Kobold Skirmisher

Kobold Skirmisher
Level 1 (+1)
"You ever heard o' the great Kobold flood of 387? Real tragedy that was. They was like a raging tide pouring out o' them mountains. I still remember them screamin' an' climbin' on top o' me, almost as if they was runnin' from something. I heard tale that they ruined all o' the crops within 5 miles o' that miserable hole......that was a rough year."
——Borst Slackbeard, Retired Dwarven Miner
The Kobold Skirmisher prefers to fight at a distance, like all Kobolds. They weaken their targets from afar until they feel it is safe to approach for the kill. Usually the only thing that separates a skirmisher from a warrior is who grabbed the sling first, and fights have been known to erupt among kobolds when preparing for battle. If they can, the Kobold Skirmishers will gather on to high ground and rain down stones from above from a safe distance, and are quick to retreat if their position becomes compromised.
Awareness
13
Senses
Low-light Vision
Initiative
15/1d8
Hitpoints: 9
Healing Value: 1
Resilience: +3
Morale
1
AC
12/12
Touch
12
Fort
11
Reflex
13
Will
11
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
6 / 8
DEX
14 / 16
CON
12 / 14
INT
11 / 12
WIS
9 / 10
CHA
11 / 12
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+5 vs AC (ArN 0)
Pointy Spear Stab
1d8 + 2 (avg 7) Piercing damage
Melee Reach 5ft • One creature within reach
The Kobold Skirmisher jabs at its target with a small spear.
+4P vs AC (ArN 0)
Sling
1d8 + 2 (avg 7) Piercing damage
Range 50ft • One creature within range
The Kobold Skirmisher swings out a jagged rock from its sling, aiming for an unguarded area.
1d8 + 2 (avg 7) Bludgeoning damage
Grapple -2
Special Attacks (3 AP)
+5 vs AC (ArN 0)
Frantic Spear Stab  • Basic
1d8 + 2 (avg 7) Piercing damage
Melee Reach 5ft • One creature within reach
The Kobold Skirmisher stabs desperately into its enemy with quick, short jabs. On a hit, the target suffers Pain (1) for 1d4 rounds.
+5 vs AC (ArN 0)
Skewer Invader [1/Rest]  • Basic
2d8 + 2 (avg 11) Piercing damage
Melee Reach 5ft • One creature within reach
The Kobold attempts to slay its enemy and protect its domain, stabbing viciously . On a hit, the target suffers Ongoing 5 Bleed damage every 10 segments [ST, SE 2d10 vs CON].
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
25 ft
Sprint
45 ft
Overland Movement
25 mi/day
Qualities
  • Squirmy: Gain a +8 racial bonus to Grapple checks made to escape the Grab of larger creatures.
  • Agent of Chaos: When Confused, the Kobold may roll twice on the confusion table and choose which result to use.
  • Light of Foot: Gain a +1 racial bonus to Reflex. (inc)
  • Cowardly: Suffer a -4 penalty to Bravery. (inc)
Skills: Balance R1 (+3), Climb R2 (+3), Escape R2 (+5), Stealth R2 (+9), Swim R1 (+1), Tumble R2 (+5), Listen R1 (+2), Spot R2 (+4), Survival R1 (+2), Thievery R1 (+3), Tinker R2 (+4), Investigate R2 (+4), Deception R2 (+4), Manipulation R1 (+2), Intuition R1 (+2), Suspicion R2 (+4)
Feats: Fast Initiative
Philosophies: Rank 1 Mental, Rank 2 Physical, Rank 1 Martial
Combat Training: Melee 1
Wits: +2, Brawn: -1
Equipment: None
Charm
0
Coercion
-1
Deception
+4
Manipulation
+2
Persuasion
0
Aloofness
0
Bravery
-4
Intuition
+2
Tolerance
0
Suspicion
+4
Social
Composure: 12
Languages: Draconic
Motives: Acquire valuables, scavenge, kill humanoids
Prejudices:


    Kobold Characteristics

    Kobolds are small, reptilian creatures similar in size to that of a Halfling. They have large, glowing eyes ranging from yellow to red, long snouts and tiny horns that grow along the tops of their skulls, as well as small, spiny tails. Due to their habits of living in dark places, Kobolds have a heavy aversion to sunlight and do not see well during the day. It is said by some that they bear an extremely distant relation to Dragons, although this is mostly speculation. Kobolds range in color from a sickly yellow to brown to even jet black, seemingly related to how deep within the earth they live. Kobolds are violent and cowardly creatures that strongly dislike other species, and are known for lashing out with crude weapons and high-pitched, yapping voices at intruders and victims alike.

    History

    Kobolds are considered by most to be the weakest of the humanoid races, both mentally and physically. Historically, entire clans of Kobolds have been used as fodder in the armies of other beings, as they are easy to subdue and provide an excellent distraction on the battlefield. As for the origins of the Kobold, many suspect that they are descended from an ancient race of dragons, perhaps punished by the gods for a past violation of an egregious sort, condemned to live as a mockery of what they once were. In recorded history, they are only known to be a reclusive, cowardly race that attack small towns of defenseless villagers for whatever they can loot before returning to their caves to live in squalor.

    Culture

    Kobolds persist in mostly tribal communities, which are most often found deep in remote areas such as large forests or caves. As such many Elves have a strong dislike of them and consider them to be a nuisance due to their shared living space. Kobolds in general are paranoid and xenophobic creatures, attacking any beings that venture too close to their territory without warning, and always in large numbers. Other than a communal sense to lash out at the world around them, there seems to be little organization or hierarchy among Kobolds, although on occasion tribes will be led by a particularly large or viscous member of their race.