Fenuku

Status: Inactive
System: D&D 3.5.

Fenuku was originally created for the same webcomic as Serena. He'd always been envisioned as a kind of "generic little leezard spellcaster", so it came as no surprise that the only D&D build I could come up with for him that matched the concept was a Gestalt Sorcerer/Wizard. This happens to be the only gestalt combination that, in my opinion, is balanced against the other non-gestalt classes, at least in a low-level campaign.

I took some liberties with the race of kobolds Fenuku is a member of. I gave him claws and a small natural armor bonus to his AC, making him slightly more effective against others his size.

The campaign I was asked to bring him into was a World's Largest Dungeon. I've recently pulled out of the campaign due to scheduling conflicts. I would love to play Fenuku again, but only in an appropriate non-dungeon setting.

Race: Jungle Kobold
Class: Gestalt Sorcerer/Wizard
Level: 5
XP: 10,000
Needed: 15,000

Gender: Male
From: Village of Shokgaz, Kingdom of Shakdran
Age: 10
Height: 3' 4"
Weight: 40 lbs
Eyes: Green
Hair: None
Skin: Green and red scales
Alignment: Chaotic Neutral

Physical Description:
Fenuku is a small reptilian biped, with a large, toothy grin on a long snout, sharp claws on his hands and bare feet, and a thick tail that swishes behind him. He's dressed in a cotton tunic which comes down to his hips, and has a leather belt around his waist with a knife sheath and two small pouches attached. He looks around with highly intelligent eyes. The only other clothing he wears are a set of bronze armbands which, to those with appropriate senses, radiate magic.
Unlike the more common mountain kobolds, Fenuku doesn't yip or bark. He growls and hisses, much like that of any common reptilian. In practice, this adds at least two additional s'es to each word with that sound.
Personality:
Fenuku is infinitely curious about humans and their kin, and sees life among the Big Folk as an adventure. He's courageous, fierce in a fight (if not that skilled at it), and stands up for what he believes is right.
History:
Fenuku hails from the small mining village of Shokgaz in the kobold-dominated nation of Shakdran. He discovered his talent for magic about a year after coming out of the egg, and has been studying it intently ever since.

Str:  3 -4 Light: 7.5 lbs.
Dex: 14 +2 Medium: 15 lbs.
Con: 12 +1 Heavy: 22.5 lbs.
Int: 17 +3
Wis: 11 +0
Cha: 16 +3
HP: 4+1 +2+1 +4+1 +4+1 +3+1 = 22
AC: 10 +2 (dex) +1 (size) +1 (natural) +1 (bracers) = 15 +4 (mage armor) +4 (shield) = 23
Touch AC: 10 +2 (dex) +1 (size) = 13
Flat-Footed AC: 10 +1 (size) +1 (natural) +1 (bracers) = 13
Speed: 30
Hit Die: d4

Money:
GP: 91
SP: 6
Racial Abilities:
Small Size
Claws
Darkvision, 60 ft
Light Sensitivity
Favored Class: Sorcerer
Class Features:
Sorcerer:
Sorcerer Spells
Familiar
Wizard:
Wizard Spells
Bonus Feat (Metamagic or Item Creation) every 5th level
Feats:
L1:
Combat Casting (+4 to Concentration checks when casting defensively)
Scribe Scroll (Wizard Class Feature)
Simple Weapons Proficiency (Sorc Class Feature)
L3:
Spell Penetration (+2 to defeat Spell Resistance)
L5:
Craft Magic Arms and Armor (Wizard bonus feat)

