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Thread: Goblin Nonsense... (character sheets, etc...)

  1. #1
    Join Date
    Mar 2016

    Default Goblin Nonsense... (character sheets, etc...)

    This is an invite-only thread; all full (sorry). Goblins be crazy, it may open someday...

    Goblin Quicksheet

    Bong Bellowsmoke- Chuffy, Goblin Rogue (Scout) 3
    HP: 32/26 (skeleton claw scrape)
    Conditions: none

    MadKerik-"Dogbreath" Gruk, Goblin Ranger (Trapper) 3
    HP: 25/25
    Conditions: none

    Dalamar91-Sparkskar, Goblin Wizard (Fire Elementalist) 2
    Conditions: none

    Spasseltock Nimblefingers- Bubbisa, Goblin Barbarian/Fighter (Unbreakable) 2/1
    HP: 37/34 (barbarian scrap?)
    Conditions: none

    Minion- Gorvgo Gnasherteeth, Goblin Priest of Rovagug 3
    HP: 27/27
    Conditions: none

    SirIggy- Gobs Ustink, Goblin alchemist (Goblin Firebomber)/ Rogue (Underground Chemist) 1/2
    HP: 28/28
    Conditions: none

    Character BA/CMB/CMD F/R/W Perception/Initiative/Speed
    Chuffy +2/+1/17 +5(+10)/+10/+4 +8 (+9 vs traps)/+6/ 30'
    Last edited by SirIggy; 02-23-2017 at 05:15 PM.

  2. #2
    Join Date
    Mar 2006
    Wild, Wonderful, West Virginia!



    male goblin Rogue [Scout] 3


    Color Thief (goblin racial trait) your skin is an odd tint (dark greenish-black) that somehow absorbs background colors. Maybe because your mother drank a lot of potions when you were still inside her belly. Maybe because you've been blessed by the Barghests. Maybe because you're just better than other boring goblins. You gain a +2 trait bonus on Stealth checks, providing you wear only light armor or no armor.
    Dog-Sniff-Hate (goblin racial trait) you gain the scent special quality but only against canine creatures, like dogs or wolves, including monstrous hounds such as hell hounds, yeth hounds, and even werewolves. You gain a +2 trait bonus to attack rolls to those you can smell.

    Age 14 Height 3'3" Weight 37 lbs.
    NE Small humanoid (goblinoid) Patron Deity Bark Breaker Languages Goblin, Common, Sylvan, Halfling; XPs 6625/9000

    Str 10 Dex 22 Con 17 Int 14 Wis 14 Cha 8

    Hp 32/26 [-6 skeleton claw scrape across side]
    AC 19 [+2 small leather armor, +1 size, +6 dex] plus +2 msk small heavy wooden shield, plus +1 dodge vs. traps, +6 dodge in total defense
    Fort +10 [SEE: Twist Away Feat, below]
    Ref +10 [+3 base, +6 dex, +1 resistance] plus +1 dodge vs traps; evasion
    Will +4 [+1 base, +2 wis, +1 resistance] plus gobs has a trait that allows all followers to get a +1 morale bonus to saves vs mind-affecting effects.
    Base Atk +2 CMB +1 CMD 17 Init +6 Spd 30

    Roll With It (goblin racial feat) You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs. If you are struck by a melee weapon you can try to convert some or all of that damage into movement that sends you off in an uncontrolled bouncing roll. To do so, you must make an Acrobatics check (DC = 5 + the damage dealt from the attack) as an immediate action. If you succeed in this check, you take no damage from the actual attack but instead convert that damage into movement with each point equating to 1 foot of movement. For example, if you would have taken 6 points of damage, you would convert that into 6 feet of movement. You immediately move in a straight line in a direction of your choice this number of feet (rounded up to the nearest 5-foot-square), halting if you reach a distance equal to your actual speed. If this movement would make you strike an object or creature of your size or larger, the movement immediately ends, you take 1d4 points of damage, and fall prone in that square. This involuntary movement provokes attacks of opportunity normally if you move through threatened squares, but does not provoke an attack of opportunity from the creature that struck you in the first place. You are staggered for 1 round after you attempt to use this feat, whether or not you succeed.
    Weapon Finesse (rogue talent: finesse rogue) You are trained in using your agility in melee combat, as opposed to brute strength. With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dex mod instead of your Str mod on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.
    Twist Away Your quick reflexes and dexterous movements make up for your lack of stamina. While you are wearing light armor or no armor, if you are forced to attempt a Fortitude saving throw, you can use an immediate action to instead attempt a Reflex saving throw (at the same DC). If you succeed at this saving throw and the attack has a reduced effect on a successful save, you avoid the effect entirely. Whether the saving throw is successful or not, you are staggered until the end of your next turn. If you are prevented from becoming staggered, you can't use Twist Away, nor can you ignore the staggered condition from Twist Away or remove it early.

