Goblin

Arfsnarf Ah'sneeze's page

1,054 posts. Organized Play character for PaleDim.


Race

| ♥️106 (pearly white spindle) | ⛨27 slick; resistances 1 void | F+18 R+19 W+15 | Perc+12 darkvision | stealth+16

Classes/Levels

| speed 25ft | focus☐☐ | spells 1st☐☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☐☐☐☐ 5th☐☐☐☐ | Skeleton key☐ | Ventriloquist's Ring☐ | Exploration: Avoid Notice | ⚕ none

Gender

male razortooth goblin sorcerer 10

Occupation

◆◇↻♥️✋☘️⛨⚕☐☑

About Arfsnarf Ah'sneeze

Male goblin sorcerer 10
Small, Goblin, Humanoid
Heritage razortooth goblin
Background fortune teller
Perception +12; darkvision
Languages Common, Draconic, Dwarven, Gnomish, Goblin, Thassilonian
Skills Acrobatics +16, Arcana +19, Deception +16, Diplomacy +17, Fortune-telling Lore +17, Goblin Lore +19, Intimidation +17, Medicine +12, Nature +12, Occultism +17, Pathfinder Society Lore +15, Performance +17, Stealth +16, Thievery +16
Str +0, Dex +4, Con +3, Int +3, Wis +0, Cha +5
Items +1 resilient slick explorer’s clothing (snapleaf), holy water (2), sling (19 sling bullets), bedroll, bird feather token, caltrops (2), cat's eye elixir, chalk (10), clacky rock, flint and steel, healer's toolkit, kazoo, ladder feather token, lesser antidote, lesser antiplague, moderate cheetah's elixir, moderate cognitive mutagen, moderate focus cathartic[APG], moderate healing potion, moderate juggernaut mutagen, moderate quicksilver mutagen, moderate rope of climbing[APG], moderate serene mutagen, pup tent, rations (1 week) (2), rope (50 feet), scroll of feet to fins, scroll of illusory object, scroll of remove curse, scroll of remove disease, scroll of resist energy, scroll of see the unseen, scroll of water breathing, scroll of water walk, signal whistle, skeleton key, soap, spacious pouch i, thieves' toolkit, torch (5), ventriloquist's ring, waffle iron[LOGB], waterskin, wayfinder (pearly white spindle aeon stone), winter clothing, purse (2,474 gp, 8 sp, 8 cp)
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AC 27; Fort +18; Ref +19; Will +15
HP 106; Resistances void 1
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Speed 25 feet
Melee [1] jaws +16 (finesse), Damage 1d6 P
Ranged [1] [i]holy water[/i] +16 (consumable, divine, holy, splash, thrown 20 ft.), Damage 1d6 Spir +1 Spir splash
Ranged [1] sling +16 (range increment 50 feet, reload 1, propulsive), Damage 1d6 B
Arcane Sorcerer Spells DC 29, attack +19; 5th (4 slots) howling blizzard*, slither, subconscious suggestion, wall of stone 4th (4 slots) fly*, grasp of the deep[RE], suggestion, translocate 3rd (4 slots) fireball*, haste*, shared invisibility, slow 2nd (4 slots) acid grip, blazing bolt*, invisibility*, vomit swarm 1st (4 slots) befuddle[LODM], fear, force barrage*, grease Cantrips (5th) 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 29; 5th dragon breath, flurry of claws
Ancestry Feats Ankle Bite[LOCG], Cling, Goblin Lore
Class Feats Advanced Bloodline, Bloodline Resistance, Cantrip Expansion, Signature Spell Expansion, Split Shot
General Feats Toughness, Untrained Improvisation
Skill Feats Additional Lore, Assured Identification, Kreighton's Cognitive Crossover (arcana, occultism)[LOPFS], Oddity Identification, Quick Recognition, Recognize Spell, Unmistakable Lore
Other Abilities blood magic, draconic, scaly hide, sorcerous potency
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Appearance
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A goblin, in a draconic jump-suit approaches.
Hey! I'm Arfsnarf! Fortune-teller extraordinaire! My clacky rock can tell us what may become of this mission. So far it has never let me down!
He retrieves a multi-faceted, round'ish object roughly the size of his fist and lets it roll onto the ground and into the midst of the forming team. It lands on one of the flat sides, such that one face shows clearly at the top to present a number.
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Behavior and Personality
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He plays the kazoo! He takes importance from the rolls of his clacky rock! (he is a fortune teller, after all).

Most importantly, he has a waffle iron! Won’t you be his friend?
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You Might...
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* Strive to prove that you have a place among other civilized peoples, perhaps even to yourself.
* Lighten the heavy emotional burdens others carry (and amuse yourself) with antics and pranks.
* Have a strong independent streak, and whether you embrace or reject your magical heritage, you long to distinguish yourself both as a spellcaster and as an individual.
* View your lineage with fascination, fear, or something in between—anything from wholehearted acceptance to vehement rejection.
* Rely on magic items, such as scrolls and wands, to supplement your limited selection of spells.
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Others Probably...
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* Work to ensure you don't accidentally (or intentionally) set too many things on fire.
* Wonder how you survive given your ancestry's typical gastronomic choices, reckless behavior, and love of fire.
* Marvel at your ability to create magic from thin air and view your abilities with equal parts admiration and mistrust.
* Consider you less dedicated than studious wizards, devoted clerics,
and other disciplined practitioners of magic, since power comes to you naturally.
* Assume you're as unpredictable as the magic you bring forth, even if your personality proves otherwise.
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Edicts
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TODO
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Anathema
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TODO
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Background
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TODO
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Concept
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TODO
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Botting
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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

1st Arfsnarf's minor missile storm
3rd Arfsnarf's lower-middle missile storm
5th Arfsnarf's medium missile storm
7th Arfsnarf's major missile storm
9th Arfsnarf's mighty missile storm
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References
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TODO this is an example, replace
Build:
Spells: Ignition, Light