Goblin Pirate

Bleepos Droppo's page

415 posts. Alias of adsapiens.


Full Name

Bleepos Droppo

Race

Goblin Rogue (Unchained Pirate/Scout) 5 | HP 43/43 | AC 20 TO 18 FF 13 (CSFD 25/23/13) |

Classes/Levels

F +3 R +10 W +2 | CMD 18 (CSFD 23) | Init +6 | Perc +10 DV | Rogue's Edge: Acrobatics

Gender

CN Male

Size

Small (2'10 with 33 pounds)

Age

14

Alignment

Chaotic Neutral

Deity

Besmara

Location

Port Peril

Languages

Common, Draconic, Goblin

Occupation

Pirate

Strength 8
Dexterity 22
Constitution 14
Intelligence 14
Wisdom 12
Charisma 8

About Bleepos Droppo

Background:

The small Bleepos Droppo had a very easy life in his early childhood. His father was Cheewin Droppo, the chief of an entire tribe of goblins that lived in a small uncharted island on the Shackles, and invariably his family and friends were either fishermen or pirates. Bleepos had the "prestige" of a playboy son, and was raised with the best garbage plunder could buy in an island no one is selling much.

Used to a life of goblin luxury, Bleepos got to his teen years without any useful skill and a particularly deliberate belly. Plus, he was convinced he was great with the goblin females while, most of the time, they'd just be biting around him for his father's favor. It was a miracle that such spoiled brat managed to learn Common at all.

By age 12, Bleepos started setting sail with his father. There were only three "ships" for the mighty pirates of the hidden goblin island, and the Sahuagin Ponytail was the biggest one. Bleepos wasn’t working much: he’d spend most of the time chewing the coral out of the crude anchor or trying to get in the skirts of the females. The young goblin didn’t know, but he wasn’t particularly liked by anyone.

Around the fourth voyage on the vessel, the pirates finally encountered their biggest challenge: a Cheliax "Imperial" corsair ship decided to follow them after they attacked a fishing village. It didn’t take long for the pursuers to get to the goblins, which valiantly fought, lost almost the entire crew and almost hurt a couple of the well trained humans. Well, one of the old humans was bit on his foot. During the fight, a scared Bleepos tried to hide, but one of his own pirate companions pushed him offboard (thinking it’d be the way to get rid of the spoiled prince once and for all).

The Sahuagin Ponytail miraculously managed to flee, after the Chelish notice it hadn’t anything useful in it. Bleepos, however, didn’t die: screaming and trying to flee from the sharks, he ended up caught in a fishing net at the back of the big Chelish ship and was taken prisoner when found. He almost lost a leg to the sharks.

Commanded by the terrible Swordfish Sal, the "Unfair Lady" was an immense ship and his crew was well trained and harsh. Bleepos was almost like a mascot onboard; a toy the men liked to throw around, tie to the masts and laugh at. He was being fed with the worse rations they had, but somehow he found happiness there: as the months passed, his chains were relaxed and sometimes he could almost feel like belonging somewhere.

After a while, Bleepos manage to flee the Unfair Lady when it docked. He ran and found a small boat, that he used to escape to Port Peril. There, unintelligently as supposed to a Goblin, Bleepos started telling stories of how he was the captain of a famous Goblin ship that sank. "Captain" Bleepos ended up drinking too much in the "Formidable Maid" tavern, and from there he didn't quite leave...

That night on the Formidable Maid:

Bleepos arrived in the tavern and quickly ran to a corner. He felt happy - the guys from the Unfair Lady would never find him there! Unintelligently, as supposed, the goblin quickly started bragging to a table closeby.

You guys look tired! - he said, noisily poking his legs on the floor - You should be as Captain Bleepos, brave leader of Goblin armada.

He was mostly ignored by people, but kept bragging until finally reached the barmaid.

My fair lady, would you serve some Purple Rat Beer to wet my throat? - and he laughed, failing to be charming. That's when his bench shook and he went to the floor.

Still laughing, now nervously, while trying to stand up, he felt something heavy hit his head - and fell again, not to wake on the tavern anymore.

Appearance:

Bleepos is barely 2'10 and weights less than 28 pounds. He has dark green hair and yellow-red eyes, and his skinny body is covered by scars from when he was being abused. He dresses as the typical pirate from the Shackles, and has a small toy wooden ship that he swears it was cursed, and someday he will turn it back into a real ship. He used to have a bicorne hat once, a long time ago.

Motivation:

Bleepos is power-hungry and likes to brag. He isn't exactly sane, but then again - most goblins aren't. At least he doesn't set fire to the ships. He wants fame and plunder, and loves a good bottle of rum. He dreams of having his own ship and crew and rebuild his father "empire".