    Small +1 size to AC and attack rolls, -1 penalty to CMB and CMD, +4 size bonus to Stealth.
    Fast Goblins are fast for their size, and have a base speed of 30 feet.
    Darkvision Goblins can see in the dark up to 60 feet.
    Skilled Goblins gain a +4 racial bonus on Ride and Stealth checks.
    Scent (any and all canine-like creatures only) This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen. A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
    Favored Class rogue
    Sneak Attack +2d6
    Trapfinding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
    Finesse Rogue
    Trap Sense At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

    Skills [ACP 0; -1 when using shield].
    Acrobatics +12 [3, +6 dex, +3 tr] -1 acp if using shield
    Appraise +8 [3, +2 int, +3 tr]
    Bluff +5 [3, -1 cha, +3 tr]
    Climb +6 [3, +0 str, +3 tr] -1 acp if using shield
    Disable Device +15 [3, +6 dex, +3 tr, +1 trapfinding, +2 msk thieves tools] -1 acp if using shield
    Escape Artist +11 [2, +6 dex, +3 tr] -1 acp if using shield
    Knowledge (local) +7 [2, +2 int, +3 tr]
    Perception +8 [3, +2 wis, +3 tr] plus +1 to locate/search for traps; Scent vs canine-like creatures
    Ride +14 [1, +6 dex, +3 tr, +4 racial] -1 acp if using shield
    Sense Motive +8 [3, +2 wis, +3 tr]
    Sleight of Hand +11 [2, +6 dex, +3 tr] -1 acp if shielded
    Stealth +22 [3, +6 dex, +3 tr, +4 size, +4 racial, +2 trait] -1 acp if using shield
    Survival +2 [0, +2 wis] can use scent to Follow Tracks of Canine-Like creatures untrained, fresh trail usually DC 10
    Swim +4 [1, +0 str, +3 tr] -1 acp if using shield
    Use Magic Device +3 [1, -1 cha, +3 tr]

    Melee +10 msk small dogslicer [-1 attack if using shield, +2 trait to attack canine-like creatures] 1d4 slashing 19-20/x2
    Melee +9 small sickle [-1 attack if using shield, +2 trait to attack canine-like creatures] 1d4 20/x2 slashing trip weapon
    Ranged +9 small dart [-1 attack if using shield, +2 trait to attack canine-like creatures] 1d3 20/x2 piercing; range increment 20'

    Fox-motifed Cloak cloak of resistance +1
    Small leather armor wearing.
    Small msk heavy wooden shield
    Small msk dogslicer
    Small sickle
    10 small darts
    Msk backpack
    Msk thieves' tools backpack
    6 alchemist fires backpack
    2 antitoxin backpack
    2 vermin repellent backpack
    1 acid backpack
    3 stillgut backpack
    3 potions of cure light wounds backpack
    1 bear trap backpack
    whetstone backpack
    belt pouch 22 gp
    waterskin worn
    potion of remove fear
    potion of bless

    strange list of starting belongings on the threads is because we played Chuffy tabletop a few times! (from 2nd-level to 3rd-level)...
    Last edited by Bong Bellowsmoke; 03-15-2017 at 10:05 PM.
    The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."

    “I will,” Darvig uttered.

  3. #3
    Join Date
    Aug 2013
    West Virginia


    "Dogbreath" Gruk

    NE Male Goblin Ranger (Trapper) 3

    Age 15 Height 2' 11" Weight 35lbs.

    STR 11 DEX 19 CON 11 INT 15 WIS 16 CHR 11

    Dog-sniff-hate: You gain the scent special quality but only against canine creatures, like dogs or wolves, including monstrous hounds such as hell hounds, yeth hounds, and even werewolves. You gain a +2 trait bonus to attack rolls to those you can smell.

