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Blind_Prophet
2014-02-10, 01:46 PM
So last session my players were suddenly turned into kobolds and whilst it was only meant as a temporary thing they seemed to enjoy it so I was thinking of just messing around for a session with them as low level kobolds (thinking 3-5 but I'm flexible)

Now normally I'd just let them to do it but I want to surprise them so I need some help making some fun Kobold PCs for them to play which will be randomly assigned (using dice of course)

I would like to make 6 kobolds (roll a D6) and I'd like to stick to first party pathfinder material but as the DM I'm pretty open to hand waving various pre-reqs in the name of fun for this since it's just temporary.

These are my vague plans so far

Kobold 1. Ranger {trapper} or Rogue [snare setter]
Kobold 2. Bard [Dragon Herald]
Kobold 3. Crossbow User of some sort
Kobold 4. improvised weapon user
Kobold 5. a pick user...think "ex-miner"
Kobold 6. ???

I'm debating making the 6th Kobold a dragon disciple by ignoring the requirements something like Sorc1/DDX not sure if that would be OP or useless or what but it would fit what I'm trying to go for...u know "typical Kobolds"

Blind_Prophet
2014-02-10, 02:56 PM
I've advanced a bit into more specifics...this is what I've got so far

1. Sorc - ??? weapon
2. Ranger [Trapper] X-Bow Wielder
3. Barbarian [Armored Hurler] improvised weapons
4. Bard [Dragon Herald] ??? weapon
5. Alchemist [Grenadier] - wields bombs :P
6. Healer? Shaman? - ??? weapon

The Bard the Healer or the sorc will be wielding a Pick...not sure which would work best.

Perturbulent
2014-02-10, 03:33 PM
I'd suggest for the first then, a draconic heritage sorcerer using all of his spells to pretend to be a dragon, and a deaf oracle of something...

edit: A witch could also beautifully fill either role.

Blind_Prophet
2014-02-10, 11:41 PM
OK I'm mostly done just need some fun names and to work out the equipment (just basic stuff)


This one is fairly simple he's just a Arcanically gifted Kobold who worships his Draconic ancestors and will do pretty much anything to get as close as possible to them.


Dragon Disciple
Male Kobold, Dragonbreath Dragon Disciple 3/Sorcerer (Crossblooded) 3
CG Small humanoid (reptilian)
Hero Points 1
Init +1; Senses darkvision 60 ft.; Perception +1
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Defense
--------------------
Defense 11, flat-footed 10. . (+1 Dex)
Armor DR: 5/magic or Large. . (+1 HD bonus, +4 natural armor)
Critical Defense: +6. . (+5 DR, +1 Dex)
Vig 33 (3d12+3d6) Wnd 30 (Threshold 12)
Fort +4, Ref +3, Will +2
Resist dragon resistances, fire 10
Weakness cautious, light sensitivity
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Offense
--------------------
Speed 30 ft.
Melee pickaxe +7 (1d6+4/×4)
Special Attacks bloodline arcana: draconic, bloodline arcana: elemental, breath weapon, breath weapon, dragon bite, claws, red dragonbreath (10-ft. cone, 1d8 fire)
Spell-Like Abilities
. . 7/day—elemental ray
Sorcerer (Crossblooded) Spells Known (CL 6th; concentration +10):
2nd (5/day)—scorching ray
1st (7/day)—burning hands (bloodline energy type) (DC 15), charm person (DC 15), color spray (DC 15), strong wings
0 (at will)—arcane mark, light, mage hand, mending, open/close (DC 14)
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Statistics
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Str 16, Dex 12, Con 12, Int 4, Wis 8, Cha 18
Base Atk +3; CMB +5; CMD 16
Feats Arcane Strike, Draconic Aspect, Draconic Breath, Eschew Materials, Martial Weapon Proficiency (pickaxe), Toughness
Traits cautious, magical knack
Flaws Inattentive
Skills Fly +7, Knowledge (arcana) +5, Perception +1, Stealth +11; Racial Modifiers +2 Perception
Languages Draconic
SQ bloodlines (draconic, elemental), gliding wings, hero points
Other Gear pickaxe, 136 GP
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy.
Breath Weapon (1/day) (DC 15) (Su) 1/day, Breath Weapon deals 3d6 Fire damage, DC 15.
Breath Weapon (15-ft cone of fire, 2d6, Ref half) (Draconic Breath) (4/day) (DC 14) Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing
Cautious You gain a +1 dodge bonus to AC, but take a -1 penalty on saves vs. fear
Darkvision (60 feet) You can see in the dark (black and white vision only).
Draconic Breath +2 bonus against sleep and paralysis effects.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Resistances (Ex) You gain Fire resistance 5 and +1 natural armor
Elemental (Fire) You may change any energy spell to use your bloodline's energy type.
Elemental Ray (7/day) (Sp) Ranged touch attack deals 1d6+1 Fire damage.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gliding Wings DC 15 Fly check to fall safely from any height. DC 15 to glide laterally 5ft per 20 ft fallen.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Magic Claws & Bite (7 rounds/day) (Ex) 2 Magic Claw attacks deal 1d4 damage. Bite attack deals 1d6 damage.
Magical Knack (Sorcerer [Crossblooded]) +2 CL for a specific class, to a max of your HD.
Red Dragonbreath (10-ft. cone, 1d8 fire) (DC 15) (Su) Move, must recharge for 1d4 rounds before use again (Ref half).




