Bronze Dragon

Rapzap's page

19 posts. Alias of Sedoriku.


Race

HP 5/30 | AC: 19 | F +7 R +8 W +7 | Perc +5 |

Classes/Levels

25 feet | Hero: 1, Stable | Class DC 19 | Active Conditions: none

Gender

CG ???(They Them) Kobold (Dragonscale) Inventor 3 |

About Rapzap

Character sheet:
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Ethnicity: Brass Dragonscaled Kobold
Nationality: Hao Jin’s Tapestry
Birthplace: the Tapestry
Age: 34
Gender & Pronouns: ‘Gender? Who’s got time for that?’ They/them
Height: 3’0”
Weight: 32 lbs.
Physical Appearance:
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Kobold (Dragonscaled (Brass))
Hermit
Inventor; Level: 3; Experience: ‘Inventing things? Sure! If you’re asking if I’m ‘expericened,’ never have, never will.
Small Humanoid,Kobold
CG
Deity: ‘Does Hao Jin count?’

Languages: Common, Draconic, Dwarven, Gnomish, Terran, Undercommon

Perception: +5 (0 wis) + (5 prof) + (0 item)) [T]
Special Senses: Dark Vision

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DEFENSES

HIT POINTS: 30/30

ARMOR CLASS
AC: 19 (10 + (3 dex) + (5 prof) + (1 item)) [T]

Unarmored: [T], Light: [T], Medium: [T], Heavy: [U]

SAVING THROWS
Fortitude: +7 ((0 con) + (7 prof) + (0 item)) [E]
Reflex: +8 ((3 dex) + (5 prof) + (0 item)) [T]
Will: +7 ((0 wis) + (7 prof) + (0 item)) [E]
Notes:

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OFFENSE

Class DC: 19 (10 + (4 key stat) + (5 prof) + (0 item)) [T]
Speed 25 feet

Melee Strikes
Dagger Agile, Finesse, Thrown 10 ft., Versatile S
Attack +8
Damage 1d4 Piercing or Slashing

[dice= “You’re making me use my eatin’ knife! D-:” dagger]1d20+8[/dice]
[dice=Damage, Slashing]1d4[/dice]

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Ranged Strikes

WHIN, STRING OF THE TAPESTRY! (+1 longbow) Deadly d10, Volley 30 ft., 100 ft. range 1+ hand, 0 reload, Modular B, P, S
Attack +8
Damage 1d8 Bludgeoning, Piercing, or Slashing

[dice= ‘Pew, pew, pew!’ Whin, longbow]1d20+9[/dice]
[dice=Damage, B, P, or S]1d8[/dice]

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ABILITY SCORES

STR +0 (10), DEX +3 (16), CON +0 (10), INT +4 (18), WIS +0 (10), CHA +2 (14)

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Skills and Languages:
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Skills:

Acrobatics: +8 = (3 dex) + (5 prof) + (0 item) - (0 armor) [T]
Arcana: +0 = (0 int) + (0 prof) + (0 item) [U]
Athletics: +0 = (0 str) + (0 prof) + (0 item) - (0 armor) [U]
Crafting: +11 = (4 int) + (7 prof) + (0 item) [T]
Deception: +2 = (2 cha) + (0 prof) + (0 item) [U]
Diplomacy: +7 = (2 cha) + (+5 prof) + (0 item) [T]
Intimidation: +7 = (2 cha) + (5 prof) + (0 item) [T]
Lore (Sewer): +9 = (4 int) + (5 prof) + (0 item) [T]
Medicine: +0 = (0 wis) + (0 prof) + (0 item) [U]
Nature: +0 = (0 wis) + (0 prof) + (0 item) [U]
Occultism: +9 = (4 int) + (5 prof) + (0 item) [T]
Performance: +2 = (2 cha) + (0 prof) + (0 item) [U]
Religion: +0 = (0 wis) + (0 prof) + (0 item) [U]
Society: +9 = (4 int) + (5 prof) + (0 item) [T]
Stealth: +8 = (3 dex) + (5 prof) + (0 item) - (0 armor) [T]
Survival: +5 = (0 wis) + (5 prof) + (0 item) [T]
Thievery: +8 = (3 dex) + (5 prof) + (0 item) - (0 armor) [T]