    Goblin Foolhardiness: When facing an enemy that’s larger than you are, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 trait bonus on attack rolls with non-reach melee weapons.

    HP 25/25
    AC: 17 =+2(armor)+4(DEX)+1(size); FF 13/ Touch 15
    Fort: 3 =+3(class)+0(CON)
    Ref: 7 =+3(class) =4(DEX)
    Will: 4 =+1(class)+3(WIS)

    Base Att: +3 CMB: +2 CMD: 16 (12 FF) Init: +4 Spd: 30'

    Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength. With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dex mod instead of your Str mod on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.

    Improved Natural Attack (Bite): -Ranger combat style feat- Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

    Endurance:You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.You may sleep in light or medium armor without becoming fatigued.

    Piranha Strike:When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are an attack with a primary natural weapon. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.

    Class Abilities:
    Favored Enemy (Animals): +2 (Gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.)

    Combat Style (Natural Attack)-bonus feat-Improved Natural Attack(Bite)

    Trapfinding Add 1/2 level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). Can use Disable Device to disarm magic traps.

    Track Add 1/2 level to survival checks made to follow tracks

    Wild Empathy A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

    The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

    Favored Terrain (Underground +2): At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survivalskill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
    If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

    Racial Abilities:
    Small +1 size to AC and attack rolls, -1 penalty to CMB and CMD, +4 size bonus to Stealth.

    Fast Goblins are fast for their size, and have a base speed of 30 feet.

    Darkvision Goblins can see in the dark up to 60 feet.

    Hard Head, Big Teeth Goblins are known for their balloon-like heads and enormous maws, but some have even more exaggeratedly large heads filled with razor-sharp teeth. Goblins with this trait gain a bite attack as a primary natural attack that deals 1d4 points of damage. This racial trait replaces skilled.

    Acrobatics 7 =+3(ranks)+4(DEX)
    Climb 6=+3(ranks)+0(STR)+3(class)
    Disable Device 11 =+3(ranks)+4(DEX)+3(class)+1(trapfinding)
    Knowledge (Dungeoneering) 8 =+3(ranks)+2(INT)+3(class)
    Knowledge (Geography) 8 =+3(ranks)+2(INT)+3(class) [+2 underground]
    Knowledge (Nature) 8 =+3(ranks)+2(INT)+3(class) [+2 vs. animals]
    Perception 9 =+3(ranks)+3(WIS)+3(class) [+1 vs.traps,+2 vs. animals, +2 underground]
    Stealth 14 =+3(ranks)+4(DEX)+3(class)+4(size) [+2 underground]
    Survival 9 =+3(ranks)+3(WIS)+3(class) [+1 track,+2 vs. animals, +2 underground]

    Bite +8 D6 damage x2 crit (+2 vs. animals, +1 if target is larger and no allies adjacent)
    -with Piranha Strike: +7 D6+3 damage
    Fangfile +8 D3 damage x2 crit (+2 vs. animals, +1 if target is larger and no allies adjacent)
    -with Piranha Strike: +7 D3+3 damage
    Shortbow +8 D4 damage 60' range x3 crit (+2 vs. animals)

    Leather Armor
    20 arrows in quiver
    Thieves tools
    Last edited by Madkerik; 01-18-2017 at 01:13 PM.

  4. #4
    Join Date
    Jan 2005
    St. Augustine, Florida


    Sparkskar Lv 2 Fire Elementalist Wizard (Opposed school – Water)
    Color Thief (goblin racial trait) your skin is an odd tint (dark greenish-black) that somehow absorbs background colors. Maybe because your mother drank a lot of potions when you were still inside her belly. Maybe because you've been blessed by the Barghests. Maybe because you're just better than other boring goblins. You gain a +2 trait bonus on Stealth checks, providing you wear only light armor or no armor.
    Ugly Swine (goblin racial trait) you are a repulsive little freak whose origins are unclear. Your head is small for a goblin and your mouth oddly narrow, allowing you to pass in urban environments as ... However, if examined closely, your goblin origins are revealed. Benefit: You gain a +2 trait bonus on Disguise checks, and Disguise is a class skill for you

    Age 15 Height 3'6" Weight 40 lbs.
    NE Small humanoid (goblin) Patron Deity Bar Breaker “Zarongel” Languages Goblin, Common, Dwarven, Orc, and Draconic