This one started out as a bard and I wanted to add a whip to the build but it just didn't work so I switched to a magus too keep the "arcane tactics fighter" feel but adding the bladebound archetype just set off mi crazi never and I thought it would be hilarious if this kobolds whip was imbued with the soul of indianna jones and frankly the kobold is barely conscious with the whip controlling him the majority of the time. Looking for a good name for the whip that subtle hints at it being indie w/o being obvious



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Tripmaster
Male Kobold, Blue Fighter (Free Hand Fighter) 2/Magus (Bladebound, Kensai) 4
CG Small humanoid (reptilian)
Hero Points 1
Init +5; Senses darkvision 60 ft.; Perception +1
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Defense
--------------------
Defense 19, flat-footed 10. . (+9 Dex)
Armor DR: 1. . (+1 HD bonus)
Critical Defense: +10. . (+1 DR, +9 Dex)
Vig 38 (2d10+4d8) Wnd 16 (Threshold 8)
Fort +6, Ref +6, Will +1
Defensive Abilities canny defense; Resist electricity 5
Weakness light sensitivity
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Offense
--------------------
Speed 30 ft.
Melee anna the indie +13 (1d6+1)
Special Attacks spellstrike
Magus (Bladebound, Kensai) Spells Prepared (CL 4th; concentration +8):
2nd—frigid touch
1st—color spray (DC 15), grease (DC 15), shocking grasp
0 (at will)—arcane mark, dancing lights, ghost sound (DC 14), ray of frost, spark (DC 14)
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Statistics
--------------------
Str 10, Dex 20, Con 8, Int 18, Wis 4, Cha 3
Base Atk +5; CMB +9 (+10 disarm, +11 trip); CMD 19 (20 vs. disarm, 21 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Improved Trip, Improved Whip Mastery, Weapon Finesse, Weapon Focus (whip), Whip Mastery
Skills Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Perception +1, Profession (Treasure Hunter) +6, Sense Motive -1, Spellcraft +13, Stealth +18; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Gnome, Undercommon
SQ arcane pool, black blade, black blade: arcane pool, black blade: strike, black blade: telepathy, black blade: unbreakable, chosen weapon, deceptive strike, hero points, perfect strike, spell combat
Other Gear 150 GP
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Arcane Pool (+1) (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (1/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Strike +1 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Canny Defense +4 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Whip) Kensai abilities only function when wielding a weapon of this type.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deceptive Strike +1 (Ex) +1 to Disarm CMB/CMD, Bluff checks to feint or create a diversion to hide.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Whip Mastery Using a whip does not provoke attacks of opportunity




This one is more goblin or gnome territory but I love watching mi plaiers make things explode so I had to make an explosives expert...the idea with the character similar to that realli he loves to make things go boom



