Dab from the Sewer Dragon's page

53 posts. Organized Play character for Gayel Nord.


Race

HP 71/71 | AC 22 | Resist Fire 2 negative 1| F +11 R +13 W +11 (+2 poison, disease)| Perception +11 (darkvision) |

Classes/Levels

speed 25 ft | Focus Points: 1/1 | ◆ | ◇ | ↺

Gender

CN Female Dragonscaled Kobold | Sewer dragon | Ranger/alchemist (precision) Lvl 5 | Hero Points: 2/3 | ◆◇↺ |

About Dab from the Sewer Dragon

Preparation for the day:Alchemy: Lesser, Tallow bomb, 6 bane ammunition and bottled lightning. Free snares (Snare genius) Pummeling snare, Pummeling, Irriting thorn snare. Free comsummable from school (generalist) 2 lesser potion of healing

Female Kobold Ranger 5

N, Small, Humanoid, Kobold
Heritage: Dragonscaled
Background: Sewer dragon
Perception: +11, Darkvision
Languages: Common, Draconic, aklo, undercommon
STR 16 (+2), DEX 18 (+3), CON 14 (+2), INT 14 (+2), WIS 14 (+2), CHA 8 (-1)

AC 22, HP 71, F/R/W: 11/+13/+11
Resistances: Fire 2, Negative 1
Class DC: 23
Speed: 25 ft

Dab, killer of Venaxax, , friend of Star

Languages: Common, Draconic, Aklo, undercommon

Offense
Speed: 25

Melee Probing Cane +13 (Finesse, Sweep), Damage 1d6+3 B

Ranged Bomb +13 (), Damage Special Varies +1d8Precision

(item
Melee Greatsword+13 with potency crystal [T], 1d12+3 P/S
Ranged Javelin +14 [T] 2d6+3 P (thrown)
Ranged light Hammer +14 2d6+3
Ranged hachet +14 2d6+3
Ranged Mambele +14 2d6+3
Ranged Chakram +14 (Thrown), Damage 1d8+3 S
Ranged bomb +13
Ranged Composite Long bow with potency cristal 1d8+1 P

Spell
Gravity weapon

Ancestry Abilities
Dragonscaled Heritage (Copper) Gain acid resistance
Kobold Breath (◆◆) (3d4 fire, 15 cone) Gain a breath weapon, usable every 1d4 rounds
Darkvision See in the dark
Snare genius (crit fail, flat-footed until end of the next turn)
Three free snares with 3 interact to place

Class Abilities
Hunt Prey 1action
Hunter edge (precision)
Infused reagents (archetype)
Iron will Will save increase to expert.
Trackless step. Always cover Track action, in difficult terrain.
Weapon expertise Martial, simple and unarmed to expert. Critical on hunted prey.

Class Feats
Gravity weapon Access to the focus spell
Alchemist dedication
Quick draw 1 action

Feats
Toughness
Additional Lore: Dragons Gain auto-scaling lore skill (dragons)
Skill training (Society)
Snare crafting
alchemical crafting

Skills
Acrobatics +11 [t], Arcana +2, Athletics +10, Crafting +11, Deception -1, Diplomacy +9 [E, hireling], Intimidation +-1 [E], Lore (Dragons) +11 [E], Lore (kobold) +9 [T], Lore (Pathfinder) +9 [T], Medicine +9 [t] (+1 Treat Wounds), Nature +10 [T], Occultism +9, Performance -1, Religion +9, Society +9, Stealth +11, Survival +9 [T], Thievery +13 [E]

Consumable
Minor healing potion
potency elixir
Moderate quicksilver elixir
Cold iron Blanch
Feather token (Ladder) Most useful item!
Holy water
Ember dust
Silversheen
merciful charm.
Metalmist

Worn
Thrower bandolier striking
wayfinder
pearly white aeon stone
broken tusk band

Items
Leather, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Healer's Tools

Broken Tusk Pendant Activate Interact; Frequency once per hour; Trigger An animal targets you with a melee
attack, and you can see the animal; Effect You gain a +1 item bonus to AC against the triggering attack, or a +2
item bonus if the animal is the specific kind depicted by the pendant.
Speed 25 feet
Kobold Breath (Arcane, Evocation, Kobold) 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.
Quick Draw (Gunslinger) You draw your weapon and attack with the same motion. You Interact to draw a
weapon, then Strike with that weapon.
Hunt Prey You designate a single creature as your prey and focus your attacks against that creature. You
must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2
circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival
checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second
range increment against the prey you’re hunting. You can have only one creature designated as your prey at a
time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature
loses the designation and the new prey gains the designation. Your designation lasts until your next daily
preparations.
Ember Dust (Uncommon, Consumable, Evocation, Fire, Magical) Activate Interact This handful of gritty black
dust glows faintly, like old coals, but is cool to the touch. When ember dust is sprinkled upon the ground or a flat
surface in an adjacent unoccupied square, the dust transforms into a bonfire that fills the majority of the square.
For 8 hours, the bonfire blazes regardless of whether it has any fuel. The fire doesn't harm the surface on which it
was sprinkled, and it can't be extinguished except by fully dousing or submerging it in water, or by smothering it.

Anything that's lit from the bonfire requires fuel to burn and can be quenched normally. While it's safe
enough to move through the space and edge around the bonfire, a creature remaining in the bonfire for at least a
full round takes 1d6 fire damage each round. After 8 hours, the bonfire becomes a normal fire and continues
burning only as conditions permit.
Merciful Charm (Uncommon, Abjuration, Magical, Talisman) Activate envision; Trigger You Strike with the
affixed weapon; Requirements You're trained in the affixed weapon. This small limestone pendant is typically
carved in the shape of clasped hands. When activated, the affixed weapon gains the nonlethal trait for the
triggering attack and all other attacks for 1 minute.
Wayfinder (Uncommon, Evocation, Invested, Magical) Activate command; Effect The wayfinder is targeted by
a 1st-level light spell.
Thrower's Bandolier (Conjuration, Invested, Magical) Activate envision, Interact; Effect All weapons attuned
to the bandolier, not including any weapons you're currently wielding, return to the bandolier.
Precision Damage Hunter's Edge 1d8
Focus Spells (1 points) Gravity Weapon Duration 1 minute You build up gravitational force and funnel it into
your blows, leading to more powerful attacks with blade and bow alike. On your first weapon Strike each round,
you gain a status bonus to damage equal to twice the number of weapon damage dice.
Formula Book Thunderstone (Lesser), Antidote (Lesser), Bottled Lightning (Lesser), Mud Bomb (Lesser), Alignment
Ampoule (Lesser), Pernicious Spore Bomb (Lesser), Twigjack Sack (Lesser), Acid Flask (Lesser), Dread Ampoule
(Lesser), Alchemist's Fire (Lesser), Eagle Eye Elixir (Lesser), Cheetah's Elixir (Lesser), Drakeheart Mutagen (Lesser),
Tallow Bomb (Lesser), Skunk Bomb (Lesser), Water Bomb (Lesser), Blight Bomb (Lesser), Frost Vial (Lesser), Ghost
Charge (Lesser), Bane amunition, elemental ammunation.
Additional Feats Additional Lore, Alchemical Crafting, Alchemist Dedication, Dragonscaled Kobold, Gravity Weapon,
Skill Training, Snare Crafting, Snare Genius, Toughness, Battle medic.
Additional Specials Draconic Exemplar (Red), Dragonscaled Kobold Resistance (fire), Hunter's Edge (Precision),
Infused Reagents (Archetype), Skill Training (Society), Trackless Step