Tungsten Dragon

Tarcog's page

37 posts. Organized Play character for BretI.


About Tarcog

Symbols > Single Action (◆), Double Action (◆◆), Triple Action (◆◆◆), Free Action (◇), Reaction (↺)

Tarcog

Male Kobold Summoner 7
small humanoid (kobold)
Senses Perception +11 E; Darkvision
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Defense
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HP 90, DC of recovery checks reduced by 1. (6+(10+2)*6)
AC 23; (10 +3 Dex cap +1 armor +2 Trained +7 Level, assumes Mystic Armor)
Speed 30’
Fort +13 E Reflex +12 T Will +11 E
Resist Electricity 3 (6 vs Dragon’s Breath Weapons)
Resist Negative Damage 1
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Offense
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Arcane Spell DC 23 T
Arcane Spell Attack +13 T

Melee
Morningstar +9 (d6 B) Versatile P
Dagger +12 (d4 P) Agile, Finesse, thrown 10’, versatile S
+1 striking handwraps of mighty blows +12 (2d4 B) Agile, finesse, nonlethal, unarmed

Ranged
Crossbow +12 (d8 P) Range 120’, Reload 1

Arcane Abilities:

Focus points: 1

Link Cantrips:
Boost Eidolon

Link Spells:
Evolution Surge

0:
Electric Arc 4d4 E, two targets within 30’, basic reflex
Prestidigitation
Frostbite range 60’, 4d4 C, basic Fort save, CF also Weakness 3 B
Shield
Telekinetic Projectile range 30’, 4d6 B/P/S, spell attack

3rd Rank: (2/day)
Dispel Magic range 120’, counteract check
Earthbind range 120’
Lightning Bolt 120’ line, basic Reflex vs 4d12 Electrical damage

4th Rank: (2/day)
Fly Range touch, duration 5 minutes, one creature gain Fly speed of their speed or 20’, whichever is greater.
Vampiric Maiden Range 30’, Fortitude save, special

Reactions

↺ Eidolon’s Opportunity

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Statistics
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Str +0 Dex +3 Con +2 Int +3 Wis +0 Cha +4.5

Skills

Acrobatics T +12
Arcana T +12
Athletics M +13
Crafting E +14
Deception T +13
Diplomacy T +13
Intimidation T +13
Religion T +9
Society T +12

Lore Kobold T +12
Lore Library T +12
Lore Dragon M +16

Languages: Common, Draconic, Mwangi, Aklo, Tien, Undercommon
Background: Sewer Dragon
Pathfinder Training: Scrolls, Library Lore
Patron Deity: Apsu
Home Region: Absalom, Kortos

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Gear
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Explorer's Clothing
Morningstar
Crossbow
Repair Kit
Dagger
Adventurer’s Pack
Mirror
Wayfinder
Aeon Stone (Pearly White Spindle)
Wand of 1st rank Mystic Armor

Consumables

9 bolts
Minor healing potion (d8)
Minor healing potion
Minor healing potion
Minor healing potion
Moderate Healing Potion (3d8+10)
Moderate Healing Potion

Invested items:
Wayfinder with Pearly White Spindle Aeon Stone
+1 striking handwraps of mighty blows

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Crafting Formulas
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Alarm
Caltrop
Hampering Snare
Spike Snare

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Ancestry and Background
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Dragonscaled Kobold (Bronze)
Your scales are especially colorful, possessing some of the same resistance a dragon possesses. You gain resistance equal to half your level (minimum 1) to the damage type associated with your draconic exemplar (see Table 1–1). Double this resistance against dragons' Breath Weapons.

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.

Sewer Dragon
Background

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.

Kobold Breath Two Actions 4d4
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

Snare Genius Feat 5
Kobold

Prerequisites expert in Crafting, Snare Crafting
Your expertise makes your snares more powerful, and you can place them quickly and efficiently. Each day during your daily preparations, you can prepare three snares from your formula book for quick deployment; if the snare normally takes 1 minute to Craft, you can Craft it with 3 Interact actions. Snares prepared in this way don't cost you any resources to Craft. The number of snares you can prepare this way increases to four if you are a master in Crafting, and to five if you are legendary. When you Craft and deploy a snare that deals damage, any creature that critically fails its saving throw against the snare's initial effect and takes damage becomes flat-footed until the end of its next turn.

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Class Abilities
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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.

Amphibious Form FEAT 2
Evolution Summoner

Your eidolon adapts to life on land and underwater. It gains the amphibious trait, allowing it to breathe in water and air and to avoid the normal –2 penalty for making bludgeoning and slashing unarmed Strikes underwater. It gains a swim Speed equal to its land Speed or 25 feet, whichever is less; or if it is normally aquatic, it gains a land Speed equal to its swim Speed or 25 feet, whichever is less.

Unlimited Signature Spells 3RD
All of your spells are signature spells. That means that if you know a spell, you can heighten it freely by casting it from a higher-level spell slot, up to the maximum level of spell you can cast. You can similarly cast any of its lower-level versions without learning them separately.

Act Together [one-action] TO [three-actions]
Summoner Tandem

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).

