The Four-Blood Gate

'Door Procedures' might come in handy, and if Garrick is allowed to act as a Team Leader he could take 'Infiltration'. Which would be handy when the party sneaky-types are doing, y'know, sneaky things.
 
You're gonna need 3 more ranks in Move Silently to be the team leader for that.
 
Guess who? Frost, that's who. Here to fill all your arcane/divine needs... eventually.


Name: Lelka, the Survivor
Race: Kobold
Class: Artificer
Level: 5
Alignment: Lawful Evil

Str: 8 | -1
Dex: 12 | +1
Con: 8 | -1
Int: 16 | +3
Wis: 10 | +0
Cha: 17 | +3

HP: 19
BAB: +3
AC: 22 | 10 | 1 | 1 | 1 | 7 | 2
Fort: +2 | 1 | -1 | 2
Ref: +4 | 1 | 1 | 2
Will: +6 | 4 | 0 | 2

Weapon: N/A
Armor (+2 Mithral Breastplate): +7 AC, +5 Max Dex, -2 ACP, Light Armor. 15lbs.
Armor (+1 Buckler): +2 AC, -0 ACP.

Feats:
- Dragonwrought (Red): You are a dragonwrought kobold. Your type is dragon rather than humanoid, and you lose the dragonblood subtype. You retain all your other subtypes and your kobold racial traits. Your scales become tinted with a color that matches that of your draconic heritage. As a dragon, you are immune to magic sleep and paralysis effects. You have darkvision out to 60 feet and low-light vision. You gain a +2 racial bonus on the skill indicated for your draconic heritage on the table on page 103.
- Dragon Wings: You have wings that aid your jumps, granting a +10 racial bonus on Jump checks.
In addition, you can use your wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet with average maneuverability. Even if your maneuverability improves, you can't hover while gliding. You can't glide while carrying a medium or heavy load.
If you become unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.

Bonus Feats:
- Scribe Scroll
- Brew Potion
- Craft Wondrous Item
- Extraordinary Artisan
- Craft Magic Arms and Armor

Racial:
- +2 Dexterity, –4 Strength, –2 Constitution. Kobolds are weak and frail, but their size grants them quickness.
- Small: As a Small creature, a kobold gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on grapple checks, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
- Dragon: Kobolds with the dragonwrought feat are of the dragon type, rather than humanoid.
- Kobold base land speed is 30 feet.
- +1 natural armor bonus.
- Darkvision: Kobolds can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight. Kobolds can function just fine with no light at all.
- All kobolds add Craft (trapmaking) to their list of class skills.
- +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
- Light Sensitivity: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
- Automatic Language: Draconic. Bonus Languages: Common and Undercommon.
- Favored Class: Sorcerer. A multiclass kobold's sorcerer class does not count when determining whether she takes an experience point penalty for multiclassing.

Class Abilities:
- Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).
- Infusions: See Infusion class ability, Eberron campaign setting page 31.
- Craft Reserve: An artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the artificer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft reserve to supplement the gold cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own gold.
- Artificer Knowledge: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura.
The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item.
An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the artifi cer can learn no more about that object.
- Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.
- Disable Trap: An artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap.
An artificer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap.
- Item Creation (Ex): See Item Creation class ability, Eberron campaign setting page 32.
- Bonus Feat: An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 7th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level.
In addition, an artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the artificer must choose a metamagic feat or a feat from the following list: Attune Magic Weapon, Craft Construct (see the Monster Manual, page 303), Exceptional Artisan, Extra Rings, Extraordinary Artisan, Wand Mastery.
- Craft Homunculus (Ex): At 4th level, an artificer can create a homunculus as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, and mirror image) as normal for making a magic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP.
- Retain Essence (Su): At 5th level, an artificer gains the ability to salvage the gold from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the gold it took to create the item to his craft reserve. These points are lost if the artificer does not use them before gaining his next level.

