About Jeji the Unstable Jeji the Unstable
Armor naturally scaly skin grants a +1 natural armor bonus. Bombs (Su) use a number of bombs per day equal to class level + Intelligence modifier. Crafty racial +2 bonus to Craft (trapmaking), Perception, and Profession (miner); Craft (trapmaking) and Stealth are always class skills. Daring (Ex) - At 3rd level, a swashbuckler gains a +1 morale bonus on Acrobatics checks and saving throws against fear. This bonus increases by +1 for every 3 levels beyond 3rd. This ability replaces trap sense. Dark Vision see in the dark up to 60 ft. Evasion (Ex) - At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Finesse Training (Ex) - At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. Firearm Training - A rogue with this talent gains Exotic Weapon Proficiency (firearms). Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects. Light Sensitivity -1 to hit and -1 Perception when in bright sunlight or within the radius of a daylight spell. Inspiring Cognatogen gain inspiration pool equal to 1/2 alchemist level + intelligence modifier, and a +2 dodge bonus to AC, but takes a -2 penalty to Str and Con. As a free action, inspiration points can be spent to add 1d6 to an ability check or skill check. The inspiration pool lasts for 10 minutes per level and when done, inflicts 2 points of ability damage to Str and Dex. Martial Training (Ex) - At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times. This ability replaces trapfinding. Sneak Attack - If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. Swift Alchemy (Ex) At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action. Trapfinding (Ex) Starting at 2nd level, a trap breaker adds 1/2 his alchemist level on Perception checks made to locate traps and on Disable Device checks. A trap breaker can use Disable Device to disarm magic traps. This ability replaces poison use and poison resistance +2. Weapon Proficiences -
Notes:
Never carry more than 17 pounds of gear. **small leather armor – 7.5 lbs. **small spear – 3 lbs. **small dagger - 1 lbs. Background:
Jeji was never very strong or very well liked, but she was smart. She had a keen mind that absorbed information like a sponge. She learned to read and write very quickly and became enamored with books. She would spend most of her time reading and learning, almost too much time. Most of her tribe did not appreciate her quest for knowledge and often saw her as a burden. Often picked on, she learned to be quick, both in mind and body. When an expedition returned with new fangled contraptions, they had no idea what they were, but they knew who to ask. When the tribal leader asked Jeji to figure out what the items were and discover how they could benefit the tribe, she finally realized that she could be helpful to the tribe. Now with some confidence, Jeji has begun to come into her own. She doesn't retreat from would-be bullies, but instead attacks with barbed words meant to deflate and discourage. Where she used to hide from interaction, she now thrives on supporting her tribe. While most kobolds are adept at creating traps and devices, Jeji excels at taking them apart and figuring out how they operate.
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