Adventures in Kingdom Management:Middoona Kobold Cleric
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
Max HP:8
Current:8
Speed: 30ft
Initiative: 3
AC: 15 =10 +1 (armor) +3 Dex +1 size
BaB: +0
Melee attack Bonus: -2
Ranged attack Bonus: +4
Fort +2 + 0 Con = +2
Ref +0 + 3 Dex = +3
will +2 +3 Wis = +5
CMB: -4
CMD: -1
Attacks
Crossbow: +4 attack 1d6 Critical 19-20/x2 Type piercing Range Increment 80 ft. (projectile)
Channel energy (undead only): 30ft burst 1d6 holy Save DC 13 vs Will
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):
Feats (1+free)
Metallic Kobold [renamed the feat but read link]: Your scales take on a metallic sheen appropriate for that of a good-aligned metallic dragon who shares any existing energy affinity you possess, or whom you have chosen to emulate. You gain a +2 circumstance bonus on Diplomacy checks when interacting with good creatures. In addition, your Charisma is considered 2 points higher for the purposes of channelling positive energy.
Leadership: one none heroic cohort
Traits (2)
Kobold Faith: You gain a +2 trait bonus on Diplomacy checks when dealing with other kobolds.
Called: Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.
Skills
Skill | Clr | Untrained | Armor Check Penalty | Key Ability | Key Ability | Ranks | Trained | bonuses | total |
---|---|---|---|---|---|---|---|---|---|
Acrobatics | Yes | Yes | Dex | 3 | 2 | 5 | |||
Appraise | C | Yes | Int | 2 | 2 | ||||
Bluff | Yes | Cha | 2 | 2 | |||||
Climb | Yes | Yes | Str | -3 | 2 | -1 | |||
Craft | C | Yes | Int | 2 | 2 | ||||
Diplomacy | C | Yes | Cha | 2 | 1 | 3 | 6 | ||
Disguise | Yes | Cha | 2 | 2 | |||||
Escape Artist | Yes | Yes | Dex | 3 | 3 | ||||
Fly | Yes | Yes | Dex | 3 | 3 | ||||
Heal | C | Yes | Wis | 3 | 3 | ||||
Intimidate | Yes | Cha | 2 | 2 | |||||
Knowledge (arcana) | C | No | Int | 2 | 1 | 3 | 6 | ||
Knowledge (religion) | C | No | Int | 2 | 1 | 3 | 6 | ||
Perception | Yes | Wis | 3 | 2 | 5 | ||||
Perform | Yes | Cha | 2 | 2 | |||||
Ride | Yes | Yes | Dex | 2 | 2 | ||||
Sense Motive | C | Yes | Wis | 3 | 3 | ||||
Stealth | C | Yes | Yes | Dex | 2 | 2 | |||
Survival | C | Yes | Wis | 3 | 1 | 3 | 2 | 9 | |
Swim | Yes | Yes | Str | -3 | -3 |
Spell casting
Spontaneously cast healing spells
Spells default loadout
0th: 3 Enhanced Diplomacy Stabilize Guidance
1st 2 +domain 1: Divine Favor 2: Shield of Faith Domain: Magic fang
Gear
Carrying capacity: 13 lbs. or less, 14–26 lbs. 27–40 lbs.
Money left: 1 gp, 8 sp
Crossbow, light
bolts 10
Outfit, explorers
Reinforced tunic
Holy symbol (wood)
Manservant for XX days: 42Gp
Items with manservant
Tent, medium Joint
bed roll * 2 Joint
Blankets*2 Joint
Backpack His
Waterskin *2 Joint
cup Middoona
Outfit, uniform His
Rations*10 days Joint
Survival kit *2 Joint
Hide armour His
Bolts 10 Middoona