Kobold

Spitter Snagscale's page

649 posts. Alias of Jeremy Clements.


Full Name

Spitter Snagscale

Race

Kobold (Blue-Scaled)

Classes/Levels

Tempest Druid 5 | HP 34/34| Speed 30ft | AC 20, touch 13, flat-footed 18, CMD 13 | Fort +5 : Ref +3 : Will +8 | Wild Empathy: +6 | Stealth +11; Perception +12 | Resist Elec 5, Acid 20 | Hero Points: 1/3 left| Active: Light Sensitive

Gender

Male

Size

Small

Alignment

LN

Deity

Gozreh

Languages

Draconic, Druidic, Common, Auran, Aquan, Ignan, Terran, Gnome

Strength 8
Dexterity 15
Constitution 12
Intelligence 12
Wisdom 18
Charisma 11

About Spitter Snagscale

XP:

2240 total +3402! = Level 3!

Treasure!:

Centipede Venom (1 Dose) -Preserved!
+116 gps each with ~6 silver and 6 copper each

+100gp(earned from town)
-50gp to buy a Healer's Kit!

MW small Quarterstaff
2 potions of CLW
Cloak of Protection +1(?)

+1 Ghost Touch scimitar!(Shadow-Metal?)

+808gp. +2sp. +5cp
+1000gps for ancient Osirani tome
-1400gps for

+Pearl of Power (1st) level (1000gps)
+Feather Token (tree) (400gp)

Amulet of Natural Armor +2 -(Wearing)
Ring of Major Acid Resistance (Acid Resistance 20-Wearing)
+1 studded leather armor (Wearing)

Voidglass Dagger (Medium sized)


Shortcuts!:

[dice=Ray of Frost RTA + PBS]1d20 + 7[/dice]
[dice=Damage (Cold)+PBS]1d3 + 1[/dice]

[dice=Lightning Arc RTA + PBS]1d20 + 7[/dice]
[dice=Damage(Electricity)+PBS]1d6 + 2 + 1[/dice]

[dice=MW Small Quarterstaff]1d20 + 5 - 1[/dice]
[dice=Damage]1d4 - 1[/dice]

[dice=Small +1 Ghost Touch Scimitar]1d20 + 5 - 1[/dice]
[dice=Damage]1d4 + 1 - 1[/dice]

[dice=Sense Motive(Unskilled)]1d20 + 4[/dice]

[spoiler=Obscuring Mist!]School conjuration (creation); Level druid 1,
Casting Time 1 standard action; Components V, S; Range 20 ft.; Effect cloud spreads in 20-ft. radius from you, 20 ft. high; Duration 1 min./level (D); Saving Throw none; Spell Resistance no; DESCRIPTION:
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.[//spoiler]

[spoiler=Burst of Radiance!]School evocation [good, light]; Level druid 2; Casting Time 1 standard action; Components V, S, M/DF (a piece of flint and a pinch of silver dust); Range long (400 ft. + 40 ft./level); Area 10-ft.-radius burst; Duration instantaneous; Saving Throw Reflex partial; Spell Resistance yes; This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not.[//spoiler]
[dice=Damage/Good/Light vs. Evil]5d4[//dice]
[dice=Blind/Dazzled(Reflex DC:16)duration]1d4[//dice]

[spoiler=Aggressive Thundercloud!]School evocation [electricity]; Level druid 2; Casting Time 1 standard action; Components V, S, M/DF (a piece of a tree struck by lightning); Range medium (100 ft. + 10 ft./level); Effect 5-ft.-diameter sphere; Duration 1 round/level; Saving Throw Reflex negates; Spell Resistance yes; DESCRIPTION: A crackling, spherical storm cloud flies in whichever direction you point and deals electricity damage to those it strikes. It has a fly speed of 20 feet with perfect maneuverability. If it enters a space that contains a creature, the storm stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates that damage. It provides concealment (20% miss chance) to anything within it, and its flickering light illuminates the same area a candle would. The sphere moves as long as you actively direct it (as a move action for you); otherwise, it stays at rest and crackles with lightning. It can be moved by wind effects and counts as a Small creature for the purpose of determining how winds affect it. The sphere has no physical substance and cannot exert any force on corporeal creatures or objects. It disperses if it exceeds the spell’s range.[//spoiler]
[dice=Electricity damage!Reflex DC16]3d6[//dice]

Casting Entangle! Reflex DC16 for Partial effect.

