Sewer Goblin

Brand Hopespring's page

197 posts. Alias of Gnomezrule.


Full Name

Brand Hopespring

Race

Vital Stats:
Goblin Unchained Rogue 3 HP 18/30 | AC 19, FF 13, T 17 | F +3 R +9 W +1 |Init. +6 | CMB 6 | CMD 17 | Speed 30ft

Classes/Levels

Skills:
Acrobatics 12, Appraise 8, Bluff 5, Climb 7, Disable Device 12, Escape Artist 10, Know Dungeon 7, Know Local 7, Linguistics 7, Perception 6, Ride 10, Sense Motive 5, Sleight of Hand 12, Stealth 18, Swim 7, Use Magic Device 4

Gender

Make

Size

Small 3'2"

Age

13

Special Abilities

Hide Stab Repeat

Alignment

CG

Deity

Soriel

Location

Greywater Hollow

Languages

Common

Occupation

Tinker, Junk Dealer, Chimney Sweep

Homepage URL

Brand Hopespring

Strength 12
Dexterity 22
Constitution 15
Intelligence 16
Wisdom 10
Charisma 9

About Brand Hopespring

Goblin Rogue level 3
Init +6; Senses Darkvision 60; Perception +4
DEFENSE
AC 19, Touch 17, flat footed 13
(+6 Dex, +1 size, +2 armour)
hp 30 (3d8+4+2+2+1);
Fort +3, Ref +8, Will +1
OFFENSE
Speed 30
Melee Rapier +9 (1d4+1/18-20)
Dagger Two-Weapon Primary +7 (1d3+5/18-20)
Dagger Two-Weapon Secondary +7 (1d3+3/19-20)
Ranged Shortbow +9 (1d4 X3) range 70
Space 5ft.; Reach 5
Special Attacks
Sneak Attack Sneak attack at an extra (D6) 2
STATISTICS
Str 12, Dex 22, Con 15, Int 16, Wis 10, Cha 9
Base Attack 2 CMB 8; CMD 18

Feats:
Armour Prof Light (Rogue),
Simple Weapon Proficiency (Rogue),
Weapon Finesse (Rogue): Use DEX mod instead of STR mod for melee attack to hit.
Agile Maneuvers (Level 1) Use Dex to calculate CMB instead of Str.
Two-Weapon Fighting (2nd Level Rogue Talent: Combat Trick)

Traits:
1- Grim Optimism: Growing up with no one to rely on but yourself, you learned to keep a realistic view of your situation and avoid falling into the trap of cynicism with a healthy dose of wit. Benefit(s): As a standard action, you can joke about a troublesome situation to lighten the load of dealing with it for yourself and others. You and all allies within 30 feet who can hear you gain a +2 morale bonus on saving throws against fear and pain effects for 1d4 rounds. A character cannot benefit from this effect more than once in 24 hours.
2-Garbage Picker: You grew up in or around your city's rubbish-strewn shores and spent your spare time digging through trash looking for things worth selling.
Benefit: You gain a +3 trait bonus on Perception checks to search for concealed items.

Skills:
Acrobatics 12, Appraise 8, Bluff 5, Climb 7, Diplomacy 3, Disable Device 12, Disguise -1, Escape Artist 10, Intimidate 3, Know Dungeon 7, Know Local 7, Linguistics 7, Perception 5, Profession 0, Ride 10, Sense Motive 5, Sleight of Hand 12, Stealth 18, Swim 7, Use Magic Device 3

Languages:
Common (I nixed goblin there was no reason for someone raised outside of a goblin tribe to speak it).

Special Abilities:
Trapfinding Can find magical traps. A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1).
Rogue Talent (2nd Level)- Combat Trick- Two-Weapon Fighting
Danger Sense (Ex)-At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Equipment:

25gp
Dagger x2- 4gp
Leather Armor 10gp
Thieves Tools 30gp
Shortbow 30gp
Rapier 30gp
Bedroll 1gp
Blanket .5 gp
Trail Rations x20 10gp
Backpack 2gp
Explorer's outfit 8gp

The Ten-Minute Background:
Step 1: Five things about your character’s concept and background.
1- Going for a classic good monster trope with the character. It took me forever to name this guy he was raised among humans and other good races so I couldn't give him a fun goblin name. So I was reading and re-reading the bit about Soriel and the fact that Abel was from the Order of Soriel and that "Hope is being able to see light despite the darkness." So as I was trying to finish up the character I was reminded of a line from the rhyme Fellowship of the Ring about Aragorn "From the ashes a fire shall be woken, A light from the shadows shall spring." So I needed word for fire that didn't feel completely pyro hence Brand. The last name was easy Hopespring.
2- Definitely a dex based combatant.
3- Brand is definitely a character who will go the extra mile for others. Sometimes this shows a heart of gold other times it comes off as trying way too hard.
4- Found as an infant after an unsuccessful raid by goblins. He has no idea who his parents were other than pillaging monsters. This relation to his parents has forged much if his identity he is both a slave to genetics but always striving to prove to himself and the world around him that he is not a monster.
5- Raised alongside those taken in by Abel the wanderer.
6- Abel spent many years trying to keep Brand occupied, this had the effect that Brand has become quite industrious. He does a number of unpleasant jobs around town for few coin and he works as a chimney sweep, finds junk and makes useful items, fixes things and gathers kindling and firewood in the colder months.
7- Brand was barely tolerated for several years. Abel's reputation and intervention saved him from death, banishment and persecution. When he was a young adolescent, just 8 years old, one of the children of the village was trapped in a well. The goblin was willing to go in after the young girl. She was saved and Brand's standing went up among most of Greywater, from barely tolerated to begrudgingly allowed.
8- Being a rogue comes pretty naturally to Brand, he is naturally fast, used to not wanting to be seen, striking when your enemy doesn't see it coming just makes survival sense. Abel taught Brand minimal self-defense, he wanted the goblin to survive bullies but he feared townsfolk would feel threatened if he was trained. Abel would never say it but he feared that after years of difficult upbringing and trying to raise the goblin he might not turn out right. Some of the kids taken in at the guild gave him pointers Fremp Half-Hoc really helped him excel using his speed and grace rather than brawn.

