Flik the scout, flag-runner, and all-around nuisance.
Male Goblin Fighter (Mutation Warrior) 1/Inquisitor (Spellbreaker) 2
CN Small humanoid (goblinoid)
Init +8; Senses darkvision 60 ft.; Perception +8
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DEFENSE
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AC 21, touch 17, flat-footed 15 (+4 armor, +6 Dex, +1 size)
hp 26 (1d10+2d8+6)
Fort +7, Ref +6, Will +5
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OFFENSE
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Speed 40 ft.
Melee +3 (+9 finesse)
. . masterwork scimitar +10 (1d4+6/18-20)
. . cold iron spiked gauntlet +9 (1d3)
. . net +9 (entangle)
. . backup scimitar +9 (1d4+6/18-20)
Ranged +9
. . dart +9 (1d3)
. . shortbow +9 (1d4/×3)
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SPELLS & SPELL-LIKE ABILITIES
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Spell-Like Abilities (CL 3rd; concentration +1)
. . At will—detect alignment Inquisitor (Spellbreaker) Spells Known (CL 2nd; concentration +4):
. . 1st (3/day)—expeditious retreat, litany of sloth, shield of faith
. . 0 (at will)—acid splash, detect magic, light, read magic, sift
. . Domain Travel
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SPECIAL ABILITIES
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Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Inquisitor (Spellbreaker) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Mutagen (DC 11) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Strong-Willed (Ex) The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.
Track +1 Add the listed bonus to survival checks made to track.
Trap Finder Use Disable Device to disarm magic traps, like a rogue.
Xenophobic -2 diplomacy and sense motive vs. those of a different race or culture
At game open: Flik will begin the game with the following up: Alchemical Grease (4 hr), Potion of Ant Haul (4 hrs), Scroll of Bloodhound (3 hrs), Potion of Mage Armor (2 hrs), Elixir of Hiding (1 hr), Elixir of Vision (1 hr), and Elixir of Tumbling (1 hr)
During exploration: Flik will take the lead, insisting the party remain a room’s-length behind him. Once he’s searched a room, cleared any traps, and checked all exits of the room, he’ll call them forward with a pre-specified sound (three chirped whistle or something). He’ll move stealthily at full speed while maintaining Detect Magic as he navigates the dungeon systematically, taking 10’s on both Stealth and Perception as he checks for traps or threats.
Taking 10 on full-speed Stealth (assuming Elixir but no Mutagen) = 30
Taking 10 on Perception (assuming Elixir but no Mutagen) = 28