Churgri of Vapula

Dreadfang!'s page

416 posts. Organized Play character for Mitch.


Full Name

Dreadfang!

Race

HP 94 | AC 27 | F +14 R +17 W +16 | Perc +13 | Stealth +14 |

Classes/Levels

speed 45 | Hero 1/1| Active Conditions: ---

Gender

Male Kobold

Size

Small

Age

19

Special Abilities

Kobold Breath

Alignment

CN

Languages

Common, Draconic, Undercommon

Strength 16
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 12
Charisma 16

About Dreadfang!

Male Kobold (Spellscale)
Monk 8
Background: Martial Disciple
CN
Size: Small
Faction: Horizon Hunters
Pathfinder Training:
Swords 3
XP: 84
Hero Point: 2

Str 10+2+2: 16
Dex 10+2+2+2: 18
Con 10-2+2+2: 12
Int 10+2: 12
Wis 12
Cha 10+2+2: 16

HP: 10+1+6+11+11+11+11=94
AC: 27
Resistance 4 vs Acid
Unarmed (fist): +17, +13, 2d6+5B. (+1 Handwraps, Tiger Slash, Titan Wrestler)
Unarmed (Tiger Stance): +17, +13, 2d8+5S, Crit: 1d4 Persistent Bleed
Dagger: +16, +12, 1d4+5P/S
Acid Splash: +13, 2d6+3A, 2 splash, 3 persistent on crit, 30’
Kobold Breath: 30’ line, Reflex vs Class DC, 4d4A, every 1d4 rounds
Breath of the Dragon: 60’ line, Reflex vs Class DC, 7d6A, Focus Pt

Fort E: 14
Ref E: 17
Will M: 16, Success = Critical Success
Resistance 4 vs Acid
+1 vs sleep, paralysis
Resilient rune (figured)

Simple weapons E
Unarmed attacks E

Unarmored E

Monk class DC (Dex) T: 24
Arcane spell attack T: 13
Arcane spell DC T: 23

Acrobatics M: 18 (Cat Fall, Kip Up)
Athletics E: 15 (Quick Jump)
Deception T: 13
Intimidation T: 13 (Intimidating Glare)
Lore (Scouting) T: 11
Lore (Warfare) T: 11
Perception E: 13 (Draconic Scent)
Stealth T: 14
Survival T: 11

Speed: 45’, Leap 20’ (+10’ Long Jump) (Quick Jump, Scamper, Winglets), Step 10’ in Tiger Stance,
Kip Up
Languages: Common, Draconic, Undercommon

DARKVISION
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

DRACONIC EXEMPLAR: Black -> ??

Heritage: SPELLHORN KOBOLD (Acid Splash)
A trace of draconic magic flows through your veins. Choose one cantrip from the arcane spell list (Core Rulebook 307). You can Cast this Spell as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. You gain the trained proficiency rank in arcane spell attack rolls and spell DCs, and your key spellcasting ability is Charisma.

Ancestry Feat: Kobold Breath [2-actions]
You channel your draconic exemplar’s power into a gout of energy that manifests as a 30-foot line, dealing 1d4 damage. Each creature in the area must attempt a basic [Reflex] 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.

Background Skill Feat: Cat Fall (Acrobatics) [vestigial wings]
Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Class Feat: TIGER STANCE [ONE-ACTION]
Requirements You are unarmored.
You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage.
As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet.

POWERFUL FIST
The damage die for your fist changes to 1d6 instead of 1d4. Most people take a –2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don’t take this penalty when making a lethal attack with your fist or any other unarmed attacks.

FLURRY OF BLOWS [ONE-ACTION]
Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.

Class Feat: DRAGON DISCIPLE DEDICATION
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. The GM may allow you to choose a dragon type not listed below, and will determine the damage type appropriate for that dragon.
• Black or Copper: Acid
You also gain a +1 circumstance bonus to saving throws against sleep effects and effects that would make you paralyzed.

Skill Feat: Quick Jump [vestigial wings]
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).

General Feat: Ancestral Paragon (SCAMPER) [one-action]
Requirements You are adjacent to at least one enemy.
You instinctively know how to flee danger. You Stride up to your Speed, with a +5-foot status bonus to your Speed, and you gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that’s not adjacent to any enemy.

