Kus-Kus
Kobold Monster Hunter. Lives in Bavlo because it’s quiet, “but not too quiet.” Every Monday morning, well before dawn, Kus-Kus checks the caravan guild office for bounties in the underdark concerning great beasts and bandits who attack traders moving between cities. After they take the bounty home to their room in the Lion’s Share, they spend the week making traps for the next bounty.
[TODO background]
Level 1 Ranger
Basics:
- Race: Kobold
- Alignment: True Neutral
- Hit die: d10
- Skills per level: 9 (6 base, INT, 1 favored class)
- Base attack bonus: +1 (+1 per level)
- Initiative: +4 (DEX)
- Languages:
- CMB: +0 (bab, -1 size, STR)
- CMD: 13 (10, -1 size, STR, DEX)
Wealth: 13gp, 3sp, 9cp
Health:
- HP: 12 (gain 1d10+CON+1 per level)
- Current HP: 12
AC:
- Base: 18 (10 base, 2 armor, 1 shield, 1 natural, DEX)
- Touch: 14
- Flat-Footed: 14
Saves:
- Fortitude: +3 (2 base, CON)
- Reflex: +6 (2 base, DEX)
- Will: +1 (0 base, WIS)
Attributes:
- STR: 10, +0 (-4 racial)
- DEX: 18, +4 (+2 racial)
- CON: 12, +1 (-2 racial)
- INT: 14, +2
- WIS: 13, +1
- CHA: 11, +0
Skills:
- Acrobatics: +8 (3 class, 1 rank, 1 trait, DEX)
- Climb: +4 (3 class, 1 rank, STR)
- Craft (Trapmaking): +8 (3 class, 1 rank, 2 racial, INT): See Designing a Trap for possibilities and DCs.
- Basic steps:
- Cost: 1/3 list price, (1000gp x CR)/3, or GM discretion
- Reduce cost by 50% if cannot be reset; increase by 50% if auto-reset.
- Make a Craft check representing 1 week of work. If the check succeeds, multiply your check result by the DC. If this adds up to the cost x10, the item is finished. If it exceeds the cost by some multiple, the work is completed faster (ex: 2x -> 1/2 time).
- Craft DCs by Challenge Rating:
- 1-5: 20
- 6-10: 25
- 11-15: 30
- 16+: 35
- Example traps:
- Knowledge (Dungeoneering): +6 (3 class, 1 rank, INT)
- Knowledge (Nature): +6 (3 racial, 1 rank, INT)
- Perception: +7 (3 class, 1 rank, 2 racial, WIS)
- Profession (Trapper): +5 (3 class, 1 rank, WIS)
- Profession (Miner): +3 (2 racial, WIS)
- Stealth: +12 (3 class, 1 rank, 4 size, DEX)
- Survival: +5 (3 class, 1 rank, WIS)
Proficiencies:
- All simple and martial weapons.
- Light armor, medium armor, and shields (except tower shields).
Special:
- Kobold:
- Small: +1 size bonus to AC, attack rolls; -1 CMB, CMD; +4 Stealth
- Natural armor: +1 natural armor bonus to AC
- Crafty: +2 racial bonus to Craft (Trapmaking), Perception, and Profession (Miner).
- Darkvision: Kobolds can see perfectly in the dark up to 60 feet.
- Light Sensitivity: Kobolds lives in darkness have caused them to suffer from light sensitivity.
- Favored Class (Ranger): Gain +1 HP and +1 skill per Ranger level.
- Ranger:
- Favored Enemy: Bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks; same to attack and damage rolls.
- Track: Add level to Survival checks made to follow tracks.
- Wild Empathy: May attempt Diplomacy with animals by rolling 1d20 + 1 (level, CHA)
- Feats:
- Kobold Sniper: When you are sniping, you only take a –10 penalty on your Stealth checks to stay hidden.
- Traits:
- Reckless: +1 trait bonus to Acrobatics, and Acrobatics is always a class skill.
Equipment:
- Weapons:
- Light Crossbow:
- Attack: +6 (bab, 1 size, DEX)
- Damage: 1d6 (small)
- Range: 80ft
- Type: Piercing
- Note: Loading a light crossbow is a move action that provokes attacks of opportunity.
- Longsword:
- Attack: +2 (bab, 1 size, STR)
- Damage: 1d6 (small)
- Type: Slashing
- Armor:
- Leather: +2 AC, +6 max DEX
- Shield, light steel: +1 AC, -1 armor check penalty
- Misc.:
- 100 feet of hemp rope
- Backpack
- Bedroll
- Blanket
- Compass
- Grappling hook
- Hammer
- Hanging Tent: Tent that hangs from a piton, branch, or other anchor. See Tents for more info.
- Flint and Steel
- Kit, Cooking: This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings.
- Mirror
- Outfit, Traveler’s
- Piton, silent (10)
- Small Tent
- Soap
- Waterskin