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2224073
paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
651065
651065
2224073
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
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012