Chuffy Lickwound

Urk The Greeen's page

71 posts. Alias of Dave Herman.


Full Name

Urk The Greeen

Race

Goblin

Classes/Levels

Rogue (Unchained/Pirate/Scout) 9

Gender

Male

Size

S

About Urk The Greeen

Male CN Goblin Rogue (Unchained/Pirate/Scout) 9
Age: 16 / Height: 3'6" / Weight: 80lbs
Deity: Besmara

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Abilities and Stats
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STR: 10 (+0)
DEX: 20 (+5) +2 (+6)
CON: 14 (+2)
INT: 16 (+3)
WIS: 12 (+1)
CHA: 10 (+0)

HP:

Initiative: +5

Move Rate: 30ft

AC: 24 (+6 Armor, +6 Dex, +1 Dodge, +1 Size)
BAB: +6/1
CMB: 5
CMD: 21

Fort Save: +5
Reflex Save: +11
Will Save: +4
Conditional: +3 vs fear & mind-affecting effects, +3 vs poison
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Offense

Melee:
+1 Keen Rapier +13/8; 1d4+7; 15-20 x2; P
Light Mace +12/7; 1d4+6; x2; B
Dagger +12/7; 1d3+6; 19-20 x2; S or P

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Skills
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Acrobatics: +27 (9 ranks, +3 class, +6 dex, +4 racial, +2 sea legs, +2 acrobatic, +1 trait)
Appraise: +11 (5 ranks, +3 class, +3 int)
Bluff: 0
Climb: +23 (9 ranks, +3 class, +4 racial, +2 sea legs, +5 competence)
Diplomacy: 0
Disable Device: +20 (9 ranks, +3 class, +6 dex, +2 circumstance)
Disguise: +0
Escape Artist: +23 (9 ranks, +3 class, +6 dex, +5 competence)
Fly: +9 (+6 dex, +2 acrobatic)
Heal: +1 (+1 wis)
Intimidate: 0
Knowledge (Dungeoneering): +11 (5 ranks, +3 class, +3 int)
Knowledge (Local): +11 (5 ranks, +3 class, +3 int)
Linguistics:
Perception: +14 (9 ranks, +3 class, +1 wis, +1 trait)
Profession (Sailor): +10 (5 ranks, +3 class, +1 wis, +1 trait)
Sense Motive: +9 (5 ranks, +3 class, +1 wis)
Sleight Of Hand: +23 (9 ranks, +3 class, +6 dex, +5 competence)
Stealth: +22 (9 ranks, +3 class, +6 dex, +4 size)
Survival: +10 (6 ranks, +3 class, +1 wis)
Swim: +19 (9 ranks, +3 class, +2 sea legs, +5 competence)
Use Magic Device: +8 (5 ranks, +3 class)

Languages: Goblin, Common, Dwarven, Elven, Orc

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Racial Abilities
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Stats: -2 STR, +4 DEX, -2 CHA

Goblinoid: Goblins are humanoids with the goblinoid subtype.

Small: Goblins are Small creatures and 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.

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.

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.

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Character Traits
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Acrobat: You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal – 5 penalty when using the Climb skill to attempt an accelerated climb.

Besmara’s Blessing: You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

You came to a tavern in Port Peril called the Formidably Maid in search of your fate. You’re not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your
destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all...

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Rogue (Unchained/Pirate/Scout) Abilities
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Sneak Attack +5d6

Finesse Training: Gain Weapon Finesse as a bonus feat. Add Dex to damage with rapiers.

Sea Legs Gain Sea Legs as bonus feat.

Swinging Reposition: A pirate incorporates a ship’s masts, rigging, ropes, sails, and other such structures into her combat style. Provided she is wearing light armor or no armor, when fighting in an environment where such structures exist, the rogue incorporates them into her movement, and does not have to move in a straight line when making either a charge attack or bull rush combat maneuver. Once she completes her attack or maneuver, she can reposition herself. Immediately after making the charge or bull rush, she can move 5 feet as a free action, even if the charge ends her turn. This movement does not provoke attacks of opportunity.

Evasion: If a rogue 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.

Unflinching (+3): At 3rd level, a pirate gains a +1 bonus on saving throws against fear and mind-affecting effects. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level.

Debilitating Injury: Whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Scout’s Charge: Whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.

Rogue's Edge: At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Acrobatics:

5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

10 Ranks: You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.

15 Ranks: You do not provoke attacks of opportunity when standing up from prone.

20 Ranks: You double the result of any Acrobatics check when jumping and never fall prone at the end of a fall as long as you remain conscious.

Skirmisher: Whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability.

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Rogue Talents
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Fast Getaway: After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action to take the withdraw action. She can move no more than her speed during this movement.

Ledge Walker: This ability allows a rogue to move along narrow, uneven, or slippery surfaces (such as ice) at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along such surfaces, and retains her Dexterity bonus to AC.

Bleeding Attack: 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 successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess.

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Feats
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Weapon Finesse: Use DEX instead of STR on attack rolls

Sea Legs: +2 bonus on Acrobatics, Climb, and Swim checks.

Dodge: +1 Dodge bonus to AC

Mobility: +4 Dodge bonus to AC vs. AOO's from movement.

Death From Above: Whenever you charge an opponent from higher ground, or from above while flying, you gain a +5 bonus on attack rolls in place of the bonuses from charging and being on higher ground.

Branch Pounce: When charging a target by jumping down from above (such as when jumping out of a tree), you can soften your own fall with a melee attack. If the attack at the end of your charge hits, the attack deals damage as normal and also adds the appropriate amount of falling damage (1d6 points for a 10-foot fall, 2d6 points for a 20-foot fall, and so on). This falling damage is not multiplied on a critical hit. You land in an unoccupied square of your choosing adjacent to the target, and you take falling damage as if you had fallen 10 fewer feet. You can attempt an Acrobatics check as normal to treat the fall as an additional 10 feet shorter for the purpose of determining the damage you take from the fall and treat the first 1d6 points of damage you take from the fall as nonlethal damage. If your attack misses, you land prone in a random square adjacent to the target and automatically take the full amount of falling damage.

Acrobatic: +2 to Acrobatics and Fly, +4 if you have 10 or more ranks

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Gear and Property
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46000 gp to start
+2 Slick Poison Resistant Mithral Shirt 11,100
+1 Keen Rapier 8,020
Belt of the Weasel 10,000
Burglar's Bracers 1050
Feather Step Slippers 2000
Ring of Climbing 2500
Ring of Swimming 2500
Belt of Dexterity +2 4000
Gloves of Larceny 2500
Scabbard of Vigor 1800
Glider 500
Light Mace 7gp
Dagger 2gp

45979 spent

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Background
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Abandoned as a baby in a coastal forest, Urk was adopted and raised by a tribe of curious fey. He still has his ancestral love of anarchy, but not so much the need for mindless destruction. But still, the fey make for irresponsible parents and soon left Urk to his own devices. Adopting a life of scavenging and casual theft, he eventually found himself at the Formidably Maid in search of... something more interesting. And when he regained consciousness, he had certainly found it.

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Character Notes
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Urk often speaks in a stream of blatant nonsense, terrible pronouncination and miss-matched accents. This is partly because he is slightly crazy, but also deliberately done to distract any enemies into underestimating him.