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<blockquote data-quote="stonegod" data-source="post: 2924099" data-attributes="member: 36973"><p><strong>Vhir, Kobold Manipulator</strong></p><p></p><p><strong>Name:</strong> Vhir</p><p><strong>Class:</strong> Warlock 4</p><p><strong>Race:</strong> Kobold</p><p><strong>Hit Dice:</strong> 4d6+4, <span style="color: red">21</span>/22 HP</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 30 ft</p><p><strong>Armor Class:</strong> 21 (10 +5 armor +3 dex +1 natural +1 size +1 deflection), 15 touch, 18 flat-footed</p><p><strong>Base Attack Bonus:</strong> +3</p><p><strong>Grapple:</strong> -4</p><p><strong>Attacks:</strong> Ranged Touch +7, mwk club -1 (1d4-3)</p><p><strong>Full Attack:</strong> Ranged Touch +7, mwk club -1 (1d4-3)</p><p><strong>Face/Reach:</strong> 5x5/5ft</p><p><strong>Special Qualities:</strong> DR 1/byeshk*, darkvision 60 ft., deceive item, <em>detect magic</em> at will, flaw (noncombantant), kobold traits</p><p><strong>Special Attacks:</strong> eldritch blast 2d6</p><p><strong>Saves:</strong> Fort +2, Ref +4, Will +8</p><p><strong>Abilities:</strong> Strength 4, Dexterity 16, Constitution 12, Intelligence 14, Wisdom 10, Charisma 18</p><p><strong>Skills:</strong> Bluff +17, Concentration +7, Diplomacy +12 (+13 in glammerweave), Intimidate +19 (+15 vs. Medium size), Hide +7, Knowledge (arcana) +3, Knowledge (the planes) +3, Search +4, Spellcraft +3 (+5 for scrolls), Sense Motive +6, Use Magic Device +10</p><p><strong>Feats:</strong> Ability Focus (<em>voice of madness</em>) [Flaw bonus], Force of Personality [1st], Sudden Still [3rd]</p><p><strong>Action Points:</strong> 7</p><p><strong>Languages:</strong> Draconic, Common, Undercommon</p><p><strong>Alignment:</strong> Neutral Evil (Eberron-style)</p><p><strong>Deity:</strong> None (respects the Progenitor Dragons)</p><p><strong>Gender:</strong> Male</p><p><strong>Height:</strong> 2 ft.</p><p><strong>Weight:</strong> 35 lbs</p><p></p><p><strong>Lesser Invocations Known:</strong> <em>beguiling influence, summon swarm, voice of madness</em>* (DC 18, 3 rounds)</p><p>* Vhir currently uses the Khyber-tained warlock modifications from Dragon 332; it changes the DR from cold iron to byeshk and introduces the <em>voice of maddness</em> invocation. <em>Voice of madness</em> replicates <em>lesser confusion</em>, but with a duration of 1 round + 1 round/2 levels.</p><p></p><p><strong>Inventory:</strong></p><p>mwk darkwood club/walking-stick w/ small Eberron-shard (300 gp, 0.75 lbs)</p><p><em>+1 mithral shirt</em> (2250 gp, 6 lbs)</p><p><em>ring of protection +1</em> (2000 gp)</p><p>shaders (1 sp)</p><p>4 <em>potions of cure light wounds</em> (200 gp)</p><p>2 <em>oils of shillelagh</em> (100 gp)</p><p>identification papers (portrait, 25 gp)</p><p>glammerweave courtier's outfit (135 gp)</p><p>belt pouch (1 gp, 0.126 lbs)</p><p>traveler's outfit (1.25 lbs)</p><p>letter of credit for 364 gp</p><p>Copy of several Korrenberg Chronicles and Sharn Inquisitives</p><p>25 gp (0.5 lbs)</p><p>9.4 lbs, light load (9.75 lbs medium, 19.5 lbs heavy, 30 lbs max)</p><p>[sblock=Ability Justification]Vhir has a unusually compelling presence, which is indicated by his high Charisma and <em>beguiling voice</em> invocations. He is very weak, though a bit hardy (<em>low</em> Strength and a bit above average Constitutation), and does not fight particularly well (Non-Combative flaw). However, he learned to defend himself using his mind, particularly using his natural charisma. He favors lying and coersion, but can be nice as appropriate (full ranks in Bluff and Intimidate, none in Diplomacy---though naturally, he has quite a talent for it). Vhir is sharp, however, and knows how to judge when others try to deceive him (good Intelligence and Sense Motive).