Kobold Scalecaster

Eric Swanson PFS Pregen's page

199 posts. Alias of Eric Swanson.


Race

HP 26/26 | AC 16 (touch 15, flat-footed 12) | F +2 R +4 W +5 | Perc +3 | Init +3 |

Classes/Levels

30 ft | |1st 7/7 2nd 4/4| Active Conditions:

Gender

VARANOG|LE Male kobold sorcerer 4 |

About Eric Swanson PFS Pregen

VARANOG
Male kobold sorcerer 4 (Pathfinder RPG Bestiary 183)
LE Small humanoid (reptilian)
Init +3; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 16, touch 15, flat-footed 12 (+3 Dex, +1 dodge, +1 natural, +1 size)
hp 26 (4d6+8)
Fort +2, Ref +4, Will +5
Defensive Abilities: trap sense +1
Weaknesses: light sensitivity
OFFENSE
Speed 30 ft.
Melee: dagger +0 (1d3–3/19–20)
Sorcerer Spells Known (CL 4th; concentration +9)
2nd (4/day) — scorching ray
1st (7/day) — alarm, floating disk, magic missile, ray of enfeeblement (DC 14)
0 (at will) — acid splash, daze (DC 13), detect magic, mending, ray of
frost, read magic
Bloodline: Kobold
STATISTICS
Str 4, Dex 16, Con 12, Int 13, Wis 12, Cha 16
Base Atk +2; CMB –2; CMD 12
Feats: Combat Casting, Dodge, Eschew Materials
Traits: Focused Mind (APG), Imposing Scion (UCA)
Skills: Appraise +5, Bluff +7, Craft (traps) +9, Intimidate +10 (+12 vs. kobolds), Knowledge (arcana) +8, Knowledge (planes) +2, Perception +3, Spellcraft +5; Racial Modifiers +2 Craft (traps), +2 Perception Languages: Common, Draconic, Undercommon
SQ: trap rune
Combat Gear: potion of cure moderate wounds (3), Reach metamagic rod (lesser) carved with a pair of dragon heads, scroll of fireball (CL 7th), scroll of haste, scroll of mirror image, wand of chill touch (29 charges), wand of mage armor (20 charges); Other Gear: dagger, masterwork tool (Craft [traps]), small wooden statue carved in his own likeness, list of names (he knows what they did), majestic cape, silver crown, satchel filled with delicious mauve mushrooms, two vials filled with the tears of orphaned dire weasels, 44 gp.
SPECIAL ABILITIES
Bloodline Arcana: Whenever Varanog casts a spell against a creature that is denied its Dexterity bonus to AC, increase that spell’s DC by +2.
Kobold Bloodline: Varanog gains alarm as a bonus bloodline spell.
Trap Rune (Sp): As a standard action, Varanog can sketch a single, nearly invisible magical rune on any 5-foot-square solid surface. When Varanog creates a rune, pick one of the following energy types: acid, cold, electricity, or fire. While the rune is active, the next creature other than Varanog who steps on or touches the rune’s area causes the rune to explode. The rune’s explosion deals 1d8+4 points of energy damage to anything in its square (DC 15 Reflex half). The rune is considered a magical trap for the purpose of perceiving it or disabling it. The DC for both Perception and Disable Device checks is the same as the Reflex saving throw to halve the damage. Varanog can use this ability a number of times per day equal to 3 + his Charisma modifier. Each rune lasts for 24 hours or until discharged.

