Shin the Nameless

Chronicler of the Vokanis Tribe

Description:

Shin the Nameless
Male kobold alchemist (bramble brewer, vivisectionist) 1/bard (savage skald) 1 (Pathfinder RPG Advanced Player’s Guide 26, 84, Pathfinder RPG Advanced Race Guide 44, Pathfinder RPG Ultimate Magic 20)
CG Small humanoid (reptilian)
Init 3; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 20, touch 14, flat-footed 17 (
4 armor, 3 Dex, +2 natural, +1 size)
hp 18 (2d8
2)
Fort 3, Ref +7, Will 1
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Offense
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Speed 40 ft., climb 20 ft.
Melee obsidian razor +5 (1d8
4/18-20)
Ranged javelin 4 (1d43)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, inspire courage 1, inspiring blow), sneak attack +1d6
Bard (Savage Skald) Spells Known (CL 2nd; concentration +5)
1st (3/day)—charm person (DC 14), silent image (DC 14), vanish[APG] (DC 14)
0 (at will)—dancing lights, detect magic, ghost sound (DC 13), mending, prestidigitation
Alchemist (Bramble Brewer, Vivisectionist) Extracts Prepared (CL 1st; concentration +3)
1st—long arm[ACG], overcompensation
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Statistics
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Str 16, Dex 16, Con 12, Int 14, Wis 5, Cha 16
Base Atk +0; CMB +2; CMD 15
Feats Brew Potion, Combat Reflexes, Throw Anything
Traits accelerated drinker, helpful, magical knack
Skills Acrobatics +7 (
11 to jump), Appraise 4, Bluff +7, Climb +15, Craft (blacksmith) +6, Diplomacy +7, Disable Device +8, Intimidate +7, Knowledge (history) +3, Linguistics +6, Perception +1 (3 to find hidden objects, determine if food is spoiled, identify potion by taste), Perform (oratory) +7, Ride +4, Sleight of Hand +7, Spellcraft +6, Stealth +11, Survival -3 (-1 to avoid becoming lost when using a Mapmaker’s Kit as you travel), Use Magic Device +7; Racial Modifiers +2 Appraise, master tinker, scavenger

Languages Common, Custom Language, Custom Language, Dwarven, Halfling
SQ alchemy (alchemy crafting +1), bardic knowledge +1, dendrite mutagen, prehensile tail
Combat Gear dendrite mutagen, potion of endure elements, potion of enlarge person, potion of mage armor, potion of protection from evil, wand of cure light wounds, alchemist’s fire (5), caltrops (4), smokestick; Other Gear mwk chain shirt, javelin, obsidian razor, bedroll, blanket, winter, block and tackle, chalk (5), crowbar, earplugs, earplugs, earplugs, flask, flask, flask, flint and steel, mapmaker’s kit, masterwork artisan’s tools, pathfinder chronicle, portable alchemist’s lab, spear-thrower, sunrod (4), tent, hanging, tome of epics, waterproof bag, weapon cord, riding gecko (combat trained), 60 gp, 5 sp, 7 cp
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Special Abilities
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Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Climbing (20 feet) You have a Climb speed.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dendrite Mutagen Your mutagen grants treelike sturdiness.
Earplugs +2 save vs. hearing effects, minus 5 hearing-based Perception.
Helpful Aid another grants allies a +4 bonus (instead of usual +2).
Magical Knack (Bard [Savage Skald]) +2 CL for a specific class, to a max of your HD.
Mapmaker’s kit +2 Circumstance for Survival to avoid becoming lost.
Master Tinker (Ex) You are proficient with any weapon you have personally crafted.
Prehensile Tail (Ex) Your tail can retrieve small objects on your person as a swift action.
Scavenger (Ex) +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Weapon cord Attached weapon can be recovered as a swift action.
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Son of the famed Kobold Commander Kalix the Red. Trained to be the next Kobold Champion, to follow in his fathers footsteps upon the Commanders return, by his grandfather Felxip.

Recieved word of fathers defeat and apparent death just before the Sundering. Felxip recieved prophetic dreams from the dragon god warning him to evacuate their city, the Lavaworks. Felxip lead those willing to listen to safety, as the ancient dragon awoke from an ages long sleep, destroying their city before ascending to the heavens in a final magical attempt to avert the Sundering.

Shin witnessed all of this, recording his tribes escape from the shadow of the fallen volcano, and their eventual arrival on Flying Fort Skaralia. Here he has resumed his training as Chronicler for his tribe, even if none seem to appreciate his role. Shin has doggedly followed the enigmatic Safety, earning a grudging respect from the mechanical man, and has made fast friends with Keprov the information broker.

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Bio:

Shin is a four foot high kobold with thick ashen scales, veined with the glimmering orange veining of the Magma Dragon. Shin wears a long leather alchemists coat, festooned with a myriad collection of odd potions and scrolls, which he can pluck at a moments notice using his prehensile tail. A massive sword, the Obsidian Razor, is strapped to the small kobolds back, though his stout form seems well equipped to handle the blade. Shin wades into battle with the ancient battle-chants of Vokanis Champions upon his lips, calling upon the power of ancient dragons in his blood, in an attempt to channel Kobold Champions of old.

Shin the Nameless

Peacock Sky Scrapophillia Moophe