Mix burnt wood and stone powders,
Add a flame; it’s fun for hours!
Gimme a spoon, a pipe, and some rope,
Add a metal button from a longshank’s coat.
When I’m done, it’s death at range,
Amazing how I make things change!
Hear his bambranch thunder and crack,
Doom is me! Here comes Acewak!
Inner Monologue:
Ugh, when are they gonna finally let me out of this cage? I’ve learned so much just sitting here, watching and listening. I heard the gnolls Chief Gutwad was negotiating with, the langshank’s cries as we tortured them, the strange song the magic guy was singing to cast his spells, and all the words made sense to me. I watch other goblins burn things, and know which burn best. I see the junk they throw away and know I can make better stuff from it. I paid attention to the reports of our scouts and know the dangers of the longshank town on the coast and that the Thistletop’s have the best lair.
Licktoads should have Thistletop lair! Chief Gutwad is a strong leader, but with my ideas, Licktoads can be great!
I have an idea for an awesome weapon; I call it a bambranch. By mixing the right amounts of certain stuff, they should make a BOOM! My bambrach would control the boom and fire an arrowhead so much better than a bow. If all Licktoads had bambranches, we could take over Thistletop. When longshanks come to try to drive us out, we take their stuff--longshanks has the best stuff--and turn it into better stuffs! Goblins all over the world, making lots of BOOMS!
Out loud: "MWAHAHAHAHA!"
Goblin Marton: “Quiet in there!” *hits Acewak with wooden spoon*
Vile woman! You’ll be the first to fall before my bambranch!
Appearance:
The right side of Acewak's head is bigger than the other, with his right eye being massive and taking up nearly a quarter of his face. The left side of his face is bunched-up, so that it appears he is constantly squinting with his left eye.
Character Concept:
1. List five core-concepts of how your goblin acts.
I bring the BOOM!
I’m smarter than everybody else, but being in charge is dangerous; best if I plant ideas in other’s brains and let them take the risks.
Hmm, if I put these things together, this should happen…
Longshanks has best stuff. We should take that stuff, then we be best!
There’s gotta be more than just this swamp.
2. List two in-character goals of your goblin.
Make, and constantly improve, a bambranch!
Supply the Licktoad tribe with black powder, take over Thistletop, then strike at the longshanks in Sandpoint.
3. List two out-of-character ideas you want to see happen in the game, whether it affects your goblin personally or not.
I want to see goblins play with black powder!
I want to give longshank adventurer’s a reason to check out the disturbances in Brinestump Marsh--and loot them when they do! They always have the best stuff to repurpose into new toys!
4. List one item each that your goblin particularly likes, loves, and hates.
Likes: Heights; I want to be able to see more!
Loves: Blackpowder!
Hates: Birds; they annoy me and I’m jealous they get to fly.
Stat Block Expert 1:
Male Goblin Expert 1
Age 5, 3’0”, 34 lbs.; Skin green (usually blackened by soot); Faith Zogmugot
CN Small Humanoid (goblinoid)
Init +5; Senses Darkvision 60’, Perception +8
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Defense
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AC 19, touch 16, Flat-footed 14 (+5 Dex +1 size +3 armor)
HP 10
Fort +2, Ref +5, Will +5
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Possessions
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Combat Gear longspear, morningstar, daggers (4), light crossbow (20 bolts), sling (10 bullets), studded leather; Other Gear traveler's clothes, backpack, bedroll, belt pouch, rations (5), waterskin, gunsmith's kit, powder horns (3), remaining value: 16.3 gp (saving for ammo once I get Gunsmithing)
Badges (use before lvl 2)
Happy Beat: It can be used to reduce damage from any one attack by 5 and send you five feet away.
Hurtful Words:It can be used to give a +5 to an intimidate attempt. If the DC is passed by 5, the target is also shaken.
Squirmtongue: This can be used to reroll a failed saving throw by falling prone.