</p><p></p><p>Being touched by Khyber has given Vhir unusual talents, the foremost the ability to cause madness is others (<em>voice of madness</em> invocation); this talent is particularly strong in him (Ablity Focus feat). From his time in Darguun, he learned to use words as weapons (see above) and to value his freedom (thus high Concentration and Sudden Still feat for when grappled and such). His strong personality and belief in himself makes it hard for others to sway him (Force of Personality feat).</p><p></p><p>Vhir's tribal past only reflects itself in his rudimentary training in the arcane arts retained from his failed tutelage as a blood seer (1 rank in Knowledge (arcana) and (the planes) and Spellcraft). What he doesn't formally know, he can inherently fake (high Use Magic Device).[/sblock]</p><p>[sblock=Showing My Work]<strong>Hit Dice:</strong> 4d6+4 = 6 + (3/4*6)*3 + 4 = 6 + 4 * 3 + 4 = 22</p><p></p><p><strong>Initiative:</strong> +3 from Dex</p><p></p><p><strong>Armor Class:</strong> 21 = 10 + 5 <em>mithral shirt +1</em> + 3 Dex + 1 natural + 1 size + 1 <em>ring of protection +1</em></p><p></p><p><strong>Grapple:</strong> +3 BAB - 3 Str - 4 size</p><p></p><p><strong>Attacks:</strong> Ranged +7 = +3 BAB + 3 Dex + 1 size</p><p>Club -1 = +3 BAB - 3 Str - 2 Flaw + 1 Size</p><p></p><p><strong>Saves:</strong> Fort +2 = +1 base + 1 Con, Ref +4 = +1 base + 3 Dex, Will +8 = +4 base + 4 Cha (Force of Personality Feat)</p><p></p><p><strong>Abilities:</strong> Str 4 = 8 [0pts] - 4 race, Dex 16 = 14 [6pts] + 2 race, Con 12 = 14 [6pts] - 2 race, Int 14 = 14 [6pts], Wis 10 = 10 [2pts], Chr 18 = 17 [13pts] + 1 4th</p><p></p><p><strong>Skills:</strong> Bluff +17 = 7 ranks + 6 <em>beguiling influence</em> + 4 Cha, Concentration +7 = 6 ranks + 1 Con, Diplomacy +12 = 0 ranks + 6 <em>beguiling influence</em> + 4 Cha + 2 synergy (Bluff), Intimidate +19 = 7 ranks + 6 <em>beguiling influence</em> + 4 Cha + 2 synergy (Bluff), Hide +7 = 0 ranks + 4 size + 3 Dex, Knowledge (arcana) +3 = 1 rank + 2 Int, Knowledge (the planes) +3 = 1 rank + 2 Int, Search +4 = 0 ranks + 2 race + 2 Int, Spellcraft +3=1 rank + 2 Int, Sense Motive +6 = 6 ranks, Use Magic Device +10 = 6 ranks + 4 Cha</p><p></p><p><strong>Invocations:</strong> <em>voice of madness</em> save: 18 = 10 + 2 spell level + 4 Cha + 2 Ability Focus feat</p><p></p><p><strong>Equipment:</strong></p><p>Cost: 2250 (armor) + 300 (mw club) + 2000 (ring) + 200 (potions) + 100 (oils) + 25 (id papers) + 135 (outfit) + 1 (pouch) + 364 (credit) + 25 gp = 5400 gp</p><p></p><p>Weight: 0.75 lbs (3lbs (club) * 0.5 (Small) * 0.5 (darkwood)) + 6 lbs (25lbs (chain shirt) * 0.5 (Small) * 0.5 (mithral)) + 0.6 (6 * 1/10 (potions)) + 0.126 (0.5lb (pouch) * 1/4 (Small)) + 1.25lbs (5lbs (traveller's outfit) * 1/4 (Small)) + 0.5lbs (25 (coins) * 1/50) = 9.22lbs</p><p>[/sblock]</p><p><strong>Flavor Quote</strong></p><p></p><p><strong>Background</strong></p><p>Vhir was always an odd one in his kobold tribe. For one thing, there was the coloring---a dusky, midnight blue the color of Khyber. Secondly, there was always an odd <em>smell</em> around him. To kobolds, the smell of home was that of comfort, of tribe, of stability. But Vhir smelled... <em>wrong</em>. It was not quite the stench of the irvhir, the hated kobold-kin that claimed descent from the Dragon Below, but an aroma that was... unsettling. It was this scent that earned him the name Vhir---he smelled like "One Below".</p><p></p><p>The blood seers were unquiet around Vhir, but, since he was so obviously marked by The One Between, the seers had little choice but to raise them as one of their own. But it was poor going---though Vhir's mind was sharp, he could not master the sorcerous ways of his kin. Occasionally, however, strange things would happen---rocks would shatter, smaller kobolds would occasionally go mad, that sort of thing---when Vhir was around. Over time, the blood seers became convinced that Vhir was not touched by The One Between, but The One Below---Khyber.