[OOC]Wild Shape(Young Allosaurus): +2 size bonus to Strength and +2 natural armor bonus, Medium Sized, Speed 40, Low-light, Scent, Attack bite (1d8) + 2 claws (1d6)ea. Standard action to change shape.[//OOC]

[dice=Bite!]1d20 + 5[/dice]
[dice=Bite Damage!]1d8[/dice]
+
[dice=Claw!]1d20 + 2[/dice]
[dice=Claw Damage!]1d6[/dice]
+
[dice=Claw!]1d20 + 2[/dice]
[dice=Claw Damage!]1d6[/dice]


Kobold (Blue-scaled)
Male, Humanoid(Reptilian)
Age18
Druid (Tempest) 5
Init +2; Senses Darkvision 60ft; Perception +12, Survival +10
At 4th level, a tempest druid can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 levels beyond 4th.
_____________________________________________
DEFENSE
_____________________________________________
AC +20, touch +13, flat-footed +18
(+4 Armor, +2 Dex, +3 Natural, +1 Size)
Hp 34 (9 + 6 + 6 + 6 + 6) +1 Favored Class Bonus
Fort +5, Ref +3, Will +8
Lightning Resistance 5 (Gift-able for 1 hour)
Acid Resistance 20 (Ring)
_____________________________________________
OFFENSE
_____________________________________________
Size
*Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Speed 30
Melee +4 -1
Ranged +7
Special Attacks
*Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
_____________________________________________
STATISTICS
_____________________________________________
Str 8, Dex 15, Con 12, Int 12, Wis 18, Cha 11
Base Atk+3; CMB+1; CMD13

Feats
*(1st Level) Draconic Aspect (Kobold)
~Benefit: Your scales take on the color and some of the resistances of one of the chromatic dragons. Choose one of the following chromatic dragon types: black (acid), blue (electricity), green (acid), red (fire), or white (cold). Your scales take on the color of that dragon, and you gain resistance 5 to the dragon color’s corresponding energy type. Special: If you have the dragon-scaled racial trait, your scale color does not change and you gain a +1 natural armor bonus instead.
*(3rd Level)Point Blank Shot (Combat)
~Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
*Draconic Glide (Kobold)Benefit: You gain a +2 bonus against sleep and paralysis effects. You grow a pair of wings that you can use to fall and glide at a safe pace. You can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, you may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet you fall. Special: If you have the gliding wings racial trait, you don’t need to make a Fly check to glide, and you can move 10 feet laterally for every 20 feet you fall.

Traits
~Draconic Echo(Racial, Kobold, Blue-Scaled)Benefit: You are able to cast ghost sound twice per day as a spell-like ability. The caster level for this effect is equal to your character level. This spell-like ability’s save DC is Intelligence-based.

*Two-World Magic (Magic)Benefit: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn’t have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known. (Selection: Ray of Frost)

____________________________________________
SKILLS
5/Level (+2 for Favored Class)
____________________________________________
Skills
Fly (Dex) [4](9)
Heal (Wis)[5](12)
Knowledge (Nature) (Int)[5](9)+4 in coastal and marshy lands.
Perception (Wis)[5](12)
Survival (Wis)[3](10)+4 in coastal and marshy lands.
Stealth (Dex)[5](11)

Background Skills
Linguistics (5)[6]
Lore (Kobolds of Golarion)(4)[5]

Languages
Draconic, Druidic, Common, Auran, Aquan, Ignan, Terran, Gnome

*Sodden Shore Sense(Ex):A tempest druid gains a +4 bonus on Knowledge (nature) and Survival checks in coastal and marshy lands.
____________________________________________
Magic Domain: Air (Cloud Subdomain)

0 Level - Stabilize, Ray of Frost (Trait Bonus), Guidance, Mending
1st Level - Obscuring Mist(Domain), Liberating Command, Entangle, Firebelly, Hydraulic Push
2nd Level - Wind Wall(Domain), Aggressive Thundercloud, Burst of Radiance, Barkskin
3rd Level - Gaseous Form (Domain), Summon Nature’s Ally III, Cure Moderate Wounds

Spell-Like Abilities:
Ghost Sound 2/day
____________________________________________
SPECIAL QUALITIES
*Wild Empathy(Ex):A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
~Kobold Favored Class Option: Druid Add +1/2 to the druid’s wild empathy bonus. (2 pts Favored Class earned for +1 bonus)

*Spontaneous Domain Casting: A tempest druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower. This replaces the druid’s normal ability to spontaneously cast summon spells.

