Difference between revisions of "Adventures in Kingdom Management:Middoona Kobold Cleric"
Herodarwin (talk | contribs) (→Sheet) |
Herodarwin (talk | contribs) |
||
Line 6: | Line 6: | ||
Alignment: LG | Alignment: LG | ||
+ | |||
+ | Size Small | ||
+ | |||
+ | Type_ Kobolds are humanoids with the reptilian subtype | ||
Deity: Apsu | Deity: Apsu | ||
Line 19: | Line 23: | ||
Horns and spikes: Black tipped | Horns and spikes: Black tipped | ||
− | + | Languages: Dragon, Common, Dwarf | |
+ | |||
==Quick Reference== | ==Quick Reference== | ||
+ | |||
+ | Speed: 30ft | ||
Line 37: | Line 44: | ||
===Kobold=== | ===Kobold=== | ||
+ | |||
+ | Speed: 30ft | ||
+ | |||
+ | *Day Raider You’re one of the few kobolds born with a greater tolerance for sunlight. You have low-light vision | ||
+ | *Prehensile Tail Your tail is especially flexible and strong, so you’ve learned to use it for both movement and simple tricks. You gain a +2 racial bonus on Acrobatics and Climb checks, and you can use your tail to draw a hidden weapon as a move action instead of as a standard action. | ||
+ | *Wild Forest Kobold You’re one of the few kobolds dwelling in the forests of the surface world. Your culture shuns artifice, but teaches how to endure the hunt. You gain a +2 racial bonus on Perception and Survival checks, and Stealth and Survival are always class skills for you. | ||
+ | |||
+ | ===Cleric=== | ||
+ | |||
+ | Proficiencies: all simple weapons, light armor, medium armor, and shields (except tower shields), Bite or quarterstaff | ||
+ | |||
+ | *Aura (good) | ||
+ | *Divine Spellcasting/orisons | ||
+ | *Channel Energy (Su): 1d6 (damage or healing), 6 times a day, Damage save: 13 | ||
+ | *Domains | ||
+ | **Scalykind (Dragon): | ||
+ | ***Venomous Stare (Sp): You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness. As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save 13 (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier 6. This is a mind-affecting effect. | ||
+ | **Law: | ||
+ | ***Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier 6. | ||
+ | |||
+ | |||
+ | |||
==Gear== | ==Gear== | ||
+ | |||
==NPC's== | ==NPC's== |
Revision as of 14:18, 10 July 2022
Contents
Middoona the Kobold Cleric of Apsu
Descriptions and backstory
Alignment: LG
Size Small
Type_ Kobolds are humanoids with the reptilian subtype
Deity: Apsu
Age: 24
Height: 2ft 9inch
Weight: 30 lbs
Skin: Sliver with hints of frosty blue
Horns and spikes: Black tipped
Languages: Dragon, Common, Dwarf
Quick Reference
Speed: 30ft
Sheet
Ability
Attributes: (25 point point buy)
- STR 8 -4 kobold = 4 -3
- DEX 14 +2 Kobold = 16 +3
- CON 12 -2 Kobold =10 +0
- INT 14 +2
- WIS 16 +3
- CHA 14 +2
Kobold
Speed: 30ft
- Day Raider You’re one of the few kobolds born with a greater tolerance for sunlight. You have low-light vision
- Prehensile Tail Your tail is especially flexible and strong, so you’ve learned to use it for both movement and simple tricks. You gain a +2 racial bonus on Acrobatics and Climb checks, and you can use your tail to draw a hidden weapon as a move action instead of as a standard action.
- Wild Forest Kobold You’re one of the few kobolds dwelling in the forests of the surface world. Your culture shuns artifice, but teaches how to endure the hunt. You gain a +2 racial bonus on Perception and Survival checks, and Stealth and Survival are always class skills for you.
Cleric
Proficiencies: all simple weapons, light armor, medium armor, and shields (except tower shields), Bite or quarterstaff
- Aura (good)
- Divine Spellcasting/orisons
- Channel Energy (Su): 1d6 (damage or healing), 6 times a day, Damage save: 13
- Domains
- Scalykind (Dragon):
- Venomous Stare (Sp): You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness. As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save 13 (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier 6. This is a mind-affecting effect.
- Law:
- Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier 6.
- Scalykind (Dragon):