Arfsnarf Ah'sneeze's page

684 posts. Organized Play character for PaleDim.


| HP 51 | AC 22 | F+11 R+11 W+9 | Perc+7 darkvision | stealth+11


| speed 25ft | focus [_] | spells 1st 3/4 2nd 2/4 3rd 3/3 | Exploration: Avoid Notice | Active Conditions: none


male goblin (razortooth) sorcerer 5

About Arfsnarf Ah'sneeze

Male goblin sorcerer 5 (Advanced Player's Guide, Lost Omens Character Guide, Lost Omens Gods & Magic)
CN, Small, Goblin, Humanoid
Heritage razortooth goblin
Background fortune teller
Perception +7; darkvision
Languages Common, Draconic, Dwarven, Goblin, Thassilonian
Skills Acrobatics +11, Arcana +11, Diplomacy +11, Fortune-telling Lore +11, Goblin Lore +9, Herbalism Lore +9, Intimidation +11, Medicine +7, Nature +7, Occultism +9 (+11 to Identify Magic with the mental, possession, prediction, or scrying trait), Stealth +11, Thievery +11
Str 10 (+0), Dex 18 (+4), Con 14 (+2), Int 14 (+2), Wis 10 (+0), Cha 19 (+4)
Items +1 explorer’s clothing (snapleaf), holy waters (2), sling (19 sling bullets), bag of holding i, bedroll, bird feather token, caltropss (2), chalks (10), flint and steel, healer's tools, kazoo, ladder feather token, lesser antidote, lesser antiplague, lesser healing potions (2), moderate cognitive mutagen, moderate juggernaut mutagen, moderate quicksilver mutagen, moderate serene mutagen, pup tent, rations (1 week)s (2), rope (foot)s (50), scroll of glitterdust, scroll of restoration, scroll of spider climb, scroll of water breathing, scroll of water walk, signal whistle, soap, thieves' tools, torchs (5), waffle iron[LOGB], waterskin, winter clothing, purse (239 gp, 8 sp, 8 cp)
AC 22; Fort +11; Ref +11; Will +9
HP 51
Speed 25 feet
Melee [1] jaws +11 (finesse), Damage 1d6 P
Ranged [1] holy water +11 (thrown 20 ft., consumable, divine, good, necromancy, splash), Damage 1d6 Good +1 good splash
Ranged [1] sling +11 (propulsive, range increment 50 feet, reload 1), Damage 1d6 B
Arcane Sorcerer Spellcasting DC 21, attack +11; 3rd (3 slots) haste, lightning bolt, slow 2nd (4 slots) acid arrow, invisibility, resist energy, vomit swarm[APG] 1st (4 slots) befuddle[LOGM], mage armor, magic missile, true strike Cantrips (3rd) detect magic, electric arc, light, produce flame, shield, tanglefoot, telekinetic projectile
Focus Spells 1 Focus Point, DC 21; 3rd Dragon Claws
Ancestry Feats Ankle Bite[LOCG], Goblin Lore
Class Feats Cantrip Expansion, Split Shot[APG]
General Feats Toughness
Skill Feats Assurance, Assured Identification[APG], Oddity Identification, Recognize Spell
Other Abilities big game hunter, blast from the past (general), blood magic (draconic), bloodline, component substitution, draconic, signature spells, signature spells, sorcerer spellcasting, spells, tarnbreaker champions, team player
Thassilonian, Assurance (Medicine)
lesser healing potion
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