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Kol 3E statsby Andrew Theisen
Kol XIV: Male kobold rogue 14/sorcerer 7; CR 21; Small humanoid (reptilian); HD 14d6 plus 7d4; hp 85; Init +2; Spd 30 ft.; AC 18, touch 13, flat-footed 16; Base Atk +13; Grp +10; Atk +13 melee (1d4+1 subdual plus 1d6 subdual, Kol's sceptre) or +16 melee (1d3+4/19-20, Thar's bane); Full Atk +13/+8/+3 melee (1d4+1 subdual plus 1d6 subdual, Kol's sceptre) or +16/+11/+5 melee (1d3+4/19-20, Thar's bane); SA sneak attack +7d6, spells; SQ darkvision 60 ft., evasion, improved evasion, improved uncanny dodge, light sensitivity, slippery mind, trap finding, trap sense +4, uncanny dodge; AL LE; SV Fort +11, Ref +17, Will +15; Str 10, Dex 14, Con 11, Int 15, Wis 13, Cha 19. *Statistics are age adjusted and include a +5 level bonus to Charisma.
Skills and Feats: Balance +6, Bluff +22, Climb +4, Craft (trap making) +4, Diplomacy +25, Escape Artist +6, Forgery +6, Gather Information +18, Hide +13, Intimidate +14, Jump +4, Knowledge (Broken Lands local) +6, Knowledge (Underdark: Broken Lands local) +6, Listen +11, Move Silently +9, Perform (oratory) +23, Profession (miner) +4, Search +7, Spot +6, Use Magic Device +12; Epic Reputation, Improved Initiative, Leadership, Negotiator, Persuasive, Skill Focus (diplomacy), Skill Focus (perform: oratory), Stealthy.
Spells Known (12/13/13/9; save DC 14 + spell level): 0- arcane mark, detect magic, mage hand, message, open/close, prestidigitation, read magic; 1st- charm person, colour spray, comprehend languages, identify, sleep; 2nd- detect thoughts, eagle's splendour, hypnotic pattern; 3rd- clairaudience/clairvoyance, suggestion.
Possessions: Thar's bane, Kol's sceptre, bracers of armour +4, cloak of resistance +5, ring of chameleon power, circlet of persuasion, ring of wizardry III, wand of summon monster V (32 charges), wand of lightning bolt (5th) (41 charges), dust of disappearance, potion of cure serious wounds (2), potion of gaseous form, necklace of fireballs type IV.
Latest in a long line of kobold rulers, Kol XIV's natural charm and sorcerous ability led him to unify the warring tribes of the Republic of Kol in the Broken Lands. Those same abilities were to later allow him to finagle his way into Glantrian politics- with a little assistance from the night dragon, Synn (in her guise as Dolores Hillsbury).
Though at first Kol attempted to imitate human ways in his efforts to insinuate himself into Glantrian society- at times even going so far as to wear fake moustaches and hairpieces- he has since given up these efforts. He has become more comfortable with the system of politics in the Principalities, and has begun to work independently of Princess Hillsbury. He is still determined to gain the respect and deference of his peers among the princes, but is no longer concerned with fitting in, concentrating instead on furthering the interests of the humanoids under his command by whatever means possible. Ironically, now that he has abandoned his pretence at being another "human" prince, some of the other princes are noticing that he is, in fact, a gifted politician and public speaker- truly a unique character among kobold-kind.
Kol surrounds himself with bodyguards, deigning to enter into combat. He prefers to use his diplomatic skills and spells to sway any opposition his way. No fool, however, he will not hesitate to use his powerful magic items to unleash fiery, electrical mayhem any who oppose him- or at least to buy him time to escape.
Thar's Bane: This +4 orcbane silver dagger was specially commissioned by Prince Kol as a security measure to protect him from the former orc-king of the Broken Lands. He keeps it close by his person at all times, fearful that Thar might return to claim his throne at any time.
Kol's Sceptre: The prince's symbol of office, this +1 merciful club is made of silver and gold, and studded with all manner of gemstones. Kol uses it on his underlings to keep them in line, without permanently rendering them useless to him.