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Special Abilities
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Junk Tinker: Goblins use ramshackle equipment and vehicles that seem like they should never function. Goblins gain a +2 racial bonus on driving checks and on Craft checks to build or repair weapons or vehicles without the proper tools. They can make the attempt with any material that can hold the right shape for a few uses, but normally unfit materials produce items with the fragile quality. This racial trait alters skilled, replacing the racial bonus on Stealth checks. [Inner Sea Races]
Stat Block Gun Scavenger Gunslinger 2:
Male Goblin Gun Scavenger Gunslinger 2
Age 5, 3’0”, 34 lbs.; Skin green (usually blackened by soot); Faith Zogmugot
CN Small Humanoid (goblinoid)
Init +5; Senses Darkvision 60’, Perception +9
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Defense
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AC 16, touch 16, Flat-footed 11 (+5 Dex +1 size)
HP 22
Fort +5, Ref +8, Will +3
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Offense
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Speed 30’
Melee unarmed strike +3 (1d2 nonlethal)
Ranged pistol +8 (1d6 x4) range 20'/100', misifre 1 (5'), touch in first range increment
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Possessions
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Starting pistol (1d6 x4 B&P 20'/100', misfire 1 (5'), 2 lbs, touch in first range increment, standard that provokes to reload, can be fired from prone, functions as broken for anyone else)
(Average starting gold for Gunslinger: 175 gp)
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Special Abilities
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Junk Tinker: Goblins use ramshackle equipment and vehicles that seem like they should never function. Goblins gain a +2 racial bonus on driving checks and on Craft checks to build or repair weapons or vehicles without the proper tools. They can make the attempt with any material that can hold the right shape for a few uses, but normally unfit materials produce items with the fragile quality. This racial trait alters skilled, replacing the racial bonus on Stealth checks. [Inner Sea Races] Grit (Ex): Wis mod / day. Gain grit by confirming a crit or killing with a firearm.
Deeds Deadeye (Ex): Resolve firearm as ranged touch beyond first range increment by paying 1 grit per range increment.
Gunslinger's Dodge (Ex): Spend 1 grit to move 5' for a +2 bonus to AC or drop prone for a +4 bonus vs a ranged attack as an immediate action.
Change Out (Ex): Must have at least 1 grit; as full round action, remove broken from a firearm if caused by a misfire, and can choose a temporary modification to give one of the following: give it the scatter quality, increase the pistol whip deed's damage die by one, or increase the range increment by 10'. With such a mod, the firearm gains a cumulative 1 to its misfire each time it is fired. When it does misfire, the mod is lost. Can spend 1 grit to use change out on a broken weapon as a standard action, or perform a change out on a firearm that isn't broken.
Go By Feel (Ex): Can't lower any firearm's misfire chance below 1.
Arbitrary Aim (Ex): When shooting a firearm at a creature with a dodge or insight bonus, treat that bonus as 1 less.
Stat Block Gun Scavenger Gunslinger 3:
Male Goblin Gun Scavenger Gunslinger 3
Age 5, 3’0”, 34 lbs.; Skin green (usually blackened by soot); Faith Zogmugot
CN Small Humanoid (goblinoid)
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Possessions
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Starting pistol (1d6 x4 B&P 20'/100', misfire 1 (5'), 2 lbs, touch in first range increment, move action that provokes to reload, can be fired from prone, functions as broken for anyone else)
(Average starting gold for Gunslinger: 175 gp)
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Special Abilities
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Junk Tinker: Goblins use ramshackle equipment and vehicles that seem like they should never function. Goblins gain a +2 racial bonus on driving checks and on Craft checks to build or repair weapons or vehicles without the proper tools. They can make the attempt with any material that can hold the right shape for a few uses, but normally unfit materials produce items with the fragile quality. This racial trait alters skilled, replacing the racial bonus on Stealth checks. [Inner Sea Races] Grit (Ex): Wis mod / day. Gain grit by confirming a crit or killing with a firearm.
