Kobold Scalecaster

Cookie Amalgam Kettledrum's page

72 posts. Organized Play character for GHembree.


Race

Kobold Barbarian 5; HP 81, AC 23 (25 w/shield); F+12, R+10, W+9; Perc +9, Dark-Vision; explore: Shield raised

About Cookie Amalgam Kettledrum

Cookie - Amalgam KettledrumBarbarian 5
Background Tax Collector
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N / Small / Kobold / Dragonscaled Kobold / Humanoid
Perception (E) +9; Darkvision
Languages: Common, Draconic

Deity: Desna (as of Snakes in the Grass)

Skills:
Acrobatics (E) +12
Athletics (E) +13
Diplomacy (T) +10
Boon 1 adventure - Diplomacy (E) +12
Intimidation (T) +10
Lore: Kobold (T) +7
Lore: Settlement-Absolon (T) +7
Lore: Warfare (T) +7
Boon 1 adventure - Society (T) +7
Stealth (T) +10
Survival (T) +7
Thievery (T) +10

Expert Hireling : Max - Dwarf personal trainer.
Medicine (E) +9
Leagle Lore (E) +9

Str +4, Dex +3, Con +3, Int +0, Wis +0,Cha +3

School - Generalist Items 2x lesser healing (2d8+5)

Items: +1 Hide, Grappling Hook, Aeon Stone (Pearly White Spindle), Wayfinder, Thieves' Tools, Thieves' Tools (Replacement Picks) (3), Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Sturdy Shield (Minor) (Hardness 8, HP 64, BT 32), Healer's tools, Riding dog (Snowball).

Item Details:

+1 Hide
Sturdy Shield (Minor) (Hardness 8, HP 64, BT 32)

Aeon Stone (Pearly White Spindle) - When you invest this aeon stone, it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage.
Wayfinder - This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass.

An indentation in the middle of the wayfinder can hold a single aeon stone. Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power.

If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders.

Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell.

Thieves' Tools - You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them.
Thieves' Tools (Replacement Picks) (3)

Backpack[b]: - A backpack holds up to 4 Bulk of items. and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible.

[b]Rope - 50ft
Grappling Hook - You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up.

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AC 23 (+25 with shield raised), Fort +12, Ref +10, Will +9
+1 circumstance bonus to saving throws against sleep effects and effects that would make you paralyzed.
(Deny Advatage - not flat-footed due to hidden, undetected, flanking creatures, or surprise attack of your level or lower {see below})

HP 81*; Resistances fire 2, cold 2, (While Raging Elec 2), negative 1
*(Entering Rage gain +level in temporary Hitpoints.)

Wounded Rage Trigger You take damage and are capable of entering a rage. You roar in pain, awakening the rage within you. You Rage.

Shield Block Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

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Speed 25 feet

Melee +1 Striking Bastard Sword +14 (Two-Hand d12, Magical), Damage 2d8+4 (S) Group: Sword
Melee Club +13 (Simple) Damage 1d6+4 (B) Group: Club
Ranged Javelin (x4) +12 (Thrown), Damage 1d6+4 (P) Group: Dart
Ranged +1 Striking Composite Longbow +13 (Deadly d10, Propulsive, Volley 30 ft., Magical), Damage 2d8+2 (P) Group: Bow

Weapon Groups:

Sword - The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Club - You knock the target away from you up to 10 feet (you choose the distance). This is forced movement.
Dart - The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.
Bow - if the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.

Kobold Breath (Arcane, Evocation, Kobold) Bass: Line 30’ 3d4 Fire can’t use again for 1d4 rounds.

Kobold Breath details:
You channel your draconic exemplar's power into a gout of energy that manifests as a 30-foot line or a 15-foot cone, dealing 1d4 damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can't use this ability again for 1d4 rounds. At 3rd level and every 2 levels thereafter, the damage increases by 1d4. The shape of the breath, the damage type, and the saving throw match those of your draconic exemplar (see Table 1-1). This ability has the trait associated with the type of damage it deals.

Demoralize: Single (◆) - With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target does not understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.Critical Success The target becomes frightened 2. Success The target becomes frightened 1.

Frightned:
You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1

Rage Single (◆):
(Barbarian, Concentrate, Emotion, Mental) Requirements You aren’t fatigued or raging. You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging: You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile. ; You take a –1 penalty to AC. ; You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.; After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.

Wayfinder (Uncommon, Evocation, Invested, Magical) Activate command; Effect The wayfinder is targeted by a 1st-level light spell.

