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.
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
10 small darts
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
belt pouch 22 gp
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.