Snix Vorg
Snix Vorg
Sheet
AC 13 · HP 17 · 30 ft.Saving throws
Skills
- ArcanaINT
- DeceptionCHA
- InsightWIS
- PersuasionCHA
Armor
Weapons
Tools
Languages
Features
14 featuresAlways 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 spellsSpellcasting. 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 itemsWeapons
- 2×DaggerA simple blade Snix keeps for utility more than violence.
- Light crossbowA ranged weapon with 20 bolts, useful when he must stay out of the worst of a fight.
Tools
- Alchemist's suppliesA set of alchemist's tools he uses for tinctures, stimulants, inks, and emergency cleaning of questionable surfaces.
Gear
- Component pouchA pouch containing material components for his spells.
- Explorer's packA bedroll, a mess kit, a waterskin, rations, rope, and the usual tools for traveling far from safety.
- Traveler's clothesA set of sturdy, travel-worn clothes chosen to look respectable in city streets and workshops.
- Letter of introductionA 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
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.”
- Background
- Guild Artisan
Connections
Species
Kobold
Media
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