    Str 9 Dex 19 Con 12 Int 18 Wis 14 Cha 11

    Hp 15/15 Resistance 5 to Fire(Fire Supremacy)
    AC 20 [ +1 size, +4 dex, +4 Mage Armor, Amulet of Natural Armor +1]
    Fort +1 [+0 base, +1 con] +2 against fire spells
    Ref +4 [+0 base, +4 dex] +2 against fire spells
    Will +5 [+3 base, +2 wis]
    Base Atk +1 CMB +0 CMD +14 Init +4 Spd 30

    Firetamer You gain a +2 bonus on saves against spells with the fire descriptor. Additionally, your scars mark you as a talented fire tamer, granting you a +2 circumstance bonus on Diplomacy and Intimidate checks when dealing with other goblins.
    Scribe Scroll

    Small +1 size to AC and attack rolls, -1 penalty to CMB and CMD, +4 size bonus to Stealth.
    Fast Goblins are fast for their size, and have a base speed of 30 feet.
    Darkvision Goblins can see in the dark up to 60 feet.
    Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.
    Fire Supremacy: You gain resistance 5 to fire. At 10th level, this resistance increases to 10. At 20th level, you gain immunity to fire damage. In addition, whenever you are within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your wizard level (minimum 1). Weapons with reach avoid this damage.
    Fire Jet As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
    Arcane Bond: Scarlet Spider +3 Climb
    Arcane School: Fire Elementalist
    Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

    Stealth +16 [, +4 Size, +2 Color Thief, +2 Ranks, +4 Skilled, +4 dex]
    Perception +5 , +3 Ranks, +2 wis]
    Disguise +7 [Class skill+3, +2 Ugly Swine, +2 Ranks, +0 cha]
    Diplomacy +1 [+1 Ranks, +0 cha] +2 with goblins
    Intimidate +0 [+0 cha] +2 with goblins
    Survival +3 [+1 Ranks, +2 wis]
    Ride +8 [+4 Skilled, +4 dex]
    Climb +3 [+3 Familiar, +0 str]
    Knowledge Arcane +8 [Class skill+3, +1 Ranks, +4 int]
    Spellcraft +9 [Class skill+3, +2 Ranks, +4 int]


    Spear 1d6 x4, 20’, Piercing, 6lbs

    Gear (100gp)

    · Wooden Scroll Cases x29 (29gp) x11 empty

    · Spellbook (15gp)

    · Spell Component Pouch (5gp)

    · Belt w/pouches (1gp)

    · Flint & Steel (1gp)

    · Backpack (2gp)

    · Small Tent (10gp)

    · Alchemist’s Fire (20gp)

    · Ink x2 (16gp)

    · Inkpen x5 (1gp)

    · Bag of toxic psychedelic mushrooms

    Scrolls (900gp)

    · Lv 1 Peacebond (25gp)

    · Lv 1 Grease (25gp)

    · Lv 1 Summon Monster I (25gp)

    · Lv 1 Charm Person (25gp)

    · Lv 1 Memory Lapse (25gp)

    · Lv 2 Web (50gp)

    · Lv 2 See Invisibility (50gp)

    · Lv 2 Burning Gaze (50gp)

    · Lv 2 Fire Breath (50gp)

    · Lv 2 Flaming Sphere (50gp)

    · Lv 2 Scorching Ray (50gp)

    · Lv 2 Spontaneous Immolation (50gp)

    · Lv 2 Mirror Image (50gp)

    · Lv 3 Dispel Magic (75gp)

    · Lv 3 Fireball (75gp)

    · Lv 3 Flash Fire (75gp)

    · Lv 3 Gaseous Form (75gp)

    · Lv 3 Spider Climb Communal (75gp)

    0- All
    1- Burning Hands, Dancing Darkness, Touch of Combustion, Darting Duplicate, Obscuring Mists, Mage Armor, Stunning Barrier, Burning Disarm, Identify

    Prepared Spells

    · x5 0 – Spark, Detect Magic, Penumbra, Message, Arcane Mark

    · x4 1 – Burning Hands, Burning Disarm, Obscuring Mists, Mage Armor
    Last edited by Dalamar91; 02-20-2017 at 09:05 AM.
    Talon Everett Human Daring Infiltrator3/Rogue1 Wrath of the Righteous
    Ashtari Windglade Kender Fighter2/Rogue7 Hourglass in the Sky
    Sparkskar Brambleclaw Goblin Fire Elementalist2 The Kingdom of Zog

