| HP 15/15 | AC 20, T 15, FF 16 | CMD 10 | F +1 R +7 W +1 | Init +4 | Perc +8 (+9 vs. traps)
Classes/Levels
| Speed 30ft | Traps: Fire 4/5, Fireworks 5/5, Tripwire 5/5 | Active Conditions: None
Gender
Arthur Worthington | Male CN Small Kobold Rogue (snare setter) 2
About Arthur Worthington
Arthur Worthington
Male kobold rogue (snare setter) 2
CN Small humanoid (reptilian)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +8 (+9 vs traps)
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Defense
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AC 20, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 natural, +1 size)
hp 15 (2d8+2)
Fort +1, Ref +7, Will +1
Evasion
Weakness light sensitivity
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Offense
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Speed 30 ft.
Melee rapier +6 (1d4-2/18-20)
Ranged shortbow +6 (1d4/x3)
Special Attacks fire trap (5/day, DC 15), fireworks trap (5/day DC 15), tripwire trap (5/day, DC 15)
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Statistics
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Str 6, Dex 18, Con 10, Int 16, Wis 12, Cha 8
Base Atk +1; CMB -4; CMD 10
Feats Expansive Trap Ability, Learn Ranger Trap (fire trap, tripwire trap)
Traits smoke resilience, student of philosophy
Skills Acrobatics +9, Bluff +8, Craft (traps) +13, Disable Device +11, Diplomacy +8, Escape Artist +9, Knowledge (dungeoneering) +8, Knowledge (history) +7, Knowledge (local) +8, Knowledge (planes) +7, Perception +8 (+9 to locate traps), Sense Motive +5, Sleight of Hand +8, Stealth +13; Racial Modifiers +2 Craft (traps), +2 Perception, +2 Profession (miner), +4 Stealth
Languages Common, Draconic, Dwarven, Gnome, Osiriani, Undercommon
SQ crafty, evasion, finesse training, rogue talent (fireworks trap), trapper, trapsmithing +1
Combat Gear acid, holy water, potion of cure light wounds, wand of cure light wounds (49 charges); Other Gear darkleaf lamellar (leather), dagger, rapier, shortbow, arrows (20), backpack, silk rope (50 ft.), grappling hook, masterwork thieves' tools, masterwork tools: craft (traps), 13 gp
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Special Abilities
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Trapper At 1st level, a snare setter gains Learn Ranger Trap (see page 24) as a bonus feat. In addition to the trap granted by this feat, he learns how to construct the tripwire trap for free. For the purposes of this feat, he’s considered a ranger of his snare setter level, and uses his Intelligence in place of Wisdom to determine uses per day and the DC of his ranger traps. Whenever the snare setter could learn a new rogue trick, he may instead learn a new ranger trap.
Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold..
Student of Philosophy You were trained in a now defunct philosophical tradition—such as that of the now destroyed Galtan universities or Lirgeni astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.).
Darkvision Kobolds can see in the dark up to 60 feet.
Smoke Resilience You’ve spent so much of your life around fires that smoke no longer affects you the way it does other creatures. Your vision isn’t impaired by nonmagical smoke, and you gain a +5 trait bonus on Fortitude saves to avoid coughing and choking because of smoke inhalation (Pathfinder RPG Core Rulebook 426). This trait confers no benefits against magically created smoke, such as that produced by pyrotechnics..
Trapsmithing +1 A snare setter gains a bonus on Perception skill checks to detect traps and on Craft (traps) checks equal to 1/2 his snare setter level. He can use Craft (traps) in place of Disable Device to disarm traps, including magical traps.
Favored Class Rogue: +2 Hit Point.
Traps:
Fire Trap (Ex or Su)The trap explodes in flames, dealing a number of points of fire damage equal to 1d6 + 1/2 the ranger’s level to the triggering creature (Reflex negates). If it is an extraordinary trap, the ranger must use an explosive material such as alchemist’s fire when setting the trap.
Fireworks Trap (Ex or Su) The trap explodes in a flash of colored lights.
All creatures within 10 feet must succeed at a saving throw (Fortitude if an extraordinary firework trap, Will if supernatural) or be blinded for 1d4+1 rounds. If this is an extraordinary trap, the ranger must use an alchemical weapon when setting the trap, such as flash powder or a firework.
Tripwire Trap (Ex or Su) A taut wire stretched between two vertical surfaces knocks the target prone unless it succeeds at a Reflex save. A running or charging creature takes a –6 penalty on its save.
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Background:
Arthur grew up in a lair in the sewers of Absalom beneath a Taldan finishing school. After years of listening to the classes above, he considers himself a consummate gentleman. After allying with the Pathfinder Society, he has gone on some adventures in Osirion and the Plane of Air.
Bot Me!:
Arthur is happy to scout ahead, and reconnoiter target areas. Like most kobolds, he prefers to set traps and lure his enemies into them. (He'll warn party members not to wander into them, or charge into combat.) He perfers not to directly dirty his hands in melee combat, though he'll come in to provide a flank if things look to be in the party's favor.
Boons:
-Exotic Heritage (kobold) [1]
-Extra Hours [2]
-Elixir of Treasure Seeking: One of the special trasures you recovered while seeking fame and fortune was a flask of liquid the glowed softly with golden light. Drinking this elixir gives you the ability to find treasure in unlikely places, granting you a +2 competence bonus on Appraise and Perception checks for the duration of an entire adventure. In addition, if you earn less than the maximum gold piece reward during an adventure, your sharpened senses lead you to a small cache of gold and gems that increases the gold you earned by 150 gp (up to the maximum reward given for the adventure.) When you use this boon, cross it off your chronicle sheet. [4]
-Impressive Find: A representative from the Pathfinder Society--and organization of archeologists and explorers--has heard of your discoveries i nthe River Kingdoms and invites you to join the Pathfinder Society as a field agent. Once you earn 12 or more Fame, your superiors award you with one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame. [4]
-Impressive Find: A representative from the Pathfinder Society--and organization of archeologists and explorers--has heard of your discoveries i nthe River Kingdoms and invites you to join the Pathfinder Society as a field agent. Once you earn 12 or more Fame, your superiors award you with one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame. [5]
-Infernal True Name: You have learned the true name of the Irrica family’s devil. Check the box that precedes this boon as a swift action to give one devil you can see within 60 feet the sickened condition for 1 hour. Alternatively, you may check the box that precedes this boon to give one creature of the devil subtype you have summoned the effects of a heroism spell for 1 minute. Once you have checked this box, you have earned the enmity of devils everywhere.[5]
-Air Affinity[6]
-Genie Heritage[6]
-Oread’s Favor[6]