Goblin

Vrealk's page

528 posts. Alias of Bryan.


Full Name

Vrealk

Race

Goblin

Classes/Levels

Fighter 1 / Rogue 4

Gender

Male

Size

Small

Age

11

Special Abilities

sneak attack, trap finding, darkvision, fast stealth, evasion, trap sense, uncanny dodge

Alignment

Neutral

Deity

mishmash of gods he calls Abagorae

Location

Katapesh

Languages

Common, Goblin

Occupation

vermin exterminator

Strength 12
Dexterity 23
Constitution 12
Intelligence 13
Wisdom 12
Charisma 8

About Vrealk

VREALK
Male goblin fighter 1 / rogue 4
N Small humanoid (goblinoid)
Init +6; Senses Perception +9, darkvision 60’

==DEFENSE==
AC 22, touch 17, flat-footed 16 (+5 +1 mithral chain shirt +6 DEX +1 size) +1 AC vs traps
hp 45

Spoiler:
(8 (lvl 1) +5 (lvl 2) +6 (lvl 3) +8 (lvl 4) +9 (lvl 5) +5 CON +4 favored class)

Current hp: 31
Fort +6, Ref +10, +11 vs traps, Will +4

==OFFENSE==
Spd 30ft./x3
Melee +1 dagger +10 1d3+2/19-20 AND +1 dagger +10 1d3+1/19-20
Melee or Ranged +1 dagger +12 1d3+2/19-20
Melee or Ranged dagger +11 1d3+1/19-20 or dagger +9 and dagger +9
Ranged* +1 darkwood comp shortbow +10 1d4+6/x3 or +8/+8 1d4+6/x3
*includes Deadly Aim feat

==STATISTICS==
Str 12, Dex 23, Con 12, Int 13, Wis 12, Cha 8
Temp stats
Base Atk +4, CMB +4 (+4 BAB +1 STR -1 Size) CMD 20 (10 +1 STR +6 DEX –1 Size +4 BAB)

==FEATS & TRAITS==

Spoiler:

Traits
• Earning Your Freedom [Campaign]: You’ve been a slave your whole life, and have passed from master to master more times than you can count. Some of those masters were cruel, others kindly. In all cases, you’ve yearned to be free. When your most recent master fell on hard times, he sold many of his slaves to the city government, and as luck would have it, a recent opportunity to earn your freedom has manifested. The Pactmasters of Katapesh are looking to revitalize an old trade route to Osirion, and a band of mercenaries and guards is gathering to go out and supplement forces already in place near the ruined village of Kelmarane, now said to be infested by gnolls. You’ve secured a place among those mercenaries, under the watchful eye of Garavel. If you help in retaking Kelmarane, you’ve been promised your freedom. In any event, your life as a slave has toughened you and made you more resistant to hardship. Choose one of the three categories of saving throw; you gain a +1 trait bonus on all saving throws of that type. (Will saves)
• Resilient [Combat]: Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.
Feats
• Weapon Finesse [Combat] (1st level): With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
• Two-Weapon Fighting [Combat] (3rd level): Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
• Deadly Aim [Combat] (4th level rogue talent): You can make exceptionally deadly ranged attacks by pinpointing a foe’s weak spot, at the expense of making the attack less likely to succeed. Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an 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.
• Point Blank Shot [Combat] (5th level Feat): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
• Rapid Shot [Combat] (1st Level Fighter Bonus): When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

==SKILLS & LANGUAGES==

Spoiler:

Ranks: 41 (36 class + 5 Intelligence)
• Acrobatics* +13 [5]
• Appraise* +1
• Bluff * +6 [4]
• Climb* +8 [4]
• Craft (traps)* +5 [1]
• Diplomacy* -1
• Disable Device* +13 (+14 vs traps; +15/+16 w/ mwk tools) [5]
• Disguise* -1
• Escape Artist* +9 [1]
• Fly
• Handle Animal
• Heal +1
• Intimidate* -1
• Knowledge (arcana)
• Knowledge (dungeoneering)* +5 [1]
• Knowledge (engineering)
• Knowledge (geography)
• Knowledge (history)*
• Knowledge (local)* +5 [1]
• Knowledge (nature)
• Knowledge (nobility)
• Knowledge (planes)
• Knowledge (religion)
• Linguistics*
• Perception* +9 (+11 vs traps) [5]
• Perform (wind instruments)* +3 (+5 w/ mwk flute) [1]
• Profession* +1
• Ride +9
• Sense Motive* +6 [2]
• Sleight of Hand* +9 [1]
• Spellcraft
• Stealth* +21 [5]
• Survival* +5 [1]
• Swim* +1
• Use Magic Device* +6 [4]
*Class Skill

Languages Common, Goblin*
*Starting languages

==CLASS & RACIAL ABILITIES==

Spoiler:

Racial Abilities
• –2 Strength, +4 Dexterity, –2 Charisma: Goblins are fast, but weak and unpleasant to be around.
• 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.
• Skilled: +4 racial bonus on Ride and Stealth checks.
• Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.
Class Abilities
• Sneak Attack [+2d6]: 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. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. 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 (+2): 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.
• Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.
• Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Ref lex 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.
• Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Ref lex 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.
• Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught f lat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Chapter 8) against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
• Combat Trick: A rogue that selects this talent gains a bonus combat feat.

==EQUIPMENT==

Spoiler:

Combat Gear +1 mithral chain shirt, +1 dagger x2, 4 daggers, +1 darkwood comp shortbow, 20 arrows, 20 cold iron arrows, potion of expeditious retreat, potion of clw x3, belt of incredible dexterity +2
Other Gear peasant’s outfit, mwk thieves’ tools, mwk backpack, waterskin, 6 days rations, bedroll, belt pouches (2), flint & steel, acid (1), sacks (2), mwk wooden flute, tobacco (1 lb), small pipe, cloak of resistance +1, antitoxin x2, alchemist's fire (1 flask), silk rope (50'), tindertwigs (10), universal solvent, silversheen, antiplague, flash powder (1 dose), compass

Money/Wealth:
pp; 138 gp; 9 sp; 7 cp
Gems:
Jewelry:
Misc:

Carries: 32.5 lbs (Str is considered 13 for carrying capacity - mwk backpack)
Light load: < 37.5 lbs
Medium load: 37.5-75 lbs
Heavy load: 75-112.5 lbs

==DESCRIPTION/BACKGROUND==
Description
Age: 10
Height: 3’ 1” Weight: 47 lbs
Eyes: orange Hair: black

Vrealk looks much like any other goblin – he has a relatively scrawny body topped with a large, somewhat ungainly head. In fact, few other races would be able to pick him out individually in a lineup of his kin. Nevertheless, it is his dress and hygiene that sets him apart; while certainly no fashion plate, Vrealk does keep his simple clothes in relatively good repair and washes them on occasion. His personal hygiene is similar – while not great compared to some, he definitely bathes more frequently than ordinary goblins and lacks their typical stench.

Personality-wise, Vrealk does not have the sadistic and cruel streak inherent in other goblins, nor does he take exceptional pleasure in burning things. He has nothing against gnomes (or anyone else, for that matter), and is quite loyal to those he considers a ‘friend’ (not always someone who returns the opinion). In other words, by goblin standards, Vrealk is severely mentally ill. One exception to the above is vermin, which he dislikes and can often result in him manifesting his otherwise non-existent sadistic streak when dealing with them. He also retains his race’s fear of dogs and horses, although being around them more often has resulted in the fear being a bit muted.

Vrealk’s favorite pastimes include singing and playing his flute (neither of which he’s any good at), smoking tobacco (prodigiously), and eating (with a particular fondness for goat and salted, dried crocodile).

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