About TehsAttacks:
Dagger -2 to hit | 1d3-3 | 19-20 x2 | P or S | 10'
BAB = 1
Special Notes:
Defense:
HP: 20/20(9 [1d8] + 1, 6 [1d8] + 1, 5 [1d6] +1) Fort: 1 ( 0 base, 1 stat) Ref: 6 ( 3 base, 3 stat) Will: 2 ( 2 base, 0 stat) AC: 14 (10 base, 3 Dex, 0 armor, 0 shield, 0 dodge, +1 size , 0 natural, 0 misc) Flatfooted: 11 Touch: 14 CMD: 11 ( 10 base, 1 BAB, -3 Str, 3 Dex) Special Notes: Spells:
Cantrips [DC15]: Prestidigitation, Spark, Light, Mage Hand 1st Level [DC16]: Obscuring Mist, Blend With Surroundings Racial:
Favored Class: Sorcerer Dragon Affinity: Kobold sorcerers with the draconic bloodline or kobold bloodline treat their Charisma scores as 2 points higher for all sorcerer spells and class abilities. This racial trait replaces the armor trait. Spellcaster Sneak: Traversing the tunnels near big, nasty, hungry creatures, you learned to keep quiet- and to keep your spells quiet too. You gain a +2 racial bonus on Stealth checks, and once per day you can gain the benefit of the Silent Spell feat on a spell you cast. This racial trait replaces crafty. Day Raider: You’re one of the few kobolds born with a greater tolerance for sunlight. You don’t have light sensitivity, and you have low-light vision instead of darkvision. This racial trait replaces light sensitivity and darkvision. Class Features:
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields. Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once. Superior Sniper: Benefit(s): A rogue who selects this talent gains Expert Sniper as a bonus feat. If she already has this feat, she can instead select any feat that lists Expert Sniper as a prerequisite, as long as she meets the feat’s prerequisites. Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed. Chew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level. Traits:
High Theft: You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance. Punishment: Life at hard labor in the salt mines Benefit: You receive a +1 trait bonus to Stealth checks. Smoke Resistant (Kobold, Red-Scaled): You’ve spent so much of your life around fires that smoke no longer affects you the way it does other creatures. Benefit: Your vision isn’t impaired by non-magical smoke, and you gain a +5 trait bonus on Fortitude saves to avoid coughing and choking because of smoke inhalation. This trait confers no benefits against magically created smoke, such as that produced by pyrotechnics. Feats:
Kobold Sniper [1st Level](Combat, Kobold): You snipe quickly, making it harder for others to find the location of your attack.
Benefit: When you are sniping, you only take a –10 penalty on your Stealth checks to stay hidden. Normal: You take a –20 penalty on your Stealth check to maintain your obscured location while sniping. Accomplished Sneak Attacker [3rd Level]: Your strikes against a foe’s vital spots are extra deadly. Prerequisite(s): Sneak attack class feature. Benefit(s): Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed half your character level (rounded up). Expert Sniper (Combat) [Rogue Talent]: Your quick ranged attacks make you difficult to locate. Prerequisite(s): Stealth 3 ranks. Benefit(s): You reduce the penalty on your Stealth checks to stay hidden while sniping by 10. Normal: You take a –20 penalty on Stealth checks to stay hidden while sniping. Chew Materials [Sorcerer Bonus]:
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal. Skills:
( 8 Base, 2 bonus, 1 Mod) 2 levels (2 Base, 2 Bonus, 1 Mod) 1 levels = 27 SP * = Class Skill
Acrobatics (DEX)*: 8 [ 2 ranks, 3 mod]
Special Notes: Gets +1 Perception for finding traps from Trapfinding. Equipment:
MW Dagger, 302 GP, 1/2 lbs.
*- In the handy havesnacks.
3 PP, 18 GP, 12 SP, 20 CP Current Weight = 7.25 Lbs. [Light = < 9.75 lbs.] [Medium = 10 - 19.5 lbs.] [Heavy = 20 - 30 lbs.] Background:
Description:
Progression and Party Role:
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