  5. #5
    Join Date
    Apr 2006
    Any jail cell of your local town



    Female Goblin Barbarian 2/Fighter (Unbreakable) 1
    CE Humanoid (goblin)
    Age 15 Height 3' Weight 31 lbs.
    Traits Big ears (Goblin trait) You can hear things others normally can't. +2 to perception to hear noises. Additionally you can hear noises only dogs or other animals can hear like a dog whistle.
    Hard to Kill When attempting a Constitution check to stabilize when dying, the penalty on the check is only half the negative hit point total instead of the full amount
    Languages Common, Goblin, Gnome
    Patron Deity
    XP 5100/9000

    Str 16 +3
    Dex 18 +4
    Con 15 +2
    Int 12 +1
    Wis 17 +3
    Cha 13 +1

    Speed 40' (+10' movement from class), Initiative: +4
    Hit Die 2d12+1d0+6+3, Hit Points 37 (49 when raging) (34)
    AC 20 (10, +4 armor, +4 dex, +1 size+1 deflection (ring)) (-2 when raging)
    Base Attack +3
    Melee +7
    Ranged +8
    CMB +6
    CMD 20 (10+3 base attack+3 str+4 dex-1 size+1 deflection)

    Saving Throws
    Fortitude +7 (+5 base, +2 con) (+9 when raging)
    Reflex +4 (+4 dex)
    Will +3 (+3 wis)

    1st Raging Vitality (Extra +2 to Con while raging. Rage does not end if unconscious but must still spend rounds of rage)
    Bonus Endurance
    Bonus Die Hard
    3rd Power attack

    Racial/class Abilities
    Ability modifiers +4 Dex, -2 Str, -2 Cha
    Small +1 size bonus to AC, +1 size bonus on attack rolls, -1 penalty to CMB and CMD, +4 size bonus on Stealth checks
    Fast Base land speed of 30'
    Darkvision 60'
    Over-sized Ears +4 Racial bonus on Perception checks. This racial trait replaces skilled.
    Favored Class Barbarian (3 extra HP)
    Weapon and Armor proficiency Proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields)
    Fast Movement (Ex) +10' to speed
    Rage (Ex) At 1st level a barbarian can rage a number of rounds per day equal to 4+Con modifier. Each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution such as those gained from rage or spells like Bear's Endurance do not increase the total number of rounds you can rage. A barbarian can enter a rage as a free action. The total number of rounds is renewed after 8 hours of rest, although they do not need to be consecutive.
    While raging, a barbarian gains a +4 moral bonus to Str and a +6 to Con (feat), as well as a +2 moral bonus to Will saves. In addition she takes a -2 penalty to AC. The increase to Constitution grants the barbarian +3 hp HD, but disappear when rage ends and are not lost first like temporary hp. While raging a barbarian cannot use any Charisma, Dexterity or Intelligence based skills except Acrobatics, Fly, Intimidate and Ride.
    A barbarian is fatigued for a number of rounds equal to 2 times the number of rounds spent in rage. A barbarian cannot enter rage while fatigued or exhausted but can otherwise enter a new rage multiple times during a single encounter or combat.
    Uncanny Dodge (Ex) Cannot be caught flat footed even if the attacker is invisible. Still loses Dex to AC if immobilized. Can still lose Dex if successfully feinted.
    Rage Powers
    Intimidating Glare (Ex) The Barbarian can make an Intimidate check against one adjacent foe as a move action. If successfully demoralized, the foe is shaken for 1d4 rounds +1 for every 5 points by which check exceeds the DC.
    Tough as Nails Gains Endurance and Die Hard as bonus feats. This replaces the fighters bonus feat at 1st level.

