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 About Blamo GeddownDubiously sane goblin with a love of fire and little common sense. Crunch:  Blamo Geddown Male Goblin Alchemist Expert 1 / Trickster 1 CN Small humanoid (goblinoid) Init +3; Senses Darkvision 60 ft.; Perception -2 -------------------- Defense -------------------- AC 18, touch 13, flat-footed 16 (+5 Armor, +2 Dex, +1 Size) hp 17 Fort +3, Ref +6, Will +1; -------------------- Offense -------------------- Spd 30 ft. Melee MW Dagger +3 (1d3+1, 19-20/x2) Ranged MW Light Crossbow +4 (1d6, 19-20/x2, 80 ft.) Special Attacks Bomb +3 (1d6 fire + 1 [fire bombardier] + 2 [int] ,touch attack, 20 ft.) Extracts see Extracts below Space 5 ft.; Reach 5 ft. -------------------- Statistics -------------------- Str 12 (+1), Dex 15 (+2), Con 11 (+0), Int 15 (+2), Wis 7 (-2), Cha 4 (-3) Base Atk +0; CMB +0; CMD +11 Feats Brew Potion, Burn! Burn! Burn!, Fire Tamer, Throw Anything, Toughness Skills Acrobatics +6, Craft (Alchemy) +7, Disable Device +6, Knowledge (Dungeoneering) +6, Ride +10, Sense Motive -1, Sleight of Hand +6, Spellcraft +6, Stealth +16 Languages Common, Goblin, Draconic Gear See items. -------------------- Special Abilities -------------------- Advantageous Distraction: Once per day as a swift action, you can be momentarily distracted in combat—ducking an axe swing to inspect a toadstool, or stooping behind a tree to lick some bark and accidentally avoiding an arrow, and so on. When you activate this ability, you gain a +2 dodge bonus to your AC for 1 round. Magical Talent (Spark):  Blamo can cast Spark once per day as a spell-like ability. (Makes an unattended Fine flammable object catch on fire.)
 Stats:  Stat Modifiers: STR 1 DEX 2 CON 0 INT 2 WIS -2 CHA -3 Saving Throws 
 HP:  17 (1d8 + 4 mythic + 1 favored + 3 toughness)
 Extracts:  Extract List Save DC - Level - Extracts Per Day - Bonus Extracts 13 - 1st - 1 - 1 -------------------- 
 Feats, Traits, Abilities:  Traits Advantageous Distraction (swift action +2 AC, 1/day) Color Thief (+2 stealth) Deft Dodger (+1 Reflex) Darkvision (60 ft.) Fast Movement (+10 base speed) Killer (+damage equal to critical hit modifier when crit) Magical Talent (Spark,1/day) Skilled (+4 ride, +4 stealth) Survivor (+1 Initiative, +1 Sense Motive (class skill) Feats
 Class
 Weapon Proficiency (Torch): A fire bomber treats a torch as a simple weapon.
 Bomb 1d6 (class level + int mod) per day (3/day)
 Skills:  Skill Name: Total Bonus = Ability Modifier + Ranks + Misc. Modifier Acrobatics`: 6 = 2 + 1 + 3
 *trained only
 Items:  Money: 12gp 9sp -------------------- 
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 Light Load: <37.5 lbs. + 10 lbs.
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 Appearance & Personality:  Appearance: With ash-black skin that has a reddish tint, Blamo is definitely unusual. His beady deep-red eyes complement his usually-grinning huge mouth containing bone-white jagged teeth. He has a slight body, one that would be scrawny were it not for the hints of muscle. His over-sized and hairless head hold his massive ears. He is still as ugly as an ordinary goblin, possibly uglier due to the barely-visible numerous burns and scars on his body. Personality: An overinflated ego and little common sense. Blamo is out for himself and his own interests, plain and simple. He's very intelligent but lacks foresight or planning, often following his own impulses recklessly. He has trouble paying attention and is always curious. Fond of nonsensical cussing and has disgusting eating habits, Blamo usually stuffs his mouth with whatever food is available to sate his ravenous hunger. He has a twisted sense of humor and a fondness for the eccentric. Somewhat forgetful and very destructive, intentional or otherwise. Whether he's insane or he just doesn't care is debatable. Possibly both. Gain his trust and get him to pay attention long enough and you'll have a walking bomb to point at the enemy of your choosing. He's clever, he's insane, and he's definitely not stupid—Blamo plays with fire and doesn't care if everyone, including himself, gets burned.