Skill Points Per Level: 5

Skills: Ranks Ability Ability
Mod
Armor
Check
Misc
Mod
Total
Concentration 8 Con +1 -- -- +9
Craft: Trapmaking -- Int +3 -- +2 +5
Decipher Script 8 Int +3 -- -- +11
Hide -- Dex +2 -- +4 +6
Knowledge: Arcana 8 Int +3 -- -- +11
Knowledge: Archetecture 8 Int +3 -- -- +11
Profession: Miner -- Wis +0 -- +2 +2
Search -- Int +3 -- +2 +5
Spellcraft 8 Int +3 -- -- +11
Languages:
Celestial
Common
Draconic
Undercommon
Bonuses:
Base Attack: +2
Melee Attack: +2 (base) +1 (size) -4 (Str) = -1
Ranged Attack: +2 (base) +1 (size) +2 (Dex) = +5
Init: +2 (Dex) = +2
Fortitude Save: +1 (base) +1 (Con) = +2
Reflex Save: +1 (base) +2 (Dex) = +3
Will Save: +4 (base) +0 (Wis) = +4
Spells Per Day:
Sorcerer:
L0: 6
L1: 7
L2: 5
Wizard:
L0: 4
L1: 4
L2: 3
L3: 2
Sorcerer Spells Known:
L0:
Dancing Lights (Creates torches or other lights)
Daze (humanoid creature of 4 HD or less loses next action)
Flare (dazzles one creature, critter gets -1 on attack rolls)
Mage Hand (5 lb. telekinesis)
Prestidigitation (perform minor magic tricks)
Ray of Frost (ray deals 1d3 cold damage)
L1:
Burning Hands (1d4 fire damage per level, max 5d4)
Grease (makes 10 ft square or object slippery)
Lesser Lightning Orb (ranged touch attack, deals 1d8 electric damage/every odd level; max 5d8)
Magic Missile (1d4+1 damage, 3 missiles)
L2:
Acid Arrow (2d4 acid damage for 2 roudns)
Blur (attacks miss subject 20% of time)
Wizard Spellbook: (* indicates normally prepared)
L0:
Acid Splash (orb deals 1d3 acid damage)
Arcane Mark (inscribes a personal rune, visible or invisible)
Dancing Lights (Creates torches or other lights)
Daze (humanoid creature of 4 HD or less loses next action)
Detect Magic (detects spells and magic items w/in 60 ft) *
Detect Poison (detects poison in one creature or small object)
Disrupt Undead (deals 1d6 damage to one undead) *
Flare (dazzles one creature, critter gets -1 on attack rolls)
Ghost Sound (figment sounds)
Light (object shines like a torch) *
Mage Hand (5 lb. telekinesis)
Mending (makes minor repairs on object)
Message (whispered conversation at distance)
Open/Close (opens or closes small or light things)
Prestidigitation (perform minor magic tricks)
Ray of Frost (ray deals 1d3 cold damage)
Read Magic (read scrolls and spellbooks) *
Repair Minor Damage (repair 1 pt damage to any construct)
Resistance (subject gains +1 on saving throws)
Touch of Fatigue (touch attack fatigues target)
L1:
Charm Person (makes one person your friend)
Comprehend Languages (understand all spoken and written languages) *
Fist of Stone (gain +6 Str and natural slam attack)
Identify (Determines properties of magic item)
Lesser Sonic Orb (ranged touch attack, deals 1d8 sonic damage/every odd level; max 5d8) *
Magic Weapon (weapon gains +1 bonus)
Obscuring Mist (fog surrounds you)
Shield (invisible disc gives +4 to AC for 1 min/level, blocks magic missile) *
Tenser's Floating Disk (creates 3 ft diameter disck that holds 100 lbs/level) *
L2:
Bull's Strength (subject gains +4 to Str for 1 min/level)
Knock (opens locked or magically sealed door) ***
Resist Energy (ignores first 10 points of damage/attack from specified energy type)
L3:
Haste *
Explosive Runes (scribe runes that do 6d6 damage when read) *
Magic Items:
Bracers of Armor +1
Potion of Cure Moderate Wounds, x2
Potion of Lesser Restoration, x1
Potion of Spider Climb, x3
Ward Staff (WLD item; no idea what it does)
Equipment:
Backpack
Bedroll
Blanket, Winter
Mess Kit
Spellbook
Case, Scroll
Pouch, Belt
Chalk, x5
Candle, x5
Flint & Steel
Ink, 1 oz vial
Inkpen
Spell Component Pouch
Waterskin
Water, 1 qt
Weapons:
Claws
Damage: 1d2-4
Attack: -1
Type: Slashing
Critical: 20/x2

Spear
Damage: 1d6-4 (oen-handed); 1d6-2 (two-handed)
Attack: -1 (melee), +5 (thrown)
Type: Piercing
Range: 20 ft
Weight: 1.5 lb.
Critical: 20/x3

Dagger
Damage: 1d3-4
Attack: -1 (melee), +5 (thrown)
Type: Piercing or Slashing
Range: 10 ft
Weight: 0.5 lb
Critical: 19-20/x2
Familiar:
Weasel, "Ssslinky"
Tiny Magical Animal
Hit Dice: 4
Hit Points: 11
Initiative: +2
Speed: 20 ft; climb 20 ft
Armor Class: 17 (+2 size, +2 Dex, +3 natural), touch 14, flat-footed 15
Base Attack/Grapple: +4
Attack: Bite +4 melee (1d4-4)
Full Attack: Bite +4 melee (1d4-4)
Space/Reach: 1.5 ft/0 ft
Special Attacks: --
Special Qualities: Low-Light Vision, Grants Alertness, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master
Abilities: Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 2
Saves: Fort +2, Ref +4, Will +5
Skills: Balance +10, Climb +12, Hide +10, Perception +3
Feats: Weapon Finesse, Improved Evasion.

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