Step 2: Two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1- Achieve acceptance- he knows that at best he is tolerated. He has met enough true goblins to know why but he hopes to feel a real sense of belonging outside the guild.
2- See Fremp Half-Hoc turn over a new leaf. Fremp has been a mentor to him and taught him many things he knows the guy has a good side to him but he is not sure how to handle the issue. He wants to hope for something good in Gremp like Abel saw in a goblin baby.

Step 3: Two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1- Known- Fremp does have underground connections. This is why he does not directly work for the half-orc any longer.
2- Unknown- While Brand is aware that some of Fremp's dealings are not fully in the up and up he does not know one of the groups is a pack of were rats.

Step 4: Three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.
1- Abel the Wanderer- A given
2- Drenda the Crone- In the swamps near Greywater there lives a old Orc woman named Drenda the Crone. While all sorts of stories exist that she is an evil witch the truth is more benign. On occasions when she comes to town she is feared by children, older children tell the younger that the old woman will turn them into newts if she gets the chance. Drenda is a widow who likes for the most part to be left alone. When Brand was much younger Abel relied on Drenda dealing with the goblin child who was a handful in his younger years. Whenever Abel travelled Brand would stay with Drenda. Brand still checks on the woman making sure she has all she needs and Brand brings the herbs and mushrooms the woman grows and gathers in marsh to sell and brings the money back on the next visit. If Abel is Brand's father than Drenda is his mother.
3- Fremp Half-Hoc- Fremp is the keeper of a trading post and pawn shop that gives Brand good prices for his exchanges. A bit of a tinker he has taught Brand a few business tips and gave him a job for awhile letting the goblin fix items or polish them up for resale. Abel is not a big fan of Half-Hoc thinking him (quite righty) dishonest and a fence for local thieves.
4- Lewren Fletcher- Lewren is a local magistrate who has never taken the idea of a goblin in town well. He has an intense distrust for Brand and has always figured that the goblin will one day need to be put down.

Step 5: Three memories that your character has.
1- Brand's early years were not easy for anyone. He was a difficult child and obviously he was not in an ideal family situation. One he was 3 years old (5 yearish for humans) he was in the marketplace with Abel he begged and begged for something that was not fit for a child. Abel was embarrassed by the child's acting out and his efforts to wrangle the child were failing. Brand kicked and scream knocking thins over until he crossed paths with an older Orc woman, her twisted features and demeanor have frightened grown men. Brand crashed into the old woman. He looked up angry and distraught. Drenda simply lowered a hand to the boy, "You're okay, come with me." Brand took her hand and she walked him back to Abel's side. Abel was furious the old woman raised a hand to silence him. The old woman looked down and at the goblin boy. "Is it better to build or to destroy?" Brand looked up scared but replied, "build." The old woman with a stern but gentle look motioned to the mess the goblin boy had made, "You know where to start." The goblin began to repair the mess. Abel was amazed and quietly settled any bill the child caused and the three walked home. That was the first time Brand met Drenda.
2- About a year and a half ago Brand was walking back from the marshes where Drenda's home is located. As he approached a farmstead a few miles from Greywater he came across a small band of gonlins raiding a farm the creatures were getting set turn down the farmhouse and had taken prisoners. Using stealth he was able to kill a couple of the goblins guarding the prisoners and lead them to safety. He then ran to town to rally soldiers to go after the remaining goblins. Even as he tried to help some if the soldiers wondered if Brand was leading them into a trap. Most soldiers saw things different when the meet the survivors from the raided farm. However the magistrate in charge Lewren Fletcher still figured that Brand was somehow involved in an attempt to garner sympathy. In the end they were able to track down and put an end to the goblins. Lewren still to this day hates Brand and assumes that he is up to no good.
3- As a goblin among larger races who often see a monster it is at times easier to hide and move unseen rather than walk in the open. This has given him the benefit of being a watcher of social interactions that he is not really a part of. One evening he moved among the shadows and roof tops he spotted a mugging down an alley the victim was knocked down and the crooks were gone by the time Brand arrived. He helped the man brought him to someone who could give him first aid. A few days later he noted 2 pieces of jewelry at Fremp-Half-Hoc's store having heard the man's description of the jewelry stolen he knew that the piece had been disassembled and made into new pieces. He was not sure but he figured it was likely that Fremp fenced the jewelry, and having seen the his work before recognized it. Not sure how to feel Fremp was a friend and someone who taught him many things he stopped working for him directly.