Roaghaz

Jinx Piddlefoot's page

2 posts. Alias of william Nightmoon.


Full Name

Jinx Piddlefoot III

Race

Kobold

Classes/Levels

Crossblooded Sorcerer(Draconic/Kobold) 1

Gender

Male

Size

Small

Age

16

Alignment

Chaotic Neutral

Strength 9
Dexterity 20
Constitution 14
Intelligence 15
Wisdom 10
Charisma 17

About Jinx Piddlefoot

Racial Traits:

+2 Dexterity, –4 Strength, –2 Constitution: Kobolds are fast but weak.

Reptilian: Kobolds are humanoids with the reptilian subtype.

Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Normal Speed: Kobolds have a base speed of 30 feet.

Darkvision: Kobolds can see in the dark up to 60 feet.

Dragon Affinity
Source Inner Sea Races pg. 216
Kobold sorcerers with the draconic bloodline or kobold bloodline (Advanced Race Guide 134) treat their Charisma scores as 2 points higher for all sorcerer spells and class abilities. This racial trait replaces the armor trait.

Gliding Wings
Source Advanced Race Guide pg. 1
Some kobolds are born with wings that, while too weak for actual flying, do allow them to fall at a very slow and safe pace. A kobold with wings can use them to glide. It can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, it may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet it falls. This racial trait replaces crafty.

Weakness: Light sensitivity. Kobolds are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon.

Class Details:

20th 9 5 5 4 4 4 3 3 3 3

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Class Skill: A crossblooded sorcerer receives the bonus class skill from both of her bloodlines. If these are the same skill, this does not grant any additional benefit.

Bonus Spells: A crossblooded sorcerer may select her bonus spells from either of her bloodlines. The sorcerer also has the choice to learn a lower-level bonus spell she did not choose in place of the higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level that they would be if the sorcerer had learned them with the appropriate bonus spell.

Example: A 3rd-level aberrant/abyssal crossblooded sorcerer has the choice of learning cause fear or enlarge person as her bloodline bonus spell. If she selected cause fear as her 3rd-level bonus spell, at 5th level she could use her new bonus spell to learn enlarge person instead of bull’s strength or see invisibility, and she would add it to her list of 1st-level spells known (just as if she had learned it as her 3rd-level bonus spell).

Bonus Feat: A crossblooded sorcerer combines the bonus feat lists from both of her bloodlines and may select her bloodline bonus feats from this combined list.

Bloodline Arcana: A crossblooded sorcerer gains the bloodline arcana of both her bloodlines.

Bloodline Powers: At 1st, 3rd, 9th, 15th, and 20th levels, a crossblooded sorcerer gains one of the two new bloodline powers available to her at that level. She may instead select a lower-level bloodline power she did not choose in place of one of these higher-level powers.

Drawbacks: A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on the sorcerer spells known table. Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves

Mixed Bloodlines (Kobold/Dragon):

Kobold/Draconic(Green) Bloodline

Class Skill: Perception.
Class Skill: Disable Device.

Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).
Or
Bonus Spells: alarm (3rd), create pit (5th), explosive runes (7th), dragon's breath (9th), transmute rock to mud (11th), guards and wards (13th), delayed blast fireball (15th), form of the dragon III (17th), imprisonment (19th).

Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.

Bonus Feats: Alertness, Combat Casting, Defensive Combat Training, Dodge, Improved Initiative, Lightning Reflexes, Silent Spell.

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Bloodline Arcana: Whenever you cast a spell against a creature that is denied its Dexterity bonus to AC, increase that spell's DC by +2

Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the following table

Bloodline Powers

Trap Rune (Sp): At 1st level, as a standard action, you can sketch a single, nearly invisible magical rune on any 5-foot-square solid surface. When you create a rune, pick one of the following energy types: acid, cold, electricity, or fire. While the rune is active, the next creature other than you who steps on or touches the rune's area causes the rune to explode. The rune's explosion deals a number of points of energy damage equal to 1d8 + 1 per sorcerer level you possess to anything in its square. A Reflex saving throw halves the damage (DC 10 + 1/2 your sorcerer level + your Charisma modifier). 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. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Each rune lasts for 24 hours or until discharged

Skills/Feats/Traits:

Skills
Appraise (Int),
Bluff (Cha),
Craft (alchemy)(Int),
Disable Device(Dex),1/5/7
Fly (Dex),1/5/3
Intimidate (Cha),
Knowledge (arcana) (Int),
Profession (Wis),
Perception (Wis),1/0/3
Spellcraft (Int),
Use Magic Device (Cha),1/3/3

Feats
Skill focus: Disable Device

Traits
Arcane Temper
Source Ultimate Campaign pg. 56
You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Slithering Stride
Source Kobolds of Golarion pg. 19
Category Race
Requirement(s) Kobold - Green-Scaled
You were raised as a forest trapper, and are adept at moving quickly through underbrush. For 3 rounds per day, you can move through light or heavy undergrowth at full speed. This ability doesn’t work in terrain that has been magically manipulated to impede motion.

Spells:
0- Mage Hand, Acid Splash, Prestigiation

1-(5/day)Magic Misslie

Equipment:
58 gp
Commoner's Clothes, a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), a waterskin, Spear, 2 obsidian daggers, Blowgun, blowgun darts(10)

Background and memories: