Goblin

Charzark "Twice Burned"'s page

52 posts. Alias of Keddah.


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Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark barely contains his laughter Thought hobogobbos would let he go, and they says gobbos 'tupid he whisper to himself


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark stays back watching the mob Oh no, mobs are no good for goblins, I've had to escape a few he thinks as he readies a mixture of mud and rat liver that reduces his size in case he needs to hide from the crowd.


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark watches as the rest crowd around the man trying to calm him and shakes his head If I was a hugeman surrounded by them I'd scream too


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Me no daft! says an offended Charzark Me clever saientestist making hypotothesis! Anyways, caves have monsters, me prefer allies just yet!


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark has spent the days tending to the wounded and testing (and tasting) the local flora and fauna for alchemical properties.

Yep! Morgryn right, we heros no need to thank heros, you just build big statue when things better that says Charzark "bigbooomer" or Xakroo "bridgekiller" he looks at his dirty feet trying to hide the fact he is blushing We heros now need to find better place to camp. Maybe cave or tree city like sissy elves? he pauses to look at Morgryn, You duregarers can smell caves like dwarves?


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6
Jynnjun wrote:
... and a couple more things Charzark. As a mindchemist you just got perfect recall (double Int to knowledge checks, mainly) and as an alchemist you just got your first discovery. Explosive bomb or precise bombs perhaps?

They're in the character sheet under the SQ spoiler. And with such a big group its clearly Precise Bomb or I'll only act on the first round of initiative half the time.


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark goes through the objects and picks a great quality armor, probably made for a halfling but with some work... Masterwork Studded Leather he also picks enough materials to prepare the tools for his trade Portable alchemists lab and asks one of the survivors to help him carry it Yous! Yous helps me I gives yous coin yes? We friends now after much searching and envious looks at Xakroo he finds another backpack of similar quality Masterwork Backpack I have backbag like you, the famous Xakroo Bridgkiller!


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Ready!, Sorry for the delay


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark HP: 1d8 ⇒ 3

Seems I'm taking half.


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark nods at Morgryn explanation and after he's finished chimes in And you fire from far far far far far away. Or you get caught in big boom and look 'tupid

GM Redelia wrote:
If you guys want to continue with the fire arrow, that's fine, but this stuff would even explode from a bump with a normal arrow, if you'd rather.

But it's so much cooler! He can even walk away from the explosion in slow motion!


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark points to the stump remover. That no like fire! If you put fire to it it BOOOOM... me no want to be near when it boom. he smiles at Xakroo You can say you kill bridge, no many heroes can say!


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark smile widens at the thought of a huge BOOM.

Let I see! Me expert boomer! says the goblin Mmmh, if we use the explosive force close to the main supporting pillars the rest of the structure will be unable to resist the river current and the bridge will be obliterated. The material is highly flammable so we could try to craft a fuse or maybe...

We make big boom HERE! says Charzark pointing to the perfect spot to collapse the bridge. Then he moves near Xakroo You good shot yes? You ever use flaming arrow to make big BOOM? It FUN

Craft (Alchemy): 1d20 + 7 ⇒ (5) + 7 = 12
Knowledge (Engineering): 1d20 + 4 ⇒ (20) + 4 = 24


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark moves closer to the enemies and readies a bomb.

Ready Action. If any enemy moves and isn't adjacent to any ally he throws the bomb

Sorry for the disappearance GM, thanks for your patience


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Hi. I'm out of town with barely any cell phone signal. I'm sorry to have given no warning but it's been a familiar emergency. Should be back home by Wednesday at most.

Apologies again.


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark looks among the weapons for a while before choosing a dagger with a dark ebony hilt Oooh shiny!

Ready


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark doesn't think a weapon is much use to him, and portable alchemist lab would be a nice alternative (and cheaper) but he'd need someone to help him carry it. If not, he'll pick a light crossbow.


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

EVERYONES OF YOU BIGGUNS! GRAB WATER AND TRY TO PUT OUT THE FIRE! shouts Charzark as he charges towards the doors thinking of those trapped inside Burning hurts, burning to death has to hurt a lot


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark sees his mates in melee with the hobgoblin Me has to find a way to use booooooms when they near, burning friends is no good so grabs his club and throws it straight at the hobgoblin's head.

