Vexacion
Male Kobold (Silver) Cleric 1 (Cloistered)
Aspiring Free Captain
LG Small Humanoid (Humanoid, Kobold)
Deity:
Apsu
Senses Darkvision, Perception +7
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Defense
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AC 15 ( armor, +2 Dex, +2 proficiency, +1level)
HP 14 (6 (race), 8 (class), 0 (CON) )
Fort +3, Ref +5, Will +9
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Offense
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Speed 25 ft.
Melee Light Mace +5/+1/-3 (1d4 B, Agile, Finesse, Shove)
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Statistics
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Str 10, Dex 14, Con 10, Int 10, Wis 18, Cha 16
Heritage: Dragonscaled Kobold
Proficiencies: Trained in simple weapons, Trained in the favored weapon of your deity. If your deity’s favored weapon is uncommon, you also gain access to that weapon. Trained in unarmed attacks
Untrained in all armor, Trained in unarmored defense
Class Feats Divine Initiate
Skills Diplomacy (T) +6 , Heal (T) +7, Intimidation (T) +6, Nature (T) +7, Perception (T) +7, Religion (T) +7, Sailing Lore (T) +3, Academia Lore (T) +3
Racial Heritage Draconic Exemplar: Silver
Racial Feat: Dragon’s Breath
Languages Common, Draonic
Combat Gear: Light Mace,
Alchemical Gear:
Other Gear: 2 sets of caltrops, adventurer's pack, bandolier, religious symbol (wooden) backpack, bedroll, belt pouches (2), chalk (10), kit, flint and steel, rope (50'), Healer’s Tools, rations (14 days), sheath, soap, torches (5), waterskin , Crowbar, Climber’s Kit, Winter Clothes
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Special Abilities
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Dragonscaled Kobold, Cold: 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. Double this resistance against dragons’ Breath Weapons.
Group Coercion: When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.
Kobold Breath, DC 17, Cold: 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.
Domain Initiate: Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity’s list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain’s theme and domain spells can be found here.
Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear on page 300.
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Pathfinder Training - Spells [3]
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Gain Academia Lore Skill
Gain 1x Scroll of Heal
Gain 1x Lesser Acid Flask
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Spells - Trained in divine spell attacks (+7), Trained in divine spell DCs (17)
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Focus (1/1): Draconic Barrage,
Cantrips (5 Known) Daze, Detect Magic Divine Lance, Shield , Stabilise
1st Level (2 Known) Magic Weapon Sanctuary
Divine Font (Healing) 4/4: Heal
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REWARDS
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