Kobold Devilspeaker

Ahmose's page

473 posts. Alias of Dorian 'Grey'.


Full Name

Ahmose

Race

Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 6 / Brew Keeper 1 Initiative +3

Classes/Levels

Hp 57/57 AC 20 Fort +8 Ref +11 Will +5 Percept +13 (+3 Traps) Darkvision Conditions

Gender

Male

Size

Medium

Age

19

Alignment

Ng

Deity

Cayden Cailean

Languages

Common, Draconic, undercommon, goblin, giant, dwarf, abyssal

Strength 10
Dexterity 16
Constitution 14
Intelligence 20
Wisdom 14
Charisma 10

About Ahmose

Alchemical Items:

Alchemical Remedies (+1 from Trait)
Alchemical Grease 6/4 (10gp)
Antiplague 6/4 (100gp)
Antitoxin 6/4(100gp)
Bladeguard 3/3 (40gp)
Salt tablets (10) 3/3 (1gp)
Smelling Salts 3/3 (25gp)
Vermin Repellent 6/4 (10gp)
Soul Stimulate 3/3 (300gp)
Total crafted gp: 546

Alchemical Tools
Alchemical glue 3/3 (20gp)
Alchemical solvent 3/3 (20gp)
Blasting Jelly 6/6 (90gp)
Dye Marker 3/3 (15gp)
Adhesive strip 3/3 (5gp)
Alchemical Cement 3/3 (5gp)
Deodorizing agent 3/3 (30gp)
Alchemical pheromone Arousal(animal, magical beast, vermin type) 3/3 (300gp) / Simple (animal, magical beast, vermin type) 9/9 (3gp)/ Susceptibility(fall)(humanoid-human) 3/3 (300gp)

Total Crafted gp: 818

Alchemical Weapons
Tanglefoot bag 6/6 (100gp)
Alchemist's Fire 6/6 (40gp)
Alkali Flask 3/3 (15gp)
Bloating solution 3/3 (25gp)
Bone Burn 3/3 (25gp)
Bottled Lightning 3/3 (40gp)
Brewed reek 3/3 (40gp)
Congealer spray 3/3 (15gp)
Darkfire 3/3 (1gp)
Desiccating lubricant 3/3 (30gp)
Diamond Dust Vials 3/3 (25gp)
Flash powder 3/3 (50gp)
Ghast retch flask 3/3 (50gp)
Holy water 3/3 (25gp)
Slime slow 3/3 (15gp)
Somnigrip 3/3 (45gp)
Smog pellet 3/3 (40gp)
Thunderstone 3/3 (30gp)

Total Crafted gp: 609

Backpack:

The backpack itself is masterwork, within are 10 trail rations, flint and steel, a set of caltrops, two flasks of oil, a potion of cure light wounds, and a potion of lesser restoration.
ratty bedroll, backpack filled with dried meat, preserved fruit, and moldy cheese (6 rations), and a 6 inch tall marble statuette of a humanoid throwing a spear (75gp). A spellbook containing: detect secret doors, fog cloud, grease, invisibility, resist energy, shocking grasp, and silent image. This book is worth 160 gp.

New backpack acquisitions:
potion of cure moderate wounds, potion of invisibility, 2x alchemist's fire, tanglefoot bag.

