Kobold Master Trapper

Fazgyn, Trap Master's page

76 posts. Alias of TriOmegaZero.


HP28/29 AC20 TC15 FF16 F:+2 R:+8 W:+1 CMD15 Init:+5 Perc:+9

About Fazgyn, Trap Master

Male kobold unchained rogue 4 (Pathfinder RPG Bestiary 183, Pathfinder RPG Pathfinder Unchained 20)
LE Small humanoid (reptilian)
Init +5; Senses darkvision 60 ft.; Perception +9
AC 20, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 natural, +1 size)
hp 29 (4d8+8)
Fort +2, Ref +8, Will +1
Defensive Abilities danger sense +1, evasion, uncanny dodge
Weaknesses light sensitivity

Speed 30 ft.
Melee +1 shortsword +7 (1d4+5/19–20) and mwk shortsword +7 (1d4+2/19–20) or +1 shortsword +9 (1d4+5/19–20)
Ranged mwk shortbow +9 (1d4–1/×3)
Special Attacks sneak attack +2d6

Str 9, Dex 18, Con 12, Int 14, Wis 10, Cha 10
Base Atk +3; CMB +1; CMD 15
Feats Skill Focus (Craft [traps]), Two-Weapon Fighting, Weapon Finesse
Traits Tactician, Trap Savvy
Skills Acrobatics +11, Bluff +7, Climb +6, Craft (traps) +17, Disable Device +15, Escape Artist +11, Knowledge (dungeoneering) +9, Knowledge (engineering) +6, Perception +9, Stealth +15; Racial Modifiers +2 Craft (traps), +2 Perception
Languages Common, Draconic, Dwarven, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (fast stealth, trapsmith savant), trapfinding +2
Combat Gear potion of cure moderate wounds (2), greenblood oil (2), giant wasp poison (2), large scorpion venom (2); Other Gear +1 studded leather, +1 shortsword, crossbow bolts (20), mwk shortbow, mwk shortsword, masterwork thieves’ tools, masterwork tool (Craft[traps]), satchel of broken locks, cracked ventriloquist’s dummy, 96 gp

Cunning Trigger Fazgyn can use a swift action to set off any trap within 30 feet that he constructed.
Danger Sense (Ex) Fazgyn gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. He also gains a +1 bonus on Perception checks to avoid being surprised by a foe.
Debilitating Injury (Ex) Whenever Fazgyn deals sneak attack damage to a target, he can also apply one of the following penalties for 1 round. Bewildered: The target takes a –2 to AC against all attacks, and an additional –2 penalty to AC against Fazgyn’s attacks. Disoriented: The target takes a –2 penalty on all attack rolls, and an additional –2 penalty on all attack rolls against Fazgyn. Hampered: All of the target’s speeds are reduced by half (minimum 5 feet), and the target cannot take a 5-foot step.
Fast Stealth (Ex) Fazgyn can move at full speed using the stealth skill without any penalty.
Finesse Training (Ex) Fazgyn gains Weapon Finesse as a bonus feat and may add his Dexterity modifier in place of his Strength modifier on damage rolls with shortswords. These effects are already factored in to his statistics.
Poison Fazgyn carries several poisons, whose effects are summarized below.
Giant Wasp Poison—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Dex damage; cure 1 save.
Greenblood Oil—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Con damage; cure 1 save.
Large Scorpion Venom—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save.
Sneak Attack As the Core Rulebook rogue ability of the same name, except Fazgyn can sneak attack creatures with concealment, but not total concealment.
Tactician Fazgyn gains a +1 trait bonus on Initiative checks. Once per day when he makes an attack of opportunity, he may add a+2 bonus on his attack roll.
Trap Savvy You gain a +1 trait bonus on Craft (traps) checks, and gain a +1 bonus to AC against attacks by traps or on saving throws against effects created by traps. These bonuses stack with the bonuses granted by danger sense.
Trapsmith Savant(Ex) Even when embroiled crafting traps himself, Fazgyn can direct allies to construct their traps more efficiently. Up to two PCs receive a +2 competence bonus on checks to craft traps if Fazgyn wishes. This cannot be used on allies taking 10 to complete their check. If Fazgyn opts not to grant this bonus to allies, he can instead reduce the construction time of any trap he is working on by 1 round (to a minimum of 1 round).