Goblin

Scrabbler's page

389 posts. Alias of Doomed Hero.


Race

HP 30/34, 1 Con damage, AC 18, Fort +5, Ref +10, Will +4, Perc. +7, Init +5, Panache 0/1

Languages

Goblin, Orcish, and broken common

Strength 8
Dexterity 20
Constitution 14
Intelligence 8
Wisdom 10
Charisma 13

About Scrabbler

Unchained Rogue 3 (vexing dodger)
Monk 1 (MoMS, Kata Master, Iron Mountain)

Background:

Me Scrabbler.

Me not remember much of first tribe. Licktoads, that what they called. They normal goblins. Like fire. Like fun. Like climbing and stabbing and eating. Not like dogs and horses and writings. Me was captured by longshank mens. They put fire stick on me's arm and said me was slave now. Slave mean me have to do stuff and can't leave, but get fed sometimes. Me wasn't good slave so was sold again. Again later again. Then again again. Then taken by different tribe of longshanks mens with gold birds on their armors. They say I freed. Me not have nowheres to go so me follow them.

Gold bird tribe wanted me freed but didn't want me around. No like goblins me guess. They sent me off with a circuses. The Circuses Chief didn't want me neither but bird mens say Circuses Chief owed them. So they take me. Me loved circuses. So much fun! They's like fire and climbing and eating too! Not so much like stabbing, but nobody perfect.

Big Chief Ringmaster, he tall green orcy longshank with big voice, he no like me at first. Me peed on his box and he chase me. Me dive and crawl and climb and he stop and stare and say he not mad. He want to teach me to be a circus too!

He gives me to the agro bats. They not have wings. Me was very disappointed. Me thought they were flying bats. They not like me at first either, but they teach anyway. Me learn fast. Me walk ropes and swing lines and flip and roll. Me learn jugglesing. Me learn clownsing. Me fly. Traps-eeze. That's what the flying called. It like rope snare trap, but on purpose. It like swing-flying.

Me love being a circus. Always new places and when me wears the special circus pants and vest longshanks like me. Thems talk to me. Me learn about longshanks. Learn dogs and horses and writings not bad. Not scary. Just very dangerous. Like fire, but not as fun. Me learn longshanks got special noses. Like how goblins got special ears. Longshanks don't hear good, but they smell extra good, and they think goblins smell bad. So me learn to use soap so longshanks don't sniff me. Longshanks like me even better after me learn soap magic.

Me was a very good agro bat. Many longshanks come see. Me popular. Chief Ringmaster start giving me gold! Him says me make good circus monies so me get good circus monies.

Me buy own box. Me buy own jugglesing clubs and balls and knives. Me buy lotsa foods. Me happy.

Then bigguns attack.

Not remember much. Mostly fire and stabbings but not fun kind. Bigguns called Ogres, with an even bigguner biggun leader. Thems stomps and burns and kills circus tribe. Me burned and hurt bad and me hide. In morning me search but find no one. Bigguns take everyone. Even dead. All circus tribe gone.

Me take what me can find. Me go back to last town. Trunau-town. Been there lots, but always with circus tribe. Never alone. Everything different alone. Longshanks not as nice. Magic agro bat pants got burned by bugguns. Longshanks no like me when me not have magic pants.

Now me just circus alone in longshanks bar. Jugglesing. Clownsing. Make some monies. Sleep in barn with mean horses. Miss circus tribe.

Want new magic pants. Want new tribe. Want stop being sad. Want kill bugguns most of all.

Scrabbler was a popular attraction in a traveling circus made up primarily of humans and half-orcs that made a circuit through Belkzen. He's been to Trunau enough times that most of the locals recognize him. They tolerate his presence because he was well behaved with the circus, and it remarkably civilized for a goblin. Some of them even feel bad for him. They don't exactly want him around, but they aren't quite heartless enough to throw him out without a good reason. So far he hasn't given them one.

Just the fact that he hasn't been driven out, and the fact that people still come to the bar to watch him perform are enough to make Scrabbler think that the people of Trunau like him. That's enough for him to like them in return. He's lost two tribes now, so even though he hasn't been in Trunau as a permanent resident long, his intense need for belonging and attachment makes him very protective of the town and the people in it.

