Full Name |
Qwerk |
Race |
Kobold |
Classes/Levels |
Sorcerer 1 |
Size |
S |
About Qwerk
EDIT in progress
Qwerk
Ancestry: Kobold
Heritage: Dragon Scaled
Ancestry feats: Dragon Presence
Background: Grave Robber (Experienced Smuggler)
Alignment: Neutral Greedy
Class: Sorcerer
Bloodline: Draconic
Draconic Exemplar: Fortune (Arcane)
Class feats:
Languages: Draconic, Common
Ability scores: Str 10 (0) Dex 16 (+3) Con 10 (0) Int 12 (+1) Wis 12 (+1) Cha 18 (+4)
Skills: +4 Arcana, +3 Athletics, +7 Diplomacy, +7 Intimidation, +4 Lore: Underworld, +6 Stealth, +6 Thievery
Skill Feats:
(Editing below to be done)
General Feat:
AC: Fort: + 3 Ref: + 4 Will: + 9
HP: 16
Speed: 25ft
Ranged Spell attack: +7(+4 for stat, +2 for proficiency, and +1 for level bonus).
Melee: Sickle +4, (Agile, Finesse, Trip), Dmg 1d4 S
Ranged: Sling +4 (Propulsive), DMG 1d6 B (10 bullets)
Gear/Items:
Money:
Prepared Primal Spells: DC: 17 ATK: +7
Cantrips: Gale Blast, Produce Flame, Stabilize,Guidance, Light
1st: Shocking Grasp, Heal,
Focus spell: Tempest Surge (two actions)
Focus Point: 1
Ancestry Feats: Dragon Presence As kin to dragonkind, you project unflappable confidence (that collapses catastrophically against the deadliest foes). When you roll a success on a saving throw against a fear effect, you get a critical success instead. When you roll a failure against a fear effect, you get a critical failure instead.
In addition, when you attempt to Demoralize a foe of your level or lower, you gain a +1 circumstance bonus to the Intimidation check.
General Feats:
Background Feat: Experienced Smuggler- You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you’ve concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.
Heritage Feat: Dragonscaled Kobold- Thanks to your warren's association with a dragon, your scales are sturdier than other kobolds'. You gain 10 Hit Points from your ancestry instead of 6. You gain a +1 circumstance bonus to saves against dragon breath, effects with the sleep trait, and effects that would make you paralyzed.
Skill Feats:
Impressive Performance- Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy. If you spend at least 10 minutes performing in front of an audience, you can Make an Impression targeting up to 10 members of the audience who were there for the whole performance, without taking the normal penalty. The number of targets increases to 20 for a 1-hour performance and 50 for a 2-hour performance.
Bonus Feat:
Specialty Crafting-Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.
Storm Born- (Prerequisites storm order)
You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don’t require a flat check to succeed against a target concealed by weather (such as fog).
Class Feats & Abilities:
Druidic Order Storm Order
Change Shape- You change into your human or spider shape. Each shape has a specific, persistent appearance. In your human shape, you can't use unarmed attacks granted by your ancestry. You aren't flat-footed when climbing in your spider shape. However, in your spider shape you can't use weapons, shields, or other held items of any sort, and you are limited in what actions you can take that have the manipulate trait. The only manipulate actions you can take are to Cast a Spell with somatic components, weave silk or webbing, or simple Interact actions such as opening an unlocked door. Your spider legs can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish. The GM might determine other manipulate actions are appropriate for your spider legs.
Fangs (Anadi) -You were born with a natural means for hunting and self-defense. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the finesse and unarmed traits.