Ezren Lvl 1 Wizard:

EZREN: WIZARD 1
ANCESTRY: HUMAN Male (SKILLED)
BACKGROUND: MERCHANT
SPEED: 25 FEET
PERCEPTION: +4 (TRAINED)
ALIGNMENT: NEUTRAL GOOD
LANGUAGES: COMMON, DRACONIC, DWARVEN, HALFLING, UNDERCOMMON, VARISIAN

STRIKES:
MELEE
[one-action] staff +3 (two-hand 1d8), 1d4 bludgeoning
RANGED
[two-actions] acid splash +7 (acid, evocation), 1d6 acid plus 1 acid splash

SKILLS
+5 • ACROBATICS (DEX)
+7 • ARCANA (INT)
+0 ATHLETICS (STR)
+7 • CRAFTING (INT)
+0 DECEPTION (CHA)
+3 • DIPLOMACY (CHA)
+0 INTIMIDATION (CHA)
+7 • MERCANTILE LORE (INT)
+4 LORE (OTHER; INT)
+1 MEDICINE (WIS)
+4 • NATURE (WIS)
+7 • OCCULTISM (INT)
+0 PERFORMANCE (CHA)
+4 • RELIGION (WIS)
+7 • SOCIETY (INT)
+2 STEALTH (DEX)
+4 • SURVIVAL (WIS)
+2 THIEVERY (DEX)
• = TRAINED •• = EXPERT ••• = MASTER

ANCESTRY ABILITIES
Cooperative Nature
CLASS FEATS
Reach Spell, Widen Spell
CLASS ABILITIES
arcane bond, arcane school (universalist), arcane spellcasting, arcane thesis (metamagical experimentation)
SKILL FEATS
Bargain Hunter

DEFENSES
HIT POINTS 16
ARMOR CLASS 15 (16 WITH SHIELD RAISED)
REFLEX +5
FORTITUDE +5
WILL +6

STR 10 (+0)
DEX 14 (+2)
CON 14 (+2)
INT 18 (+4)
WIS 12 (+1)
CHA 10 (+0)

SPELL Attack +7 (DC 17)

CANTRIPS (AT WILL):
acid splash, detect magic, electric arc, light, shield

1ST LEVEL:
burning hands, magic missile

EQUIPMENT
WORN:
backpack, clothing, minor elixir of life (2), material component pouch, scroll of grim tendrils, staff
STOWED:
bedroll, chalk (10 pieces), flint and steel, grappling hook, rations (2 weeks), rope (50 feet), soap, spellbook, torch (5), waterskin, writing set

WEALTH:
2 gp, 7 sp

BULK:
Worn: 1, 6 L; Stowed: 1, 4 L

EQUIPMENT
The following rules apply to Ezren’s equipment.
Backpack: A backpack can hold up to 4 Bulk worth of items. If you’re carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible. The first 2 Bulk of items stowed in your backpack do not count against your Bulk limits (and are not included in your worn Bulk).
□□ Elixir of Life, Minor (alchemical, consumable, elixir, healing) Activate [one-action] (Interact); Effect Upon drinking this elixir, you regain 1d6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.
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 a secret attack roll against a DC depending on the target (typically 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 through. □ Scroll of Grim Tendrils: When holding this scroll, you can cast resist energy (see spells). After you cast the spell, the scroll is destroyed.

FEATS AND ABILITIES
Ezren’s feats and abilities are described below:
Two-Hand (trait): This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value.
□ Arcane Bond [free-action] Your staff also serves as your arcane bond, which you can drain once per day as a free action at the start of your turn. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.
Arcane School: You are a universalist, believing that arcane mastery comes from well-rounded knowledge of all schools of magic rather than specializing in one. You gain a bonus wizard feat (Widen Spell).
Arcane Spellcasting: You can cast arcane spells using the Cast a Spell activity. See the Spells section below for details on the spells you have prepared.
Arcane Thesis (Metamagical Experimentation) : Your arcane thesis grants you one additional metamagic feat as a bonus feat. For Ezren, this is Reach Spell.
Bargain Hunter: You may use Diplomacy when making a Downtime check to Earn Income, and you begin play with an extra 2 gp (already accounted for in your purchases).
Cooperative Nature: Your age and experience have granted you greater perspective and taught you to work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.
Reach Spell [one-action] (concentrate, metamagic, wizard) You can extend the reach of your spells. If the next action you use after activating this ability is to Cast a Spell that has a range, increase that spell’s range by 30 feet (meaning touch spells now have a range of 30 feet).
Widen Spell [one-action] (manipulate, metamagic, wizard) Your spells can affect a wider area. If the next action you uses after activating this ability is to Cast a Spell that has an area of burst, cone, or line that does not have a duration, increase the area of that spell as follows: add 5 feet to the radius of a burst of at least 10 feet, add 5 feet to the length of a cone or line that is normally 15 feet or smaller, and add 10 feet to the length of a larger cone or line.
Ezren can cast the following spells. He can cast up to two 1st-level spells but must memorize them in advance. In addition to the spells he has already memorized (see front page), Ezren’s spellbook also contains color spray, floating disk, grease, mage armor, message, ray of frost, read aura, sigil, and telekinetic projectile.

SPELLS
Acid Splash (acid, attack, cantrip, evocation); Cast [two-actions] somatic, verbal; Range 30 feet; Targets 1 creature or object; Effect: Make a spell attack roll against the target; if you hit, you deal 1d6 acid damage plus 1 acid splash damage. On a critical success, the target also takes 1 persistent acid damage.
□ Burning Hands (evocation, fire); Cast [two-actions] somatic, verbal; Area 15-foot cone; Effect: You unleash a gout of flame that deals 2d6 fire damage to all creatures in a 15-foot cone. Creatures are allowed a basic Reflex save.
Detect Magic (cantrip, detection, divination); Cast [two-actions] somatic, verbal; Area 30-foot emanation; Effect: You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell, though items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) are typically detected normally.
Electric Arc (cantrip, electricity, evocation); Cast [two-actions] somatic, verbal; Range 30 feet; Targets 1 or 2 creatures; Saving Throw basic Reflex; Effect: You fire an arc of lightning that leaps from one target to another. You deal 1d4+4 electricity damage each target. Creatures are allowed a basic Reflex save.
Grim Tendrils (necromancy, negative); Cast [two-actions] somatic, verbal; Area 30-foot line; Saving Throw Fortitude Effect: Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line, depending on their Fortitude save.
Critical Success: The creature is unaffected.
Success: The creature takes half the negative damage and no persistent bleed damage.
Failure: The creature takes full damage.
Critical Failure: The creature takes double negative damage and double persistent bleed damage.
Light (cantrip, evocation, light); Cast [two-actions] somatic, verbal; Range touch; Targets 1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally; Effect: You can make the target object shed bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. This lasts until you next prepare your spells for the day or until you cast this spell on another object.
□ Magic Missile (evocation, force); Cast [one-action], [two-actions], or [three-actions] somatic, verbal; Range 120 feet; Targets 1 creature; Effect: You fire a dart of force that automatically hits the target, dealing 1d4+1 force damage. For each additional action you spend Casting this Spell, you fire one additional dart that you can aim at any target within 120 feet.
Shield (abjuration, cantrip, force); Cast [one-action] verbal; Effect You conjure a magical shield of force that lasts until the start of your next turn. This counts as the Raise a Shield action, grants you a +1 circumstance bonus to AC (though it doesn’t require a hand to use), and allows you to use the Shield Block reaction. This shield has Hardness 5. After using the Shield Block action, this spell ends and you can’t use it again for 10 minutes.
Shield Block[reaction] Trigger: You would be damaged by a physical attack while your shield is conjured; Effect: You interpose your magical shield between yourself and the attack, reducing the damage by 5. You take any remaining damage.