    Acrobatics +9 (3 ranks, +4 Dex, +3 class skill, -1 ACP)
    Climb +7 (2 ranks, +3 Str, +3 class skill, -1 ACP) (+9 while raging)
    Intimidate +7 (3 ranks , +1 Cha, +3 class skill)
    Knowledge (nature) +5 (1 rank, +1 Int, +3 class skill)
    Perception +13 (3 ranks, +3 Wis, +3 class skill, +4 racial bonus) (+15 to hear noises (trait))
    Stealth +7 (+4 Dex, +4 size, -1 ACP)
    Survival +7 (1 rank, +3 Wis, +3 class skill)

    Rage 8 rounds/day (7)

    Masterwork Greataxe +8 1d10+4 x3
    Masterwork Greataxe when raging +10 1d10+7 x3
    Masterwork Greataxe with power attack +7 1d10+7 x3
    Masterwork Greataxe with power attack when raging +9 1d10+10 x3
    Horsechopper +7 1d8+4 x3
    Horsechopper when raging +9 1d8+7 x3
    Horsechopper with power attack +6 1d8+7 x3
    Horsechopper with power attack when raging +8 1d8+10 x3
    Masterwork Chain Shirt +4 (+4 Dex, -1 ACP)

    Masterwork Greataxe (370 gp)
    Horsechopper (10 gp)
    Masterwork Chain shirt (250 gp)
    +1 ring of protection
    Potion cure moderate wounds (CL7)
    Potion bless


    Encumbrance/Carrying Capacity
    Last edited by Spasseltock Nimblefingers; 03-02-2017 at 03:24 PM.
    Spasseltock Nimblefingers kender CN (with good tendencies) Rogue/13, Handler/ 8
    Shayle Wist'lya Bothan Noble 3/Scoundrel 1/Scout 3/Infiltrator 2 Star Wars: Dawn of Defiance
    Evelyn Morningory Aasimar Warpriest of Sarenrae 2 Wrath of the Righteous
    Virgil Halard Human Ranger 4/Fighter 2/Rogue 2/Knight of the Lily 1 Hourglass in the Sky

  6. #6
    Join Date
    Aug 2016

    Default Gorvgo Gnasherteeth

    "Midling-low priest of the Great Devourer our Lord Rovagug"

    Flagellant Cleric 2 CE 27HP 2'9 27lbs

    STR 11 BA +2 F +3 R +1 W+3 AC 18(+1size, +4arm, +3Dex)
    Dex 16
    Con 15 Cold Iron Sp. Chain +2 1d6+0 (x2)
    Int 14 Sling +6 1d3 [20 bullets]
    Wis 18 Sawback Dagger +3 1d3+0 (19-20 x2)
    Cha 11 Bite +2 1d4+0 (x2)
    Feats: Spell Focus(Enchantment), Command Undead
    Racial Trait: Rude songs (+2 per(song), always a class skill); Goblin Foolhardiness
    Darkvision; Cave crawler- 20ft speed, 10ft climb; Hard head, big teeth (bite 1d4)
    Special: Aura of evil
    -Channel (2d6) [3/day] DC 11
    -Spontaneous casting
    -Domains-- Destruction[subdomain Torture and Hate]
    -- Evil [subdomain Cannabilsm]
    ---Painful smite (7/day-- convert dmg to nonlethal)
    ---Consume the enemy
    by inflictind 1d3 dmg to dying creature gain bonus against creatures of the same type
    Mortified Spellcasting-
    By inflicting a point of damage to myself I can increase a spell DC or caster level by 1
    Inured to Pain- Gain "Diehard" as a bonus feat

    Diplomacy 5
    Heal 10
    Kn(Arcana) 7
    Kn(Hist) 7
    Kn(Nob) 7
    Kn(Planes) 7
    Kn(Rel) 8
    Linguistics 7
    Prof(Torturer) 9
    Sense Motive 9
    Spellcraft 6
    Per(song) 4 (6 when insulting)

    Languages: Goblin, Draconic, Orc, Abyssal, U.common

    Spells: 0-Bleed, Stabilize, Det. Magic, Read Magic
    1/2+1- Divine Favor, Firebelly, Murderous Command + Magic Fang
    2/1+1- Less Animate UNdead, Sum Monster 2 + Wrathful Mantle

    Brown robes with blood and grease stains.
    Sandwich board with charcoal swirls and squiggles all over it
    Mwk Bone Knife with symbols carved in it
    Hand Bell x2

    Hammock, 50' silk rope, cup, iron flask, Lamp oil x5, Al. Fire x5, Acid x5, Cure Lt. x4, Mage Armor ptn, Ioun torch, Chalk x3, Charcoal x2
    Ceremonial Cup- Hobgoblin skull w CI stem, Copper inlaid etchings of openmouthed spider
    Torturer's kit- Plyers, Hammer, Ice pick, Raxor Bladex2-- wrapped in red dragonhide leather.