Description and Personality:

Scrabbler has long arms and short legs, giving him an almost simian stature. He has patches of burn scarring over much of his body giving him a bit of a patchwork appearance.

He wears a purple and green vest that must have once been quite fine, but is now burned, soiled and covered in old bloodstains. What's left of a matching pair of pants has been turned into a loincloth and partial sarong.

Scrabbler loves attention. He thrives on praise and applause. He forms bonds quickly and becomes fiercely loyal to anyone who treats him nicely. He isn't very bright in terms of forward thinking or predicting consequences, but he has a knack for learning new skills and tries his best to do the things that make other people want to be around him. He's a born performer with a flair for comedy.

When not no one is paying attention to him he tends to fall into melancholy. He misses his circus friends dearly and he doesn't like that he wasn't able to help them or save them. He has a great deal of survivor's guilt, but doesn't have the emotional depth to be able to express it much. One of the reasons he likes performing so much is because it is a very good distraction.

In many ways Scrabbler is a very lucky goblin. His coping mechanism makes him strive to be likable. If he'd spent more time around his own kind when he was younger and was prone to more destructive outlets he probably would have been killed a long time ago.

Scrabbler has developed a primitive ethical philosophy that makes him think that the bigger someone is, the more littler people need to be protected from them. As such, he has a soft spot for halflings, gnomes, and children of bigger races. He'd probably extend that to fellow goblins if he ever met any. He has an irrational hate of pretty much anyone or anything bigger than a human.

Scar Record:

Slave brand on right forearm
Patches of burn scars all over his body.

Init +5

Movement 20
Climb 10

HP: 26 (8, +5 monk, +5 rogue, +6 con, +2 favored class)

Defenses:

AC 18 (+5 dex, +2 armor, +1 size)
CMD 13 (10, -1 str, +5 dex, +0 bab, -1 size)
...+2 vs Dirty Trick
...no penalties while prone

+5 Fort (+1 rogue, +2 monk, +2 con)

+10 Ref (+2 monk, +3 rogue, +5 dex)

+4 Will (+1 rogue, +2 monk, +1 trait)

Offense:

BaB +2
CMB +0
...+1 while Flurrying
...+1 vs Giants
...+2 to confirm crits vs Giants
...no penalties while prone
...+2d6 sneak attack

+7 Unarmed Strike, 1d4+5, x2 crit

+7 Shortsword, 1d4-1, 19-20 crit
+7 Club, 1d4-1, x2 crit, 10' range
+7 Daggers, 1d3-1, 19-20 crit, 10' range
+7 Sling, 1d4-1, 20/x2 crit

Feats, Traits and Drawbacks:

-Traits-
Freed Slave: +1 trait bonus on Will saves.
Orphaned by Giants: +1 trait bonus on attack rolls against creatures with
the giant subtype, and a +2 trait bonus on rolls to confirm
critical hits against creatures with the giant subtype.

-Feats-
Roll With It (1st level)
Improved Unarmed Strike (monk bonus)
Monkey Style (MoMS monk bonus) crawl and stand up with no AoO
Improved Dirty Trick (rogue 2)
Snake Style (3rd)

Weapons: all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword, brass knuckles, cestus, kama, nunchaku, sai, shuriken, siangham, and temple sword.
Armor: Light

Skills:

[8 Rogue, -1 int, +2 background**] x3
4 monk, -1 int, +2 background

Total: 23

ACP**: -1

Class skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

+7 Perception (4 rank, +3 class)
+8 Sense Motive (4 rank, +3 class, +2 snake style)

+16 Acrobatics (4 rank, +5 dex, +3 class, +4 racial)
...+1 vs larger creatures
...stand up from prone as swift action, DC 20
+18 Climb (4 rank, +3 class, -1 str, +12 racial)
...+1 vs larger creatures
+14 Stealth (2 rank, +3 class, +5 dex, +4 size)
+10 Escape Artist (2 rank, +5 dex, +3 class)
...+1 vs larger creatures

+12 Disable Device (4 rank, +5 dex, +3 class)
+12 Slight of Hand** (4 rank, +5 dex, +3 class)
+10 Perform Clown** (4 rank, +1 int, +3 class)
+4 Linguistics (1 rank, +3 class) speak Orcish

Rogue Abilities:

Finesse Training (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (Unarmed Strike). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Sneak Attack: 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. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.

