Difference between revisions of "Adventures in Kingdom Management:Middoona Kobold Cleric"

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***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.
 
***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.
  
 +
===Skills===
  
 +
{| class="wikitable"
 +
|-
 +
! 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
 +
|}
  
  

Revision as of 14:27, 10 July 2022

Middoona the Kobold Cleric of Apsu

Descriptions and backstory

Middoona

more pic off sight

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.

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


Gear

NPC's