</p><p></p><p>Thus, Vhir found himself exiled, left abandoned in the mountains of Zilargo. Unluckily for him, these were the Seawell mountains---and he chose the Darguun side to descend. Needless to say, when the bugbear slavers tried to take him, it was not pleasant. He managed to slay two of them with his gifts of Khyber, but there were too many. He became a slave.</p><p></p><p>A year passed. Vhir was passed from master to master. Transitions happened so often since odd things kept occurring when Vhir was around---madness, swarms of bugs, that sort of thing. None could point at the kobold directly, but they knew he was responsible somehow. Others tried to kill him several times, but, by this time, Vhir had learned to ingratiate himself, and always had someone bigger and meaner looking out for him. Eventually, when his last master died---it was never quite discovered how---Vhir was "free." As free as a frail looking kobold could be in a nation of strength and barbarism.</p><p></p><p>Vhir had learned much in his time. He learned the power of the cold voice, the intimidating look, how the refined seem to draw power. He learned how to make people do things, and how to find out what he needed to know. He learned the lessons of power, and strength, and the weakening tribalism that gripped his clan. Most of all, he learned enough to know that Darguun was not the place to be. From traveling merchants, he knew about a place he could get lost, and never worry about such brutality again. Sharn. And thus, he hid himself in the first transport to the City of Towers. There, he could find misfits like himself and patrons who could benefit from his... abilities.</p><p></p><p><strong>Appearance and Personality</strong></p><p>The kobold known as Vhir has a reputation of being a competent negotiator. He has a civilized voice with an odd timbre that makes people uneasy and willing to help him all at once; the rumors of madness and other oddities that follow him also lend his presence some weight. His impeccable manners and well dressed appearance (nice clothes, fine Eberron-shard tipped darkwood walking stick) distinguish him from others of his kind. Shady, and some not-so shady characters, seek Vhir out when they need deals brokered in a discrete manner. Sometimes Vhir sent to bring a message; sometimes he sent is to scare. Vhir does not care about the details. As he learned in Darguun, the only thing that matters is comfort and survival.</p><p></p><p>Vhir works remarkably well with others. He is a fine judge of talent, an ability that he developed when playing the strong against each other in Darguun. He appreciates the skills that others bring. However, he doesn't care for any who hold him to kobold stereotypes or try to weaken his position, comfort, or freedom.</p><p></p><p>Vhir is very short for kobold, barely standing 2 feet tall. His skin, which his fine glammerweave clothes accent, is a dusky purple; his eyes glow a deep red when his shaders are not worn. He speaks with a deep voice for a kobold, in a very refined and assured manner. His actions and motions are very measured.</p><p></p><p><strong>Tactics</strong></p><p>Vhir prefers others fight for him, as he knows his physical frailities would fail in him in melee. If confronted by one bully alone, he will drive them mad with his <em>voice of madness</em>; if confronted by several, he tries to flee or talk them out of it (via a quick Intimidate or Diplomacy check as appropriate).