About Brand HopespringGoblin Rogue level 3
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.
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.
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.
Step 5: Three memories that your character has.
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