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Explosives Expert
Male Kobold, White Alchemist (Mindchemist) 6
CG Small humanoid (reptilian)
Hero Points 1
Init -3; Senses darkvision 60 ft.; Perception +9
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Defense
--------------------
Defense 13, flat-footed 10. . (+3 Dex)
Armor DR: 1. . (+1 HD bonus)
Critical Defense: +4. . (+1 DR, +3 Dex)
Vig 33 (6d8) Wnd 16 (Threshold 8)
Fort +4, Ref +8, Will +1; +4 bonus vs. poison
Resist cold 5, poison resistance
Weakness cautious, light sensitivity
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Offense
--------------------
Speed 30 ft.
Ranged bomb +9 (3d6+3 Fire) and
. . smoke bomb +9 () and
. . stink bomb +9 ()
Special Attacks bomb, discoveries (precise bombs, smoke bomb, stink bomb)
Alchemist (Mindchemist) Spells Prepared (CL 6th; concentration +9):
2nd—alchemical allocation, fox's cunning (x2), resist energy
1st—cure light wounds (x2), longshot, targeted bomb admixture (x2)
--------------------
Statistics
--------------------
Str 6, Dex 16, Con 8, Int 16, Wis 8, Cha 4
Base Atk +4; CMB +1; CMD 14
Feats Ability Focus (bomb), Extra Bombs, Extra Bombs, Point-Blank Shot, Splash Weapon Mastery, Throw Anything
Traits accelerated drinker, cautious
Flaws Unreactive
Skills Appraise +11, Heal +4, Perception +9, Profession (cook) +7, Profession (herbalist) +7, Sleight of Hand +11, Spellcraft +11, Stealth +15, Use Magic Device +5; Racial Modifiers +2 Perception, alchemy
Languages Common, Draconic, Dwarven, Gnome
SQ cognatogen, fast poisoning, hero points, kobold cryomania, perfect recall, swift alchemy
Other Gear 150 GP
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Special Abilities
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Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+3 (16/day) (DC 18) (Su) Thrown Splash Weapon deals 3d6+3 fire damage.
Cautious You gain a +1 dodge bonus to AC, but take a -1 penalty on saves vs. fear
Cognatogen (DC 16) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.

This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Kobold Cryomania +1 to the save DC of all cold spells you cast.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +4 to save vs. Poison.
Precise Bombs (3 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Smoke Bomb (6 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Stink Bomb (6 rds) (Su) Smoke bombs also nauseate living in area for d4+1 rds after leave, as stinking cloud.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.





This kobold has actual died and been revied several times and its frankli caused him to go mad. He has lucid moments but most of the time he's raging out...I'm debating removing his ability to talk.



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Improvised Rager
Male Kobold, Red Barbarian (Armored Hulk) 6
CG Small humanoid (reptilian)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception -2
--------------------
Defense
--------------------
Defense 12, flat-footed 10. . (+2 Dex)
Armor DR: 1. . (+1 HD bonus)
Critical Defense: +3. . (+1 DR, +2 Dex)
Vig 59 (6d12) Wnd 28 (Threshold 14)
Fort +7, Ref +4 (+1 against trample attacks), Will -5; +2 bonus vs. fear
Resist fire 5
Weakness cautious, light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy pick +12/+7 (1d4+7/×4)
Special Attacks rage (22 rounds/day), rage powers (brawler, hurling charge, hurling, lesser)
--------------------
Statistics
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Str 20, Dex 14, Con 14, Int 3, Wis 3, Cha 3
Base Atk +6; CMB +10 (+11 overrun); CMD 22 (23 vs. overrun)
Feats Extra Rage, Graverisen, Point-Blank Shot, Two-Handed Thrower
Traits cautious, musclebound
Flaws Weak Will
Skills Acrobatics +0, Climb +6, Escape Artist +0, Fly +2, Perception -2, Ride +0, Stealth +13, Swim +15; Racial Modifiers +2 Perception
Languages Draconic
SQ fearless, hero points, indomitable stance, kobold pyromania, tireless rage
Other Gear heavy pick, 142 GP
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Special Abilities
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Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Cautious You gain a +1 dodge bonus to AC, but take a -1 penalty on saves vs. fear
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fearless +2 bonus vs Fear saves.
Graverisen Death is no stranger to you, for you have risen from the grave to continue your quest many times.

