Queen Telandia Edasseril

Ehsmaralduh's page

27 posts. Alias of Terquem.


Full Name

Ehsmaralduh the Repulsive

Race

Goblin*

Classes/Levels

Cavalier/1 | AC 16, T 13, FF 14 |HP: 11/11 | F +3, R +2, W +0 | Init +2, P +2, I +0 |CMD 14

Gender

NPC:F

Size

S

Age

29

Alignment

LG

Strength 14
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 11
Charisma 17

About Ehsmaralduh

Initiative, +2
Senses, Darkvision 30’
Perception, +2
Intuition, +0

---Defense---
Armor Class 16 (+3 Armor, +2 Dex, +1 Size)
Touch AC 13
Flat Footed AC 14
Hit Die (d10+1) | HP, 11 | Damage Taken:
Combat Maneuver Defense: 14 (+1 BAB, +2 Str, +2 Dex, -1 Size)

Saves: Fort +3, Ref +2, Will +0

---Offense---
Speed: 20
BAB: +1
Strength Modifier: +2
Dexterity Modifier: +2
Size Modifier: +1

Combat Maneuver Bonus: +2 (+2 Str, +1 BAB, -1 Size)

---Melee---
Medium Long Spear: +4, d8+3 (x3) brace, reach
Medium Short Sword: +4, d6+2 (19-20 x2)
Medium Light Mace: +4, d6+3 (x2)
---Ranged---
None

---Character Sheet Details---

---Feats---
Exotic Weapon Proficiency, Early Firearms (Racial Feat)
Teamwork Feat (Class Bonus): Precise Strike
Persuasive: +2 to Diplomacy and Intimidate Skill Checks

---Traits---

---Skills--- Ehsmaralduh is allowed 4 +1 Ranks in Skills (+1 Rank for Favored Class)
Trained Class Skills:
Climb: +6
Diplomacy: +7
Handle Animal: +7 (+3 CS, +1 rank, +3 Chr)
Ride: +6

Trained Non Class Skills:
Perception: +2 {+1 rank, +1 Int)
Stealth: +3 (+1 rank, +2 Chr)

---Special Qualities---

Racial Abilities

Goblin*:

Perplexing Tenacity: (1 RP), prerequisite: None
Goblins tend to react to misfortune or failure with increased determination and resilience. Once per day (per Hit Die) any Goblin that fails a Skill Check, Ability Check, Saving Throw, or To Hit roll, can apply a positive modifier to the next similar roll equal to the difference between what was rolled that produced the failure and what was needed to succeed. The decision to apply this modifier may be made after the roll is made.
Mostly Dead: (3 RP), prerequisite: Monstrous Humanoid Race Trait
Goblins tend to die with alarming regularity, but at the same time, “death” is a state that for Goblins is very different from other races. First, Goblins never stabilize on their own and do not make Constitution Checks to stabilize when reduced to a negative hit point total. Only First Aid, or Healing (Magical or otherwise) of some kind administered to a Goblin with a negative hit point total will stabilize the character. Second, a Goblin that “dies” (reaches a negative hit point total equal to their Constitution Score) is only “Mostly Dead” and can be returned to life by any Magical healing that can return their hit point total to a positive number (if reduced to this “Mostly Dead” condition, there is no possibility of natural healing or recovery and only magical healing will do the job). Finally, a Goblin Dies (really, really dies, dead, like a doornail) if they are reduced to being “Mostly Dead” and stay that way for a number of days equal to one half their Constitution Score (rounded up).
Feat Trait: Early Firearms (1 RP)
All Goblins are proficient with all Early Firearms. It is well known that Goblins discovered the secrets of gunpowder and invented the “gun”
Advanced Trait: “I was going to do that” (1 RP)
Once per day (per Hit Die) any Goblin that witnesses a fellow Goblin (enemy or friend) succeed at a Skill Check, Ability Check, Saving Throw, or To Hit roll, may substitute that roll (exactly the roll, not necessarily the success) for their own roll for a similar attempt if done within one round of witnessing the success.
Advanced Trait: “Say your Right Words”
Goblins have a peculiar gift for rhyme. Once per day (per Hit Die) a Goblin that attempts any Skill Check, Ability Check, Saving Throw, or To Hit roll, and prefaces the attempt with a spoken rhyme, may roll two dice and select from the better roll to determine the results.

Class Abilities
Challenge: 1/day
Mount: Dragwombatasaur (medium)
Order: Order of the Colored Shells
Tactician: Teamwork feat – Precise Strike (+d6 precision Damage with Melee Attacks), when Flanking, (grant this Feat to Teammates 1/ day)

Favored Class Bonus: (Cavalier, +1 Skill Rank)
Progression
Level 1: Cavalier
Level 2:
Level 3:

---Mount---
Mergatroid, Dragwombatasaur

---Equipment---
Weapons

Armor
Studded Leather: +3 (+5 max Dex, -1 Armor Check)
Gear

---Accessories---

---Loot---

---Experience Points---