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Feats:
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Ancestry Feats and Abilities
Special 1st: Darkvision,
Heritage: Dragonscaled Kobold
Resistance 1 to fire
1st: Scamper

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Skill Feats

Background: Dubious Knowledge
2nd level: Improvise tool
Bonus: Inventor

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General Feats
3rd level: Fleet

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Class Feats and Abilities
Feature 1st level: Explode
Your innovation is a unique creation barely held together by your own creativity and engineering; it’s always on the edge of completely falling apart, though you can coax it to perform far beyond its design specifications using unstable actions. While inventors can learn various unstable actions over their career, all at least know how to make their innovation Explode.
EXPLODE [two-actions]

Spoiler:
You cause your innovation to blow up, damaging nearby creatures without damaging the innovation... hopefully. The explosion deals 2d6 fire damage in a 5-foot emanation around you (if you’re wearing or holding the innovation) or your innovation (if your innovation is a minion) with a basic Reflex save.
As your inventor level increases, so does the power of your explosions. At 5th level, and every two levels thereafter, your explosion deals an additional 1d6 damage. “Starting at level 3, it should do 1d6 damage per level.” If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area; if you also have the revolutionary innovation class feature, you can additionally choose a 5-foot, 10-foot, or 15-foot emanation.

Feature 1st level: Innovation
While you always create various minor inventions, there’s one in particular that represents your preeminent work, the one that you hope eventually—with iterative experimentation and refinement—might change the world. Choose one of the innovations from the list below. Your innovation’s level is equal to your level. An innovation only works due to your constant maintenance and tinkering and, therefore, has no market Price. If your innovation is destroyed, you can spend 1 day of downtime and attempt a Crafting check with a high DC for your level; on a success, you rebuild it.
Chosen Innovation: Weapon [Segmented Frame]

Feature 1st level: Overdrive
You have a bevy of smaller devices affixed to your body and gear, from muscle stimulators to concussive pistons. When necessary, you can throw them into overdrive to assist you in combat.
OVERDRIVE [one-action]

Spoiler:
INVENTOR MANIPULATE
You add greater power to your attacks by throwing an array of small gadgets and gizmos into overdrive. Attempt a Crafting check with a standard DC for your level. DC 18
Critical Success You gadgets whir with overwhelming power. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. You can’t use Overdrive again until 1 minute after the effect expires.
Success You successfully throw your gadgets into overdrive. As critical success, except the additional damage is equal to half your Intelligence modifier.
Failure You make a miscalculation and fail to power up your devices, but you can try again.
Critical Failure Whoops! Something explodes. You take fire damage equal to your level. You can’t use Overdrive again for 1 minute.
Special If you have a construct innovation, its Strikes also gain the additional damage, and if you critically fail your Crafting check, it also takes the fire damage.

Feature 1st level: Peerless Inventor
You constantly invent new technologies, rendering your skill at crafting unimpeachable. You gain the Inventor skill feat even if you don’t meet its prerequisites.

Feature 3rd level: Reconfigure
You’ve become an expert in all crafts and always adjust your inventions to achieve the perfect configurations. You can attempt to change the modifications on your innovation by spending 1 day of downtime tinkering with it and attempting a Crafting check with a high DC for your level. On a success, you can change one modification you’ve chosen for your innovation to a different modification of the same kind (initial, breakthrough, or revolutionary).
If you have any modification feats, on a successful check, you can choose to instead retrain a modification feat to a different modification feat. The new feat has to meet the standard restrictions for retraining.

Feat 1st level:EXPLOSIVE LEAP [one-action]
FIRE INVENTOR MOVE UNSTABLE
You aim an explosion downward and directly beneath your feet in order to launch yourself into the air. You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action.

Feat 2nd level: KICKBACK STRIKE [two-actions]
You activate devices on your innovation, causing your weapon to strike with extreme recoil that helps you disengage. Strike a foe and then Stride twice. You must end each Strike Stride further from the foe than you began.

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Bonus Feats
None

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Equipment:
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Combat Gear:
WHIN! STRING OF THE TAPESTRY (+1 Longbow), Padded Armor

Magic Items:

Other Gear:

Bulk: Carrying 8 Bulk 5 Light of 9 Bulk Maximum

Coins: 21 gp 1 sp 1 cp

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Temporary Items:
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Pathfinder Training Items

Discovered in Scenario
None Yet

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