</p><p></p><p>When fighting with a group, Vhir stays way to the back. He prefers to drive the strong or spellcasters insane with his <em>voice</em>, or, if the enemy is in a bunch, <em>summons</em> a swarm to harry them. <em>Eldritch blasts</em> are used as appropriate.</p><p></p><p><strong>Summonable Creature Statistics</strong></p><ul> <li data-xf-list-type="ul"><a href="http://www.d20srd.org/srd/monsters/swarm.htm#batSwarm" target="_blank">Bat Swarm</a></li> <li data-xf-list-type="ul"><a href="http://www.d20srd.org/srd/monsters/swarm.htm#ratSwarm" target="_blank">Rat Swarm</a></li> <li data-xf-list-type="ul"><a href="http://www.d20srd.org/srd/monsters/swarm.htm#spiderSwarm" target="_blank">Spider Swarm</a></li> </ul></blockquote><p></p>
[QUOTE="stonegod, post: 2924099, member: 36973"] [b]Vhir, Kobold Manipulator[/b] [b]Name:[/b] Vhir [b]Class:[/b] Warlock 4 [b]Race:[/b] Kobold [b]Hit Dice:[/b] 4d6+4, [color=red]21[/color]/22 HP [b]Initiative:[/b] +3 [b]Speed:[/b] 30 ft [b]Armor Class:[/b] 21 (10 +5 armor +3 dex +1 natural +1 size +1 deflection), 15 touch, 18 flat-footed [b]Base Attack Bonus:[/b] +3 [b]Grapple:[/b] -4 [b]Attacks:[/b] Ranged Touch +7, mwk club -1 (1d4-3) [b]Full Attack:[/b] Ranged Touch +7, mwk club -1 (1d4-3) [b]Face/Reach:[/b] 5x5/5ft [b]Special Qualities:[/b] DR 1/byeshk*, darkvision 60 ft., deceive item, [i]detect magic[/i] at will, flaw (noncombantant), kobold traits [b]Special Attacks:[/b] eldritch blast 2d6 [b]Saves:[/b] Fort +2, Ref +4, Will +8 [b]Abilities:[/b] Strength 4, Dexterity 16, Constitution 12, Intelligence 14, Wisdom 10, Charisma 18 [b]Skills:[/b] Bluff +17, Concentration +7, Diplomacy +12 (+13 in glammerweave), Intimidate +19 (+15 vs. Medium size), Hide +7, Knowledge (arcana) +3, Knowledge (the planes) +3, Search +4, Spellcraft +3 (+5 for scrolls), Sense Motive +6, Use Magic Device +10 [b]Feats:[/b] Ability Focus ([i]voice of madness[/i]) [Flaw bonus], Force of Personality [1st], Sudden Still [3rd] [b]Action Points:[/b] 7 [b]Languages:[/b] Draconic, Common, Undercommon [b]Alignment:[/b] Neutral Evil (Eberron-style) [b]Deity:[/b] None (respects the Progenitor Dragons) [b]Gender:[/b] Male [b]Height:[/b] 2 ft. [b]Weight:[/b] 35 lbs [b]Lesser Invocations Known:[/b] [i]beguiling influence, summon swarm, voice of madness[/i]* (DC 18, 3 rounds) * Vhir currently uses the Khyber-tained warlock modifications from Dragon 332; it changes the DR from cold iron to byeshk and introduces the [i]voice of maddness[/i] invocation. [i]Voice of madness[/i] replicates [i]lesser confusion[/i], but with a duration of 1 round + 1 round/2 levels. [b]Inventory:[/b] mwk darkwood club/walking-stick w/ small Eberron-shard (300 gp, 0.75 lbs) [i]+1 mithral shirt[/i] (2250 gp, 6 lbs) [i]ring of protection +1[/i] (2000 gp) shaders (1 sp) 4 [i]potions of cure light wounds[/i] (200 gp) 2 [i]oils of shillelagh[/i] (100 gp) identification papers (portrait, 25 gp) glammerweave courtier's outfit (135 gp) belt pouch (1 gp, 0.126 lbs) traveler's outfit (1.25 lbs) letter of credit for 364 gp Copy of several Korrenberg Chronicles and Sharn Inquisitives 25 gp (0.5 lbs) 9.4 lbs, light load (9.75 lbs medium, 19.5 lbs heavy, 30 lbs max) [sblock=Ability Justification]Vhir has a unusually compelling presence, which is indicated by his high Charisma and [i]beguiling voice[/i] invocations. He is very weak, though a bit hardy ([i]low[/i] Strength and a bit above average Constitutation), and does not fight particularly well (Non-Combative flaw). However, he learned to defend himself using his mind, particularly using his natural charisma. He favors lying and coersion, but can be nice as appropriate (full ranks in Bluff and Intimidate, none in Diplomacy---though naturally, he has quite a talent for it). Vhir is sharp, however, and knows how to judge when others try to deceive him (good Intelligence and Sense Motive). Being touched by Khyber