    Belt Pouch:
    Skull of bone priest
    Last edited by Minion; 01-14-2017 at 02:48 PM.

  7. #7


    Gobs Ustink, Alchemist of the Brambleclaw Goblins

    Strength 12
    Dexterity 20
    Constitution 14
    Intelligence 14
    Wisdom 13
    Charisma 11

    Acrobatics +11 (3 ranks, class skill, +5 Dex)
    Bluff +6 (3 ranks, class skill)
    Climb +5 (1 rank, class skill, +1 Str
    Craft (Alchemy) +8 (2 ranks, class skill, +2 Int, +1 untyped)
    Diplomacy +6 (3 ranks, class skill)
    Disable Device +10 (1 rank, calss skill, +5 Dex, +1 untyped)
    Intimidate +6 (3 ranks, class skill)
    Knowledge (Dungeoneering) +7 (2 ranks, class skill, +2 Int)
    Knowledge (Local) +7 (2 ranks, class skill, +2 Int)
    Perception +7 (3 ranks, class skill, +1 Wis)
    Stealth +19 (3 ranks, class skill, +5 Dex, +4 Size, +4 Racial)

    Throw Anything, Burn Burn Burn, Brew Potion, Iron Will
    Last edited by Mr. Inky; 08-31-2016 at 09:55 PM.

  8. #8
    Join Date
    Mar 2016


    Gobs Ustink, Alchemist of the Brambleclaw Goblins
    Alchemist (Firebomber)1/Rogue (Underground Chemist)2
    Small Male Goblinoid, Age:15 HT/WT: 3'2", 36 lbs. Deity: Zarongel CE

    Strength 12
    Dexterity 20
    Constitution 14
    Intelligence 14
    Wisdom 13
    Charisma 11

    F+4 R+10 W+3
    BA:+1 CMB:+1 CMD:16
    HP: 28
    AC:19 (+3 armor, +5 DEX, +1 size) T:16 FF:14
    +4 melee (+1 cold iron short sword) 1d4+2 (19-20/x2)
    +8 ranged (+1 size, +5DEX, +1 BA, +1 Throw Anything) DMG Varies
    Bombs:1d6+4 + 1d4 Fire
    Alchemical (non-fire) agent: varies + INT

    Acrobatics +11 (3 ranks, class skill, +5 Dex)
    Appraise +2 (+2 Int)
    Bluff +6 (3 ranks, class skill)
    Climb +5 (1 rank, class skill, +1 Str
    Craft (Alchemy) +8 (2 ranks, class skill, +2 Int, +1 untyped)
    Diplomacy +6 (3 ranks, class skill)
    Disable Device +10 (1 rank, class skill, +5 Dex, +1 untyped)
    Escape Artist +5 9+5 Dex)
    Intimidate +6 (3 ranks, class skill)
    Knowledge (Dungeoneering) +7 (2 ranks, class skill, +2 Int)
    Knowledge (Local) +7 (2 ranks, class skill, +2 Int)
    Perception +7 (3 ranks, class skill, +1 Wis)
    Ride +5 (+5 Dex)
    Sense Motive +1 (+1 Wis)
    Stealth +19 (3 ranks, class skill, +5 Dex, +4 Size, +4 Racial)
    Survival +1 (+1 Wis)
    Swim +1 (+1 Str)

    Throw Anything (You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons)
    Burn Burn Burn (You deal an extra 1d4 points of fire damage when you attack with fire from a non-magical or alchemical source (such as with torches or alchemical fire) and gain a +4 competence bonus on Reflex saving throws made to avoid catching on fire or putting yourself out when on fire. Additional damage caused by this feat does not apply to magical attacks or to splash damage)
    Brew Potion (You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell)
    Iron Will (You get a +2 bonus on all Will saving throws)
    Armor Proficiency (light) (When you wear light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks)
    Rogue weapon Proficiencies (Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword)
    Simple Weapon Proficiency (all) (You make attack rolls with simple weapons without penalty. A fire bomber treats a torch as a simple weapon)

    Natural Born Leader: All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
    Anatomist: You gain a +1 trait bonus on all rolls made to confirm critical hits.