Tandem Movement [one-action] Feat 4
Summoner Tandem

You and your eidolon move together. You each use a single action to Stride. Either of you that has the corresponding movement type can Burrow, Climb, Fly, or Swim instead.

Eidolon’s Opportunity [reaction] Feat 6
Eidolon Evolution Summoner

Trigger A creature within your eidolon's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Your eidolon makes a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, your eidolon disrupts that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.

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Feats
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Snare Crafting Feat 1
General Skill

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.

Underwater Marauder Feat 1
General Skill
Prerequisites trained in Athletics

You've learned to fight underwater. You are not off-guard while in water, and you don't take the usual penalties for using a bludgeoning or slashing melee weapon in water.

Quick Repair Feat 1
General Skill
Prerequisites trained in Crafting

For you, the Repair activity loses the exploration trait and takes 1 minute instead of 10 minutes. If you're a master in Crafting, it takes 3 actions. If you're legendary, it takes 1 action.

Toughness Feat 1
General

Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.

Fleet Feat 1
General

You move more quickly on foot. Your Speed increases by 5 feet.

Additional Lore Feat 1
General Skill

Your knowledge has expanded to encompass a new field. Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.
Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.
Lore selected: Dragon

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Amvolwatt Dragon Eidolon
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Amphibious, Astral, Dragon, Eidolon, Electricity

Perception +11; Darkvision

AC 24 (10 +1 AC +4 Dex +2 Trained +7 Level)
Speed 25’ Swim 25’
Fort +13 Reflex +13 Will +11

Assumes Tarcog has invested their handwraps of the mighty blows.

Primary Claw +16 (2d6+4 S) deadly d8, finesse
Secondary Tail +16 (2d6+4 B) agile, finesse

W/Boost Eidolon
Primary Claw +16 (2d6+4+4 S) deadly d8, finesse
Secondary Tail +16 (2d6+4+4 B) agile, finesse

Bad Breath ◆◆ 4d6 60’ line basic Reflex DC 21

Draconic Frenzy ◆◆ Three strikes for two actions, crit causes recovery of breath weapon

Str +2, Dex +4.5, Con +2, Int +2, Wis +0, Cha +2; +1 AC (+4 Dex cap)

Skills

Acrobatics T +13
Arcana T +11
Athletics M +15
Crafting E +13
Deception T +13
Diplomacy T +13
Intimidation T +13
Religion T +9
Society T +11

Lore Kobold T +11
Lore Library T +11
Lore Dragon M +15

Breath Weapon
Your eidolon has a powerful breath weapon, which they are able to use regularly to wreak havoc upon your foes. They gain the Breath Weapon activity. Choose a damage type from among acid, cold, electricity, fire, negative, piercing, or poison, and choose whether the area is a 60-foot line or a 30-foot cone. Unless you chose piercing damage, both Breath Weapon and your eidolon gain the trait matching the damage type.

Breath Weapon [two-actions] 4d6 60’ line
Arcane Eidolon Evocation

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 and damage type of the Breath Weapon are chosen when the eidolon gains this ability. Your eidolon then can't use their Breath Weapon again for the next 1d4 rounds. At 3rd level and every 2 levels thereafter, the damage increases by 1d6.

Draconic Frenzy 7th
Your eidolon can make a furious assault, potentially recovering the use of their Breath Weapon. They gain the Draconic Frenzy activity.

Draconic Frenzy [two-actions]
Eidolon

Your eidolon makes one Strike with their primary unarmed attack and two Strikes with their secondary unarmed attack (in any order). If any of these attacks critically hits an enemy, your eidolon instantly recovers the use of their Breath Weapon.

Tradition arcane
Traits astral, dragon, eidolon, electricity
Home Plane Astral Plane
Size Medium
Primary Claw (1d6+1 S) deadly d8, finesse
Secondary Tail (1d6+1 B) agile, finesse
Cunning Dragon
Str +2, Dex +4.5, Con +2, Int +2, Wis +0, Cha +2; +1 AC (+4 Dex cap)
5th level +1 Str Dex Con Cha
Skills Arcana, Intimidation
Senses darkvision
Language Draconic
Speed 25 feet
Eidolon Abilities breath weapon

Botting:

Reaction:

Perception and Saves

[dice=Perception]d20+3[/dice] Darkvision

[dice=Fort]d20+7[/dice]
[dice=Reflex]d20+3[/dice]
[dice=Will]d20+5[/dice]

Combat

Weapon specialization:

Ranged

Skills

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Character Creation
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Str +0
Dex +3 AFV
Con +2 A-AFV
Int +3 BFV
Wis +0
Cha +4.5 ABCFV

Kobold (Bronze Dragonscaled)

Ancestry: Bronze Dragonscaled, Kobold Breath, Snare Genius
Background: Sewer Dragon
Class: Summoner
Glider Form, Amphibious Form, Tandem Movement, Eidolon’s Opportunity
Skill: Underwater Marauder, Quick Repair, Additional Lore (Dragon)
General Toughness, Fleet
Pathfinder Training Scrolls, Library Lore