Kobold

Zot the Magnificent's page

15 posts. Organized Play character for Hmm.


Race

HP 28/28| AC 19 | F +5 R +10 W +6 | Perc +6 |

Classes/Levels

25 Speed | Hero 1/1 | Campaign Coin 1/1 | Active Conditions: ---

Gender

"You’re next!" | 820-2005 | Female Dragonscaled Kobold Swashbuckler 2

About Zot the Magnificent

HEADERS

[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

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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!

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Bot Me!:

Saves

[dice=Fortitude (E)]1d20+11[/dice]
[dice=Reflex (E)]1d20+13[/dice]
[dice=Will (E)]1d20+8[/dice]

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[dice=Acrobatics (E)]1d20 +14[/dice]
[dice=Athletics]1d20 +9 [/dice]
[dice=Diplomacy]1d20 +11 [/dice]
[dice=Deception]1d20 +11 [/dice]
[dice=Intimidate (E)]1d20 +14 [/dice]
[dice=Lore (Games)] 1d20+7 [/dice]
[dice=Lore (Scouting)]1d20 +7[/dice]
[dice=Perception]1d20+9[/dice]
[dice=Perform] 1d20 +11 [/dice]
[dice=Thievery (E)]1d20+14[/dice]

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With Inspire Courage

◈ [dice=Dagger+I.C.]1d20 +13+ 1[/dice]
[dice=Piercing / Slashing) damage] 1d4 + 2 +1[/dice]

◈ [dice=Light Mace+I.C. (Agile, Finesse, Shove)]1d20+13+1[/dice]
[dice=Bludgeoning damage]1d4+2+1[/dice]

◈ [dice=Short bow+I.C. (Deadly)]1d20+13+1[/dice]
[dice=Piercing]1d6+2+1[/dice]
[dice=Deadly]1d10[/dice]

◈ [dice=Striking Rapier+I.C. (Deadly D8, Disarm, Finesse)]1d20+13+1+1[/dice]
[dice=Piercing]2d6+2+1[/dice]
[dice=Deadly]1d8[/dice]

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Without Inspire Courage

◈ [dice=Dagger]1d20 +13[/dice]
[dice=Piercing / Slashing) damage] 1d4 + 2[/dice]

◈ [dice=Light Mace (Agile, Finesse, Shove)]1d20+13[/dice]
[dice=Bludgeoning damage]1d4+2[/dice]

◈ [dice=Short bow (Deadly)]1d20+13[/dice]
[dice=Piercing]1d6+2[/dice]
[dice=Deadly]1d10[/dice]

◈ [dice=Striking Rapier (Deadly D8, Disarm, Finesse)]1d20+13+1[/dice]
[dice=Piercing]2d6+2[/dice]
[dice=Deadly]1d8[/dice]

◈◈ [dice=Kobold Breath (30 ft line, electric)]3d4[/dice]

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With Panache

◈ [dice=Intimidate (E)]1d20 +14 [/dice]

◈ [dice=Dagger + Panache]1d20 +13[/dice]
[dice=Piercing / Slashing) damage] 1d4 + 2+2[/dice]

◈ [dice=Light Mace + Panache (Agile, Finesse, Shove)]1d20+13[/dice]
[dice=Bludgeoning damage]1d4+2+2[/dice]

◈ [dice=Striking Rapier + Panache (Deadly D8, Disarm, Finesse)]1d20+13+1[/dice]
[dice=Piercing]1d6+2+2[/dice]
[dice=Deadly]1d8[/dice]

◈ [dice=Confident Finisher (halved if the attack misses)]3d6[/dice]

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PFS Information:

PFS Number: 820-2005
Fame, Reputation & Experience: See ITS
Gold: See ITS

Training: Generalist
Main Faction: Grand Archive

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Major Factions
See ITS

Purchased Boons
Boon #1 Wayfinder

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Nationality: Absalom
Birthplace: Absalom Sewer Dragon
Age: 13
Gender & Pronouns: Female - she & her
Height: 3’
Weight: 3 bulk
Physical Appearance: Magnificent shining bronze scales

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Ancestry Bronze Dragonscaled Kobold
Background Gambler
Class Braggart Swashbuckler Level:5; Archetype: None
Size small traits humanoid kobold
Alignment; CG deity Irez
Languages: common, draconic, tien
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SENSES
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Perception: 9 (0 +5+4) [E]
Special Senses: darkvision
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DEFENSES
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HP 66 = 6+(10x5=60)
AC 23 (10+ 4 Dex +2 T +5 Level +1 Item+1 rune)
Resistance Electricity 2

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OFFENSE
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Class DC: 18 [T]

Speed: 25

Attacks: Check out 'Bot me!' spoiler at the top!

Weapon Proficiencies
Simple: All simple [T], Martial: All martial. Unarmed attacks[T].
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MAGIC
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Magic Traditions None

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SKILLS
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Automatic: Acrobatics, Deception, Intimidate, Gaming Lore, Scouting Lore (General Training)
4 additional skills

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.

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ABILITY SCORES
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Ancestry Kobold Dex, Charisma, -Con, +Con
Background Gamber Cha, Dex
Class Swashbuckler Dex
Free Str Dex Con Cha
Level 5 Str Dex Con Cha

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
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FEATS:
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Ancestry Feats and Abilities

Special 1st: Small, darkvision
Heritage 1st: DRAGONSCALED KOBOLD 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 (see Table 1–1). Double this resistance against dragons' Breath Weapons.
Draconic Exemplar: Bronze (Electricity)

1st: KOBOLD BREATH [two-actions] FEAT 1
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.
Bronze Line - Electricity - Reflex

3rd: DRAGON'S PRESENCE FEAT 1 via Ancestral Paragon
KOBOLD

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
KOBOLD

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
GENERAL SKILL

Prerequisites trained in Deception.
You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn't apply if you don't have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.

2nd: INTIMIDATING GLARE FEAT 1
GENERAL SKILL

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
GENERAL SKILL

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
3rd: Ancestral Paragon

Class Feats and Abilities

Feat 1st: YOU'RE NEXT [reaction] FEAT 1
EMOTION FEAR MENTAL SWASHBUCKLER

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
SWASHBUCKLER

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
ARCHETYPE DEDICATION

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.
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EQUIPMENT
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(See ITS)

Magic Items: Wayfinder

Bulk: # (Encumbered at: 5; Maximum at: 10)

Coins: See ITS
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CHRONICLES
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For Chronicles: Zot’s Chronicles

For Reputation and Faction Information: See ITS