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Snix Vorg

Kobold · Sorcerer (Draconic Bloodline) · Level 3 · Guild Artisan

Snix Vorg

Snix is careful, courteous, and unexpectedly patient for a creature many people assume is scheming.
AC13
HP17/17
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 17 · 30 ft.
AlignmentNeutral GoodGenderMaleAge19
STR
DEX
CON
INT
WIS
CHA

Saving throws

CONCHASTRDEXINTWIS

Skills

  • ArcanaINT
  • DeceptionCHA
  • InsightWIS
  • PersuasionCHA

Armor

None

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light crossbows

Tools

Alchemist's supplies

Languages

Common,
Draconic,
Undercommon

Features

14 features

Always on

  • Grovel, Cower, and Beg

    When Action

    When cornered or trying to avoid a fight, Snix can drop to a humbled posture and plead for mercy, attempting to make himself seem small, harmless, and too pitiable to attack.

  • Pack Tactics

    When Passive

    Snix can share a burst of primal kobold coordination with nearby allies, representing the way he instinctively helps others find the best angle, route, or moment.

  • Sunlight Sensitivity

    When Passive

    When sunlight is bright enough to impose disadvantage on sight-based actions, Snix's eyes water and his confidence drops, making careful work harder.

  • SpellcastingLevel 1

    Snix is a sorcerer, and magic wells up from an inborn draconic ancestry rather than study. He knows 4 cantrips and 4 sorcerer spells of 1st level.

  • Draconic AncestorLevel 1

    Snix's draconic magic reflects a brass dragon ancestor. Whenever he casts a sorcerer spell that deals damage, he can add his Charisma modifier to one damage roll of that spell. In addition, his hit point maximum increases by 1 whenever he gains a level in this class.

  • Draconic ResilienceLevel 1

    His hit point maximum increases by 1 whenever he gains a level in this class, and his skin has a faintly scaled resilience that makes him notably hard to hurt for his size.

  • Font of MagicLevel 2

    Snix has a well of magical energy that he can draw upon. He has 3 sorcery points, which he can spend to fuel class features and later Metamagic options.

  • MetamagicLevel 3

    Snix learns 2 Metamagic options. He can twist his spells in limited ways to better deceive, protect, or finesse a conversation. Chosen options: Subtle Spell and Twinned Spell.

  • TraitKoboldAbility Score Adjustment, +2 Dexterity, -2 Strength
  • TraitKoboldDarkvision 60 ft.
  • TraitKoboldGrovel, Cower, and Beg
  • TraitKoboldPack Tactics
  • TraitKoboldSunlight Sensitivity
  • Guild MembershipGuild Artisan

    Because of his guild connections, Snix can usually secure a modest local lodging and food, and he can often find someone who recognizes the value of a skilled assistant or reliable courier.

Spells

8 spells

Spellcasting. Snix Vorg casts with Charisma (spell save DC 12, to hit with spell attacks).

Cantrips (at will): , , ,

1st level (4 slots): , , ,

2nd level (2 slots): no spells

Gear

7 items

Weapons

  • 2×
    Dagger
    A simple blade Snix keeps for utility more than violence.
  • Light crossbow
    A ranged weapon with 20 bolts, useful when he must stay out of the worst of a fight.

Tools

  • Alchemist's supplies
    A set of alchemist's tools he uses for tinctures, stimulants, inks, and emergency cleaning of questionable surfaces.

Gear

  • Component pouch
    A pouch containing material components for his spells.
  • Explorer's pack
    A bedroll, a mess kit, a waterskin, rations, rope, and the usual tools for traveling far from safety.
  • Traveler's clothes
    A set of sturdy, travel-worn clothes chosen to look respectable in city streets and workshops.
  • Letter of introduction
    A letter of introduction proving that he knows how to work, and that someone, somewhere, vouches for his labor.

Appearance

A small, wire-thin kobold with bright brass scales, a soot-dusted snout, and careful amber eyes that miss almost nothing. Snix wraps himself in a practical coat with hidden pockets, polished formal boots for city work, and a thin satchel stuffed with notes, vials, and string. His claws are always ink-stained, and his tail is usually braced around whatever object he is examining, as if he trusts it to steady him while he thinks.

Mannerisms

He taps the tip of his tail twice before speaking a difficult truth, then straightens his sleeves as if preparing a formal apology. When listening, he tilts his head and narrows one eye, as though he is lining up invisible clues in the air. He signs notes with unusually neat handwriting for a kobold, but nearly always adds a tiny doodle in the margin.

Personality

Snix is careful, courteous, and unexpectedly patient for a creature many people assume is scheming. He prefers solving problems by arranging people, information, and opportunities into a better pattern. He rarely raises his voice, but he asks relentless questions and remembers every answer.

Ideals

Mercy, because frightened creatures make poor choices and deserve a chance to be guided back to safety. Order, because a city only works when someone bothers to connect the right door, person, and message at the right time.

Bonds

He keeps every note he has ever written to or about his friends, especially those tied to Algernon Brownfur, Shaylin Westin, and Oroth Strong, because he believes memory is a kind of rescue. He feels personally responsible for seeing the prison rescue mission through, and he will not abandon the people who trusted him with access, disguises, or secrets.

Flaws

Snix trusts plans, paperwork, and the appearance of legitimacy a little too much, even when obvious danger is standing right in front of him. He also has a habit of treating every crisis like a solvable logistics problem, which can make him dangerously slow to notice when someone simply needs him to stop talking and act.

Quirks

He labels all his vials with tiny color-coded runes, even when no one else can read them.
He apologizes to inanimate objects after moving them.
He keeps a mental inventory of exits in every room he enters.
He is weirdly proud of good handwriting and becomes visibly offended by smudged ink.

Background

Snix Vorg was hatched in a service tunnel beneath a furnace district, where the first things he learned were the smell of hot metal, the language of errands, and how to survive by being useful. He proved unusually gentle for a kobold, tending to injured workers, carrying messages no one else wanted, and learning early that a kind word could pry open doors that teeth never could. When a minor surge of draconic magic first answered his fear, it did not come as flame or fury, but as a steadying warmth in his chest, a little shield of confidence that let him stand his ground long enough to help someone else. By the time he reached the city, Snix had become the sort of assistant everyone underestimated and then depended on. He knows how to slip through locked wards, how to ask questions that sound harmless, and how to notice the tiny betrayals people leave behind, a scale pattern on a bag, a chemical smell on a sleeve, a lie hidden in a pause. That talent made him invaluable in the case of Zuth, Dr. Brimble Hyde, and the broader tangle around the College, where Snix moved between panic and diplomacy like a lantern in fog. He tells himself he is only doing practical work, but the truth is simpler, he cannot bear the thought of a frightened or injured creature being left alone, even when that creature is a very dead, very rabid displacer beast.

“By the time he reached the city, Snix had become the sort of assistant everyone underestimated and then depended on.”
From their backstory
Background
Guild Artisan

Connections

Species

Kobold

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