Ranged Club Attack: 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 22
Critical Confirmation: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Extra Damage if critical: 1d4 + 1 ⇒ (1) + 1 = 2


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Actually the damage is 13, I mistakenly added Point blank shot twice.


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark moves closer to the hobgoblin and throws one of his bombs at the one separated from the rest.
Burn you hobgoblastard!

Charzark Attack vs Touch AC: 1d20 + 7 ⇒ (20) + 7 = 27
Charzark Critical Threat vs Touch AC: 1d20 + 7 ⇒ (14) + 7 = 21
Critical Fire Damage: 2d6 + 10 ⇒ (3, 2) + 10 = 15


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark grabs the alchemist fire flasks and puts them in his bandolier


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark moves close enough to the hobgoblin and throws his club aiming for his head but it barely misses both the hobgoblin and Kwiazy's head. Damnation! You die already hobbogobbo!

Ranged Attack: 1d20 + 5 + 1 - 4 ⇒ (6) + 5 + 1 - 4 = 8


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

I think PbP games are slow enough as they are, although I enjoy the idea of the Militia System I think the game will be more enjoyable without it.


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark slowly moves closer to the main door, staying behind the bigguns and readying his club.


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark is on edge, his eyes darting from one side to the other and reacting to every sound. His hands in contrast calmly manipulate one of his bombs ready to throw it at any enemy threatening him or his new found companions.


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

I really despise hobgoblins thinks Charzark as he tries to stabilize the chained man.

Heal for First Aid: 1d20 + 6 ⇒ (17) + 6 = 23

I said you not die today he says as the bleeding stops. Then he points to two of the survivors behind Morgryn Yous carry him!

After barking the order Charzark looks around the Trade Company looking for other survivors and supplies

Perception: 1d20 + 6 ⇒ (20) + 6 = 26


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark runs to the side of the injured man and tries to help with his wounds

Heal for First Aid: 1d20 + 6 ⇒ (17) + 6 = 23

You not die today! he says, then he points to the hobgoblin He dies


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Yewleaf, I think we messing each others attacks fits a bunch of goblins, kobolds and similar who never have worked together, no need to worry ;)


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

If Charzark can act before the others get in melee he throws a bomb at the hobgoblin
Attack against Touch AC: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

If he can't act before they get in melee consider that a readied action if any other hobgoblins appear


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Then let's get moving to the trade company says Charzark as he opens the door We're in a hurry here


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

I think this is not a party that can have a classic LEADER type, every character will sometimes take the lead when in action. Jynnjun could be a face type nonetheless


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark turns to the kobold, his eyes shining red even brighter than usual I'm not scared Xakroo my scaly friend, I'm ANGRY, I want to burn hobbogobbos, but I have a debt to this town and can't pay it if I just do what I want he stops for a second And they'll burn if they want to hurt us or the hugemans under our care he says suddenly serious
He nods at Kwiazy and starts moving to the door he tries to look outside without being seen, paying special atention to the direction towards the shrine.
Stealth: 1d20 + 14 ⇒ (6) + 14 = 20
Perception: 1d20 + 6 ⇒ (19) + 6 = 25


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark moves nervously walking around without actual direction. I think staying together would be the best course of action, it may be more difficulter to sneak around but if someone gets caught we can dispose of the hobbogobbo before he raises an alarm. Personally I thinks we should go to the shrine, if there's a cleric we're going to need his help to tend to the wounded that we are sure to find... he keeps fidgeting turning suddenly at every noise with a bomb at the ready. Me really hate hobbogobbos he whispers


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

I think I'm going to start using the terms hobbogobbo and slaverer in real life. :)


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark looks around for an escape as he runs towards Aubrin to try to stop the bleeding No, no, no. Me HATES hobbogobbos
Perception to search for an exit: 1d20 + 6 ⇒ (4) + 6 = 10
Heal for First Aid on Aubrin: 1d20 + 6 ⇒ (17) + 6 = 23


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

I'm enjoying the interactions among the group too but if we let it drag too long it may bog the game so I leave that to your choice GM.


