0   +0
Deception Cha +2   +2
Diplomacy Cha +2   +2
Intimidation Cha +2 T +2 +4
Lore(Banditry) Int +0 T +2 +2
Lore(Dragons) Int +0 T +2 +2
Medicine Wis +0   +0
Nature Wis +0   +0
Occultism Int +0   +0
Performance Cha +2   +2
Religion Wis +0   +0
Society Int +0   +0
Stealth Dex +2   +2
Survival Wis +0 T +2 +2
Thievery Dex +2 T +2 +4
         

 


Background: Local BrigandYou hail from the River Kingdoms or the more lawless reaches of Brevoy. Your life has been hard. You know how to ambush travelers, bully traders, avoid the law, and camp where no one can find you. Recently, you've run into some trouble, either with the law or with other bandits, and you're looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over.

Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.

You're trained in the Intimidation skill, and the Banditry Lore skill. You gain the Group Coercion skill feat.

Class: Barbarian

Trained: Simple Weapons, Martial Weapons, Unarmed, Light Armor, Medium Armor, Unarmored

Rage

Rage[one-action]

Barbarian Concentrate Emotion Mental 
Source Core Rulebook pg. 84 4.0
Requirements You aren’t fatigued or raging.


You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging: 

  • You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile. 
  • You take a –1 penalty to AC. 
  • You can't use actions with the concentratetrait unless they also have the rage trait. You can Seek while raging.

After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.

Instinct

Black Dragon
 

You summon the fury of a mighty dragon and manifest incredible abilities. Perhaps your culture reveres draconic majesty, or you gained your connection by drinking or bathing in dragon's blood or after watching a marauding wyrm burn your village. Select a type of dragon from Table 3–4: Dragon Instincts to be your instinct's dragon type. Chromatic dragons tend to be evil, and metallic dragons tend to be good.

Table 3-4: Dragon Instincts

Dragon Type Category Breath Weapon
Black Chromatic Line of acid
Blue Chromatic Line of electricity
Green Chromatic Cone of poison
Red Chromatic Cone of fire
White Chromatic Cone of cold
Brass Metallic Line of fire
Bronze Metallic Line of electricity
Copper Metallic Line of acid
Gold Metallic Cone of fire
Silver Metallic Cone of cold

Anathema

Letting a personal insult against you slide is anathema to your instinct. Choose whether your character respects or abhors your dragon type. If you respect it, defying such a dragon is anathema, and if you abhor it, failing to defeat such a dragon you come across is anathema.

Draconic Rage (Instinct Ability)

While raging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon's breath weapon instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the arcane and evocationtraits, as well as the trait matching the damage type.


Feats

Background:

Group Coercion

General Skill 
Source Core Rulebook pg. 262 4.0
Prerequisites trained in Intimidation


When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.

Class:

1:

Raging Intimidation

Barbarian 
Source Core Rulebook pg. 88 4.0


Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.

Intimidating Glare

General Skill 
Source Core Rulebook pg. 262 4.0
Prerequisites trained in Intimidation


You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.


Equipment:

Starting Gold: 15

8 Gold — BreastplatePFS Standard
Breastplate
Source Core Rulebook pg. 275 4.0
Price 8 gp; AC Bonus +4; Dex Cap +1; Check Penalty -2; Speed Penalty -5 ft.
Strength 16; Bulk 2; Category Medium; Group Plate
Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.
Armor Specialization Effects

Source Core Rulebook pg. 275 4.0
Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.

Plate: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.

2 Gold — GreatswordPFS Standard
Greatsword
Versatile P
Source Core Rulebook pg. 280 4.0
Favored Weapon Ashukharma, Gorum, Szuriel
Price 2 gp; Damage 1d12 S; Bulk 2
Hands 2
Type Melee; Category Martial; Group Sword
This immense two-handed sword is nearly as tall as its wielder. Its lower blade is often somewhat dulled to allow it to be gripped for extra leverage in close-quarter fights.
Traits

Versatile P:
A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.


Critical Specialization Effects

Source Core Rulebook pg. 283 4.0
Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Sword: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.

1 Gold, 5 Silver — Adventurer’s PackAdventurer's Pack
Item 0
Source Core Rulebook pg. 287 4.0
Price 1 gp, 5 sp
Bulk 1
This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary.

The pack contains the following items: backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.

Remaining Gold: 3 gold, 5 silver

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Edited by Psyconure (see edit history)
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Appearance

Standing just under 3 feet tall, Kibbok is covered in resplendent golden scales, which in his clan is a mark of of pride and distinction, as it means he is fated for greatness. He is made of lean, wiry muscle, with a strong thick tail. His horns sweep back from his head into two jagged points. His yellow eyes appear bright, keen, and hungry…as do his sharp teeth.

Personality

Kibbok is a proud warrior of his Kobold clan. As a golden scaled scion, he has been destined for great and terrible things, and has been told his entire life that he is special and chosen. He harbors a lot of emotion, most of it anger and fear, which he uses to fuel his rage.

Background

Born to a clan of Kobolds that lived along the Brevoy river, Kibbok was born priveledged. As a gold-scaled Kobold, he was destined for great and terrible things. While this praise and adulation made Kibbok proud and perhaps somewhat spoiled, it also instilled in him great determination. Great things were expected of him, and he would work hard to ensure he had earned them. He grew strong, and joined his clan as a raider in the wilds, attacking and taking from those travelers that braved the journey.

All was fine and well, until a dragon visited his village, demanding fealty and tribute. The black dragon, named Drax’ildun, accepted the clan’s fealty, but was unimpressed by their tribute. Expecting the clan was holding out on him, Drax’ildun proceeded to raze the village, washing it away in a deluge of acid.

As the black dragon collected his meager tithe and flew off, Kibbok, the lone survivor, blessed by his golden scales, vowed hatred and revenge.

As a lone Kobold, Kibbok was forced to resort more on theft and subtlety, as his typical intimidation tactics were much less effective without a band of Kobold warriors beside him.

In a desperate attempt to grow stronger, Kibbok sought out a dragon to protect him and to teach him. The young green dragon Kibbok found in the swamp was not what he expected. Neither cruel nor imperious, the green dragon Petrikor was amiable, affable, and rather lazy. But she was bigger, stronger, and ostensibly wiser than Kibbok, so the Kobold approached as a supplicant. Amused by the little Kobold, Petrikor took Kibbok under her wing for a time. After hearing Kibbok’s tale of Drax’ildun, Petrikor lamented that the black dragon had terrorized much of the area, and that Petrikor herself was wary of the black scourge. Unlike many dragons, Petrikor had no great yearning to amass wealth and power for herself, instead content to be the apex of her little ecosystem, needing to expend little if any effort to comfortably live in her swampy lair and collect gossip and stories from the many beings beneath her. Through these mysterious channels, Petrikor heard of what she believed was an opportunity for Kibbok to grow and prosper, and to perhaps reach the great and terrible heights he was once promised. So she sent Kibbok to meet a dwarf, who could help Kibbok gain entrance to a party of worthy adventurers out to tame the wilds and create a new kingdom.

 

Edited by Psyconure (see edit history)
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