Skills:
Appraise (Int): +13 | 3 | 8 | 2 (+2 with weapons and armor)
Concentration (Con): -1 | -1 | 0 | 0
Craft: Trapmaking (Int): +8 | 3 | 3 | 2
Craft: Weaponsmithing: +12 | 3 | 7 | 2
Craft: Armorsmithing: +12 | 3 | 7 | 2
Craft: Cooking (Int): +8 | 3 | 3 | 2
Disable Device (Int): +3 | 3 | 0 | 0
Knowledge: Arcana (Int): +11 | 3 | 8 | 0
Knowledge: Arch/Engi (Int): +7 | 3 | 4 | 0
Knowledge: Planes (Int): +3 | 3 | 0 | 0
Open Lock (Dex): +1 | 1 | 0 | 0
Profession (Wis): +0 | 0 | 0 | 0
Search (Int): +13 | 3 | 8 | 2
Spellcraft (Int): +3 | 3 | 0 | 0
Use Magic Device (Cha): +13 | 3 | 8 | 2 (+2 with Scrolls)
-------
Jump (Str): +9 | -1 | 0 | 10
Hide (Dex): +5 | 1 | 0 | 4
Move Silently (Dex): +6 | 1 | 0 | 5

Equipment: 25g
- Salamander Spear
- Nonmagical Jewelry worth 100g.
- +1 Buckler
- +2 Mithral Breastplate
- Artisan's Blacksmith Hammer (+2 Weapon/Armorsmithing)
- Artisan's Cooking Utensils (+2 Cooking)
- Scroll of Floating Disk (2)
- Scroll of Silent Image (2)
- Scroll of Jump (2)
- Scroll of Feather Fall (2)
- Scroll of Sanctuary (2)
- Scroll of Invisibility (1)
- Potion of Shield of Faith +3 (10)
- Potion of Cure Light Wounds (20)
- Potion of Cure Moderate Wounds (7)
- Potion of Lesser Restoration (3)
- Potion of Spider Climb (1)
- Bitterleaf Oil (Prevents Shedding)
- Angriz's Chest (filled with delicious food).
- Cloak of Resistance +2
- Bag of Holding, type 1
- Boots of Elvenkind

Infusions: 4/4/2
1st:
-Armor Enhancement, LesserM*: Armor or shield gains special ability with +1 bonus market price modifier.
-Energy AlterationM*: Item using one kind of energy uses another instead.
-Enhancement Alteration*: Magic shield's enhancement bonus applies to shield bash attacks, or magic weapon's enhancement bonus applies to Two- Weapon Defense.
-IdentifyM: Determines properties of magic item.
-Inflict Light Damage*: D eals 1d8 + 1 /level damage (maximum +5) to a construct.
-Light: Object shines like a torch.
-Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
-Magic Vestment: Armor or shield gains +1 or better enhancement bonus.
-Magic Weapon: Weapon gains +1 enhancement bonus.
-Repair Light Damage*: "Cures" 1d8 + 1/level damage (max +5) to a construct.
-Resistance Item*: Item bestows +1 or better resistance bonus on saving throws.
-Shield of Faith: Aura grants +2 or higher deflection bonus.
-Skill Enhancement*: Item bestows circumstance bonus on skill checks.
-Spell Storing ItemX*: Store one spell in an item.
-Weapon Augmentation, Personal*: Your weapon gains special ability with +1 bonus market price modifier.

2nd:
-Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
-Armor EnhancementM*: Armor or shield gains special ability with up to +3 bonus market price modifier.
-Bear's Endurance: Subject gains +4 to Constitution for 1 min./level.
-Bull's Strength: Subject gains +4 to Strength for 1 min./level.
-Cat's Grace: Subject gains +4 to Dexterity for 1 min./ level.
-Chill Metal: Cold metal damages those who touch it.
-Eagle's Splendor: Subject gains +4 to Charisma for 1 min./level.
-Fox's Cunning: Subject gains +4 to Intelligence for 1 min./level.
-Heat Metal: Make metal so hot it damages those who touch it.
-Inflict Moderate Damage*: Deals 2d8 + 1/level damage (maximum +10) to a construct.
-Owl's Wisdom: Subject gains +4 to Wisdom for 1 min./level.
-Repair Moderate Damage*: "Cures" 2d8 + 1/level damage (maximum +10) to a construct.
-Toughen Construct*: Grants construct +2 (or higher) enhancement to natural armor.
-Weapon Augmentation, LesserM*: Weapon gains special ability with +1 bonus market price modifier.

3rd:
-Armor Enhancement, GreaterM*: Armor or shield gains special ability with up to +5 bonus market price modifier.
-Construct Energy Ward*: Construct gains resistance 10 to specifi ed energy type.
-Inflict Serious Damage*: D eals 3d8 + 1 /level damage (maximum +15) to a construct.
-Magic Weapon, Greater: Weapon gains +2 or better enhancement bonus.
-Metamagic Item*: Imbue spell trigger item with metamagic feat.
-Power SurgeGP*: Charged spell trigger item gains temporary charges.
-Repair Serious Damage*: "Cures" 3d8 + 1/level damage (maximum +15) to a construct.
-Stone ConstructM*: Construct g ains DR 10/adamantine.
-Suppress RequirementM*: Item that requires class feature, race, ability score, or alignment to function to its fullest potential no longer carries that requirement.