Incredible Movement
You gain a +10-foot status bonus to your Speed whenever you’re not wearing armor. The bonus increases by 5 feet for every 4 levels you have beyond 3rd.

Mystic Strikes
Focusing your will into your physical attacks imbues them with mystical energy. Your unarmed attacks become magical, allowing them to get past resistances to non-magical attacks. However, you still need an item such as handwraps of mighty fists to gain an item bonus to attack rolls or increase your attacks’ weapon damage dice.

Class Feat: Draconic Scent
Your sense of smell is uncanny, much like a dragon’s. You gain imprecise scent with a range of 30 feet. The GM might double the range if you’re downwind from the creature or halve the range if you’re upwind, at their discretion.

Skill Feat: INTIMIDATING GLARE
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.

Alertness
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Ancestry Feat: Winglets
You’re among the few kobolds who grow a set of draconic wings later in life. The wings are initially small and weak; while not enough for full flight, a strong flap allows you to jump further. When Leaping horizontally, you move an additional 5 feet (this additional distance isn’t cumulative with the increased Leap distance from the Powerful Leap feat). You don’t automatically fail your checks to High Jump or Long Jump if you don’t Stride at least 10 feet first. In addition, when you attempt a Long Jump, you can jump a distance up to 10 feet higher than you normally would based on the result of your Athletics check, though you still can’t jump farther than your Speed.

Class Feat: TIGER SLASH [two-actions]
You make a fierce swipe with both hands. Make a tiger claw Strike. It deals two extra weapon damage dice (three extra dice if you’re 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the persistent bleed damage from your tiger claw.

Skill Feat: TITAN WRESTLER
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.

General Feat: Fleet
Your Speed increases by 5’.

Path to Perfection: Will

Weapon Specialization
You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.

Class Feat: BREATH OF THE DRAGON
You can use a powerful breath weapon, much like the dragon you emulate. You gain the dragon breath sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1.

Skill Feat: KIP UP [free-action]
You stand up. This movement doesn’t trigger reactions.

ACID SPLASH
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature or object
You splash a glob of acid that splatters creatures and objects alike. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.
Heightened (3rd) The initial damage increases to 1d6 + your spellcasting ability modifier, and the persistent damage increases to 2.
Heightened (5th) The initial damage increases to 2d6 + your spellcasting ability modifier, the persistent damage increases to 3, and the splash damage increases to 2.

Splash Trait
Most bombs also have the splash trait. When you use a thrown weapon with the splash trait, you don’t add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a failure (but not a critical failure), the target of the attack still takes the splash damage. Add splash damage together with the initial damage against the target before applying the target’s resistance or weakness. You don’t multiply splash damage on a critical hit.

DRAGON BREATH FOCUS 3 (Level 5) [two-actions]
Area: 30-foot cone or 60-foot line originating from you
Saving Throw: basic Reflex or Fortitude
You spew energy from your mouth, dealing 5d6 damage. The area, damage type, and save depend on the dragon type in your bloodline.
Dragon Type Area and Damage Type Saving Throw
Black or copper 60-foot line of acid Reflex
Heightened (+1) The damage increases by 2d6.

Focus Pool: 1 / 0

Equipment: 150 sp
Adventurer’s pack: backpack(containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin 7sp, B2
Crossbow 3gp, B
10 bolts 1sp, L
Dagger 2sp, L
Clothing, ordinary 1sp
Healing potion, minor 4gp
*Healing potion, minor
+1 handwraps
+1 armor potency. 160
Cold weather clothing 0.4gp

Aeon Stone (Pearly White Spindle) - it slowly starts healing your wounds, restoring 1 HP every minute.

The resonant power grants you resistance 1 to negative damage.

2x Moderate healing potion

a tarnished gold ring, a bottle of aged brandy, a masterwork pesh pipe, and a platinum sculpture of a howler monkey

A kobold born with black scales and vestigial wings was cause for celebration in the tribe. He was dubbed Dreadfang, and raised to become a great leader someday. However, he secretly felt like the tribe was small potatoes. He should be out in the world, embracing his destiny of leveling cities and kidnapping princesses.

So he headed out of his swamp (Dunmire), to survey the domain that would one day be his. When a group of Pathfinders saved his life, he decided to join them, hoping to eventually make them his army, and crush the foes he would undoubtedly make by then. In the meantime, he’s easily swayed to help with any missions.