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Ooooh! says Charzark, realisation dawning in his face Duergar be like kobolds and goblins and... he stops a second to look at Yewleaf ...talking trees! And you be like us! You no meanie, meanies are meanier when they drink, you nice! he pauses at the mention of hobgoblins Oh no, no, no, no, hobbogobbos be bad business, they slaverers and nasty busterds. If you fight hobbogobbos you no just nice, you hero! Jarvak could sing big heroic song about you!

At the mention of weak ale Charzark attempts to drop some bug juice into Morgryn's mug.
Sleight of hand: 1d20 + 5 ⇒ (18) + 5 = 23

It actually, DOES improve the flavor, bigguns just are too squeamish to try


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

You slave? Me hate slaverers. You better free and with gold rings, yes? the goblin stops chattering for a few seconds I never meet duergar before, they nice people, most bigguns tell goblin to shut up. Why you come to Phaendar?


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

The goblin thinks for a few seconds You has cold forge? I can make fire if you want. Me helpingful! he stops suddenly listening to Jarvak speaking about Torag You know much Jarvak, where you learn this? Me just know god Cayden he drinks and heroics! he turns again to Morgryn unable to keep his focus in one place with so many interesting people I like your beard, it's shiny! Is that -he says pointing at the rings on Morgrym beard- gold? You be richsome!


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark looks at Jarvak No any bug! Good bug! Beetle with bright red spots and big pincers! Yummy. Fly just good with absinthe, everything good wit absinthe he stares intently at the dwarf sitting in the next table You burned and covered in ashes? I have good moth, it eats ashes and cleans you. he says smiling with a huge mouth full of pointy teeth I know joke about dwarf and fly on ale! I tell you if you want, maybe dwarf in joke your family


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark squishes a beetle into his mug -These hugemans drink weak, me make better- he is sitting next to Yewleaf trying to use the body of the Wyrwood to hide himself. He looks around the table offering some bug juice to the other goblins. Money good Yewleaf, can buy bug traps! he whispers after hearing Kwiazy's proposal.


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

I can see Charzark being awed at Jarvak music and stealthing (after drinking a reduce person) into tow just to hear it. Maybe they met there. He's been living outside Phaendal for the last few months coming into town at night to search through the garbage for useful things, he may have come across Xakroo on the outskirts of town. He's also been selling his alchemical mixtures to travelers coming to Phaendal, he usually offers his brews while covered completely with a blanket and using his Vocal Alteration to fake the voice of a grumpy dwarf (not that there are other kinds as far as he knows)


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

So... a goblin Swashbuckler, a goblin Bard, a duergar Warpriest, a kobold Sorcerer, a kobold Ranger and a goblin Alchemist... we're going to get in trouble aren't we?


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark takes a large prosthetic hand out of his backpack and puts it on top of his head. You so short, Charzark is fourfeeted!

Thanks GM for taking me in, I'm very excited at this campaign and expect it to be great fun


Crunch is done, need to choose the Campaign Trait.


Would the Mindchemist archetype be valid?


Cuàn wrote:

Well, easiest way I'd see is by ditching the extra Con (4 rp), the improved NA (1 rp) and the low-light vision (1 rp). That brings it to 17, same as the Wyvaran.

If needed the NA could be ditched altogether, which is another 2 rp and brings it to 15.

Charzark enjoys the idea of riding on an ogre's back while throwing bombs around


Here's a Goblin Alchemist, background is mostly done, crunch just in my mind for the moment. He may be a bit weak for the concepts I'm seeing
:(


Keddah here, presenting Andreev Brevic, the character I told you about before. I'm still working on the background trying to make it fit this alternate Golarion.
How long did Celtara exist? Maybe Andreev parents saw it still thriving and he believes if it gets a chance to be reborn he must protect it for the benefit of all who are good.


Equipment:
bolts, crossbow (10); dagger (cold iron); Backpack, Masterwork [ Blanket; Bedroll; Rope (Silk/50 ft.); Sealing Wax; Spellbook (Wizard's/Blank); Waterskin (Filled); Case (Map or Scroll); Alchemist's Kindness (x5); ]; Bandoleer [ Acid (Flask) (x2); Alchemist's Fire (Flask) (x3); Alkali (Flask); ]; Case (Map or Scroll) [ Parchment (Sheet) (x5); ]; Crossbow, Light ; Spell Component Pouch [ Signet Ring; ]; 9gp, 7 sp


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