has given Vhir unusual talents, the foremost the ability to cause madness is others ([i]voice of madness[/i] invocation); this talent is particularly strong in him (Ablity Focus feat). From his time in Darguun, he learned to use words as weapons (see above) and to value his freedom (thus high Concentration and Sudden Still feat for when grappled and such). His strong personality and belief in himself makes it hard for others to sway him (Force of Personality feat). Vhir's tribal past only reflects itself in his rudimentary training in the arcane arts retained from his failed tutelage as a blood seer (1 rank in Knowledge (arcana) and (the planes) and Spellcraft). What he doesn't formally know, he can inherently fake (high Use Magic Device).[/sblock] [sblock=Showing My Work][b]Hit Dice:[/b] 4d6+4 = 6 + (3/4*6)*3 + 4 = 6 + 4 * 3 + 4 = 22 [b]Initiative:[/b] +3 from Dex [b]Armor Class:[/b] 21 = 10 + 5 [i]mithral shirt +1[/i] + 3 Dex + 1 natural + 1 size + 1 [i]ring of protection +1[/i] [b]Grapple:[/b] +3 BAB - 3 Str - 4 size [b]Attacks:[/b] Ranged +7 = +3 BAB + 3 Dex + 1 size Club -1 = +3 BAB - 3 Str - 2 Flaw + 1 Size [b]Saves:[/b] Fort +2 = +1 base + 1 Con, Ref +4 = +1 base + 3 Dex, Will +8 = +4 base + 4 Cha (Force of Personality Feat) [b]Abilities:[/b] Str 4 = 8 [0pts] - 4 race, Dex 16 = 14 [6pts] + 2 race, Con 12 = 14 [6pts] - 2 race, Int 14 = 14 [6pts], Wis 10 = 10 [2pts], Chr 18 = 17 [13pts] + 1 4th [b]Skills:[/b] Bluff +17 = 7 ranks + 6 [i]beguiling influence[/i] + 4 Cha, Concentration +7 = 6 ranks + 1 Con, Diplomacy +12 = 0 ranks + 6 [i]beguiling influence[/i] + 4 Cha + 2 synergy (Bluff), Intimidate +19 = 7 ranks + 6 [i]beguiling influence[/i] + 4 Cha + 2 synergy (Bluff), Hide +7 = 0 ranks + 4 size + 3 Dex, Knowledge (arcana) +3 = 1 rank + 2 Int, Knowledge (the planes) +3 = 1 rank + 2 Int, Search +4 = 0 ranks + 2 race + 2 Int, Spellcraft +3=1 rank + 2 Int, Sense Motive +6 = 6 ranks, Use Magic Device +10 = 6 ranks + 4 Cha [b]Invocations:[/b] [i]voice of madness[/i] save: 18 = 10 + 2 spell level + 4 Cha + 2 Ability Focus feat [b]Equipment:[/b] Cost: 2250 (armor) + 300 (mw club) + 2000 (ring) + 200 (potions) + 100 (oils) + 25 (id papers) + 135 (outfit) + 1 (pouch) + 364 (credit) + 25 gp = 5400 gp Weight: 0.75 lbs (3lbs (club) * 0.5 (Small) * 0.5 (darkwood)) + 6 lbs (25lbs (chain shirt) * 0.5 (Small) * 0.5 (mithral)) + 0.6 (6 * 1/10 (potions)) + 0.126 (0.5lb (pouch) * 1/4 (Small)) + 1.25lbs (5lbs (traveller's outfit) * 1/4 (Small)) + 0.5lbs (25 (coins) * 1/50) = 9.22lbs [/sblock] [b]Flavor Quote[/b] [b]Background[/b] Vhir was always an odd one in his kobold tribe. For one thing, there was the coloring---a dusky, midnight blue the color of Khyber. Secondly, there was always an odd [i]smell[/i] around him. To kobolds, the smell of home was that of comfort, of tribe, of stability. But Vhir smelled... [i]wrong[/i]. It was not quite the stench of the irvhir, the hated kobold-kin that claimed descent from the Dragon Below, but an aroma that was... unsettling. It was this scent that earned him the name Vhir---he smelled like "One Below". The blood seers were unquiet around Vhir, but, since he was so obviously marked by The One Between, the seers had little choice but to raise them as one of their own. But it was poor going---though Vhir's mind was sharp, he could not master the sorcerous ways of his kin. Occasionally, however, strange things would happen---rocks would shatter, smaller kobolds would occasionally go mad, that sort of thing---when Vhir was around. Over time, the blood seers became convinced that Vhir was not touched by The One Between, but The One Below---Khyber. Thus, Vhir found himself exiled, left abandoned in the mountains of Zilargo. Unluckily for him, these were the Seawell mountains---and he chose the Darguun side to