You grant this bonus to yourself plus up to one ally for every four sorcerer levels you possess (to a maximum of five allies at 20th level). This bonus lasts 1 round, is equal to the level of the spell expended, and only applies to opponents your allies are flanking or opponents denied their Dexterity bonus against your allies. This bonus stacks with that provided by a rogue’s trap sense and similar abilities.Īrcane Ambush (Su): At 9th level, as a swift action, you can expend a spell slot in order to grant you and your allies a bonus on attack and damage rolls. These bonuses increase by +1 at 7th level and for every four sorcerer levels you gain thereafter (to a maximum of +5 at 19th level). You also gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. You gain a +2 bonus on Perception checks made to notice traps. Trap Sense (Ex): At 3rd level, you develop a sixth sense that helps you avoid traps. Each rune lasts for 24 hours or until discharged. You can use this ability a number of times per day equal to 3 + your Charisma modifier. ![]() The DC for both Perception and Disable Device checks is the same as the Reflex saving throw to halve the damage. The rune is considered a magical trap for the purpose of perceiving it or disabling it. A Reflex saving throw halves the damage (DC 10 + 1/2 your sorcerer level + your Charisma modifier). 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. 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. When you create a rune, pick one of the following energy types: acid, cold, electricity, or fire. ![]() 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. As your power increases, you discover ever more useful ways to blend your magic with these instinctive talents. Many practitioners of this bloodline go on to lead powerful kobold tribes.īonus 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).īonus Feats: Alertness, Combat Casting, Defensive Combat Training, Dodge, Improved Initiative, Lightning Reflexes, Silent Spell.īloodline Arcana: Whenever you cast a spell against a creature that is denied its Dexterity bonus to AC, increase that spell’s DC by +2.īloodline Powers: Like all kobolds, you have a natural talent for ambushing, creating traps, and mining. 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. The following bloodline is available to kobold sorcerers.
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