3x cure light wounds, 3x unholy water

This one time....Fluff:
The stench of rotting vegetables, spoiled goats milk, and other less than savory defecations rudely assault the little blue dragons nostrils. The raucous roars of monstrous demonic hoard blare like a thousand trumpets in the night air. The dried, burnt, trampled foliage lay defeated under the denizens of the World Wound's army.
Ahmose sits quietly. The blue-scaled Kobold has made quite the mistake. Now, he has made many mistakes before; and, they seem to always work out, but he is beginning to think this one will not.
What happen was....
....it really did seem like an easy score. His information was from an unreliable source (crazy gnome druid from the Mindspin Mountains); but, the Blue thought it was true. He traveled down from the mountains for days. He had to keep avoiding random seeming Demon patrols. Weird! He heard some talk of sacking some town (called Kenabres) in those few days. The patrols seemed to become more frequent the further he went. Ahmose was beginning to think that that druid was an asshat.
Eventually, the little blue kobold found himself in the middle of a horde! It was like nothing he ever seen: cultists, demons, bigger demons, and even demon minotaur! Luckily for the Blue Whisper, his presence mostly went unnoticed. He felt a bit brazen the longer he stayed that way. Unfortunately, this particular night seemed unlikely to allow for that streak to continue.
So, that information the asshat gnome druid gave to Ahmose was actually true. In the middle of the demonic army was the tree. It was an old oak that was supposed to be almost 50' tall. Unfortunately, there was a huge tent where the oak was supposed to be standing. Ahmose decided after a long 10 second pause for consideration of possible self-destructive behavior, that he would sneak into the tent. Having entered unseen into the empty tent, the Blue Whisper quickly notices the stump of what was once a mighty oak. Searching for the leaf shaped knot, the thief takes out his trade tools. After a few seconds, he receives his reward of the leaf coming off, revealing a shallow hole. He begins reaching into the entrance. Suddenly, his senses begin to scream at him; and, he just escaped being called The Blue Stump! Extracting his prize, the kobold then readies to make his escape.
The louds sounds of voices begin to permeate his hearing. He quickly decides to take refuge behind some over-sized blue (convenience or luck?) cushions and pillows tossed carelessly in a corner. Entering the tent, he sees a Minotaur, two goblins and two kobolds. He overhears their meeting. He thinks
They just let anyone be a demon now!

Once the group departs, along with the Minotaur, Ahmose the Blue Whisper ducks out the tent. He has been stuck hiding in the mist of the army when they begin the trek to begin the assault on the town. The blue witnesses a female holding a bow beckoning him to follow her out of the demon camp. The Blue eagerly follows. She left his sight a few moments before he was picked up by a patrol of crusaders, who finished the job of escorting him back to safety, and the young Alchemist never seen her again....

Walking into the safety of Kenabres, Ahmose views the excitement of the crowd of folks all seemingly ignorant of the outside happenings. Shrugging his blue-scaled shoulders, the small Alchemist follows the crowd to see what this Armasse thing is all about...

Crunch:

Ahmose; the Blue Whisper
NG Male Kobold (Dragon-Scaled Blue ) Alchemist ( Trap Breaker) 6 / Brewkeeper 1 (Humanoid(reptilian subtype) Init +3; Darkvision; Perception +13 (+3 Traps)
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Defense
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AC 20, touch 15, flat-footed 17 (+1 Attunement +4 armor, +0 shield, +1 deflection, +3 Dex, +0 natural, +0 dodge, +1 size)
hp 57 (6d8+18+6)
Fort +8 Ref +11, Will +5

+2 trait bonus on saving throws against charm and compulsion effects

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Offense
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Speed 30 ft. Fly 60' 1 minute/level
Melee Feral Mutagen(Str), Bull's Strength Claw +10 1d4+6 ; Bite +10 1d6+6
Range Tanglefoot Bombs +10 3d6+5 Fire Splash 8 Reflex DC 18
...............
Special Attacks
Bombs 3d6 11/11
Explosive Disarm (Ex):
Land Mine (Ex):
Mythic Power +1d6 1/1
......... .....
SQ

Prehensile Tail swift
Darkvision
Gliding Wings
Alchemy
Brew Potion
Mutagen
Throw Anything
Trapfinding +1/2 Perception/ Disable Device
Discovery: Precise Bombs
Swift Alchemy
Discovery: Tanglefoot Bombs
Discovery: Feral Mutagen
Distilled spells: Draughts
Faithful drinker: +2 Will after imbibing 1 Round

Automatic bonus progression
3rd Resistance +1
4th +1 Armor/ Weapon
5th Deflection +1
6th Mental prowess +2 (Int)