Ways to get Sneak Attack
Rogue is invisible
Rogue is using stealth
Enemy is flat-footed
Enemy is crossing narrow surface/uneven ground (causes flat-footed)
Enemy is flanked
Enemy is blind
Enemy is feinted
Enemy is helpless
Enemy is cowering
Enemy is stunned
Enemy is paralyzed (causes helpless)
Enemy is unconscious (causes helpless)
Enemy is pinned (causes flat-footed)
Enemy is climbing
Enemy is running
Enemy is squeezing

Limb-Climber (Ex) When adjacent to or in the space of a corporeal creature at least one size category larger than herself, a vexing dodger can climb that creature’s body with a successful Climb check against a DC equal to the target creature’s CMD. Although the vexing dodger is holding on to the creature, this action isn’t a grapple; it doesn’t provoke attacks of opportunity from the creature, and neither the vexing dodger nor the creature she climbs gains the grappled condition. While the vexing dodger is on the climbed creature, the creature takes a penalty on attack rolls against the vexing dodger equal to the number of sneak attack dice the dodger possesses.
This ability replaces trapfinding.

Evasion: (Ex) At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Underfoot Agility (Ex) At 3rd level, a vexing dodger gains a +1 morale bonus on Acrobatics, Climb, and Escape Artist attempts against creatures at least one size category larger than herself. This bonus increases by 1 for every 3 levels beyond 3rd.

This ability replaces trap sense.

Monk abilities:

Panache At 1st level, a kata master gains the swashbuckler’s panache class ability. At the start of each day, a kata master gains a number of panache points equal to her Charisma bonus (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than his Charisma bonus (minimum 1). A kata master gains the swashbuckler’s derring-do and dodging panache. A kata master can use an unarmed strike or monk special weapon in place of a light or one-handed piercing melee weapon for granted swashbuckler class features and deeds.
This ability replaces stunning fist.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Flurry of Blows: Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk’s base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

Racial:

Favored Class: Rogue
1) +1 Hp
2) No bonus (monk level)
3) +1 Hp
4) +1 Hp

Tree Runner: In trackless rain forests and marshes, it can be difficult to find dry ground to build on. goblin tribes living in such areas have learned to live in the treetops. These goblins gain a +4 racial bonus on Acrobatics and Climb checks. This racial trait replaces skilled.

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

Cave Crawler: Some goblins are born and raised in caves and rarely see the light of day. Goblins with this trait gain a climb speed of 10 feet and the +8 racial bonus on Climb checks associated with having a climb speed. Goblins with this racial trait have a base speed of 20 feet and lose the fast movement racial trait.

Consumables:

fuse grenades x3
alchemist fire x2
holy water x2

Equipment:

WBL 1:

Armor:
Shield:
Head:
Eyes:
Neck:
Cloak:
Waist:
Body:
Vest:
Wrist:
Hands:
Ring:
Ring:
Feet:

Carried:

In pouches/on belt:

Coinses!
1794 GP
47 SP
33 CP

Notes:

Themes:

Progression:

Level 1: Rogue (Vexing Dodger) 1
Roll With It (1st level feat)
weapon finesse (rogue 1)

Level 2: Monk (Master of Many Styles + Kata Master + Monk of the Iron Mountain) 1
Improved Unarmed Strike
Monkey Style (bonus from Monk MoMS)

Level 3: Vexing Dodger 2
Improved Dirty Trick (rogue 2)
Snake Style (3rd level feat)

Level 4: Vexing Dodger 3
Rogue Finesse (natural attacks)

Level 5: Swashbuckler (Mouser) 1
Combat reflexes (5th level feat)

Level 6: Fighter (unarmed fighter) 1
Monkey Shine (bonus from unarmed fighter)

Level 7: Monk (Master of Many Styles + Kata Master) 2
Snake Fang (bonus from Monk MoMS)
Toughness (bonus from Iron Monk)
Stand Still (7th level feat)