*Each character gains one MHP (Modified Hero Point) per level. Those points can only be spent on "Reroll" or "Cheat Death" uses. Spells or abilities which would affect Hero Points remain out of play.
Hero Points: 2/3

*Wild Shape(Su): At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
~Beast Shape I:you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.
~{Small animal}: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.
~{Medium animal}: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.
~Possible Forms:
*Rat, Dire: Choose this form for versatility in movement types. Base speed 40, but climb and swim at 20 each. Add in scent, low light vision, and small size.
*Dog(Common): A form which offers the ability to disguise yourself as something that most people like, meaning you can gain access to places you may not otherwise. Speed 40 ft. Senses are low-light vision and scent. 1d4 Bite attack. Small sized.
*Eagle: This is a standard combat form. You will get the fly at 30 (average), and a 10' land speed. You also get the bonuses of being small sized and low light vision.
*Octopus: If you need to swim and breathe water, this is as good a form as any. You do get a very minor ability to move on land as well (20'). Low light vision is provided.
*Dinosaur, Deinonychus: You get a 60' base movement, low light vision, and scent. Medium sized. 2 foot-talons@1d8+2, a bite @1d6, and 2 foreclaws @1d4.
*Horse, Pony: A form you can choose if you want to operate as a mount for a small rider. 40' base move, low light vision and scent.
*Wolf: Speed 50 ft. Senses are low-light vision and scent. 1d6 Bite attack. Medium sized.
*Vulture: Fly, low-light, and Scent. Bite for 1d6. Small sized.
*Boar: 40 speed, low-light, scent, and Gore for 1d8. Medium Sized.
*Black Bear: 40 speed, low-light, scent. Medium Sized. 2 claws @1d4 plus bite@1d4
*Electric Eel: 30 Swim, Low-light, Bite for 1d6. Small Sized.
*Lynx: Speed 40 ft and climb 20 ft. Low-light, scent. Small Sized. 2 claws @1d3 plus bite@1d4
*Monitor Lizard: Size Small; Speed 30 ft., swim 30 ft.; Attack bite 1d6; low-light vision, scent.
*Giant Gecko: Medium Sized; Speed 40 ft., climb 30 ft. Plus bite@2d4.
*Wolverine: Speed 30 ft., burrow 10 ft., climb 10 ft. Low-light vision, scent; 2 claws @1d6 plus bite@1d4.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
____________________________________________
Racial Traits
*Gliding Wings Some kobolds are born with wings that, while too weak for actual flying, do allow them to fall at a very slow and safe pace. A kobold with wings can use them to glide. It can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, it may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet it falls. This racial trait replaces crafty.

*Dragon-Scaled Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragons matching the color of the kobold’s scales. Blue-scaled kobolds with this racial trait gain electricity resistance 5. This racial trait replaces the armor racial trait.

*Weakness Racial Trait: Light Sensitivity: Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.

____________________________________________
EQUIPMENT AND GOLD (Starting:70gp)
____________________________________________
Gear
Quarterstaff (Small)(0gp)
Dagger (Small)(2gp)
Leather Armor (Small) (10gp)
Druid's Kit (14gp)
*Contains animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

Current Wealth: 44gp
____________________________________________
APPEARANCE
____________________________________________
Height 3ft.
Weight 30lbs
Eye Color Purple
Scale Color Blue
Region of Origin Taldor Coast
Deity Gozreh (The Voice in Thunder!)

____________________________________________
Background

Spitter Snagscale is the last of his people, the Cliff-Fangers tribe. Having lived precarious but simple lives on the Taldoran coast for many generations, his tribe was finally ‘driven out’ and subsequently hunted. Native Taldans believed the tribe were only vermin or just plain dangerous to potential local fishermen, whom also wanted to use the tribe’s territory to expand a coastal village that was nearby.

On his own now, Spitter had a revelation in his sleep where the sky spoke to him with the voice of a storm. Gozreh spoke to him of salvation, and a home. A place where he could possibly make a difference soon: ‘Follow the River! Belhaim holds your future.’

It took him some time, but eventually he reached the human town of Belhaim. So far the people have chased him off multiple times with rocks every time he's tried to talk to them, so he stays near the town but only on the outskirts. Watching. Waiting.

He waits for a sign from his god. One day soon he hopes to make a difference. To show the pink-skinned and his god what Kobolds can really do: That his people are not all worthless vermin to be hunted to extinction. He WILL prove it…or die trying.