Goblin

Arfsnarf Ah'sneeze's page

929 posts. Organized Play character for PaleDim.


Race

| ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13

Classes/Levels

| speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Gender

male goblin (razortooth) sorcerer 7

Occupation

◆◇↻♥️⛨☐☑

About Arfsnarf Ah'sneeze

Male goblin sorcerer 7 (Advanced Player's Guide, Lost Omens Character Guide, Lost Omens Gods & Magic)
Small, Goblin, Humanoid
Heritage razortooth goblin
Background fortune teller
Perception +9; darkvision
Languages Common, Draconic, Dwarven, Goblin, Thassilonian
Skills Acrobatics +13, Arcana +15, Deception +12, Diplomacy +13, Fortune-telling Lore +13, Goblin Lore +15, Intimidation +13, Medicine +9, Nature +9, Occultism +11, Pathfinder Society Lore +11, Stealth +13, Thievery +13
Str +0, Dex +4, Con +2, Int +2, Wis +0, Cha +4
Items +1 slick explorer’s clothing (snapleaf), holy water (2), sling (19 sling bullets), bag of holding i, bedroll, bird feather token, caltrops (2), chalk (10), clacky rock, flint and steel, healer's toolkit, kazoo, ladder feather token, lesser antidote, lesser antiplague, lesser healing potion (2), moderate cognitive mutagen, moderate focus cathartic[APG], moderate juggernaut mutagen, moderate quicksilver mutagen, moderate rope of climbing[APG], moderate serene mutagen, pearly white spindle aeon stone[LOPFS], pup tent, rations (1 week) (2), rope (foot) (50), scroll of glitterdust, scroll of restoration, scroll of spider climb, scroll of water breathing, scroll of water walk, signal whistle, skeleton key, soap, thieves' toolkit, torch (5), ventriloquist's ring, waffle iron[LOGB], waterskin, winter clothing, purse (424 gp, 8 sp, 8 cp)
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AC 24; Fort +13; Ref +13; Will +11
HP 69
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Speed 25 feet
Melee [1] jaws +13 (finesse), Damage 1d6 P
Ranged [1] holy water +13 (thrown 20 ft., consumable, divine, holy, splash), Damage 1d6 Spir +1 Spir splash
Ranged [1] sling +13 (propulsive, range increment 50 feet, reload 1), Damage 1d6 B
Arcane Sorcerer Spellcasting DC 25, attack +15; 4th (3 slots) confusion, fly*, spell immunity 3rd (4 slots) fireball*, haste, slow, stinking cloud 2nd (4 slots) acid grip, invisibility, resist energy, vomit swarm*[APG] 1st (4 slots) befuddle[LOGM], force barrage*, grease, true strike Cantrips (4th) detect magic, electric arc, ignition, light, shield, tangle vine, telekinetic projectile
*Spells marked with an asterisk are signature spells; these spells may be heightened freely
Focus Spells 2 Focus Points, DC 25; 4th Dragon Breath, Dragon Claws
Ancestry Feats Ankle Bite[LOCG], Goblin Lore
Class Feats Advanced Bloodline, Cantrip Expansion, Split Shot[APG]
General Feats Toughness, Untrained Improvisation
Skill Feats Additional Lore, Assured Identification[APG], Oddity Identification, Recognize Spell, Unmistakable Lore
Other Abilities big game hunter, blast from the past (general), blood magic (draconic), bloodline, component substitution, draconic, signature spells, signature spells, tarnbreaker champions, team player
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SPELLS SCHOOL
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Thassilonian, Assurance (Medicine)
lesser healing potion
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BOT ME
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When Arfsnarf first meets you he will give a fortune by rolling his clacky rock. It is unclear how he interprets the results.

[dice=Clacky rock]1d20[/dice]

At the start of combat Arfsnarf may find the most capable martial and cast haste.

?? Cast (somatic, verbal) haste on SOMEONE

Most of combat he'll rely on cantrips such as produce flame and telekinetic projectile.
?? Cast (somatic, verbal) telekinetic projectile
[dice=Spell attack vs SOMEONE, B damage]1d20+11; 3d6+4[/dice]

If he can get several particularly tough foes lined up he'll zap them with lightning bolt.
?? Cast (somatic, verbal) lightning bolt
[dice=Electricity damage, DC21 basic reflex save]4d12[/dice]

He likes to apply persistent damage early with acid arrow.
?? Cast (somatic, verbal) Acid Arrow vs. SOMEONE
[dice=Spell attack SOMEONE, acid damage]1d20+11; 3d8[/dice]
+1d6 persistent acid damage
On a critical hit, double the initial damage, but not the persistent damage.

If he knows something bad is coming, he'll turn invisible.
?? Cast (somatic, verbal) Invisibility on SOMEONE

If Arfsnarf has an action left over he'll cast shield.
? Cast (verbal) Shield