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User:Askewnotion/PCs/Mari

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File:Mari.jpg
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Kobold RogueRotD 109 2, Dragonblood SorcererRotD 107 1, Kobold Paragon 3, Trapsmith 3 (ECL 10)
Race: Gnobold
Alignment: CN | Size: M
Patron Deity:
Abilities
Str 10 +1d4 -4| Dex 14 +1d4 +2 | Con 12 | Int 12 | Wis 10 | Cha 14 +1d4 +2
AP 10 DP 10

Defense

AC: __ / Touch: __, Flatfooted: __
(+2 Size, +1 Natural, +3+___ Dex, +1 dodge)

HP: 9+1d4+7d6 / HD: 2d4+7d6+9-4

Initiative: +3+__+1d1 / Speed: 20' + Scurry

Fort: 4 / Reflex: 9+__ / Will: 4


Attacks

  • Claw +_ / 1d3+_ / 20x2 / b
  • Touch +_ / Ranged Touch +_

Space/Reach: 5 ft./5 ft. Base Attack: +6

Feats

  • 1st: Dragonwrought
  • 3rd: Dragon Wings
  • S1: Draconic Heritage: Copper
  • 6th: Draconic Reservoir
  • 9th: Improved Dragon Wings

Skills

ACP = -0

Strength __ +__
  • Athletics (4 ranks)
Climb 4+__
Jump 14+__ [+10]
Swim 4+__
Intelligence 12 +1
  • Craft(Trapmaking) +16 [+3] (12 auto ranks)
  • Inspect (12 ranks)
Appraise +13
Search +16 [+3] (+21 traps)
  • Linguistics (4 ranks)
Decipher Script +5
Forgery +5
  • Mechanics (12 ranks)
Disable Device +13 (+18 traps)
Open Locks +16
  • Spellcraft (4 ranks)
Psicraft +5
Spellcraft +5
Other
Languages: RANDOM, Draconic
Dexterity __ +__
  • Acrobatics (9 ranks)
Balance +9+__
Tumble +9+__
  • Legerdemain (0 ranks)
Escape Artist +0
Sleight of Hand +0
  • Stealth (10 ranks)
Hide +10+__
Move Silently +10+__
Wisdom 10 +0
  • Heal +0 (0 ranks)
  • Notice (8 ranks)
Listen +8
Spot +8
  • Profession(Miner) +7 [+7] (0 ranks)
  • Streetwise (4 ranks)
Gather Information +4
Sense Motive +4
  • Survival (0 ranks)
Survival +0
Use Rope +0
Constitution 12 +1
  • Concentration (9 ranks)
Autohypnosis +10
Concentration +10
Charisma __ +__
  • Animals (0 ranks)
Handle Animal +0
Ride +0
  • Deception (0 ranks)
Bluff +0
Disguise +0
  • Influence (0 ranks)
Diplomacy +0
Intimidate +0
Use Magic Device +0
Use Psionic Device +0
Knowledges 12 +1
Arcania +7 [+2] (4 ranks)
Local +13 (12 auto ranks)

Special Abilities

Racial

  • Racial Mix: Gnobolds count as both gnomes and kobolds for effects that depend on either race.
  • Claws: Gnobolds possess the claws of their kobold parents, though their more human-like face causes them to lose their bite. This claws are primary natural attacks that dead 1d3 damage.
  • Natural Armor: The scales of a gnobold provide a +1 natural armor bonus.
  • Darkvision: Gnobolds can see in the dark up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight, and gnobolds can function just fine with no light at all.
  • Low-light Vision: A gnobold can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Light Senestivity (Ex): Gnobolds are dazzled in bright sunlight or within the radius of a daylight spell.
  • Slight Build: The physical stature of gnobolds lets them function in many ways as if they were one size category smaller. Whenever a gnobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the gnobold is treated as one size smaller if doing so is advantageous to the character. A gnobold is also considered to be one size smaller when "squeezing" through a restrictive space. A gnobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a gnobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
  • Spell-Like Abilities (Sp): 1/day - Snare. A gnobold with a Charisma score of at least 10 also has the following spell-like abilities: 1/day - Detect Secret Doors, Detect Snares and Pits, Open/Close. Caster level 1st; save DC 10 + gnobold’s Cha modifier + spell level.
  • Scurry (Ex): Once per round during your turn you may take a free 5 foot step.
  • Weapon Familiarity: A gnobold raised in a kobold community is trained in using the great pick as a martial weapon.
  • Skill Bonus: A gnobolds gain a +4 bonus to Profession: Miner and may treat this profession as a class skill for all classes.
  • Draconic Rite of Passage: Upon completing this rite, a kobold chooses any 1st-level sorcerer spell. He can now use that spell once per day as a spell-like ability, using his character level as his caster level.

Each day, a kobold must complete the Searching for the Dragon meditation (see above) in order to recharge this spell-like ability for the day. No kobold can benefit from this rite more than once.