Mythic Tier Ability Score Mythic Feat Base Mythic Abilities
1st — 1st Hard to kill, mythic power, surge +1d6

Terendelev Scale Frigid touch . 3/3

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Statistics
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Str 10, Dex 16, Con 14, Int 18/20, Wis 14 Cha 10
Base Atk +4; CMB +3; CMD 16
Feats: Vaporous potion , Throw Anything (b), Additional Traits, Splash Weapon Mastery , Extra Discovery (Wings)
Class Skills
The Alchemist's class skills are Appraise (Int)+11(3bg), and Craft (alchemy) (Int)+20(6bg), Disable Device (Dex)+16(6), Fly (Dex)+12(6), Heal (Wis), Knowledge (arcana) (Int)+11(3), Knowledge (nature) (Int)+11(3), Perception (Wis)+13(6), Profession (Wis), Sleight of Hand (Dex)+9(3bg), Spellcraft (Int)+9(1), Survival (Wis)+10(5), Use Magic Device (Cha)+9(6). Stealth (Dex)+16(6), Knowledge (Planes) (Int)+15(6)

Skill Points at each Level: 4 + Int modifier.

Class Skills
The Brewkeeper's class skills are Acrobatics (Dex)+12(6), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Knowledge (local) (Int), Knowledge (religion) (Int), Profession (Wis), Swim (Str), and Use Magic Device (Cha).

Favored class bonus: +1 hp x6
Traits: Chance Encounter, Strong Will, Firebug, Scholar of the Great Beyond
Languages common, draconic, undercommon, goblin, giant, dwarf, abyssal

Other Gear
pathfinder's kit (22 lbs)
Thieves Tools (1 lb)
Alchemy crafting kit (5 lbs)
Potion of Cure Light Wounds 9/7
Mithral chain shirt
Wardstone shard

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Tracked Resources
mwk alchemy lab

Alchemical items
1. Alchemist's Fire 3/2 (20gp)
2. Alkali Flask 3/3 (15gp)
3. Desiccating lubricant 3/3 (30gp)
4. Congealer spray 3/3 (15gp)

--------------------

Wealth 1254 gp / spent 1207gp

Elixirs

1st level
1. Longarm
2. Disguise Self
3. Cure light wounds
4. Expeditious Retreat
5. ?

2nd level
1. Blur
2. Bear's Endurance
3. Bull's Strength
4. ?

Formula Book:

1st level (10gp)
1. Expeditious Retreat
2. Cure Light Wounds
3. Heightened Awareness
4. True Skill
5. True Strike
6. Crafter's Fortune
7. Ant Haul
8. Touch of the Sea
9. Bombers Eye (10gp)
10. Comprehend Languages (10gp)
11. Disguise Self (10gp)
12. Long arm

2nd level
1. False Life (30gp)
2. Barkskin (30gp)
3. Bear's Endurance (30gp)
4. Blur (30gp)
5. Alchemical Allocation
6. Alter Self
7. Bull's Strength

Prestige Mythic Path

Brew Keeper Prestige

Discovery/ Alchemist Ability:

Precise bombs (Advanced Player's Guide pg. 31): Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Tanglefoot Bomb (Su)* (Ultimate Magic pg. 17): A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

Feral mutagen (Advanced Player's Guide pg. 30): Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist's full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.

Wings (Ex) (Ultimate Magic pg. 18): The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. An alchemist can select this discovery multiple times; each time he does so, he adds his caster level to the number of minutes per day that he can fly with the wings. This flight is an extraordinary ability. An alchemist must be at least 6th level before selecting this discovery.

Racial:

Kobold Racial Traits
+2 Dexterity, –4 Strength, –2 Constitution: Kobolds are fast but weak. -2 Str, +2 Dex, +2 Int (or Cha)
Reptilian: Kobolds are humanoids with the reptilian subtype.
Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Kobolds have a base speed of 30 feet.
Prehensile Tail
Source Kobolds of Golarion pg. 7
Your tail is especially flexible and strong, so you’ve learned to use it for both movement and simple tricks. You gain a +2 racial bonus on Acrobatics and Climb checks, and you can use your tail to draw a hidden weapon as a move action instead of as a standard action. See Tiefling This racial trait replaces the armor racial trait.

