Gold Dragon

Huang Tong Dragonkin's page

158 posts. Organized Play character for UncleFroggy.


Full Name

Huang Tong Dragonkin

Race

| HP 20/20 | AC 16 (17 w/shield) | F/R/W/P: +5/+6/+7/+5 DV | Spell Attack: +8 | 25 feet | Class DC 18 | Spells: -/2/ | Exploration Activity: Search

Classes/Levels

Conditions: Stupefied 1 (0/2) |

Gender

2396852-2034 | Male Kobold Dragon Crystal Healer| Psychic Lvl 2 | Draconic Sorcerer Dedication | ◆◇↺ | Focus: 2/2

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

About Huang Tong Dragonkin

Huang Tong Dragonkin
Male Kobold Psychic 2
Small, Humanoid, Kobold
Heritage: Spellhorn
Background: Crystal Healer
Perception: +5, Darkvision
Languages: Common, Draconic, Ancient Osiriani
STR 12 (+1), DEX 14 (+2), CON 12 (+1), INT 10 (0), WIS 12 (+1), CHA 18 (+4)
AC 16, HP 20, F/R/W: +5/+6/+7
Class DC: 17
Speed: 25 ft

PFS Info:

PFS#: 2396852-2034
PFS Provision: Minor Healing Potion

Skills/Offense:
See Botting Spoiler

Occult Spellcasting:

Spell DC: 18
Spell Attack: +8
1st: Burning Hands, Soothe, Force Barrage
Cantrips: Haunting Hymn, Shield, Telekinetic Projectile, Thermal Stasis, Ignition, Frostbite
Innate Spells: Needle Darts

Arcane Spellcasting:

Spell DC: 18
Spell Attack: +8
Cantrips: Eat Fire, Phase Bolt

Feats and Abilities:

Ancestry Feats:
Kobold Weapon Familiarity - You gain access to all uncommon weapons with the kobold trait. You have familiarity with weapons with the kobold trait plus the greatpick, light pick, and pick—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.

Background Feats:
Natural Medicine - Use Nature to Treat Wounds

Class Features:
Unleash Psyche - For 2r, gain +2 x spell lvl bonus to instant psychic spell damage and use psychic abilities; stupefied 1 for 2 rounds after
Restore the Mind - Ally w/in 30' gets +1 status bonus to saves vs mental until psyche ends or regains 6hp; immune 10 minutes

Class Feats:
* Draconic Sorcerer Dedication

Skill Feats:
* Bon Mot - Diplomacy vs Will DC of foe w/in 30' to get a penalty to Perc/Will saves

Other Abilities: Radiant Oath Champion

Equipment:

Combat Gear: +1 Pick, Hand Crossbow(21 bolts)
Armor: Explorer's Clothing
Other Gear: backpack, bedroll, chalk (10), flint and steel, rations (2 weeks), rope 50', soap, waterskin
Bulk:
Coins: 55.14 gp

BOT ME!:

SAVES
[dice=Fort]d20+5[/dice]
[dice=Ref]d20+6[/dice]
[dice=Will]d20+7[/dice]

SKILLS
[dice=Acrobatics(U)]d20+2[/dice]
[dice=Arcana(T)]d20+4[/dice]
[dice=Athletics(U)]d20+1[/dice]
[dice=Crafting(U)]d20[/dice]
[dice=Deception(U)]d20+4[/dice]
[dice=Diplomacy(T)]d20+8[/dice]
[dice=Intimidation(T)]d20+8[/dice]
[dice=Medicine(U)]d20+1[/dice]
[dice=Nature(T)]d20+5[/dice]
[dice=Occultism(T)]d20+4[/dice]
[dice=Performance(T)]d20+8[/dice]
[dice=Religion(U)]d20+1[/dice]
[dice=Society(U)]d20[/dice]
[dice=Stealth(T)]d20+6[/dice]
[dice=Survival(U)]d20+1[/dice]
[dice=Thievery(U)]d20+2[/dice]

[dice=PFS Lore(T)]d20+4[/dice]
[dice=Plane of Earth Lore(T)]d20+4[/dice]

OFFENSE
[dice=Hand Crossbow]d20+6[/dice] for [dice=Piercing Damage]d6[/dice]
[dice=Hand Crossbow, MAP]d20+1[/dice] for [dice=Piercing Damage]d6[/dice]

[dice=+1 Pick]d20+6[/dice] for [dice=Piercing Damage]d6+1[/dice]
[dice=+1 Pick, MAP]d20+1[/dice] for [dice=Piercing Damage]d6+1[/dice]
[dice=+1 Pick, MAP 2+]d20-4[/dice] for [dice=Piercing Damage]d6+1[/dice]

Crit Damage
[dice=Piercing, Crit]d10+1[/dice] [ooc]Doubled on Crit[/ooc]
[dice=Fatal]d10[/dice]

SPELLS
[dice=Needle Darts]d20+8[/dice] for [dice=Piercing]3d4[/dice] [ooc]Crit: Double Damage, 1 persistent bleed[/ooc]
[dice=Telekinetic Projectile]d20+8[/dice] for [dice=Piercing/Slashin/Bludgeoning]2d6[/dice] [ooc]Crit: Double Damage[/ooc]
[dice=Haunting Hymn; Sonic Damage; 15' cone; DC 18 Basic Fort Save]1d8[/dice] [ooc]Crit Fail: Deafened 1 minute[/ooc]

[dice=Frostbite, 120' range; Cold Damage; DC 18 Basic Fort Save]2d4[/dice]
[ooc]Crit Fail: Weakness 1 vs Bludgeoning until start of next turn[/ooc]

[dice=Frostbite, 120' range; Cold Damage; DC 18 Basic Fort Save; Amped]3d4[/dice]
[ooc]Crit Fail: Weakness 1 vs Bludgeoning until start of next turn[/ooc]
[ooc]Gain temp hp equal to half the damage to the target after resistances/weaknesses[/ooc]

[dice=Ignition, Melee]d20+7[/dice] for [dice=Fire Damage]2d6[/dice] [ooc]Crit: Double Damage, 1d4 Persistent Fire[/ooc]
[dice=Ignition, Melee, Amped]d20+7[/dice] for [dice=Fire Damage]d12[/dice] plus [dice=Splash, Fire]1[/dice] [ooc]Crit: Double Damage, 1d4 Persistent Fire[/ooc]

[dice=Ignition, Ranged]d20+7[/dice] for [dice=Fire Damage]2d4[/dice] [ooc]Crit: Double Damage, 1d4 Persistent Fire[/ooc]
[dice=Ignition, Ranged, Amped]d20+7[/dice] for [dice=Fire Damage]d10[/dice] plus [dice=Splash, Fire]1[/dice] [ooc]Crit: Double Damage, 1d4 Persistent Fire[/ooc]

[dice=Breathe Fire (aka Burning Hands); 15' cone; Fire; DC 18 Basic Reflex]2d6[/dice]
[dice=Soothe]1d10+4[/dice] and +2 vs mental for 1 minute
[dice=Force Barrage]1d4+1[/dice] (per missile)
[dice=Phase Bolt, 30 ft range]d20+8[/dice] for [dice=Piercing]3d4[/dice]

SKILLS
[dice=Treat Wounds (Natural Medicine)]d20+5[/dice]
[dice=Healing]2d8[/dice]
[dice=Extra Healing]2d8[/dice]
[dice=Bon Mot, Diplomacy vs Will DC]d20+8[/dice]