Other Funny Questions:

Favorite Color: Gold, as shiny coins and amber rum. Well, sometimes he likes green too. And red. And brown. What was the question again?

Favorite Meal: Chewing in the coral of the anchors, that's the stuff. Dead rats are also good.

Theme Tune: It's the End of the World (As We Know It), R.E.M.

The Goblin Race:

Standard Racial Traits

Ability Score Racial Traits: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
Type: Goblins are humanoids with the goblinoid subtype.
Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.

Movement Racial Traits

Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)

Senses Racial Traits

Darkvision: Goblins see perfectly in the dark up to 60 feet.

In Bleepos Case

Bleepos got the alternate racial trait called Hard Head, Big Teeth (he lost "skilled"):

Goblins are known for their balloon-like heads and enormous maws, but some have even more exaggeratedly large heads filled with razor-sharp teeth. Goblins with this trait gain a bite attack as a primary natural attack that deals 1d4 points of damage. This racial trait replaces skilled.

Character Sheet:

Bleepos Droppo
Male goblin unchained rogue (pirate, scout) 5 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Bestiary 156, Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
CN Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 20, touch 18, flat-footed 13 (+2 armor, +6 Dex, +1 dodge, +1 size)
hp 43 (5d8+15)
Fort +3, Ref +10, Will +2 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power); +1 vs. fear and mind-affecting
Defensive Abilities evasion, unflinching +1
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Offense
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Speed 30 ft.
Melee unarmed strike +11 (1d2) or
. . dagger +10 (1d3-1/19-20) or
. . dagger +10 (1d3-1/19-20) or
. . madu (leather) -1 (1d3-1) or
. . rapier +10 (1d4-1/18-20) or
. . bite +11 (1d4+10)
Ranged dart +10 (1d3-1)
Special Attacks scout's charge, sneak attack (unchained) +3d6
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Statistics
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Str 8, Dex 22, Con 14, Int 14, Wis 12, Cha 8
Base Atk +3; CMB +1; CMD 18
Feats Combat Expertise, Crane Style[UC], Dodge, Improved Unarmed Strike, Sea Legs[UC], Weapon Finesse
Traits aldori caution, besmara's blessing, cunning liar (any city)
Skills Acrobatics +16, Bluff +10, Climb +5, Craft (carpentry) +12, Diplomacy +3, Disable Device +16, Escape Artist +10, Knowledge (dungeoneering) +10, Knowledge (local) +10, Perception +10, Profession (sailor) +10 (+14 to navigate in the area detailed by the chart), Sense Motive +5, Sleight of Hand +10, Stealth +18, Swim +9, Use Magic Device +7
Languages Common, Draconic, Goblin
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, power-hungry, rogue talent (unarmed combat training[UC]), swinging reposition
Other Gear leather armor, dagger, dagger, dart (8), madu (leather)[UC], rapier, +1 amulet of mighty fists, bandolier[UE], flint and steel, grappling hook, masterwork backpack[APG], masterwork carpentry tools, masterwork thieves' tools, nautical chart, spider's silk rope (50 ft.)[APG], waterskin, weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, small toy wooden boat (worth 1 gp), 25 gp, 18 sp, 1 cp
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Tracked Resources
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Besmara's Blessing (1/week) - 0/1
Dagger - 0/1
Dagger - 0/1
Dart - 0/8
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swinging Reposition (Ex) Can move 5 feet as a free action after a charge or bull rush when masts and riggings are present.
Unflinching +1 (Ex) +1 save vs. fear and mind-affecting effects

Pirate Archetype:

Archetype

Sea Legs (Ex)
At 1st level, a pirate becomes adept at moving on ships, boats, and similar vessels. She gains the Sea Legs feat as a bonus feat, even if she does not meet the prerequisites. This ability replaces trapfinding.

Swinging Reposition (Ex)
At 2nd level, a pirate incorporates a ship’s masts, rigging, ropes, sails, and other such structures into her combat style. Provided she is wearing light armor or no armor, when fighting in an environment where such structures exist, the rogue incorporates them into her movement, and does not have to move in a straight line when making either a charge attack or bull rush combat maneuver. Once she completes her attack or maneuver, she can reposition herself. Immediately after making the charge or bull rush, she can move 5 feet as a free action, even if the charge ends her turn. This movement does not provoke attacks of opportunity. This ability replaces the 2nd-level rogue talent.

Unflinching (Ex)
Pirates are a salty and steadfast lot. At 3rd level, a pirate gains a +1 bonus on saving throws against fear and mind-affecting effects. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense.

Scout Archetype:

Archetype

Scout’s Charge (Ex)
At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.

Skirmisher (Ex)
At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.