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[Pathfinder] beastisrfrt

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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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Summoner: Add +1/4 to the summoner’s shield ally

bonus (maximum +2).

Witch: Add +5 feet to the distance at which her

familiar grants the Alertness feat (maximum +20 feet).

RACIAL ARCHETYPES & BLOODLINES

The following racial archetype and racial bloodline are

available to kobolds.

Bushwhacker (Gunslinger)

The bushwhacker specializes in the art of the ambush. For

her, gunplay works best when it comes from a concealed

position and is directed against a target that falls with

the very first volley and is dead before the smoke clears. A

bushwhacker has the following class features.

Trembling Grit (Ex): At 1st level, at the start of each

day, a bushwhacker gains grit points equal to her Wisdom

modifier – 1 (minimum of 1). In addition to all the ways any

gunslinger can regain grit, a bushwhacker who reduces

a helpless or unaware opponent to 0 hit points or fewer

also regains 1 grit point. This expands the way in which

the bushwhacker gains grit points, so a bushwhacker

who gains grit points in this way only gains 1 grit point

for reducing a helpless or unaware opponent, not 2 grit

points. This otherwise works like the gunslinger’s grit

ability and alters that ability.

Craven Deeds (Ex): A bushwhacker replaces some

of her deeds with the following deeds. This ability

otherwise works like the gunslinger’s deed ability and

alters that ability.

Shifty Shot (Ex): At 3rd level, a bushwhacker with at least

1 grit point deals 1d6 points of extra damage when using

her firearm to attack opponents denied their Dexterity

bonus to AC (whether the target actually has a Dexterity

bonus or not). Except for the requirement that she must

use a firearm and must have at least 1 grit point to use it,

this deed otherwise works identically to a rogue’s sneak

attack class feature (including the requirement that she

must be within 30 feet of her target to deal this extra

damage), and stacks with the sneak shot ability (see below)

and sneak attack. This deed replaces the utility shot deed.

Long Range Shifty Shot (Ex): At 7th level, a bushwhacker

can double the range at which she deals extra damage

from a sneak attack or shifty shot (from 30 feet to 60 feet)

with a firearm by spending 1 grit point. When she spends

this grit point, she must still have at least 1 grit point left

to deal extra damage from shifty shot if she is using this

deed. This deed replaces the targeting deed.

Sneak Shot (Ex): At 4th level and every four levels

thereafter, a bushwhacker deals 1d6 points of extra

damage when using a firearm to attack opponents who

are unable to properly defend themselves. Unlike with the

shifty shot ability, she deals this extra damage regardless

of whether or not she has any grit points when making

the attack. Except for the requirement that she makes a

firearm attack, this works identically to a rogue’s sneak

attack class feature. This extra damage stacks with sneak

attack and the damage from shifty shot. This ability

replaces the bonus feats the gunslinger gains at 4th, 8th,

12th, 16th, and 20th level.

Kobold Sorcerer Bloodline

While many kobold sorcerers tout their purely draconic

bloodline, over generations of eldritch training, some

such spellcasters have created a bloodline that, while

tinged with some draconic magic, is the embodiment

of the race’s virtue distilled into arcane form. Many

practitioners of this bloodline go on to lead powerful

kobold tribes.

Class Skill: Disable Device.

Bonus Spells: alarm (3rd), create pit (5th), explosive runes

(7th), dragon’s breath (9th), transmute rock to mud (11th),

guards and wards (13th), delayed blast fireball (15th), form of

the dragon III (17th), imprisonment (19th).

Bonus Feats: Alertness, Combat Casting, Defensive

Combat Training, Dodge, Improved Initiative, Lightning

Ref lexes, Silent Spell.

Bloodline Arcana: Whenever you cast a spell against a

creature that is denied its Dexterity bonus to AC, increase

that spell’s DC by +2.

Bloodline Powers: Like all kobolds, you have a natural

talent for ambushing, creating traps, and mining. As

your power increases, you discover ever more useful ways

to blend your magic with these instinctive talents.

Trap Rune (Sp): At 1st level, as a standard action, you

can sketch a single, nearly invisible magical rune on any

5-foot-square solid surface. When you create a rune, pick

one of the following energy types: acid, cold, electricity,

or fire. While the rune is active, the next creature other

than you who steps on or touches the rune’s area causes

the rune to explode. The rune’s explosion deals a number

of points of energy damage equal to 1d8 + 1 per sorcerer

level you possess to anything in its square. A Ref lex

saving throw halves the damage (DC 10 + 1/2 your sorcerer

level + your Charisma modifier). The rune is considered a

magical trap for the purpose of perceiving it or disabling

it. The DC for both Perception and Disable Device checks

is the same as the Ref lex saving throw to halve the

damage. You can use this ability a number of times per

day equal to 3 + your Charisma modifier. Each rune lasts

for 24 hours or until discharged.

Trap Sense (Ex): At 3rd level, you develop a sixth sense that

helps you avoid traps. You gain a +2 bonus on Perception

checks made to notice traps. You also gain a +1 bonus on

Ref lex saves to avoid traps and a +1 dodge bonus to AC

against attacks made by traps. These bonuses increase

134

paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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