MOGMURCH pregen:

Male goblin alchemist 3
NE Small humanoid (goblinoid)
Init +4; Senses Darkvision 60 ft.; Perception +5

Defense
AC 20, touch 17, flat-footed 15 (+2 armor, +1 deflection, +4 Dex, +1 dodge, +1 shield, +1 size)
hp 23 (3d8+6)
Fort +6, Ref +7, Will +0 (+2 vs poison)

Offense
Speed 30 ft.
Melee club +2 (1d4–1, x2, B)
Ranged bomb +8 (2d6+2 fire)
Special Attacks bomb 5/day (2d6+2 fire, DC 13)

Alchemist Extracts Prepared: (CL 1st)
1st—cure light wounds (2), expeditious retreat, shield
Extracts Known
detect undead, jump, reduce person, true strike

Statistics
Str 8, Dex 18, Con 13, Int 15, Wis 8, Cha 10
Base Atk +0; CMB –2; CMD 12
Feats:
Brew Potion
Dodge
Great Fortitude
Throw Anything
Trait: Bouncy
Skills:
Craft (alchemy) +8
Heal +3
Knowledge (nature) +8
Perception +5
Ride +9
Sleight of Hand +8
Stealth +15
Survival +5
Languages: Common, Goblin, Varisian
SQ alchemy (alchemy crafting +3, identify potions), discoveries (precise bombs [2 squares]), mutagen (+4/–2, +2 natural, 30 minutes), poison use, swift alchemy

Combat Gear: potion of barkskin, potions of cure light wounds (3), potion of cure moderate wounds, potions of identify (2), potion of levitate, acid (3), alchemist’s fire (3), thunderstone, bead of force.

Other Gear: leather armor, mwk buckler, club, ring of protection +1, black eye patch (with hole to see through cut in it), formula book (contains all extract formulae known, recorded in the form of sketches and drawings because words are scary), gourd of pickled leeches just about ready to eat (counts as 1 day’s field rations), hard leather boot (used as belt pouch), jester’s hat, juicy slug in a small pot (snack), lucky pet toad “Amfibier,” metal codpiece, pumpkin-head lantern, skull face mask, spectacles (for show), sticky-pot (sovereign glue, 5 applications).

GOBLIN TRAIT Bouncy Your bones, flesh, and skin are a bit more elastic than those of most goblins—when you fall, you tend to bounce a little better as a result. Whenever you take falling damage, the first 1d6 points of lethal damage taken in the fall are automatically converted to nonlethal damage. You also gain a +2 trait bonus on all Reflex saves made to avoid unexpected falls.

MOGMURCH’S SONG
♫Things go boom when Mogmurch throws,
Much more fun than using bows.
Sometimes where the boom boom blows
Is not my fault—that’s how it goes.♫

Ten-year-old Mogmurch is deranged. He used to live with his mate Rempty, but she didn’t survive the destruction of the Licktoad tribe—much to Mogmurch’s relief. Without her constant worrying about his alchemical experiments, he’s been able to enjoy his hobby of blowing things up much more freely.

In fact, Mogmurch still can’t believe it wasn’t his fault that the Licktoads were destroyed. He’d always secretly hoped that one of his bombs would be the one to send off all those jabbering fools. Now that they’re all gone, Mogmurch has a weird hollow feeling in his stomach. Surely this isn’t what loneliness feels like? No, it must be the loss of so many other goblins to accidently set on fire. Surely there’ll be lots of new victims... er, friends... among the Birdcrunchers?

Ezren Level 4:

A pragmatist, skeptic, and atheist, the self-taught wizard Ezren often comes across as gruff and curmudgeonly, but his mastery of the arcane arts makes him a valued member of the Pathfinder Society.

