The green goblin sits a top his trusty rhinoceros. The druid's blue beady eyes look down upon the town of Zelkor's Ferry.
Dat be the place, Costello! Finally wees gits to finds the Dungeon of Graves!
The rhino snorts at Abbott.
Crunch:
Abbott
Male Goblin Druid 6 Init +6; Perception +14, Darkvision
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Defense
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AC 21, touch 15, flat-footed 17 (+4 armor, +2 shield, +0 deflection, +4 Dex, +0 natural, +0 dodge, +1 size)
Hp 53 (6d8+18)
Fort +7 Ref +6, Will +10
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Offense
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Speed 20', Climb 10'
Melee club +9 1d4 x2 Range 10'
Range
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Special Attacks
spells
Rhinoceros
Source Pathfinder RPG Bestiary pg. 235
Companion Type Animal
This rhinoceros has a low-slung head with twisted ears that lie back along its neck.
Starting Statistics: Size Medium; Speed 40 ft.; AC +4 natural armor; Attack gore +8 1d8+6 crit 1o-20 x2; Ability Scores Str 16/18, Dex 16, Con 16, Int 2, Wis 13, Cha 5; Special Qualities scent.
Hp 54/54 (6d8+24)
AC 27 (+6 armor, +3 Dex, +8 Natural Armor)
BaB +4
Fort +8 Reflex+8 Will +3
Skills (6)
Acrobatics* (Dex)+7(1), Climb* (Str)+7(1), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis)+5(1), Stealth* (Dex)+8(2), Survival (Wis), and Swim* (Str)+7(1)
Feats (3)
1. Toughness
2. Light Armor
3. Medium Armor
1. Attack x2 (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
3. Come (DC 15): The animal comes to you, even if it normally would not do so.
4. Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
5. Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
6. Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
7. Guard (DC 20): The animal stays in place and prevents others from approaching.
8. Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.
9. Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.
10. Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
11. Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)
12. Work (DC 15): The animal pulls or pushes a medium or heavy load.
Goblin Racial Traits:
Goblin Racial Traits
+4 Dexterity, –2 Strength, –2 Charisma: Goblins are fast but weak, and they’re unpleasant to be around.
Goblinoid: Goblins are humanoids with the goblinoid subtype.
Small: Goblins are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Goblins are fast for their size, and have a base speed of 30 feet.
Cave Crawler
Source Advanced Race Guide pg. 114
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.
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 from the following languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc.
Traits:
Bandit
Source Inner Sea Primer pg. 18
Category Region
Requirement(s) River Kingdoms
Since you were young, you’ve been a member of one River Kingdoms bandit gang or another. Choose one of the following skills: Escape Artist, Intimidate, or Stealth. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Reactionary
Source Ultimate Campaign pg. 53, Second Darkness Player's Guide pg. 11, Advanced Player's Guide pg. 328
Category Basic (Combat)
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.