  • Greater Draconic Rite of Passage: Upon completing this rite, a kobold gains new spells per day and an increase in caster level (and spells known) as if also gaining one level in the sorcerer class. The kobold does not, however, gain any other benefit a sorcerer would have gained (familiar abilities, and so on).

The benefit of this ritual is automatically factored into the 15 minutes that a kobold sorcerer spends concentrating to ready their daily allotment of spells. No kobold can benefit from this rite more than once.

Rogue

  • Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter.
  • Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

  • Rapid Retreat (Ex): A kobold rogue who takes the 1st-level racial substitution level gains the ability to retreat quickly from dangerous situations. Any time a kobold rogue with this substitution feature uses the withdraw action, she gains a 5-foot bonus to her speed.
  • Shrewd Trapfinding (Ex): Starting at 1st level, each time a kobold rogue takes a substitution level, she gains a cumulative +2 competence bonus on Search checks to find traps and on Disable Device checks to disarm traps.

This bonus is lost if the kobold rogue does not have a number of ranks in Craft (trapmaking) equal to or greater than her rogue class level.

  • Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Sorcerer

  • Arcane Insight (Ex): A 1st-level dragonblood sorcerer’s racial talent with magic grants him keen insights into arcane mysteries. Each time he selects a dragonblood sorcerer substitution level, he gains a cumulative +2 insight bonus on Knowledge (arcana) checks.
  • Draconic Heritage: A 1st-level dragonblood sorcerer gains Draconic Heritage as a bonus feat.

Kobold Paragon

  • Spells per Day: At 2nd and 3rd-level, a kobold paragon gains new spells per day and spells known as if the character had also gained a level in sorcerer. The kobold paragon does not, however, gain any other benefit a character of that class would have gained (familiar abilities, and so on). This essentially means that the character adds the level of kobold paragon to their level in sorcerer, then determines spells per day, spells known, and caster level accordingly.

If a kobold paragon has no levels in sorcerer, this class feature has no effect.

  • Manual Expertise (Ex): A kobold paragon may add their class level as a racial bonus on Craft (trapmaking), Profession (mining), and Search checks.
  • Tunnel Defense (Ex): At 1st level, a kobold paragon uses confined spaces to their advantage in melee combat. A kobold paragon is treated as a Medium opponent when using or resisting any special attack (for example, bull rush, disarm, grapple) but only when fighting in a location no wider than their combat space (5-ft. wide). In addition, a kobold paragon retains their Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker in these confined conditions.

If a kobold paragon has uncanny dodge from a different class, the character automatically gains the benefits of improved uncanny dodge, but only when fighting in confined conditions (as above).

  • Improved Darkvision (Ex): At 2nd level, a kobold paragon’s darkvision range increases by 30 feet.
  • No Light Sensitivity: At 2nd level, a kobold paragon loses their race's light sensitivity.

Trapsmith

  • Booby Traps (Ex): You can quickly set up simple booby traps (see the sidebar) to harm and hinder your foes. When setting up a trap, make a Craft (trapmaking) check. The check result is the Difficulty Class of an attempt to find the trap by making a Search check. Half the check result is the DC of an attempt to disarm the trap by making a Disable Device check. The check result affects other variables, too; see the Booby Trap sidebar below for details. Setting up a booby trap is usually a full-round action, though some take longer, as noted in the sidebar.

Starting at 3rd level, your skill improves such that you can create advanced versions of the simple booby traps you already know.

  • Master Disarmer (Ex): Your skill at finding and disarming traps is legendary. When dealing with a trap, add your trapsmith level to your Search checks, Disable Device checks, and Open Lock checks.
  • Trap Sense (Ex): You are adept at evading the effects of traps, gaining bonuses at 1st level, 3rd level, and 5th level. See the barbarian class feature (PH 26). Trap sense gained from other sources (such as barbarian or rogue levels) stacks with this benefit. +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps.
  • Arrow Proof (Su): When a trap activates, you know how to lessen the impact and reduce the damage. Starting at 2nd level, you gain damage reduction 5/— against the effects of traps. The reduction applies only to damage from physical attacks, such as arrows, crushing blocks, or pits. Damage caused by spells or magical effects is not reduced. Damage reduction gained from multiple sources stacks, but only for damage dealt by a trap.
  • Quick Fingers (Ex): Starting at 2nd level, you can disarm traps more quickly. When you attempt a Disable Device check, use the table below in place of the table on page 72 of the Player’s Handbook. If you have the quick fingers alternative class feature (see page 13), reduce the time needed for checks on difficult and wicked traps to 1d3 rounds.

Device Time Disable Device DC
Simple 1 standard action 10
Tricky 1 full-round action 15
Difficult 1d4 rounds 20
Wicked 1d4 rounds 25+

  • Unweave (Su): At 3rd level, your understanding of magic traps allows you to unweave their magic, as if targeting the trap with dispel magic (PH 223). Your caster level for this ability equals 5 + your trapsmith level. You can use this ability three times per day. It works only against magic traps, but spells such as alarm (PH 197), glyph of warding (PH 236), and the symbol spells (PH 289–291) are valid targets.