About Zot the Magnificent★ ---- ★ ---- ★ ---- ★ 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+13[/dice]
★ ---- ★ ---- ★ ---- ★ [dice=Acrobatics (E)]1d20 +15[/dice] includes +1 Bracelet of Dashing
★ ---- ★ ---- ★ ---- ★ With Inspire Courage ◈ [dice=Dagger+I.C.]1d20 +14+ 1[/dice]
◈ [dice=Light Mace+I.C. (Agile, Finesse, Shove)]1d20+14+1[/dice]
◈ [dice=Short bow+I.C. (Deadly)]1d20+14+1[/dice]
◈ [dice=Striking Rapier+I.C. (Deadly D8, Disarm, Finesse)]1d20+14+1+1[/dice]
★ ---- ★ ---- ★ ---- ★ Without Inspire Courage or Panache ◈ [dice=Dagger]1d20 +14[/dice]
◈ [dice=Light Mace (Agile, Finesse, Shove)]1d20+14[/dice]
◈ [dice=Short bow (Deadly)]1d20+14[/dice]
◈ [dice=Striking Rapier (Deadly D8, Disarm, Finesse)]1d20+14+1[/dice]
◈◈ [dice=Dragon Breath (30 ft line, electric)]3d4[/dice] ★ ---- ★ ---- ★ ---- ★ With Panache ◈ [dice=Intimidate (E)]1d20 +15 [/dice] ◈ [dice=Dagger + Panache]1d20 +14[/dice]
◈ [dice=Light Mace + Panache (Agile, Finesse, Shove)]1d20+14[/dice]
◈ [dice=Striking Rapier + Panache (Deadly D8, Disarm, Finesse)]1d20+14+1[/dice]
◈ [dice=Confident Finisher (halved if the attack misses)]3d6[/dice] ★ ---- ★ ---- ★ ---- ★ PFS Information:
Nationality: Absalom
★ ---- ★ ---- ★ ---- ★ Ancestry Bronze Dragonscaled Kobold
SENSES
Perception: 10 (0 +6+4) [E]
DEFENSES
HP 84 = 6+(13x6=78)
____________________ 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 16 AF5 Int 10 Wis 10 Cha 18 ABF5 STR +2, DEX +4, CON +3, INT +0 WIS +0, CHA +4
FEATS:
Ancestry Feats and Abilities Special 1st: Small, darkvision
1st: BREATH OF THE DRAGON [two-actions] FEAT 1
Tapping into the physiology of your draconic ancestor, you can exhale a torrent of energy in a 15-foot cone or a 30-foot line, 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 above). This ability has the trait associated with the type of damage it deals. 3rd: DRAGON LORE FEAT 1
You've set your mind on learning more about your ancestor and their kin, and perhaps you were even raised by a dragon parent. You've come to understand how dragons can invoke fear but also how they've contributed to society as a whole. You gain the trained proficiency rank in Diplomacy and Intimidation. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Dragon Lore. 5th: DRAGON'S FLIGHT [one-action] FEAT 5
Frequency once per round You have grown a small pair of draconic wings or have honed your use of the wings you've had since birth. You Fly. If you don't normally have a fly Speed, you gain a fly Speed of 20 feet for this movement. If you aren't on solid ground at the end of this movement, you fall. 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. 6th: Acrobatic Performer 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. Feat 6th: ATTACK OF OPPORTUNITY [reaction] FEAT 6
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. You swat a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
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 |