 History:  Born to a small tribe of goblins whose name Blamo can't be bothered to remember, Blamo outperformed near everyone his age the day after he was born by eating them when he was hungry and punching the daylights out of anyone stupid enough to think they could eat Blamo. His fondness for fire manifested early, setting alight a batch of explosives that happened to be lying around and thereafter responding to the increasingly urgent cries of "BLAMO! GEDDOWN!" until a grand explosion, the first of many that Blamo would cause. Blamo was one of the best warriors and would have been chieftain if he was interested in being chieftain. He wasn't. Still, he was around and the tribe quickly learned to watch out whenever Blamo appeared and to run away if he was cackling madly. The goblin spent his time learning how to use tools, learning how to make fire and read and anything that happened to catch his interest, bugging the other goblins until someone taught him what he wanted, found a book that would teach him what he wanted, or distracted him long enough with something else. Nobody would dare go against Blamo, even if used the forbidden arts and engaged in the greatest of taboos—writing things down! Blamo foretold so much bad luck that the tribe tried to get rid of him multiple times. They couldn't. Blamo is somewhat well-respected, both for his affinity with flames and for being long-lived. Everyone wishes he'd go away though because of all the bad luck his word-making accumulates. Blamo minds his own business usually but when something big happens, Blamo wants to see what it's about. When they formed the attack force, Blamo went along even though Blamo didn't know what that was all about but it was fun and then he got distracted and lost track of the other goblins. Then he walked into camp. 
 Interview:  What do you want to join the army? Why wouldn't you want Blamo to join the army? Blamo is amazing! Blamo needs no reason, radish sharpener! Blamo's reasons are Blamo's own! Why should we take you? How do we know you aren't going to be a resources suck? Are you saying you wouldn't take Blamo? That Blamo would be suck? Mimsy vermin juggler! You insult Blamo! Blamo is amazing! You should take Blamo because he is Blamo! You do not know what you are looking at, scabbed lute rubber! What skills do you have? Blamo has many skills! Blamo is amazing! Blamo once set fire to whole tribe cave! Was not my tribe. Don't know who, but was pretty. Blamo can also beat people. Is good warrior. Blamo prefers fire though. What is your favorite color? and what is the air speed of a swallow? RED! Red is the best color, is the color of fire, of burning, of explode! Burn, burn, burn, burnburnburn! *cackles madly* Black is also best color, like Blamo's skin, like ashes. Blamo don't know how fast Blamo can swallow while in air. Blamo thinks he can swallow very fast. Blamo once swallowed whole goblindog leg in moments, nothing left. Was tasty. Blamo hungry now. You look tasty. Have food? Blamo demands to be fed. 
 Mythic Information:  Path: Trickster -------------------- Summary -------------------- Bonus Hit Points: +4 HP (+4/mythic tier) Mythic Feat: Ordinary feat selected - Fire Tamer Mythic Power: [1+2/day, 1d6] (intelligence)
 Trickster Attack - Deadly Throw
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 0 Major
 -------------------- Bonus Hit Points: Whenever you gain a trickster tier, you gain 4 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics. Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score. Mythic Flaw - Insanity: Whenever you are hit by a critical hit or fail a saving throw against a mind-affecting spell or special ability, you also gain the confused condition for 1d4 rounds. Mythic Power [Intelligence] (Su) : You can draw upon your mythic power a number of times per day equal to your mythic tier plus your mythic ability score’s bonus. In addition to abilities gained from your mythic path and overall mythic tier, you can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12. [2+5/day, 1d6] -------------------- Assured Drinker (Ex): You gain a dodge bonus to AC equal to twice your trickster tier versus attacks of opportunity provoked from drinking an elixir, extract, or potion. Additionally, you can expend one use of mythic power to drink an elixir, extract, or potion as a swift action, which does not provoke an attack of opportunity. Deadly Throw (Ex): You can expend one use of mythic power to, as a swift action, draw a thrown weapon or alchemical item and make a ranged attack with it. This attack does not provoke an attack of opportunity. When making a deadly throw, you roll twice for the attack roll and take the better result, adding your trickster tier as an insight bonus. If the attack misses, the weapon or alchemical item lands adjacent to the target, regardless of the range.
 Other notes:  Favored Class Bonuses (Alchemist)
 Planned discovery/feats: 2nd: Scrap Bomb
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