descend. Needless to say, when the bugbear slavers tried to take him, it was not pleasant. He managed to slay two of them with his gifts of Khyber, but there were too many. He became a slave. A year passed. Vhir was passed from master to master. Transitions happened so often since odd things kept occurring when Vhir was around---madness, swarms of bugs, that sort of thing. None could point at the kobold directly, but they knew he was responsible somehow. Others tried to kill him several times, but, by this time, Vhir had learned to ingratiate himself, and always had someone bigger and meaner looking out for him. Eventually, when his last master died---it was never quite discovered how---Vhir was "free." As free as a frail looking kobold could be in a nation of strength and barbarism. Vhir had learned much in his time. He learned the power of the cold voice, the intimidating look, how the refined seem to draw power. He learned how to make people do things, and how to find out what he needed to know. He learned the lessons of power, and strength, and the weakening tribalism that gripped his clan. Most of all, he learned enough to know that Darguun was not the place to be. From traveling merchants, he knew about a place he could get lost, and never worry about such brutality again. Sharn. And thus, he hid himself in the first transport to the City of Towers. There, he could find misfits like himself and patrons who could benefit from his... abilities. [b]Appearance and Personality[/b] The kobold known as Vhir has a reputation of being a competent negotiator. He has a civilized voice with an odd timbre that makes people uneasy and willing to help him all at once; the rumors of madness and other oddities that follow him also lend his presence some weight. His impeccable manners and well dressed appearance (nice clothes, fine Eberron-shard tipped darkwood walking stick) distinguish him from others of his kind. Shady, and some not-so shady characters, seek Vhir out when they need deals brokered in a discrete manner. Sometimes Vhir sent to bring a message; sometimes he sent is to scare. Vhir does not care about the details. As he learned in Darguun, the only thing that matters is comfort and survival. Vhir works remarkably well with others. He is a fine judge of talent, an ability that he developed when playing the strong against each other in Darguun. He appreciates the skills that others bring. However, he doesn't care for any who hold him to kobold stereotypes or try to weaken his position, comfort, or freedom. Vhir is very short for kobold, barely standing 2 feet tall. His skin, which his fine glammerweave clothes accent, is a dusky purple; his eyes glow a deep red when his shaders are not worn. He speaks with a deep voice for a kobold, in a very refined and assured manner. His actions and motions are very measured. [b]Tactics[/b] Vhir prefers others fight for him, as he knows his physical frailities would fail in him in melee. If confronted by one bully alone, he will drive them mad with his [i]voice of madness[/i]; if confronted by several, he tries to flee or talk them out of it (via a quick Intimidate or Diplomacy check as appropriate). When fighting with a group, Vhir stays way to the back. He prefers to drive the strong or spellcasters insane with his [i]voice[/i], or, if the enemy is in a bunch, [i]summons[/i] a swarm to harry them. [i]Eldritch blasts[/i] are used as appropriate. [b]Summonable Creature Statistics[/b] [list][*][url=http://www.d20srd.org/srd/monsters/swarm.htm#batSwarm]Bat Swarm[/url] [*][url=http://www.d20srd.org/srd/monsters/swarm.htm#ratSwarm]Rat Swarm[/url] [*][url=http://www.d20srd.org/srd/monsters/swarm.htm#spiderSwarm]Spider Swarm[/url][/list] [/QUOTE]
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