Grindtooth

Dingle Dangle's page

7 posts. Alias of Choant.


About Dingle Dangle

Dingle Dangle
Male Goblin Alchemist 1 (Grenadier, Winged Marauder)
CN Small Humanoid
Init +4; Senses darkvision 60 ft, Perception +4

_____DEFENSE_____
AC 18, touch 15, flat-footed 13 (+4 Dex, +3 Armor, +1 Size)
HP 11 (1d8 + 2 [Con] + 1 [Favored])
Fort +4, Ref +6, Will +0

_____OFFENSE_____
Speed 30 ft.

Ranged
† Bomb +7 (1d6+3; x2; Splash; 20')
† Longbow +5 (1d6; x3; 100')
Melee
† Longspear +2 (1d6+1; x3; Brace, Reach)

Space 5 ft., Reach 5 ft.

Special Abilities:

_____SPECIAL ABILITIES_____

† Flying Beast Tamer(ex) At 1st level, a winged marauder acquires a flying mount as an animal companion. This works as the druid animal companion class feature, except the marauder must select a dire bat or giant vulture. The marauder's effective druid level is equal to his alchemist level. A marauder and his companion don't gain the share spells ability. This ability replaces the mutagen and persistent mutagen class features.
† Alchemy(su) Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
† Bomb(su) In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.


Statistics:

_____STATISTICS_____
Str 12, Dex 18, Con 14, Int 16, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 13

Drawback: Paranoid - Aid Another requires a DC 15 instead of DC 10.

Traits:
Dragonfoe- You gain a +1 dodge bonus to AC against creatures
with the dragon type and a +2 trait bonus on Ref lex
saves against breath weapon attacks.
Suspicious- You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Varisian Wanderer- Choose one of the following skills: Perform (choose one type), Profession (fortuneteller), or Sleight of Hand.
You gain a +1 trait bonus on this skill, and it is always a class skill for you. (Sleight of Hand)
Bouncy- 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 trait bonus on all Reflex saves made to avoid unexpected falls.
Firebug- You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.

Feats:
[1st] Extra Traits
[Alchemist] Martial Weapon Proficiency(Longbow)
[Alchemist] Throw Anything
[Alchemist] Light Armor Proficiency
[Alchemist] Simple Weapon Proficiency

Skills: 7 (4 [Ranks] + 3 [Int] + 0 [Favored Class])
+7 Appraise (1 [Rank] + 3 [Int] + 3 [Class])
+8 Craft (Alchemy) (1 Rank] + 3 [Int] + 3 [Class] + 1 [Level])
+3/+7 Handle Animal (1 [Rank] - 1 [Cha] + 3 [Class])
+4 Heal (1 [Rank] + 0 [Wis] + 3 [Class])
+7 Knowledge (Nature) (1 [Rank] + 3 [Int] + 3 [Class])
+4 Perception (1 [Rank] + 0 [Wis] + 3 [Class])
+11/+12 Ride (1 [Rank] + 4 [Dex] + 3 [Class] + 4 [Racial])
Racial Modifiers: +4 Ride; +4 Stealth

Languages: Common, Goblin, Orc, Giant


Gear:

_____GEAR/POSSESSIONS_____

Arrows(100) (0.375 lbs.)
Longbow (1.5 lbs.)
Longspear (4.5 lbs.)
Hide Shirt (+3/-1) (9 lbs.)
Beltpouch (0.125 lbs.)
Backpack (0.5 lbs.)
Bedroll (1.5 lbs.)
Blanket (0.25 lbs.)
Chalk
Mirror (0.5 lbs.)
Dire Bat, "Black Beauty"
Carrying Capacity Light: 32.25 lbs. | Medium: 64.5 lbs. | Heavy: 97.5 lbs.
Money: 0 PP -- 66 GP -- 0 SP -- 0 CP
Total Weight: 25 lbs. (Light Load)


Background:

I was born to a small goblin village in the Mindspin Mountains between Trunau and Korvosa. My father was also an alchemist, probably where I received my skill in such things, and had a small shack in the outskirts of our village (mostly for safety because of the explosives and accidents). My father would sell alchemical items to humans, orcs, or anyone essentially looking for a potion, poison, or rare item. Having been known for this may have been our village’s downfall in the end, I was 2 when the orc raiding party deemed us a raidable resource and ravaged our village. Goblins of course die easily or scatter, I do not know which happened to my family, having been back to the village there are still no goblins there. I was taken because I was young as were other young goblins, for slavery.

