Mogmurch

Experienced Adventurer's page

74 posts. Alias of Tiaburn.


Race

Init +4; hp 21/23 (NL:0); AC 27 (20), touch 19 (17), FF 20 (15), CMD 17 (15)/11; Fort +6, Ref +9 (+7), Will -1 (+0); +2 vs. poison; Senses darkvision 60 ft.; Perception +5

Classes/Levels

Bombs: 2/5; Acid 3/4; Alch. fire 2/4; CLW 3/3; Conditions: mutagen (Dex), shield

Gender

Mogmurch Male Goblin Alchemist3

About Experienced Adventurer

Mogmurch

Backstory:

Ten-year-old Mogmurch is deranged. He used to live with his mate Rempty, but she didn’t survive the destruction of the Licktoad tribe—much to Mogmurch’s relief. Without her constant worrying about his alchemical experiments, he’s been able to enjoy his hobby of blowing things up much more freely. In fact, Mogmurch still can’t believe it wasn’t his fault that the Licktoads were destroyed. He’d always secretly hoped that one of his bombs would be the one to send off all those jabbering fools. Now that they’re all gone, Mogmurch has a weird hollow feeling in his stomach. Surely this isn’t what loneliness feels like? No, it must be the loss of so many other goblins to accidently set on fire. Surely there’ll be lots of new victims... er, friends... among the Birdcrunchers?

Male goblin alchemist 3 (Pathfinder RPG Bestiary 156, Pathfinder RPG Advanced Player’s Guide 26)
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +5

DEFENSE

AC 20, touch 17, flat-footed 15 (+2 armor, +1 deflection, +4 Dex, +1 dodge, +1 shield, +1 size)
hp 23 (3d8+6)
Fort +6, Ref +7, Will +0; +2 vs. poison

OFFENSE

Speed 30 ft.
Melee club +2 (1d4–1)
Ranged bomb +8 (2d6+2 fire)
Special Attacks bomb 5/day (2d6+2 fire, DC 13)
Alchemist Extracts Prepared (CL 3rd)

1st—cure light wounds (2), expeditious retreat, shield
Additional Extracts Known: detect undead, jump, reduce person, true strike

STATISTICS

Str 8, Dex 18, Con 13, Int 15, Wis 8, Cha 10
Base Atk +2; CMB +0; CMD 15

Feats Brew Potion, Dodge, Great Fortitude, Throw Anything
Skills Craft (alchemy) +8, Heal +3, Knowledge (nature) +8, Perception +5, Ride +9, Sleight of Hand +8, Stealth +15, Survival +5

Languages Common, Goblin, Varisian

SQ alchemy (alchemy crafting +3, identify potions), discoveries (precise bombs [2 squares]), mutagen (+4/–2, +2 natural, 30 minutes), poison use, swift alchemy
Combat Gear potion of barkskin, potions of cure light wounds (3), potions of identify (3), potion of levitate, acid (4), alchemist’s fire (4), thunderstone; Other Gear leather armor, mwk buckler, club, ring of protection +1, black eye patch (with hole to see through cut in it), formula book (contains all extract formulae known, recorded in the form of sketches and drawings because words are scary), gourd of pickled leeches just about ready to eat (counts as 1 day’s field rations), hard leather boot (used as belt pouch), jester’s hat, juicy slug in a small pot (snack), lucky pet toad “Amfibier,” metal codpiece, pumpkin-head lantern, skull face mask, spectacles (for show)

TRAIT

Bouncy Your bones and flesh are 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 taken in the fall are automatically converted to nonlethal damage. You also gain a +2 bonus on all Reflex saves made to avoid unexpected falls.