    +1 cold iron short sword <In: Backpack
    +1 leather armor
    Alchemist's fire x14 <In: Backpack (A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire)
    Alchemy crafting kit
    Backpack, masterwork (55 @ 50.85 lbs)
    Bedroll <In: Backpack
    Butterfly net
    Crossbow bolts x20 <In: Backpack
    Dagger <In: Backpack
    Dart <In: Backpack
    Drug, shiver <In: Backpack (Type drug (injury or ingested); Addiction major, Fortitude DC 18 Price 50 gp Effects variable; 50% chance to sleep for 1d4 hours or gain immunity to fear for 1d4 minutes Damage 1d2 Con damage)
    Light crossbow <In: Backpack
    Money <In: Backpack
    Morningstar <In: Backpack
    Mutagen: +4 CON, -2 CHA, +2 Nat AC
    Peasant's outfit
    Potion of cure light wounds, potion cure moderate wounds (CL7), potion of fly
    Silk rope <In: Backpack
    Studded leather <In: Backpack
    Tanglefoot bag x4 (A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately)
    Tent, small <In: Backpack
    Thieves' tools <In: Backpack
    Torch <In: Backpack
    Trail rations x5 <In: Backpack
    Unstable accelerant x2 (A volatile mix of incendiary reagents, unstable accelerant can be thrown just like alchemist's fire. In the hands of an alchemist, a flask of unstable accelerant can be used as part of creating a bomb, increasing its fire damage by +1d6 points. It has no effect on bombs that do not deal fire damage. If the bomb lasts for more than an instant, the extra damage only applies to the first round's damage)
    Waterskin <In: Backpack
    Skull of Zog the Eater (barghest skull)
    Necklace, Ring; strange sack from altar; all from before the Barghest Door-in Beltpouch

    XP: 8005/9000
    Cash: 69 gp, 3sp, 8cp
    6 small peridots (35gp each)

    Formulae Known (4 1st)
    1st: Cure Light Wounds, Enlarge Person, Shield, Monkey Fish

    Formulae for the day (CL 1st, concentration +3)
    !st: Cure Light Wounds, Enlarge Person

    Alchemy (Su)-Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check. An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below. Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not. An alchemist can create only a certain number of extracts of each level per day. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed. Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

    Bleeding Attack (Ex)-A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Special: Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

    Bomb (3/day, DC 12 Reflex, splash for 5 pts of fire damage)-In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier. Alchemists can learn new types of bombs as discoveries as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

    Chemical Weapons (Ex)-At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks. This ability replaces evasion.

    Fire Bombadier (Ex) (Su)-At 1st level, when a fire bomber throws a bomb that deals fire damage, all creatures in the splash radius take an additional point of damage per die of fire damage dealt. Fire bombers only add their Intelligence bonus to damage from bombs or alchemical substances that deal fire damage. This otherwise works like the alchemist's bomb and throw anything abilities. This ability alters bomb and throw anything.

    Hero Points (1)-There are moments in any struggle that influence the outcome. Does the brave warrior lay low the villain before he can finish casting a devastating spell? Does the sly rogue avoid detection as she sneaks into the giant chieftain’s lair? Does the pious cleric finish casting her healing spell before the rain of arrows ends the life of her companions? Just a few die rolls decide each of these critical moments, and while failure is always a possibility, true heroes find a way to succeed, despite the odds. Hero Points represent this potential for greatness. They give heroes the chance to succeed even when the dice turn against them. Hero Points are only awarded to player characters. NPCs, animal companions, familiars, cohorts, and mounts do not receive hero points. Unlike other points in the game, hero points do not renew over time or with rest. Once spent, they are gone forever. Hero Points are awarded as a character gains levels or whenever a character accomplishes a truly heroic feat. The GM is the final arbiter on the award and use of hero points.Hero Points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character’s turn as normal). You cannot spend more than 1 hero point during a single round of combat. Whenever a hero point is spent, it can have any one of the following effects:
    Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
    Bonus:If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero Points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).
    Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.
    Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.
    Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
    Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
    Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.
    Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.

    Sneak Attack +1d6-If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

    Trapfinding-A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

    Mutagen (DC12, Su)-At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

    Darkvision: Goblins see perfectly in the dark up to 60 feet.

    Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.

    Fast Movement: Goblins gain a +10 foot bonus to their base speed

    Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
    Last edited by SirIggy; 03-02-2017 at 03:12 PM.

  9. #9
    Join Date
    Aug 2013


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