User:Wizardoest/PCs/Knucker
Knucker (ECL 1)
Dragonfire Adept 1
NE Small Dragon (Reptilian)
Init +2; Senses: Darkvision 60'[12]; Lowlight; Listen +5, Spot +4 (+5 when not in sunlight)
AC: 14; Touch: 13; Flat-footed: 11
(+2 Dex; +1 size; +1 natural)
HP: 11 (1d8+3)
Fort: +4, Ref +2, Will +2
Immune Paralysis; Sleep
Speed: 30'
Breath Weapon (Standard): 15' cone OR 30' line (1d6 fire, Reflex DC 12)
Melee (Standard): Weapon +0 (1d0+0 / crit 20x2)
+1 to attack when out of sunlight
Ranged (Standard): Weapon +0 (1d0+0 / crit 20x2 / 00')
+1 to attack when out of sunlight
Space: 5'; Reach: 5'; BAB: +0; Grapple: -4
Atk Options:
Dragonfire Adept Invocations
- Endure Exposure (least): Use endure elements as the spell; target gains immunity to your breath weapon.
- Beguiling Influence (least): Gain bonus on Bluff, Diplomacy, and Intimidate checks.
- Frightful Presence (lesser): Make nearby creatures shaken.
Abilities Str 10 +0 | Dex 14 +2 | Con 14 +2 | Int 11 +0 | Wis 10 +0 | Cha 11 +0 (Assumes 28 point buy.)
Feats
- Dragon: DragontouchedDM
You gain the dragonblood subtype. You gain 1 hit point, a +1 bonus on Listen, Search, and Spot checks, and a +1 bonus on saving throws against paralysis and sleep effects. In addition, you can select draconic feats as if you were a sorcerer of your character level. - 1st: Dragonwrought (Red)RotD
Your type is dragon rather than humanoid, and you lose the dragonblood subtype. You retain all your other subtypes and your kobold racial traits. Your scales become tinted with a color that matches that of your draconic heritage. As a dragon, you are immune to magic sleep and paralysis effects. You have darkvision out to 60 feet and low-light vision. You gain a +2 racial bonus to Appraise - 3rd: Dragon WingsRotD
You have wings that aid your jumps, granting a +10 racial bonus on Jump checks. In addition, you can use your wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet with average maneuverability. Even if your maneuverability improves, you can’t hover while gliding. You can’t glide while carrying a medium or heavy load. - 6th: Improved Dragon WingsRotD
You can fly at a speed of 30 feet (average maneuverability). You can’t fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can exert yourself to fly for up to twice as long, but then you’re fatigued at the end of the flight. - 9th: Flyby Attack
When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Skills Appraise +3; Craft (Trapmaking) +4; Climb +1; Jump +11; Intimidate +1
Gear XX
Jungle Kobold Racial Modifiers
Source from UA
- -4 Strength, +2 Dexterity, -2 Intelligence: Life at high altitude has toughened jungle kobolds, but their isolation has hindered their intellectual growth.
- Small: As a Small creature, a kobold gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on grapple checks, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
- Humanoid (dragonblood, reptilian): Kobolds are humanoids with the dragonblood and reptilian subtypes. For all effects related to race, a kobold is considered a dragon.
- Kobold base land speed is 30 feet.
- +1 natural armor bonus.
- Darkvision: Kobolds can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight. Kobolds can function just fi ne with no light at all.
- All kobolds add Craft (trapmaking) to their list of class skills.
- +2 racial bonus on Search checks.
- +2 racial bonus on Climb checks: Jungle kobolds add their Dexterity modifier to Climb checks instead of their Strength modifier.
- Light Sensitivity: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
- Altitude Adaptation: Jungle kobolds are adapted to life at high altitudes, and thus don't suffer altitude sickness. They are always considered acclimated to high altitudes.
- Automatic Language: Draconic. Bonus Languages: Common and Undercommon.
- Favored Class: Sorcerer. A multiclass kobold’s sorcerer class does not count when determining whether she takes an experience point penalty for multiclassing.