Kobold Devilspeaker

Demm tad-draguni's page

371 posts. Organized Play character for TriShadow.

Full Name

Demm tad-draguni (Blood of Dragons)


| Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1


Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1
Magic Missile {CL 3} 2/3


AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90'





Strength 5
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 10
Charisma 11

About Demm tad-draguni

Demm tad-draguni (Blood of Dragons)

Male kobold sorcerer (cross-blooded) 1/evoker (admixture APG) 3

NG Small humanoid (orc, reptilian)
Init +2; Senses darkvision 90 ft.; Perception +7
AC 17, touch 12, flat-footed 16 (+4 armor, +1 Dex, +1 natural, +1 size)
hp 25 (4d6+4+3{FBC})
Fort +2, Ref +3, Will +3
Weaknesses light sensitivity
Speed 30 ft.
Ranged heavy crossbow +3 (1d8/19-20)
Special Attacks claws (2, 1d3, 3 rounds/day), intense spells (+1 damage)

Spell-Like Abilities (CL 3rd; concentration +2)
3/day—Dancing Lights

Sorcerer (Crossblooded {Dragon/Orc}) Spells Known (CL 1st; concentration +1)
1st (3/day)— Magic Missile (CL 3) {2d4+2+3}
0 (at will)— Detect Magic, Disrupt Undead {1d6+1}, Read Magic
Bloodline Draconic, Orc

Evoker Spells Prepared (CL 4th; concentration +7)
2nd-Scorching Ray (CL 5) {4d6+8+1 No Save}, Flurry of Snowballs (CL 4) {4d6+4+1 DC 17}
1st—Burning Hands (CL 4) {4d4+8+1 DC 16}, Toppling Magic Missile (CL 5) {3d4+3+6}, Snowball (CL 4) {4d6+4+1}
0 (at will)— Acid Splash 1d3+2,
Mage Hand, Message, Prestidigitation

Opposition Schools Enchantment, Necromancy

Str 8, Dex 12, Con 10, Int 18, Wis 12, Cha 11
Base Atk +1; CMB -1; CMD 10

Eschew Materials
Spell Focus (evocation)
Toppling Spell
Varisian Tattoo

Ease of Faith
Magical Lineage
Secret of the Impossible Kingdom (Jalmeray)

Acrobatics +2
Appraise +4
Bluff +0
Climb -2
Diplomacy +5
Disguise +0
Escape Artist +2
Fly +9
Heal +0
Intimidate +0
Knowledge (arcana) +9
Knowledge (dungeoneering) +9
Knowledge (nature) +9
Knowledge (planes) +9
Knowledge (religion) +9
Linguistics +8
Perception +7
Profession {Food Critic} +5
Ride +2
Sense Motive +0
Spellcraft +10
Stealth +9
Survival +0
Swim -2

Racial Modifiers +2 Stealth

Languages Common, Draconic, Osiriani, Tien, Varisian, Undercommon

Special Qualitites
Arcane Bond (wand of infernal healing [50 charges])
Bloodline Arcana (energy spells that match bloodline energy deal +1 damage per die)
Versatile Evocation

Combat Gear
Pearl of Power (1st level) {purchased from chronicle sheet}
Wand of Burning Hands ~ CL 3 (4 charges) {purchased from chronicle sheet} {WRIST SHEATH}
Wand of Grease (11 charges) {purchased from chronicle sheet} {WRIST SHEATH}
Wand of Infernal Healing (48 charges)
Wand of Mage Armor (44 charges)

Other Gear crossbow bolts (20), heavy crossbow, spring-loaded wrist sheath (x2), wizard starting spellbook, 5068 gp
Special Abilities
Admixture Associated School: Evocation
Arcane Bond (Wand of infernal healing (50 charges)) (1/day) (Sp) Use object to cast any spell in your
spellbook. Without it, Concentration is required to cast spells (DC20 + spell level).
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Claws (3 rounds/day) (Su) 2 Claw attacks deal 1d4 damage
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.
Darkvision (60 feet) You can see in the dark (black and white only).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Eschew Materials Cast spells without materials if the component cost is 1 gp or less.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Light Sensitivity (Ex) Dazzled as long as you remain in bright light.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Silent Spell Once per day you can gain the benefit of the Silent Spell feat on a spell you cast.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Versatile Evocation (6/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.[b][bigger]