Requirement: Die and be brought back at least twice.

Benefit: You gain a single-use supernatural ability to save yourself from death
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hurling Charge (Ex) You may add a thrown attack at +2 to hit to a charge attack.
Hurling, Lesser (Ex) Throw large objects while raging.
Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Kobold Pyromania +2 to the save DC of all fire spells you cast.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Musclebound You gain a +1 bonus to STR ability and skill checks, but take a -2 to DEX ability and skill checks.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rage (22 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Two-Handed Thrower Gain Str bonus when using two hands to throw a one or two-handed weapon




Kobolds are infamous for using traps and tricks to overcome superior opponents so I couldn't make a kobold parti w/o one....I'm thinking of naming him with something that sound like Macguiver



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Kobold Trappr
Male Kobold, Green Ranger (Infiltrator, Trapper) 6
CG Small humanoid (reptilian)
Hero Points 1
Init +3; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
Defense 13, flat-footed 10. . (+3 Dex)
Armor DR: 1. . (+1 HD bonus)
Critical Defense: +4. . (+1 DR, +3 Dex)
Vig 38 (6d10) Wnd 24 (Threshold 12)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +8, Will +1
Resist acid 5
Weakness cautious, light sensitivity
--------------------
Offense
--------------------
Speed 40 ft.
Ranged heavy crossbow +11/+6 (1d8/19-20)
Special Attacks favored enemies (goblinoids +4, humans +2)
--------------------
Statistics
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Str 9, Dex 16, Con 12, Int 10, Wis 15, Cha 7
Base Atk +6; CMB +4; CMD 17
Feats Crossbow Mastery, Endurance, Nimble Moves, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (heavy crossbow)
Traits cautious, quick
Flaws Weak Will
Skills Craft (traps) +11, Disable Device +15, Escape Artist +9, Perception +13 (+16 to locate traps, +17 vs. goblinoids, +15 vs. humans), Profession (trapper) +11, Stealth +20, Survival +10 (+14 vs. goblinoids, +12 vs. humans, +13 to track); Racial Modifiers +2 Craft (traps), +2 Perception, +4 Stealth
Languages Draconic
SQ adaptation, adaptations (adaptation: goblin fast), combat styles (crossbow), fire trap, hero points, hunter's bonds (hunter's bond [companions]), snare trap, track, trap, trapfinding +3, wild empathy +4
Other Gear heavy crossbow, 100 GP
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Special Abilities
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Adaptation (60 minutes/day) (Ex) Temporarily gain characteristics of your favored enemies.
Adaptation: Goblin Fast (Ex) Gain temporary use of various abilities.
Cautious You gain a +1 dodge bonus to AC, but take a -1 penalty on saves vs. fear
Crossbow Mastery (Heavy crossbow) You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Favored Enemy (Goblinoids +4) (Ex) +4 to rolls vs Favored Enemy (Goblinoids).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Fire Trap (Ex) (Su) Effect The trap explodes in flames, dealing a number of points of fire damage equal to 1d6 + 1/2 the ranger's level to the triggering creature (Reflex negates). If it is an extraordinary trap, the ranger must use an explosive material such as
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Snare Trap Effect The trap constricts around a limb or other part of the triggering creature's body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a "leash" when setting the trap, in which case the cre
Track +3 Add the listed bonus to survival checks made to track.
Trap (5/day) (DC 15) At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice. At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.




Frankli..needed a healer shaman suited a tribe of kobolds...nothing special...seems fun to plai though. The arcane familiar is realli cool though I like the idea that the shaman is onli half in this plane of existence and the dragon spirit is more a part of the shaman as opposed to just a familiar,