Ezren
Male human wizard 4
NG Medium humanoid (human)
Init +2; Senses Perception +1
-------
DEFENSE
-------
AC 13, touch 13, flat-footed 11 (+1 deflection, +2 Dex)
hp 34 (4d6+16)
Fort +6, Ref +4, Will +6; +1 vs. divine spells
-------
OFFENSE
-------
Speed 30 ft.
Melee MWK Cane +3 to hit (1d6 bludgeoning) or
dagger +2 (1d4/19–20)
Ranged light crossbow +4 (1d8/19–20, P)
Special Attacks Hand of the Apprentice (7/day; +9 to hit, 1d6 damage)
Wizard Spells Prepared (CL 4th; concentration +10 [+14 to cast defensively])
2nd— glitterdust (DC 16), scorching ray, spider climb
1st— burning hands (DC 16), mage armor, magic missile, obscuring mist
0 (at will)— acid splash, detect magic, light, mage hand
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STATISTICS
----------
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Combat Casting*, Great Fortitude*, Spell Focus (evocation)*, Toughness*
Skills Appraise +11, Knowledge (arcana) +11, Knowledge (history) +11, Knowledge (nature) +11, Knowledge (planes) +11, Linguistics +11, Spellcraft +11
Traits focused mind*, history of heresy*
Languages Abyssal, Common, Draconic, Giant, Goblin, Infernal, Keleshite, Osiriani, Terran
SQ arcane bond (cane)
Combat Gear oil of magic weapon, pearl of power (1st level spell), potions of cure light wounds (2), potion of fly, scroll of blur, scroll of charm person, scroll of comprehend languages, wand of magic missile (50 charges), tanglefoot bag; Other Gear dagger, light crossbow with 10 bolts, masterwork cane, cloak of resistance +1, ring of protection +1, backpack, scroll case, spell component pouch, spellbook (contains all prepared spells plus all 0-level spells; 1st—charm person, color spray, expeditious retreat, shield, sleep; 2nd—bull’s strength), 65 gp
*The effects of this ability have already been calculated into Ezren’s statistics.
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SPECIAL ABILITIES
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Arcane Bond If Ezren attempts to cast a spell without wielding his cane, he must make a concentration check (DC 20 + the spell’s level) or lose the spell. Once per day, Ezren may use his cane to cast any single spell from his spellbook, even if the spell hasn’t been prepared, as if he had memorized it that morning.
Hand of the Apprentice As a standard action, Ezren can make a single attack with his cane at a range of 30 feet, the weapon flying from his hand to strike a foe and then instantly returning to him. This attack is treated as a ranged attack with a thrown weapon, with a +5 bonus to hit. This ability cannot be used to perform combat maneuvers.
Spells Ezren can cast the following 1st- or 2nd-level spells from memory. For full spell descriptions of these, spells on scrolls Ezren carries, and the unprepared spells in his spellbook, see Chapter 10 of the Pathfinder RPG Core Rulebook.
Burning Hands: 15-foot cone of fire deals 4d4 points of fire damage to all within range (Reflex save for half damage).
Glitterdust: Golden particles cover everything in a 10-foot radius spread, blinding creatures and outlining invisible things (Will save negates).
Mage Armor: Subject gains a +4 armor bonus for 1 hour.
Magic Missile: Two darts of force automatically hit one or more targets within 140 feet, dealing 1d4+1 points of force damage each.
Obscuring Mist: A 20-foot-radius cloud obscures all sight and grants concealment to those inside it.
Scorching Ray: Ranged touch attack (+4 to hit, range 35 feet) dealing 4d6 points of fire damage.
Spider Climb: Touched creature gains a climb speed of 20 feet for 40 minutes.

Ezren was born to a successful spice merchant in one of Absalom’s affluent districts, but his father was taken away and charged with heresy by the church of Abadar. Though his father escaped excommunication, his father’s business fell to pieces. Ezren spent his adult life trying to repair his father’s reputation, but when he uncovered irrefutable proof of his father’s guilt, he realized he’d wasted his life on a lie. He turned his evidence over and said goodbye to his home, his family, and his former life. Ezren knows he’s missed his adulthood, yet looks forward to discovering the world. In fighting for his father’s redemption, he had become a gifted researcher, scholar, and intellectual, but after being refused acceptance to wizard schools due to his age, he’s had to pick up magical techniques here and there.

“Some say knowledge flows from sweat and blood. I prefer a tidier approach.”

Bot Me! = Ezren will stay back from melee and use either his wand of magic missiles, or his HotA (Cane) Special attack. He likes to conserve his spells and scrolls for special situations that may arise.