*Spells marked with an asterisk can be found in the Eberron Campaign Setting. All others are found in the Player's Handbook.

------
Backstory:
Lelka's egg was the beautiful crimson color marking the hatchling as dragonwrought. For this reason, she was given preferential treatment. After all, the rare creatures were a close link to dragons that all kobolds shared: the proof of the kobold pride. Thus, she was born, and proved her worth in the mines. Life was good. She had many suitors, was considered quite attractive, and had the ability to back up her heritage. Like all good things, however, this would not last. Her clan ended up digging far too close to an above-ground city. The occupants got nervous, and soon adventurers were sent to exterminate the 'little pests'. Knocked out early in the confrontation, she was buried by the corpses by her clan, and woke up the only survivor.

Far before she felt sadness, Lelka felt enraged. The kobold race themselves had an over-developed need for vengence, and Lelka was no different. Using what was left of her tribe's resources (most had been looted by the adventurers), the kobold began to scribe scrolls... and a plan. Using scrolls of 'disguise self', she donned the guise of a lovely halfling woman by the name of Lillian Scarlet. Known for her business savvy, sharp tongue and long red hair, the kobold began to set up a good deal of trade. Bargain-hunting for magical items, trading for secrets on how to craft them herself and switching them out. It wasn't long until she had a great deal of money saved up... as well as the names of the mercenaries that slew her clan. It had taken twenty years, but she had them, finally.

The vengeful little thing called a few bounty hunters - she had no want of assassins, specifically paying them to bring these mercenaries to her alive. While she waited, she amused herself: buying the farmstead one of them grew up on, and turning the place into a nightmare of traps. Once she had the adventurers in her grasp, she introduced herself, told them why they were here, and revealed her true form: unfurling crimson wings and laughing at their misfortune. She then let them loose in her trapped maze, allowing prominent merchants and some of her exclusive business partners to watch and gamble: not on who would survive, but on how long it would take for them to die.

All eight adventurers found their end in Lelka's disturbing little maze. Yet... Lelka found the victory hollow. What satisfaction she thought vengence would give her wasn't there. In the years it took for her to do this, she had lost her spite towards the individuals that brought her towards her true calling: the path of a merchant.

Too late to feel regret, perhaps. The kobold's alter-ego, Lillian Scarlet, soon 'retired to be with her family', and was never heard from again. Investigators found that she never existed at all. Lelka herself returned to the form of a kobold... spending some time just creating items for the love and thrill of doing so. Soon, she found herself wanting more. Wealth, land, prestige... and she didn't want to hide behind an illusion to do it.

In possession of a powerful Salamander Spear gained from an earlier business venture, Lelka finally believes she's found a buyer... offering far more than the original price. Intrigued by this, she's considering taking the deal... to a dwarven chieftain. This has put her a bit on edge, but... she could really use the gold.
----
Age: 33
Height: 3'1"
Weight: 57lbs.
Scale Color: Crimson.
Eye Color: Gold.

Appearance:
http://d.facdn.net/art/sixthleafclover/1352686491.sixthleafclover_october_winner_art_web.jpg

Musical Accompaniment: "I Can't Decide" ~ Scissor Sisters
 
So can people play this weekend?
 
Should be able to do Saturday for a bit of time. what time we thinking?
 
After 5pm, when mah wife returns from the Hair Lair?
 
After 5 p.m. I should be free I shall let you know if that changes
 
Thats CTS? correct?
 
Not sure if game was played like planned but I couldn't get online to do much at all unfortunately for that day Sorry bout that if I missed stuff recap would be awesome. =)
 
We went to a tavern.

That's pretty much all we did.

Edit: Oh, and Torrim fixed the trigger!
 
Gotcha sounds good then.
 
Yeah, I had to emo-quit. Too many people didn't turn up, we didn't have the character sheets, and everyone scattered into their own private facades. My brain just couldn't handle it.

But we'll try again next weekend and hopefully I can handle all the lack of teamwork.[/ye olde guiltrippe]
 
In my defense, my character had little reason to interact with the party, having gone to the bar for a particular story-driven reason.