Churgri of Vapula

Very Varanog's page

6 posts. Alias of Keith Apperson.


Full Name

Very Varanog

Race

| HP: 26/26 | AC: 16 (15 Tch, 12 Fl) | CMB: -2, CMD: 12 | F: +2, R: +4, W: +5 | Init: +3 | Perc: +3, SM: +1

Classes/Levels

| Speed 30ft | Trap Rune: 6/6 | Spells: 1st 7/7 2nd 4/4 | Active conditions: None.

Gender

Male LE Kobold Sorcerer 4

About Very Varanog

Combat Gear potion of cure moderate wounds (3), reach metamagic rod (lesser) carved with a pair of dragon heads, scroll of fireball (CL 7th), scroll of haste, scroll of mirror image, wand of chill touch (29 charges), wand of mage armor (20 charges);

Other Gear dagger, masterwork tool (Craft [traps]), small wooden statue carved in his own likeness, list of names (he knows what they did), majestic cape, silver crown, satchel filled with delicious mauve mushrooms, two vials filled with the tears of orphaned dire weasels, 44 gp

Skills Appraise +5, Bluff +7, Craft (traps) +9, Intimidate +10 (+12 vs. kobolds), Knowledge (arcana) +8, Knowledge (planes) +2, Perception +3, Spellcraft +5; Racial Modifiers: +2 Craft (traps), +2 Perception

Sorcerer Spells Known (CL 4th; concentration +9)
2nd (4/day)—scorching ray
1st (7/day)—alarm, floating disk, magic missile, ray of enfeeblement (DC 14)
0 (at will)—acid splash, daze (DC 13), detect magic, mending, ray of frost, read magic

The Master of Magic
All shall tremble before the might of Varanog the Majestic! Imbued beyond the blood of dragons, Varanog is a paragon of kobold lineage, with a gift of innate magic that allows him to overcome any challenge that dares to stand in his way.

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VARANOG
Male kobold sorcerer 4 (Pathfinder RPG Bestiary 183) LE Small humanoid (reptilian) Init +3; Senses darkvision 60 ft.; Perception +3

DEFENSE

AC 16, touch 15, flat-footed 12 (+3 Dex, +1 dodge, +1 natural, +1 size) hp 26 (4d6+8) Fort +2, Ref +4, Will +5 Defensive Abilities trap sense +1 Weaknesses light sensitivity

OFFENSE

Speed 30 ft.
Melee dagger +0 (1d3–3/19–20)
Sorcerer Spells Known (CL 4th; concentration +9)
2nd (4/day)—scorching ray
1st (7/day)—alarm, floating disk, magic missile, ray of enfeeblement (DC 14)
0 (at will)—acid splash, daze (DC 13), detect magic, mending, ray of frost, read magic
Bloodline Kobold ARG

STATISTICS

Str 4, Dex 16, Con 12, Int 13, Wis 12, Cha 16
Base Atk +2; CMB –2; CMD 12
Feats Combat Casting, Dodge, Eschew Materials
Traits Focused Mind APG, Imposing Scion CA

Skills Appraise +5, Bluff +7, Craft (traps) +9, Intimidate +10 (+12 vs. kobolds), Knowledge (arcana) +8, Knowledge (planes) +2, Perception +3, Spellcraft +5; Racial Modifiers +2 Craft (traps), +2 Perception
Languages Common, Draconic, Undercommon
SQ trap rune
Combat Gear potion of cure moderate wounds (3), reach metamagic rod (lesser) carved with a pair of dragon heads, scroll of fireball (CL 7th), scroll of haste, scroll of mirror image, wand of chill touch (29 charges), wand of mage armor (20 charges);
Other Gear dagger, masterwork tool (Craft [traps]), small wooden statue carved in his own likeness, list of names (he knows what they did), majestic cape, silver crown, satchel filled with delicious mauve mushrooms, two vials filled with the tears of orphaned dire weasels, 44 gp
SPECIAL ABILITIES

Bloodline Arcana Whenever Varanog casts a spell against a creature that is denied its Dexterity bonus to AC, increase that spell's DC by +2. Kobold Bloodline Varanog gains alarm as a bonus bloodline spell.
Trap Rune (Sp) As a standard action, Varanog can sketch a single, nearly invisible magical rune on any 5-foot-square solid surface. When Varanog creates a rune, pick one of the following energy types: acid, cold, electricity, or fire. While the rune is active, the next creature other than Varanog who steps on or touches the rune's area causes the rune to explode. The rune's explosion deals 1d8+4 points of energy damage to anything in its square (DC 15 Reflex half). The rune is considered a magical trap for the purpose of perceiving it or disabling it. The DC for both Perception and Disable Device checks is the same as the Reflex saving throw to halve the damage. Varanog can use this ability a number of times per day equal to 3 + his Charisma modifier. Each rune lasts for 24 hours or until discharged.