Kobold:
Darkvision
Draconic Exemplar (Brass) - You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM’s discretion

Dragon: Brass; Breath Weapon Shape: Line; Damage Type: Fire; Saving Throw: Reflex

Dragonscaled Kobold & Resistance (brass) - Your scales are especially colorful, possessing some of the same resistance a dragon possesses. You gain resistance equal to half your level (minimum 1) to the damage type associated with your draconic exemplar (Brass - Fire). Double this resistance against dragons’ Breath Weapons.

Kobold Breath Double (◆◆) - You channel your draconic exemplar's power into a gout of energy that manifests as a 30-foot line or a 15-foot cone, dealing 1d4 damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can't use this ability again for 1d4 rounds. At 3rd level and every 2 levels thereafter, the damage increases by 1d4. The shape of the breath, the damage type, and the saving throw match those of your draconic exemplar. This ability has the trait associated with the type of damage it deals.

Kobold Lore - You attentively learned key kobold survival strategies and mythology from your elders. You gain the trained proficiency rank in Stealth and Thievery. .. You also become trained in Kobold Lore.

Barbarian:

Instinct (Dragon Instinct) - You summon the fury of a mighty dragon and manifest incredible abilities. Perhaps your culture reveres draconic majesty, or you gained your connection by drinking or bathing in dragon's blood or after watching a marauding wyrm burn your village. Dragon Instincts to be your instinct's dragon type. Chromatic dragons tend to be evil, and metallic dragons tend to be good.
Instinct (Blue)
Dragon Type: Blue; Catagory: Chromatic; Breath Weapon: Line of Electricity

Anathema: - Letting a personal insult against you slide is anathema to your instinct. Choose whether your character respects or abhors your dragon type. If you respect it, defying such a dragon is anathema, and if you abhor it, failing to defeat such a dragon you come across is anathema.

Draconic Rage (Instinct Ablity: - While raging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon's breath weapon instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the arcane and evocation traits, as well as the trait matching the damage type.

Rage - Single (◆) Requirements You aren’t fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:
You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.

Raging Intimidation - Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.

Intimidating Glare - Prerequisites trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Deny Advantage, - Your foes struggle to pass your defenses. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

Wounded Rage Reaction (↺) - Trigger You take damage and are capable of entering a rage. You roar in pain, awakening the rage within you. You Rage.

Critical Brutality - Your fury makes your weapons lethal. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. While raging, you gain access to the critical specialization effects for melee weapons and unarmed attacks.

Dragon Disciple Dedication: Dragon Type (Silver) -
Archetype Dragon Disciple
Access You are a kobold with the dragonscaled or spellscaled heritage, a dragon instinct barbarian, or a draconic bloodline sorcerer.
You choose to study or worship one type of dragon, and your focus grants you a measure of its power. Choose one color of dragon when you select this feat; if you are a sorcerer with the draconic bloodline, this must be the same type as your bloodline. You gain resistance equal to half your level against one type of damage determined by the chosen dragon type.
You also gain a +1 circumstance bonus to saving throws against sleep effects and effects that would make you paralyzed.
Dragon Type: Silver; Energy type: Cold

Additional Feats

Bargain Hunter - Prerequisites trained in Diplomacy
You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost.

Shield Block Reaction (↺) - Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Titan Wrestler - Prerequisites trained in Athletics
You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.

Quick Coercion - Prerequisites trained in Intimidation
You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.

Cookie’s Details:

Amalgam Kettledrum (Aka Cookie) is from the Kobold tribe Kettledrums one of the more friendly sects of kobolds known for their Caribbean music style.

Cookie’s scales are particularly shiny and bright brass with streaks of blue and silver that highlight his scales. Ever since he hatched, Cookie has insisted he has the soul of a great silver wyrm Suavity Draco and there is some truth in it.

Before Cookie’s egg was laid, the tribe of the Kettledrumbs came across the bones of a huge silver dragon that appeared to have died in a great battle. The Kettledrumb’s shaman used the bones in a tribal ritual to draw the essence of the great dragon into their tribe’s spirit to gain its power. Unfortunately, the shaman didn’t notice that the bones of a blue dragon were intermingled with that of the silver both having died in their great battle.

Cookie has indeed the soul of the silver dragon, but also the soul of the hated blue dragon. The silver dragon is dominant in times of calm, but the blue dragon’s rage breaks free empowering Cookie’s battle aura in times of stress.

The blue dragon hates all dragons, but particular others of its kind. The silver dragon is trying to deal with the situation with a level of stoic philosophical outlook working through this unfortunate incarnation in an attempt to return to being a true dragon.