Here's the crunch for my PC. I'll work on the fluff later. BTW, how are we doing hp?
BTW Knightfall, are kobolds physically the same in Kulan? I dislike the idea of glowing eyes not only for kobolds but for everything, and I request a house rule that there is no such thing as that for anything ever
SRD said:
Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies.
A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is nonprehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2½ feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog.
Sarten, kobold warmage 7, LN
[sblock]
Str 11/+0 (-4 racial)
Dex 18/+4 (+2 racial, +1 level)
Con 14/+2 (-2 racial)
Int 14/+2
Wis 14/+2
Cha 16(18)/+4
HD 7d6+14, hp 41?
Move 30', Inititiative +4. Senses: Spot +7, Listen +2, Darkvision 60'
AC 24 (+1 size, +4 dex, +1 natural, +5 armor, +2 shield, +1 deflection), touch 16, flat-footed 20
Saves Fort +6, Reflex +8, Will +9; Small humanoid (kobold); BAB +3, Grapple -1
Languages: Draconic, Bravatin, Pirej-Mel
Attack: morningstar +5 melee (1d6, crit 20/x2)
Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell. A dazzled creature takes a -1 penalty on attack rolls, Search checks, and Spot checks.
Eclectic Learning (PHB 2, p 67): Use advanced learning to learn a wizard spell, must be one level lower than you could normally learn.
Class features:
Warmages are proficient with all simple weapons, light armor, and light shields. Armored Mage: No ASF with light armor and light shields.
Spells: DC 14 + spell level. Spells/day: 6 0th, 7 1st, 7 2nd, 5 3rd. Warmage Edge: +2 damage.
Ray or Orb: +8 ranged touch (PBS: +1 to hit and damage within 30'). * = Eclectic Learning.
0th: Acid Splash, Disrupt Undead, Light, Ray of Frost, Detect Magic*
1st: Accuracy, Burning Hands, Chill Touch, Fist of Stone, Hail of Stone, Magic Missile, Lesser Orb of (Acid, Cold, Electricity, Fire, Sound), Shocking Grasp, True Strike
2nd: Blades of Fire, Continual Flame, Fire Trap, Fireburst, Fireburst, Flaming Sphere, Ice Knife, Melf's Acid Arrow, Pyrotechnics, Scorching Ray, Shatter, Whirling Blade, Blindsight*
3rd: Fire Shield, Fireball, Flame Arrow, Gust of Wind, Ice Storm, Lightning Bolt, Poison, Ring of Blades, Sleet Storm, Stinking Cloud
Feats:
1: Silent Spell
, Point Blank Shot
3: Precise Shot
6: Sudden Maximize
7: Sudden Empower
Skills (ranks/total): Concentration 10/12, Spellcraft 10/12, Hide (cc) 5/13, Move Silently 0/4, Spot (cc) 5/7, Listen 0/2, Search 0/4, Sense Motive 0/2
Equipment: 19k
headband of charisma +2, 4k
healing belt (MIC; 3 charges/day; heal by touch 2d8 (1 chg), 3d8 (2 chg), or 4d8 (3 chg); +2 to heal checks), 750 gp
slippers of spider climbing (total 10 min/day, 20' move), 4.8k
small chain shirt +1, 1.25k
+1 buckler, 1.165k
ring of protection +1, 2k
vest of resistance +2, 4k
talisman of the disk (MIC, 3 hr), 500 gp
20 pieces of jade for Hail of Stone (5 gp x 20), 100 gp
ruby dust for continual flame (x2), 100 gp
Mwk small morningstar, 308 gp
spell component pouch (x2), 10 gp
backpack, 2 gp
15 gp
[/sblock]