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The Healer
Male Kobold, Black Shaman 6
CG Small humanoid (reptilian)
Hero Points 1
Init +1; Senses darkvision 120 ft.; Perception +3
--------------------
Defense
--------------------
Defense 11, flat-footed 10. . (+1 Dex)
Armor DR: 1. . (+1 HD bonus)
Critical Defense: +2. . (+1 DR, +1 Dex)
Vig 38 (6d8) Wnd 16 (Threshold 8)
Fort +1, Ref +3, Will +8 (+1 racial bonus against divine spells from devotees of Colonial deities, but -1 gainst devotees of Mwangi faiths)
Resist acid 5
Weakness cautious, light sensitivity
--------------------
Offense
--------------------
Speed 30 ft., wandering hexes (lure of the heavens)
Special Attacks channel positive energy 1/day (DC 13, 3d6)
Shaman Spells Prepared (CL 6th; concentration +9):
3rd—cure moderate wounds, mad monkeys, nature's exile (DC 16)
(1/day) daylight [S] or neutralize poison [S]
2nd—eagle eye, fire sneeze, warp wood (DC 15), wood shape (DC 15)
(1/day) hypnotic pattern [S] (DC 15) or lesser restoration [S]
1st—entangle (DC 14), feather step (DC 14), longstrider, obscuring mist
(1/day) color spray [S] (DC 14) or detect undead [S]
0 (at will)—create water, detect magic, know direction, purify food and drink (DC 13), stabilize
--------------------
Statistics
--------------------
Str 6, Dex 12, Con 8, Int 10, Wis 17, Cha 10
Base Atk +4; CMB +1; CMD 12
Feats Animal Affinity, Deep Sight, Healer's Touch, Improved Familiar
Traits cautious, spirit talker (mwangi faiths)
Flaws Noncombatant
Skills Handle Animal +13, Heal +12, Ride +14, Stealth +11, Survival +12, Swim +2; Racial Modifiers +2 Handle Animal, +2 Ride, +4 Swim
Languages Draconic
SQ hero points, hexes (deny succor), spirits (life), stardust, wandering spirits (heavens)
Other Gear 150 GP
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Special Abilities
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Cautious You gain a +1 dodge bonus to AC, but take a -1 penalty on saves vs. fear
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Deny Succor (Su) Foe in 30 ft can't benefit from magic healing or condition relief for 6 rds (Will neg).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Healer's Touch The magic of life flows through your body like a river.

Requirement: Cure a cumulative total of 1,000 points of damage for other creatures using healing spells. Dealing damage slows progress toward this goal achievement; for every 1 point o
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lure of the Heavens (float) (Su) You can float 6 inches above the ground or liquid surfaces.
Shaman Channel Positive Energy 3d6 (1/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spirit Talker (Mwangi Faiths) Gain a +1 racial bonus on Will saves against divine spells from clerics and paladins of Colonial deities, but suffer a -1 penalty to Will saves from divine spells by devotees of Mwangi faiths.
Stardust (3/day) (Sp) Foe in 30 ft sheds light, can't be invisible/conceal & -2 to att & perception checks for 3 rds.


--------------------

Arcane Familiar
Male Half-Dragon Celestial Kobold
CG Small dragon (humanoid, reptilian)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +2
--------------------
Defense
--------------------
Defense 11, flat-footed 10. . (+1 Dex)
Armor DR: 7/magic or Large. . (+7 natural armor)
Critical Defense: +8. . (+7 DR, +1 Dex)
Vig 19 () Wnd 28 (Threshold 14); fast healing 1
Fort +4, Ref +3, Will +5
Immune fire, paralysis, sleep; Resist acid 5, cold 5, electricity 5; SR 8
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (average)
Melee bite +7 (1d4+2) and
. . 2 claws +7 (1d3+2)
Special Attacks breath weapon, smite evil
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Statistics
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Str 14, Dex 12, Con 14, Int 12, Wis 10, Cha 12
Base Atk +4; CMB +5; CMD 16
Skills Handle Animal +7, Heal +6, Perception +2, Ride +7, Stealth +14, Survival +6; Racial Modifiers +2 Perception
Languages Common, Draconic
SQ hero points, improved evasion
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Special Abilities
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Breath Weapon (1/day) (DC 12) (Su) 1/day, Breath Weapon deals 1d6 Fire damage, DC 12.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Flight (60 feet, Average) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Smite Evil (1/day) (Su) +1 to hit, +0 to damage when used.
Spell Resistance (8) You have Spell Resistance.

Spore
2014-02-11, 08:01 PM
snip

http://www.youtube.com/watch?v=7Wt6XlVob_E

I am sorry but that is all I have heard when I read Green Ranger.