Goblin

Silrack the Fire Goblin's page

6 posts. Alias of Desriden.


Full Name

Silrack the Fire Goblin

Race

Goblin

Classes/Levels

Alchemist 1/Sorcerer 1

Gender

Male

Size

Small

Age

10

Alignment

Chaotic Neutral

Languages

Common, Goblin, Draconic, two more

Occupation

Sable Company Elite Unit Blower Upper

Strength 10
Dexterity 20
Constitution 14
Intelligence 19
Wisdom 14
Charisma 11

About Silrack the Fire Goblin

Max HP: 11 Current HP:11 Alchemist/Fire Elemental Sorcerer

STR 10(+0) DEX 20(+5) CON 14(+2) INT 19(+4) WIS 14(+2 ) CHA 11(+0)

Defense

AC: 16
Touch: 16
Flat footed: 11

Armor: None
Speed: 30

Offense
BAB: +0
Initiative +9

Fort: +4 Reflex: +7 Will: +4

Melee: Heavy Mace +1 1d6 20 x2

Ranged: Bomb +7 1d6+4 fire to primary square (no save), 5 damage to splash squares (Ref Save DC 15 for half) [4 bombs a day] Range Increment 20
Fire Energy Ray +6 1d6 fire 20 x2 [7 rays a day] Top Range 30
Light Crossbow +6 1d6 19-20 x2 Range Increment 80
Splash Weapon (Alchemist fire, holy water, etc.) +7 deals base damage +4 AND splash damage +4

CMB: -1 CMD: 14

Language:
Goblin, Common, Draconic, Gnoll, Gnome. And yes, he can read some, but he tries to avoid it and tends to rub written words against his forehead and ears to put the stolen words back into his brain

Skills:
Acrobatics +5
Appraise +4
Bluff +0
Climb +0
Craft (Alchemy) +8
Diplomacy +0
Disable Device +9
Disguise +0
Escape Artist +5
Jump +0
Intimidate +0
Knowledge Arcana +8
Knowledge Nature +8
Knowledge Planes +8
Perception +7
Ride +9
Sense Motive +2
Sleight of Hand +5
Spellcraft +8
Stealth +13
Swim +0
Survival +2
UMD +4

Feats:
Improved Initiative (1st level)
Eschew Material Components (Sorcerer)
Throw Anything (Alchemist)
Combat Casting (bonus)

Traits:
Intelligent (+2 Int, -2 Str)

The Different Source (Use Int instead of Cha for Sorcerer)

Goblin Trait: Pustular
Your face is covered in unpleasant pimples and outright
boils that have a tendency to pop at inopportune
moments. Although this makes you particularly
ugly, you’re also used to discomfort. Whenever you’re
subjected to an effect that causes the sickened condition,
you may make two saving throws to avoid the effect (if
a saving throw is allowed), taking the better of the two
results as your actual saving throw.

Goblin Trait: Balloon Headed
Your head is particularly wide and large, even for a
goblin. You gain a +1 bonus on Perception checks, and
Perception is always a class skill for you. Any Escape
Artist checks that requires you to squeeze your head
through a tight space take a –8 penalty.

Spells:

0-level spells known DC 14
Detect Magic, Ghost Sound, Read Magic, Prestidigitation
1-level spells known (4 per day) DC 15
Color Spray, Silent Image
1-level Extracts (2 per day) DC 15
Cure Light Wounds, Touch of the Sea, Shield, Endure Elements, Expeditious Retreat, Reduce Person

Mutagen:
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.

Fire Elemental Bloodline:

The power of Fire resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Class Skill: Knowledge (planes).

Bonus Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).

*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element.

Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline (fire). This also changes the spell's type to match the type of your bloodline.

Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted on Table: Elemental Bloodline Energy Types and Movement.

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.

Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on Table: Elemental Bloodline Energy Types and Movement. Fire grants +30 feet base speed

Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type.

Silrack's Backstory:
Silrack was a simple goblin walking in the woods, looking for slimy things to eat, when he came across a large box filled with all kinds of creepy crawlers in jars and cages. They were organized on little shelves that seemed to fold over each other. The little guy climbed in and started to feast, making sure to keep his eyes closed so he wouldn’t read the brain-sapping words on the containers.
Silrack ate until he passed out – a somewhat pleasant mixture of being full and just a little bit poisoned from the various venoms. He awoke hours later to the horrifying sound of horses. The box was moving and there was no light coming in through the little gaps between the slats in the box. He checked and the top was now sealed.

Silrack started running, bouncing around inside the box as he tried to find a way out. His violence dislodged the box from the back of the horse cart that contained many other samples of flora and fauna for study. Suddenly finding himself in a human city – surrounded by terrifying horses and dogs - he screamed at the top of his shrill little voice and ran into the night.

The frightened goblin eventually hid in a trash heap near the Sable Company headquarters. He scavenged for food and scrap metal for weeks before revealing himself by killing a poisonous snake that was about to bite someone.

When the big men started to rush over, Silrack thought they were going to try to take the food from him.

“Mine!” Silrack yelled, biting into the dead snake and running off to hide.

Everyone searched, but couldn’t find the little goblin. So they left food in various places to lure him out. Over the next two weeks, Silrack always managed to snag the food without being seen or caught.

Eventually, he stayed with the plate of food and ate it all in the open. Silrack licked the plate clean as one of the cooks came out to finally catch – maybe even kill – the little goblin.

Silrack heard the fat cook waddling up behind him and jumped to the side as the man tried to bash in the little goblin’s head with a frying pan.

“Me win hide or get clubbed,” Silrack said as he looked up the man and grinned wide, making sure to show all his teeth like a nice, friendly goblin. “What we play now?”