About Zot the MagnificentHEADERS [Gender:] "You’re next!" | 820-2005 | Female Dragonscaled Kobold Swashbuckler 5 [Race:] HP 66/66| AC 23 | F +11 R +13 W +8 | Perc +9 | [Classes/Levels:] 35 Speed | Hero 1/1 | Campaign Coin 1/1 | Active Conditions: --- PROFILE ★ ---- ★ ---- ★ ---- ★ The blood of the mightiest of dragons runs in Zot’s veins. She herself knows that she is a mighty dragon who all lesser creatures should fear. Zot is aware though that being a mighty dragon is not itself enough to succeed in life. She has joined the Pathfinder Society for a chance to adventure, earn gold and travel with companions who can deal with the troublesome thinking that adventures sometimes require. It’s good to travel with experts, so that Zot is free to fight things and be a DRAGON! ★ ---- ★ ---- ★ ---- ★ Bot Me!:
Saves [dice=Fortitude (E)]1d20+11[/dice]
★ ---- ★ ---- ★ ---- ★ [dice=Acrobatics (E)]1d20 +14[/dice]
★ ---- ★ ---- ★ ---- ★ With Inspire Courage ◈ [dice=Dagger+I.C.]1d20 +13+ 1[/dice]
◈ [dice=Light Mace+I.C. (Agile, Finesse, Shove)]1d20+13+1[/dice]
◈ [dice=Short bow+I.C. (Deadly)]1d20+13+1[/dice]
◈ [dice=Striking Rapier+I.C. (Deadly D8, Disarm, Finesse)]1d20+13+1+1[/dice]
★ ---- ★ ---- ★ ---- ★ Without Inspire Courage ◈ [dice=Dagger]1d20 +13[/dice]
◈ [dice=Light Mace (Agile, Finesse, Shove)]1d20+13[/dice]
◈ [dice=Short bow (Deadly)]1d20+13[/dice]
◈ [dice=Striking Rapier (Deadly D8, Disarm, Finesse)]1d20+13+1[/dice]
◈◈ [dice=Kobold Breath (30 ft line, electric)]3d4[/dice] ★ ---- ★ ---- ★ ---- ★ With Panache ◈ [dice=Intimidate (E)]1d20 +14 [/dice] ◈ [dice=Dagger + Panache]1d20 +13[/dice]
◈ [dice=Light Mace + Panache (Agile, Finesse, Shove)]1d20+13[/dice]
◈ [dice=Striking Rapier + Panache (Deadly D8, Disarm, Finesse)]1d20+13+1[/dice]
◈ [dice=Confident Finisher (halved if the attack misses)]3d6[/dice] ★ ---- ★ ---- ★ ---- ★ PFS Information:
Nationality: Absalom
★ ---- ★ ---- ★ ---- ★ Ancestry Bronze Dragonscaled Kobold
SENSES
Perception: 9 (0 +5+4) [E]
DEFENSES
HP 66 = 6+(10x5=60)
____________________ OFFENSE
Class DC: 18 [T] Speed: 25 Attacks: Check out 'Bot me!' spoiler at the top! Weapon Proficiencies
MAGIC
Magic Traditions None ____________________ SKILLS
Automatic: Acrobatics, Deception, Intimidate, Gaming Lore, Scouting Lore (General Training)
See Botting Spoiler GAMBLER BACKGROUND The thrill of the win drew you into games of chance. This might have been a lucrative sideline that paled in comparison to the real risks of adventuring, or you might have fallen on hard times due to your gambling and pursued adventuring as a way out of a spiral. Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. You're trained in the Deception skill and the Games Lore skill. You gain the Lie to Me skill feat. ____________________ ABILITY SCORES
Ancestry Kobold Dex, Charisma, -Con, +Con
Ability Score Summary:
Str 14 F5 Dex 19 ABCF5 Con 14 AF5 Int 10 Wis 10 Cha 18 ABF5 STR +2, DEX +4, CON +2, INT +0 WIS +0, CHA +4
FEATS:
Ancestry Feats and Abilities Special 1st: Small, darkvision
1st: KOBOLD BREATH [two-actions] FEAT 1
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.
3rd: DRAGON'S PRESENCE FEAT 1 via Ancestral Paragon
As a member of dragonkind, you project unflappable confidence (that collapses catastrophically against the deadliest foes). When you roll a success on a saving throw against a fear effect, you get a critical success instead. When you roll a failure against a fear effect, you get a critical failure instead. In addition, when you attempt to Demoralize a foe of your level or lower, you gain a +1 circumstance bonus to the Intimidation check. 5th: WINGLETS FEAT 5
You're among the few kobolds who grow a set of draconic wings later in life. The wings are initially small and weak; while not enough for full flight, a strong flap allows you to jump further. When Leaping horizontally, you move an additional 5 feet (this additional distance isn't cumulative with the increased Leap distance from the Powerful Leap feat). You don't automatically fail your checks to High Jump or Long Jump if you don't Stride at least 10 feet first. In addition, when you attempt a Long Jump, you can jump a distance up to 10 feet higher than you normally would based on the result of your Athletics check, though you still can't jump farther than your Speed. Skill Feats Background: LIE TO ME FEAT 1
Prerequisites trained in Deception.
2nd: INTIMIDATING GLARE FEAT 1
Prerequisites trained in Intimidation You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty if the creature doesn't understand your language. 4th: UNDERWATER MARAUDER FEAT 1
Prerequisites trained in Athletics You've learned to fight underwater. You are not flat-footed while in water, and you don't take the usual penalties for using a bludgeoning or slashing melee weapon in water. General Feats
Class Feats and Abilities Feat 1st: YOU'RE NEXT [reaction] FEAT 1
Prerequisites trained in Intimidation Trigger You reduce an enemy to 0 Hit Points. After downing a foe, you promise another you're coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you're legendary in Intimidation, you can use this as a free action with the same trigger. Feat 2nd: AFTER YOU [free-action] FEAT 2
Trigger You're about to roll initiative. You allow your foes to make the first move in a show of incredible confidence. You don't roll initiative; instead you voluntarily go last. You gain panache. If more than one character uses this ability or another ability to go last, use the normal rules for resolving a tie: NPCs and monsters act before PCs, and within those groups, the creatures can choose whichever order they want. Feat 4th: ACROBAT DEDICATION FEAT 2
Prerequisites trained in Acrobatics You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain. Special You can't select another dedication feat until you have gained two other feats from the acrobat archetype.
EQUIPMENT
(See ITS) Magic Items: Wayfinder Bulk: # (Encumbered at: 5; Maximum at: 10) Coins: See ITS
CHRONICLES
For Chronicles: Zot’s Chronicles For Reputation and Faction Information: See ITS |