Deeds Deadeye (Ex): Resolve firearm as ranged touch beyond first range increment by paying 1 grit per range increment.
Gunslinger's Dodge (Ex): Spend 1 grit to move 5' for a +2 bonus to AC or drop prone for a +4 bonus vs a ranged attack as an immediate action.
Change Out (Ex): Must have at least 1 grit; as full round action, remove broken from a firearm if caused by a misfire, and can choose a temporary modification to give one of the following: give it the scatter quality, increase the pistol whip deed's damage die by one, or increase the range increment by 10'. With such a mod, the firearm gains a cumulative 1 to its misfire each time it is fired. When it does misfire, the mod is lost. Can spend 1 grit to use change out on a broken weapon as a standard action, or perform a change out on a firearm that isn't broken.
Gunslinger Initiative (Ex): With at least 1 grit point, gain +2 initiative.
Pistol-Whip (Ex): Spend 1 grit to make a melee attack with handle of firearm for 1d4 20/x2 B, if the attack hits make free combat maneuver check to knock target prone.
Utility Shot (Ex): Must have at least one grit, can replace an attack to blast lock, scoot unattended object, or stop bleeding.
Go By Feel (Ex): Can't lower any firearm's misfire chance below 1.
Arbitrary Aim (Ex): When shooting a firearm at a creature with a dodge or insight bonus, treat that bonus as 1 less.
Stat Block Gun Scavenger Gunslinger 4:
Male Goblin Gun Scavenger Gunslinger 4
Age 5, 3’0”, 34 lbs.; Skin green (usually blackened by soot); Faith Zogmugot
CN Small Humanoid (goblinoid)
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Possessions
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Starting pistol (1d6 x4 B&P 20'/100', misfire 1 (5'), 2 lbs, touch in first range increment, move action that provokes to reload, can be fired from prone, functions as broken for anyone else)
(Average starting gold for Gunslinger: 175 gp)
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Special Abilities
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Junk Tinker: Goblins use ramshackle equipment and vehicles that seem like they should never function. Goblins gain a +2 racial bonus on driving checks and on Craft checks to build or repair weapons or vehicles without the proper tools. They can make the attempt with any material that can hold the right shape for a few uses, but normally unfit materials produce items with the fragile quality. This racial trait alters skilled, replacing the racial bonus on Stealth checks. [Inner Sea Races] Grit (Ex): Wis mod / day. Gain grit by confirming a crit or killing with a firearm.
Deeds Deadeye (Ex): Resolve firearm as ranged touch beyond first range increment by paying 1 grit per range increment.
Gunslinger's Dodge (Ex): Spend 1 grit to move 5' for a +2 bonus to AC or drop prone for a +4 bonus vs a ranged attack as an immediate action.
Change Out (Ex): Must have at least 1 grit; as full round action, remove broken from a firearm if caused by a misfire, and can choose a temporary modification to give one of the following: give it the scatter quality, increase the pistol whip deed's damage die by one, or increase the range increment by 10'. With such a mod, the firearm gains a cumulative 1 to its misfire each time it is fired. When it does misfire, the mod is lost. Can spend 1 grit to use change out on a broken weapon as a standard action, or perform a change out on a firearm that isn't broken.
Gunslinger Initiative (Ex): With at least 1 grit point, gain +2 initiative.
Pistol-Whip (Ex): Spend 1 grit to make a melee attack with handle of firearm for 1d4 20/x2 B, if the attack hits make free combat maneuver check to knock target prone.
Utility Shot (Ex): Must have at least one grit, can replace an attack to blast lock, scoot unattended object, or stop bleeding.
Go By Feel (Ex): Can't lower any firearm's misfire chance below 1.
Arbitrary Aim (Ex): When shooting a firearm at a creature with a dodge or insight bonus, treat that bonus as 1 less.