Grulk

Brok Nunnelnoggin's page

1,019 posts. Alias of JoshB.


Full Name

Brok Nunnelnoggin

Gender

Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Strength 12
Dexterity 19
Constitution 14
Intelligence 12
Wisdom 13
Charisma 8

About Brok Nunnelnoggin

Background:

Brok Nunnelnoggin - background

Male Goblin Ranger (dungeon rover/trapper) – more of a scout / trapfinder than primary combatant at this point. Good at: perception, stealth, climbing, and disable device. He’ll eventually acquire an animal/vermin companion that will serve as more of a combatant.

Hunter, tracker, and scout from the Black Chasm tribe.

He doesn’t know much of anything about the world above or its animals and plants, but he is fairly knowledgeable about the underdark and its weird vermin and fungi.

While most of his tribe and their slaves make their living from digging black rock from the depths of Black Chasm, Brok and his mates from the Nunnelnoggin clan preferred to keep the tribe’s larders full by hunting in the caves.

4 months ago their hunting party stumbled upon a freshly dug burrow that led to a previously undiscovered set of tunnels. While exploring they were set upon by a pack of pasty subterranean ghouls that killed or carried off most of Brok’s mates.

Since the battle with the undead corpse eaters, Brok’s tribal elders have been worried about the encroachment of the undead and looking for allies to help keep their tribe safe.

Brok Nunnelnoggin
Male goblin ranger (dungeon rover, trapper) 6 (Pathfinder Player Companion: Dungeoneer's Handbook, Pathfinder RPG Bestiary 156, Pathfinder RPG Ultimate Magic 65)
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +14 (+16 in underground environment to notice traps, potential cave-ins and dangerous flora)
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Defense
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AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 58 (6d10+12)
Fort +7, Ref +9 (+2 trait bonus to avoid unexpected falls), Will +3
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Offense
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Speed 20 ft., climb 10 ft.
Melee
. . (M) +1 dagger +7/+2 (1d4+2/19-20) or
. . (M) +1 keen longsword +7/+2 (1d8+2/17-20) or
. . club +8/+3 (1d4+1)
. . unarmed strike +8 (1d2+1 nonlethal)
Ranged
. . mwk composite shortbow +12/+7 (1d4+1/×3)
Special Attacks combat style (archery), favored enemies (humans +2, undead +4)
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Statistics
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Str 12, Dex 19, Con 14, Int 12, Wis 13, Cha 8
Base Atk +6; CMB +6; CMD 20
Feats Deadly Aim, Endurance, Manyshot, Point-Blank Shot, Precise Shot, Roll With It
Traits beast bond, bouncy, reckless
Skills
Acrobatics +12 (+5 to jump) ( 5 ranks, 3 class, 4 dex, -1 acp, 1 trait)
Climb +13 ( 2 ranks, 3 class, 1 str, -1 acp, 8 climb)
Craft(traps) +7 (1 ranks, 3 class, +1 int, +2 tools)
Disable Device +16 (6 ranks, 3 class, 4 dex, +2tools, -1acp, 2trapper)
Handle Animal +8 (5 ranks, 3 class, -1 cha, 1trait)
Heal +5 (1 rank, 3 class, +1wis)
Intimidate +3 (1 rank, 3 class, -1 cha)
Knowledge (dungeoneering) +5 (1 rank, 3 class, 1int)
Knowledge (geography) +5 (1 rank, 3 class, 1int) (+2 underground)
Knowledge (nature) +5 (1 rank, 3 class, 1int)
Knowledge (religion) +2 (1 rank, 1int)
Linguistics +3 (2 rank, +1int)
Perception +14 (6 ranks, 3 class, 1 wis, 4 goblin)
(+2 in underground environment to notice traps, potential cave-ins and dangerous flora)
(+2 underground favored terrain)
(+2 vs traps)
Ride +9 (2 rank, 3 class, 4 dex, -1 acp, 1 trait)
Stealth +18 (6 ranks, 3 class, 4 dex, 4 size, 2mwktool, -1 acp) (+2 underground)
Survival +10 (6 ranks, 3 class, 1 wis) (+2 underground)
Swim +4 ( 1 rank, 3 class, 1 str, -1 acp)
Languages Common, Goblin, Undercommon, Infernal
SQ favored terrain (underground +2), stone scouting, trapfinding +2, vermin affinity
Combat Gear
mwk chain shirt
+1 keen longsword (medium sized)
+1 dagger (medium sized)
dagger
longsword
club
mwk comp(+1) shortbow
40 arrows
10 incendiary arrows
6 +3 arrows

efficient quiver
potion of disguise self
potion of invisibility from undead
potion of shield of faith
2 potions of cure light wounds
potion of longstrider
potion of entropic shield

3 tanglefoot bags
5 vials holy water
5 alkali flasks
2 Thunderstones

Other Gear
backpack, belt pouch, flint and steel, masterwork boots, mess kit, waterskin, mwk thieves tools, mwk trapping tools,
2002gp 585sp, and 653cp
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Special Abilities
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Goblin:
Climb (10 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).

Feats:
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Roll With It You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs. Prereq: Goblin, Acrobatics 1 rank.
Benefit: If you are struck by a melee weapon you can

Ranger:
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. Favored Enemy (Undead) foes.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes.
Favored Terrain (Underground +2) (Ex) +2 to rolls when in Favored Terrain (Underground).
Stone Scouting (Ex) +2 bonus to notice underground environmental hazards, automatic check if in 10 ft.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Traps: (4/day, DC14)
Sleet Trap:
Snare Trap:
Vermin Affinity +5 (Ex) Improve the attitude of vermin and oozes, as if using Diplomacy.

. . mwk light crossbow +10 (1d6/19-20)
. . mwk light crossbow +8 (1d6+4/19-20) (deadly aim)dly aim)