About Spitter Snagscale
2240 total +3402! = Level 3!
Centipede Venom (1 Dose) -Preserved!
+100gp(earned from town)
MW small Quarterstaff
+1 Ghost Touch scimitar!(Shadow-Metal?)
+808gp. +2sp. +5cp
+Pearl of Power (1st) level (1000gps)
Amulet of Natural Armor +2 -(Wearing)
[dice=Ray of Frost RTA + PBS]1d20 + 7[/dice]
[dice=Lightning Arc RTA + PBS]1d20 + 7[/dice]
[dice=MW Small Quarterstaff]1d20 + 5 - 1[/dice]
[dice=Small +1 Ghost Touch Scimitar]1d20 + 5 - 1[/dice]
[spoiler=Burst of Radiance!]School evocation [good, light]; Level druid 2; Casting Time 1 standard action; Components V, S, M/DF (a piece of flint and a pinch of silver dust); Range long (400 ft. + 40 ft./level); Area 10-ft.-radius burst; Duration instantaneous; Saving Throw Reflex partial; Spell Resistance yes; This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not.[//spoiler]
[spoiler=Aggressive Thundercloud!]School evocation [electricity]; Level druid 2; Casting Time 1 standard action; Components V, S, M/DF (a piece of a tree struck by lightning); Range medium (100 ft. + 10 ft./level); Effect 5-ft.-diameter sphere; Duration 1 round/level; Saving Throw Reflex negates; Spell Resistance yes; DESCRIPTION: A crackling, spherical storm cloud flies in whichever direction you point and deals electricity damage to those it strikes. It has a fly speed of 20 feet with perfect maneuverability. If it enters a space that contains a creature, the storm stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates that damage. It provides concealment (20% miss chance) to anything within it, and its flickering light illuminates the same area a candle would. The sphere moves as long as you actively direct it (as a move action for you); otherwise, it stays at rest and crackles with lightning. It can be moved by wind effects and counts as a Small creature for the purpose of determining how winds affect it. The sphere has no physical substance and cannot exert any force on corporeal creatures or objects. It disperses if it exceeds the spell’s range.[//spoiler]
Casting Entangle! Reflex DC16 for Partial effect.
[OOC]Wild Shape(Young Allosaurus): +2 size bonus to Strength and +2 natural armor bonus, Medium Sized, Speed 40, Low-light, Scent, Attack bite (1d8) + 2 claws (1d6)ea. Standard action to change shape.[//OOC]
[dice=Bite!]1d20 + 5[/dice]
Druid (Tempest) 5
Init +2; Senses Darkvision 60ft; Perception +12, Survival +10
At 4th level, a tempest druid can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 levels beyond 4th.
AC +20, touch +13, flat-footed +18
(+4 Armor, +2 Dex, +3 Natural, +1 Size)
Hp 34 (9 + 6 + 6 + 6 + 6) +1 Favored Class Bonus
Fort +5, Ref +3, Will +8
Lighting Resistance 5 (Gift-able for 1 hour)
Acid Resistance 20 (Ring)
*Kobolds are Small creatures and thus 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 Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Melee +4 -1
*Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Str 8, Dex 15, Con 12, Int 12, Wis 18, Cha 11
Base Atk+3; CMB+1; CMD13
*Two-World Magic (Magic)Benefit: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn’t have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known. (Selection: Ray of Frost)
*Sodden Shore Sense(Ex):A tempest druid gains a +4 bonus on Knowledge (nature) and Survival checks in coastal and marshy lands.
0 Level - Stabilize, Ray of Frost (Trait Bonus), Guidance, Mending
*Spontaneous Domain Casting: A tempest druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower. This replaces the druid’s normal ability to spontaneously cast summon spells.
*Each character gains one MHP (Modified Hero Point) per level. Those points can only be spent on "Reroll" or "Cheat Death" uses. Spells or abilities which would affect Hero Points remain out of play.
*Wild Shape(Su): At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
*Dragon-Scaled Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragons matching the color of the kobold’s scales. Blue-scaled kobolds with this racial trait gain electricity resistance 5. This racial trait replaces the armor racial trait.
*Weakness Racial Trait: Light Sensitivity: Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Current Wealth: 44gp
Spitter Snagscale is the last of his people, the Cliff-Fangers tribe. Having lived precarious but simple lives on the Taldoran coast for many generations, his tribe was finally ‘driven out’ and subsequently hunted. Native Taldans believed the tribe were only vermin or just plain dangerous to potential local fishermen, whom also wanted to use the tribe’s territory to expand a coastal village that was nearby.
On his own now, Spitter had a revelation in his sleep where the sky spoke to him with the voice of a storm. Gozreh spoke to him of salvation, and a home. A place where he could possibly make a difference soon: ‘Follow the River! Belhaim holds your future.’
It took him some time, but eventually he reached the human town of Belhaim. So far the people have chased him off multiple times with rocks every time he's tried to talk to them, so he stays near the town but only on the outskirts. Watching. Waiting.
He waits for a sign from his god. One day soon he hopes to make a difference. To show the pink-skinned and his god what Kobolds can really do: That his people are not all worthless vermin to be hunted to extinction. He WILL prove it…or die trying.