Gliding Wings
Source Advanced Race Guide pg. 133
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.

Darkvision: Kobolds can see in the dark up to 60 feet.

Languages: Kobolds begin play speaking Draconic. Kobolds with high Intelligence scores can choose from the following languages: Common, Dwarven, Gnome, and Undercommon.

Traits:

1. Chance Encounter [Campaign]
Source Wrath of the Righteous Player's Guide pg. 5, Demon Hunter's Handbook pg. 31
You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you “accidentally” found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you’ve never seen her again. Ever since, you’ve just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster. Multiple Characters: You and other characters were all saved by the same mysterious woman in your childhood. This could have been the same event, or she could have saved you on separate occasions—the discovery that someone else was saved by the mysterious stranger has resulted in a long friendship (or perhaps friendly rivalry) with the others she rescued.

Chance Encounter: The PC gains a +2 trait bonus on Reflex saves. By expanding one use of mythic power, the PC can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.

2. Strong-Willed [Religion]
Source Inner Sea Gods pg. 223, Faiths of Purity pg. 5
Requirement(s) Cayden Cailean
Your fervent desire to choose your own path gives you strong willpower. You receive a +2 trait bonus on saving throws against charm and compulsion effects.

3. Firebug [Combat]
Source Quests and Campaigns pg. 18
You were the child of a gunsmith or alchemist and always enjoyed experimenting with fiery alchemical items and minor explosives. You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs

4. Scholar of the Great Beyond (Faith)
Source Ultimate Campaign pg. 55, Second Darkness Player's Guide pg. 12, Advanced Player's Guide pg. 329
Category Basic (Faith)
Your greatest interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.

equipment:

Kit, Pathfinder's
Price 12 gp; Weight 22 lbs.
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone.

Alchemy crafting kit
Source Ultimate Equipment pg. 77
Price 25 gp; Weight 5 lbs.
Category Tools
Description
An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An alchemy crafting kit provides no bonuses on Craft (alchemy) checks. (This item was called an “alchemist’s kit” in the Advanced Player’s Guide, and was renamed to avoid confusion with this book’s pre-selected set of adventuring gear called an “alchemist’s kit.”)

Thieves' tools(MW)
Source Ultimate Equipment pg. 77, PRPG Core Rulebook pg. 158
Price PFS Legal 30 gp (common), PFS Legal 100 gp (masterwork); Weight 1 lb. (common), 2 lbs. (masterwork)
Description
This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks.

Masterwork Thieves’ Tools: This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.

WARDSTONE SHARD MINOR ARTIFACT:

SLOT none CL 20th WEIGHT 1/2 lb.
AURA Strong abjuration
When the final fragment of the Kenabres wardstone shatters, a few tiny shards of the stone remain behind. The magic remaining in these fragments is fleeting, usable only once before the shard becomes an inert sliver of stone. As a standard action, a wardstone shard may be rubbed along a weapon or a suit of armor to transfer the shard’s magic to the weapon or armor for 1 day.

Weapon: A weapon enhanced by a wardstone shard gains the evil outsider bane quality, and is treated as being made of cold iron and as a good weapon for the purposes of overcoming a demon’s damage reduction. The shard cannot be used to enhance ammunition in this manner, but can be used to enhance a weapon that fires ammunition; doing so causes the weapon to impart these qualities to the ammunition as it is fired.

Armor: A suit of armor enhanced by a wardstone shard gains the spell resistance (13) armor special ability, but only against evil outsiders. Against demons, this spell resistance increases to 17.

DESTRUCTION
A wardstone shard may be destroyed simply by crushing it,a shard has hardness 16 and 12 hit points.