Male Kobold LN Summoner 1
LG small humanoid (kobold)
Senses Perception +3 T; Darkvision
AC 15; (10 +2 Dex cap +0 armor +2 Trained +1 Level)
Fort +6 E Reflex +5 T Will +5 E
Resist Electricity 1 (2 vs Dragon’s Breath Weapons)
Arcane Spell DC 17 T
Arcane Spell Attack +7 T
Morningstar +3 (d6) Versatile P
Dagger +5 (d4 P) Agile, Finesse, thrown 10’, versatile S
Crossbow +5 (d8 P) Range 120’, Reload 1
Focus points: 1
0: Acid Splash, Prestidigitation, Ray of Frost, Shield, Telekinetic Projectile
1: Horizon Thunder Sphere
Str 10 Dex 14 Con 12 Int 14 Wis 10 Cha 18
Acrobatics T +5
Arcana T +5
Athletics T +3
Crafting T +5
Deception T +7
Diplomacy T +7
Intimidation T +7
Religion T +3
DARKVISION You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
Prerequisites Kobold ancestry
You are one of the Sewer Dragons, born in Absalom’s sewers, strengthened by a life defending your territory.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. You’re trained in the Crafting skill and the Kobold Lore skill. You gain the Snare Crafting skill feat.
Prerequisites trained in Crafting
You can use the Craft activity to create snares. When you select this feat, you add the formulas for four common snares to your formula book.
Kobold Breath Two Actions
Arcane Evocation Kobold
You channel your draconic exemplar's power into a gout of energy that manifests as a 30-foot line, dealing 1d4 electrical damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can't use this ability again for 1d4 rounds.
At 3rd level and every 2 levels thereafter, the damage increases by 1d4. The shape of the breath, the damage type, and the saving throw match those of your draconic exemplar (see Table 1–1). This ability has the trait associated with the type of damage it deals.
Bronze Line Electricity Reflex
Glider Form [one-action] FEAT 1
EIDOLON EVOLUTION MOVE SUMMONER
Your eidolon evolves wings to control descent. It glides slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as it spends at least 1 action gliding each round and has not yet reached the ground, it remains in the air at the end of your turn.
Your eidolon exhales a blast of destructive energy. Your eidolon deals 1d6 damage to all creatures in the area, with a basic Reflex save against your spell DC. The area is a 60-foot line with the electricity damage.
ACT TOGETHER [one-action] TO [three-actions]
Frequency once per round You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action). This lets you each use separate exploration activities like Avoid Notice as you travel (Core Rulebook 496).