Copper Dragon

Zyphlryx Istraga's page

94 posts. Alias of thunderspirit.


Full Name

Zyphlryx Istraga

Race

NG Kobold Inv3 | HP: 30/30 | AC: 19 | F: +5, R: +9, W: +8 | Perc: +8 [E] (darkvision) | Speed 25 |

Classes/Levels

Default exploration: Investigate | Hero Points: 0 |

About Zyphlryx Istraga

Zyphlryx Istraga
NG kobold Investigator 3 (humanoid, kobold, spellscale kobold, small)

Perception +8 (darkvision) [E]
Languages Gnomish, Halfling, Sylvan, Undercommon
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SKILLS
Acrobatics* +7 [T]
Arcana +9 [T]
Athletics* +6 [T]
Crafting +11 [E]
Deception +6 [T]
Diplomacy +6 [T]
Intimidation +6 [T] +1 circumstance vs. foes level 3-
Medicine +6 [T]
Nature: +1
Occultism: +9 [T]
Performance: +1
Religion: +1
Society: +9 [T]
Stealth*: +7 [T]
Survival: +1
Thievery*: +7 [T]
Underworld Lore +9 [T]
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ABILITY SCORES
STR 12 (+1), DEX 14 (+2), CON 10 (+0), INT 18 (+4), WIS 12 (+1), CHA 12 (+1)
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DEFENSE
AC 19 (10 + 2 (item) +2 (DEX) + 5 (prof [T]))
Fort +5, Refl +9, Will +8
HP 30

Ancestry feat — Cringe ⤾ (emotion, kobold, mental, visual):

Trigger A creature you are aware of critically succeeds on a Strike against you and would deal damage to you.

With pitiful posturing, you cause your foe to pull back a deadly attack. The attacking creature takes a circumstance penalty to the damage of the triggering Strike equal to your level + 2. This penalty applies after doubling the damage for a critical hit. The attacker is then immune to your Cringe for 24 hours. (APG)


Clue In ⤾ (concentrate, Investigator):

Frequency once per 10 minutes
Trigger Another creature attempts a check to investigate a lead you're pursuing.

You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.


Skill Feat: Arcane Sense
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OFFENSE
Class DC 19 (10 + 4 (INT) + 5 (prof [T]))
Speed 25 ft

ADD +2 WHEN USING DEVISE A STRATAGEM
Melee Strikes probing cane +7, 1d6 B (finesse, sweep) OR
. . kukri +7, 1d6+1 S (agile, finesse, trip, Uncommon) OR
. . fist +7, 1d4+1 B (agile, finesse, nonlethal, unarmed)
Ranged Strikes shortbow +6, 1d6 P (deadly d10) OR
. . bomb +7
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EQUIPMENT
Bulk: (3, x L) encumbered = 6, maximum = 11
Items studded leather, backpack, bedroll, chalk (10), flint & steel, rope, rations (2), torch (5), waterskin, soap, grappling arrow, crowbar, alchemist's tools
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SPECIAL ABILITIES
Spellscale Kobold
Arcane Innate Spells
Cantrips detect magic ◈◈, shield ◈ (Spell level 1st)

Draconic Exemplar: Bronze
Kobold Breath ◈◈ (arcane, electricity, evocation, kobold) You channel your draconic exemplar's power into a gout of electricity that manifests as a 30-foot line, dealing 1d4 damage. Each creature in the area must attempt a basic Reflex save 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.

Dragon's Presence
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.

Root Magic
Prerequisites trained in Occultism
Your talismans ward against foul magic. During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally. The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +1 circumstance bonus to the roll.

Investigator Methodology: Alchemical Sciences
Alchemical Crafting (general, skill)
You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.

Quick Tincture ◈ (Investigator, manipulate)
Requirements You know the formula for the alchemical item you're creating, you are holding or wearing alchemist's tools, and you have a free hand.
Cost 1 versatile vial

You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the end of the current turn.

Devise a Strategem ◈ (concentrate, fortune, Investigator)
Frequency once per round
You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.

When you make this substitution, you can also add your INT modifier to your attack roll instead of your STR or DEX modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.

If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.

Shared Stratagem (Investigator)
The plans you make include your allies as well as yourself. When you hit a creature with an attack on which you substituted your attack roll due to Devising a Stratagem, designate one ally. The creature you hit is flat-footed to that ally on the next attack the designated ally makes against that creature before the start of your next turn.

Known Weakness (Investigator)
Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from Devise a Stratagem. If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn.

Pursue a Lead (concentrate, exploration, Investigator)
Frequency once per 10 minutes
You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.

Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.

You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.

Strategic Strike When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage.

As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.

Talisman Dabbler Dedication (archetype, dedication)
You are trained in the use of talismans and similar magical paraphernalia. This training might have occurred in a formal classroom or been an agglomeration of folk magic picked up over time. You can craft talismans and know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember talisman formulas and don't need a formula book for them.

Additionally, you carry a collection of magical baubles you can turn into temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations if you haven't already used it.

Finally, when you Affix a Talisman, you can (in any combination) affix or remove up to four talismans in the 10-minute span.

Special You can't select another dedication feat until you have gained two other feats from the talisman dabbler archetype.

Trick Magic Item :
You examine a magic item you normally couldn't use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that's not on the arcane list using a scroll. You must know what activating the item does, or you can't attempt to trick it.

Attempt a check using the skill matching the item's magic tradition, or matching a tradition that has the spell on its list, if you're trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item's level (possibly adjusted depending on the item or situation).

If you activate a magic item that requires a spell attack roll or spell DC and you don't have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you're a master in the appropriate skill for the item's tradition, you instead use the trained proficiency bonus, and if you're legendary, you instead use the expert proficiency bonus.

Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
Failure You can't use the item or try to trick it again this turn, but you can try again on subsequent turns.
Critical Failure You can't use the item, and you can't try to trick it again until your next daily preparations.