Goblin

Arfsnarf Ah'sneeze's page

1,045 posts. Organized Play character for PaleDim.


Race

| ♥️78 (pearly white spindle) | ⛨25 slick; resistance 1 negative | F+15 R+15 W+13 | Perc+10 darkvision | stealth+14

Classes/Levels

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

Gender

male goblin (razortooth) sorcerer 8

Occupation

◆◇↻♥️✋☘️⛨⚕☐☑

About Arfsnarf Ah'sneeze

2001 Arfsnarf Ah'sneeze
Male goblin sorcerer 8 (Advanced Player's Guide, Lost Omens Character Guide, Lost Omens Divine Mysteries)
Small, Goblin, Humanoid
Heritage razortooth goblin
Background fortune teller
Perception +10; darkvision
Languages Common, Draconic, Dwarven, Goblin, Thassilonian
Skills Acrobatics +14, Arcana +16, Deception +13, Diplomacy +14, Fortune-telling Lore +14, Goblin Lore +16, Intimidation +14, Medicine +10, Nature +10, Occultism +12, Pathfinder Society Lore +12, Stealth +14, Thievery +14
Str +0, Dex +4, Con +2, Int +2, Wis +0, Cha +4
Items +1 resilient 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, 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, wayfinder, winter clothing, purse (688 gp, 8 sp, 8 cp)
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AC 25; Fort +15; Ref +15; Will +13
HP 78
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Speed 25 feet
Melee [1] jaws +14 (finesse), Damage 1d6 P
Ranged [1] [i]holy water[/i] +14 (thrown 20 ft., consumable, divine, holy, splash), Damage 1d6 Spir +1 Spir splash
Ranged [1] sling +14 (propulsive, range increment 50 feet, reload 1), Damage 1d6 B
Arcane Sorcerer Spells DC 26, attack +16; 4th (4 slots) confusion, fly*, 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 (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 26; 4th Dragon Breath, Flurry of Claws
Ancestry Feats Ankle Bite[LOCG], Goblin Lore
Class Feats Advanced Bloodline, Bloodline Resistance, Cantrip Expansion, Split Shot
General Feats Toughness, Untrained Improvisation
Skill Feats Additional Lore, Assured Identification, Oddity Identification, Quick Recognition, Recognize Spell, Unmistakable Lore
Other Abilities big game hunter, blast from the past (general), blood magic, draconic, scaly hide, sorcerous potency, tarnbreaker champions, team player
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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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Background
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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
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References
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TODO this is an example, replace
Build:
Spells: Ignition, Light