Kobold (P), Commoner (P) 2nd, Aristocrat (P) 2nd, Adept (P) 4th		
Small Humanoid (Reptilian)		
Alignment: Lawful Evil [Unknown]
Hit Dice: 8 (2d6, 2d8, 4d6) (18 hp)
Initiative: +4
Speed: 30' (6 sq) (light enc.)
Space/Reach: 5 ft./5 ft.

AC: 17 (+4 Dex, +1 Size, +1 Dodge, +1 Natural Armor), Touch 16, Flat-Footed 12

Saves: Fort +1, Ref +5, Will +9

Abilities: Str 8, Dex 18, Con 10, Int 12, Wis 14, Cha 12

Base Att/CMB/CMD: +4 / +2 / 17

Single Attack:
Unarmed Strike: +4 melee (1d2-1/20)							

Full Attack:

Unarmed Strike: +4 melee (1d2-1/20)																	

────┤ ADEPT (P) SPELLS ├────
Spells per Day: (3/3/1; save DC 12+spell level): 

Level 0 - Create Water, Mending, Touch of Fatigue. 

Level 1 - Burning Hands, Sleep, Cure Light Wounds. 

Level 2 - Invisibility.	

────┤ FEATS ├────
Diehard, Endurance, Dodge, Leadership.

────┤ SKILLS ├────
Acrobatics +4, Appraise +1, Bluff +5, Climb +3, Diplomacy +10, Disguise +5, 
Escape Art +4, Fly +4, Handle Anim +5, Heal +2, Intimidate +1, Linguistics +5, 
Perception +15, Ride +4, Sense Mot +11, Stealth +12, Survival +6, Swim +3.

────┤ Racial Traits: Kobold (P) ├────
Armor: Kobolds have a +1 natural armor bonus
+2 racial bonus on Craft: Trapmaking, Profession: Miner & Perception
Light Sensitivity (Ex): Dazzled in bright sunlight or a daylight spell

────┤ Vision & Senses ├────
Darkvision 60 ft.

────┤ Class Features: Commoner (P) 2nd ├────

────┤ Class Features: Aristocrat (P) 2nd ├────

────┤ Class Features: Adept (P) 4th ├────
Concentration check: 1d20+6

────┤  Conditional Bonus - Feats  ├────
+4 to Swim checks made to resist nonlethal damage [Endurance]
+4 to CON to continue running, avoid NL-Dmg from forced march [Endurance]
+4 to CON to hold breath, avoid NL-Dmg from starvation or thirst [Endurance]
+4 Fort to avoid NL-Dmg from hot/cold env., and resist suffocation [Endurance]

────┤ Languages ├────

────┤ Equipment ├────
Peasents Outfit

0 gp.



From the time that his egg was laid, Maekrix was destined for greatness. The Kobolds of his tribe believed that he was the reincarnation of their previous All Watcher, who had died just before, and so they took great care of the to-be All Watcher.

Upon hatching, he was separated from the other young and taught everything he needed to know about kobolds, the history of the tribe, and the duties for the All Watcher. After several years of learning, observing, and some overseeing, he was finally ready to take control of the tribe, as he was destined for.

Shortly after taking control, the dragon blood flowing through his veins started to show itself, with a moderate ability at scorcery. Having spent much of his time with the elders and other religious leaders of the tribe, he turned to them in order to help learn and develop his powers more.

For years he oversaw the tribe and it became fruitful and prosperous, they even successfully fended off several bands of adventurers that tried to enter their realm. Finally it came time for the tribe to split apart, having grown too large for their current lair, and much celebrating occured as Maekrix and the elders sought out a suitable location.

When they finally found what was thought to be the best location, it was decided to send out a party to examine it and ensure that it would allow the new tribe to have all that it required. Maekrix decided to lead this group and selected, along with the elders of the tribe, selected several members of the tribe to join the expedition.

The group waited until darkness fell then started their way to the site. After several days of travelling, the group was set upon by a band of adventurers, which quickly dispatched and scattered the group. Maekrix put up a fierce fight, but ultimately was captured with three others of the group that had followed with him.

The adventurers sold him, and the others into slavery, where they were taught who they were REALLY to serve instead of the dragon.