Full Name |
Cara Jos |
Race |
Goblin |
Classes/Levels |
Barbarian (True Primitive) 1 |
Gender |
Male |
Size |
Small |
Languages |
Goblin |
Strength |
15 |
Dexterity |
14 |
Constitution |
15 |
Intelligence |
10 |
Wisdom |
10 |
Charisma |
8 |
About Cara Jos
CARA JOS CR 1/2
Male Goblin Barbarian (True Primitive) 1
CN Small Humanoid (Goblin)
Init +2 (Forest +4); Senses Perception +4 (Forest +6)
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DEFENSE
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AC 17, touch 13, flat-footed 15. (+4 armor, +2 Dex, +1 size)
hp 14 (1d12+2)
Fort +4, Ref +3 (Falls +5), Will +0
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OFFENSE
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Spd 30 ft.
Melee Battleaxe +4 (1d6+2 / x3) or Greatclub +4 (1d8+3 / x2)
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STATISTICS
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Str 15, Dex 14, Con 15, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +2; CMD 14
Feats Power Attack
Traits Bouncy, Deft Dodger
Skills Acrobatics +6, Climb +2, Knowledge (Geography Forest) +2, Knowledge (Nature) +4, Perception +4 (Forest +6), Ride 6, Stealth +10 (Forest + 12), Survival +4 (Forest +6), Swim +2
Languages Goblin
SQ Rage (6 rounds/day) (Ex), Darkvision, Illiteracy, Favored Terrain (Forest)
Combat Gear Battleaxe, Greatclub, Chain Shirt Other Gear Belt pouch (23gp.), Waterskin, Rope (Silk)
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SPECIAL ABILITIES
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Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision Can see in the dark up to 60 feet.
Favored Terrain (Ex): May select a type of terrain from the Favored Terrains table. Gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. Traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, increases by +2 the bonus.
Illiteracy Can´t write and read.
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TRAITS
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Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Goblin Trait: Bouncy: Your bones, flesh, and skin are a bit more elastic than those of most goblins—when you fall, you tend to bounce a little better than them as a result. Whenever you take falling damage, the first 1d6 points of lethal damage suffered in the fall are automatically converted to nonlethal damage. You also gain a +2 bonus on all Reflex saves made to avoid unexpected falls.