Doku Character 2
Kobold Venomtail Kobold Hired Killer Alchemist
Perception +5
Languages Draconic, Goblin, Dwarven, Elven
Skills Acrobatics +7, Arcana +8, Athletics +4, Crafting +8, Deception +4, Diplomacy +4, Intimidation +0, Medicine +5, Nature +5, Occultism +4, Performance +0, Religion +1, Society +4, Stealth +7, Survival +5, Thievery +9, Underworld Lore +8, Kobold Lore +8
Str +0, Dex +3, Con +1, Int +4, Wis +1, Cha +0
Items Adventurer's Pack, Alchemist's Toolkit, Blowgun, Blowgun Darts, Blowgun Darts, Dagger, Elixir of Life (Minor), Fist, Formula Book (Blank), Journeybread, Leaf Weave, regent bundle, Sling, Sling Bullets, Versatile Vial (Lesser)
AC 18; Fort. +7, Ref. +9, Will +5
HP 24 / 24
KOBOLD LORE
(ancestry feat)
You attentively learned key kobold survival strategies from your elders. You gain the trained proficiency rank in Stealth and Thievery. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.
You also gain the Additional Lore general feat for Kobold Lore.
BLOWGUN POISONER
(class feat)
You can capably deliver toxins with a blowgun. Your blowgun Strikes can apply injury poisons even if they deal no damage due to a creature’s resistance. If you critically succeed at a blowgun Strike using a poisoned dart, the target’s initial save against the poison is one degree of success worse than the creature rolls; this is a misfortune effect.
In addition, if you make a blowgun Strike while hidden or undetected, you don’t automatically become observed. Instead, immediately attempt a Stealth check against the Perception DC of the target. If you succeed, you don’t become observed, and are hidden (if you were undetected, you still become hidden rather than remaining undetected).
TOXICOLOGIST RESEARCH FIELD
(class feat)
You specialize in toxins and venoms of all types.
Formulas Two common 1st-level alchemical poisons.
Field Benefit You can Activate an injury poison as a single action, provided you apply it to a weapon you’re holding or a piece of ammunition on your person or loaded in a weapon you’re holding. This can be an item you’re holding or you can Interact to draw an eligible item or make one using Quick Alchemy as part of the single action; if you can make more than one item with Quick Alchemy (such as with the double brew class feature), you can still Activate only one.
In addition, you flexibly mix acidic and poisonous alchemical compounds. Your infused items with the poison trait can affect creatures immune to poison. A creature takes acid damage instead of poison damage from such items if either the creature is immune to poison or that would be more detrimental to the creature (as determined by the GM).
Field Vials Your versatile vials have the poison trait and deal poison damage instead of having the acid trait and dealing acid damage (though your field benefit still applies). You can apply the contents of a versatile vial to a weapon or piece of ammunition as an injury poison. Add the versatile vial's initial damage to the first successful Strike with that weapon or ammunition. The substance becomes inert at the end of your current turn.
Field Discovery (5th) You have handled enough poisons to become inured to their effects. You gain poison resistance equal to half your level.
Advanced Vials (11th) When you damage a creature with a versatile vial you’ve used as an injury poison, that creature takes persistent poison damage equal to the vial’s splash damage in addition to the initial damage.
Greater Field Discovery (13th) When a creature fails its initial saving throw against an infused injury poison you created, the wound sprays poison onto another creature adjacent to it. The attacker who caused the injury chooses which creature, if there’s more than one, and can choose to forgo this effect. That creature is exposed to the poison. The second creature doesn’t spread the poison further.
GUERRILLA DEDICATION
(class feat)
You're skilled in subtle tactics and using the environment against your enemies. You become trained in your choice of Deception or Thievery; if you are already trained in both, you become an expert in one instead. When you take this dedication, choose a single, discrete urban or wilderness location, such as “Mzali” or “the Verduran Forest”; this becomes your favored location. When you are in this location and undetected by all enemies, you can Sneak without attempting a Stealth check as long as you move no more than half your Speed. During exploration, this also allows you to automatically approach within 15 feet of other creatures while Avoiding their Notice, as long as they aren't actively Searching or on guard.
You can change your favored location by spending 1 week of downtime in the new location you would like to set as your favored location.
SPECIALTY CRAFTING
(class feat)
Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it's unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.
ALCHEMICAL FAMILIAR
(class feat)
You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. You gain a familiar, which has the construct familiar ability; this is permanent, doesn’t require the familiar to have the tough familiar ability, and doesn’t count against your usual limit of familiar abilities (typically 2). The familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers.
VENOMTAIL KOBOLD
Thanks to the proximity of a venomous creature to your warren, you were born with a vestigial spur in your tail that secretes deadly venom. You gain the Tail Toxin action.