About Tremendous KohlPerception +18 (+20 Initiative); Darkvision
Skills
Str +4, Dex +1, Con +2, Int +1, Wis +1, Cha +3 Items +1 Resilient Half Plate, Adventurer's Pack, Climbing Kit, Compass, Demon Mask, Lifting Belt, Silversheen, Cold Iron Blanch (Lesser), +1 Gunner's Bandolier, Sniper's Bead, Slippers of Spider Climbing, Thieves' Tools (Infiltrator), Spectacles of Understanding, Hat of the Magi (Greater) AC 29, Fort +20 (Juggernaut), Ref +16, Will +17; Bravery
Speed 20 feet
◆◆Kobold Breath: DC 26 (Arcane, Evocation, Kobold, Poison) 15-foot cone of poison, dealing 5d4 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. ◆Dread Marshal Stance (Open, Stance) Prerequisites Marshal Dedication, trained in Intimidation Putting on a grim face for the battle ahead, you encourage your allies to strike fear into their foes with vicious attacks. When you use this action, attempt an Intimidation check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. (DC 27)
◆Snagging Strike Requirements You have one hand free, and your target is within reach of that hand. You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first. Arcane Innate Spells DC 25, attack 15 1st: true strike, 2ndsee invisibility Additional Feats
General Feats:
Skill Feats:
Class Feats:
Items:
◆◆Demon Mask (Enchantment, Invested, Magical) Activate Interact; Frequency once per day; Effect The mask casts a fear spell with a DC of 20. ◆◆Lifting Belt (Invested, Magical, Transmutation) Activate Interact; Effect You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes-you just ignore that weight. The effect lasts until the end of your next turn. ◆Gunner's Bandolier (Uncommon, Conjuration, Invested, Magical) Activate envision; Effect You empower one of the attuned weapons in the bandolier, granting it the runes etched onto the gunner's bandolier and removing the runes from any previously drawn weapon. Then, you Interact to draw the weapon.
◆Slippers of Spider Climbing (Invested, Magical, Transmutation) Activate command; Frequency once per hour; Effect Tiny, hairlike tendrils extend from the slippers' soles, allowing you to walk on vertical surfaces or even to move upside down along ceilings. For 1 minute, you gain a 20-foot climb Speed and you don't need to use your hands to Climb. However, the slippers require decent traction for you to
◆Spectacles of Understanding (Uncommon, Divination, Invested, Magical) Activate Interact; Frequency once per day; Effect Unfolding the spectacles onto the bridge of the nose, you gain the effects of 2nd-level comprehend language for one hour except that it applies to all languages you see rather than a single language, and it does not apply to language you hear. ◆◆◆Hat of the Magi (Greater) (Arcane, Conjuration, Invested) Activate Cast a Spell; Frequency once per day; Effect You cast a 4th-level arcane summon elemental spell. Feats:
◆◆Kobold Breath (Arcane, Evocation, Kobold) You channel your draconic exemplar's power into a gout of energy that manifests as a 30-foot line or a 15-foot cone, dealing 1d4 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. ◆Dread Marshal Stance (Open, Stance) Prerequisites Marshal Dedication, trained in Intimidation Putting on a grim face for the battle ahead, you
◆◆Power Attack (Flourish) You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice. ◆Felling Strike Your attack can ground an airborne foe. Make a Strike. If it hits and deals damage to a flying target, the target falls up to 120 feet. The fall is gradual enough that if it causes the target to hit
◆◆Sudden Charge (Flourish, Open) With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. ◆Dazzling Display You perform a bewildering show of prowess, such as by whirling and flashing a weapon, that unnerves foes. Attempt Intimidation checks to Demoralize each enemy within 30 feet. If your last action was a critical hit against an enemy or reduced an enemy to 0 Hit Points, you gain a +1 circumstance bonus to your Intimidation checks. Regardless of the results of your checks, each creature is then temporarily immune to Dazzling Display for 1 minute. |