On my way back to the orc encampment we were attack by the next big thing, that's sort of how it goes around these parts, there is a song about it, something about a fly and a spider and a frog... but I digress, we were attack by a red dragon, talk about fear! The dragon laid waste to basically all of the orcs because, not like goblins, the ones that were not afraid stayed to fight, stupidly, and died, but most of the goblins ran off unscathed, myself included. Now we young goblins actually get a long pretty well on our own as it turns out, we mature much more quickly than the larger races, so a handful of 2-6 year old goblins actually can survive on their own. We wandered a bit south out of the mountains because it seemed safer and food was more plentiful, and once again we were captured, this time by human slavers. Most would think this to be another curse in a series of unfortunate events, but human slavers, other than the occasional beatings, treat you much better than you would think, several meals of mostly edible food a day.

Well these slavers we headed to Korvosa, and by the time I got there I was a little older than 3 now, I was purchased by some Varisian circus folk (I know this story is crazy, such is the life of a goblin). Turns out they attempted to make me learn a few things like juggling balls and walking on tight ropes, turns out I had a knack for the tight rope, not necessarily walking it, but falling off and not dying! I am of a breed of soft boned goblins that can fall and not die from high places, once this was realized I was used on the tight rope, for comedic effect for falling off, and used as a “juggling ball" for the circus hill giant, who was not very good...

Well this troop of performers traveled several years in Varisia, throwing me, bouncing me, and dropping me, all for comedic effect, which is fine since it did not hurt. I also "collected" goods from the cities we visited, you know, stole things, another teaching from the Varisian circus folk. I was out one night in the city of Kaer Maga collecting "donations" as the troop leader called it, when the city guard was notified of our activities, our troop was then run out of the city however none of us were hurt or captured, however the troop with the bouncing goblin was sort of blacklisted from the major cities. I was then given a new task in the troop since I could no longer be the bouncy one, I was trained as a fire breather by the troop alchemist. This began a new era for me as an alchemist.

So having some recollection of alchemy when I was younger helped speed the process in training, the troop was now preforming large fire displays with me and the other alchemist Azeem, we would do exploding shapes, colors, and create loud booms of smoke and fire. We preformed this show for several years keeping the "fund raising" discrete and I continued to learn potions and alchemy. Venturing too close to the Belkzen border we were raided by an orc raiding party. This begins my second imprisonment by orcs.

As far as I know everyone in the troop perished in the night raid, I was captured a little ways off in my typical run away move. Galdrung was the orc leader, not a very kind person to say the least, and we headed back into the Mindspin Mountains. Galdrung kept me alive due to my skill with herbs and potions, often healing mortally wounded orcs back to health. The encampment they used was in the cave systems in the Mindspins, fairly deep underground, they bread dire wolves and various other denizens of the dark for war purposes, it was in there I found a baby dire bat, entirely black. Raising that bat was a task I knew would eventually lead to my freedom, so she became my focus. Naming the bat Black Beauty, I would work with her daily after my duties to the clan were over, making cure potions and mutagens for their berserkers. Galdrung in his ever present stupidity gifted me a saddle for the bat for such great potions used in battle, albeit backwards, where I was strapped to her chest, and not her back, eventually became to be seen as a boon. One night when all of the orcs were asleep I strapped myself to Black Beauty and we flew off into the night and over the mountains and into the hills outside of Trunau.

2 years ago now, I am back basically where I began, just outside of Trunau, I currently sell alchemical supplies to the community of Trunau and also the orcs of the mountains, the humans mostly want bombs for excavating or on the mountains to prevent avalanches, whereas the orcs want battle drugs and healing potions. I believe I have made myself indispensable to the region, I only deal with specific individuals who buy for the town or the orc horde since I don’t trust many larger folk, you know, due to the whole slavery thing. Now that a few years have passed I am ready to perhaps pick up and move on since this is the longest I have been in one place for as long as I have been alive.


Personality:

Sarcastic: Dingle will often think of sarcastic things to say, but given his stature he normally keeps them to himself.
Slow to Trust: Having been taken advantage of many times from his own kin, orcs, and humans, Dingle does not trust easily.
Clever: Often looking for a way to do something that is unconventional because often it is easier then straightforward tactics.
Hard to Lose: When Dangle accepts someone as a friend or companion he takes loss much harder then most.

Appearance:
About the smallest goblin there is (2'6" 27lbs), Dangle's skin is glacial blue with white, almost transparent hair, a large mouthful of tiny teeth in rows after rows, darkest blood red eyes that are almost black unless seen in direct daylight to reveal the venous redness about them. His leather tunic is covered in scorch marks and various colored substances that he is even unaware of, a large pointed arctic fox hat lay on his head and traipsing about his delicate shoulders, woolen boots cover his feet to above the knees held on with dark leather straps.
Dingle 1