Goblin

Floggy Shortpants's page

38 posts. Alias of Jereru.


Race

Stats:
AC 28/26 (T 16/14, FF 25/22) | CMB +22/25, CMD 34/35 | Init +3 | Speed 30ft | F +19/23, R +13, W +14/17 | Perc +15, SM +9 (Low-light Vision)

Classes/Levels

Damage 0 | HP 164/216 | Bloodrage 33/33 | Spells 1st 4/4 | Spells 2nd 3/3 | Spells 3rd 1/1 | Spells 4th 1/1 | Ioun 2/2

Gender

CG Goblin Bloodrager 13 | Status:

About Floggy Shortpants

Intro, Defense & Offense:

Floggi Shortpants
Male Monkey Goblin Bloodrager (Primalist, Spelleater) 13

CG Humanoid (Goblinoid)

Languages
Goblin
Common

Speed 30 ft, Climb 30 ft
Initiative: +3

STR 24 (+7) (17 Base +3 Level +4 Enh) 30 (+10) when enraged
DEX 16 (+3) (12 Base +4 Race)
CON 20 (+5) (16 Base +4 Enh) 28 (+9) when enraged
INT 13 (+1)
WIS 13 (+1) (13 Base -2 Race +2 Enh)
CHA 14 (+2) (14 -2 Race Base +2 Enh)

DEFENSE
AC 28, Touch 16, Flat-Footed 25 (10 Base +8 Armor +3 Dex +1 Size +4 Natural +2 Deflection)
-2 when enraged
HP 164 (10+8+6+6+8+6+6+9+8+10+9+6+7)+13x5(Con)
+52 when enraged
Fort +19 (8 Base +5 Con +5 Resistance +1 Competence)
+4 when enraged
Ref +13 (4 Base +3 Dex +5 Resistance +1 Competence)
Will +14 (4 Base +1 Wis +5 Resistance +2 Iron Will +1 Competence +1 Trait)
+2 vs Fear
+3 when enraged
CMD 34 (10 Base +13 BAB +7 Str +3 Dex -1 Size +2 Deflection)
+1 when enraged

OFFENSE
Melee
+2 Cruel Furious Falchion +23/+18/+13 1d6+12 S (15-20)x2
(To Hit: +13 BAB +7 Str +2 Enh +1 Size)
(Damage: +10 Strx1.5 +2 Enh)
Power Attack: -4 to Hit, +12 Damage
Arcane Strike (Swift): +3 Damage whole round
Riving Strike: When hit by AS, -2 saves vs spells for 1 round
Cornugon Smash: When hit with Power Attack, creature receives a free demoralization check
Cruel Weapon: When a feared creature is hit, becomes Sickened 1 round

+2 Cruel Furious Falchion (Enraged) +28/+23/+18 1d6+22 S (15-20)x2
(To Hit: +13 BAB +10 Str +4 Enh +1 Size)
(Damage: +15 Strx1.5 +4 Enh +3 Arcane Strike)
Raging Brutality (Swift, 3 rage rounds): Add +Conx1.5 to dmg (+13)[/dice]
[i]Power Attack: -4 to Hit, +12 Damage

Riving Strike: When hit, creature takes -2 penalty to saves vs spells for 1 round
Cornugon Smash: When hit with Power Attack, creature receives a free demoralization check
Cruel Weapon: When a feared creature is hit, becomes Sickened 1 round

If enraged and in Gargoyle shape (Monstrous Physique) add Bite +25 1d4+15, Gore +25 1d4+15

Ranged
Adaptive Longbow +1 +19 1d8+8 P x3 110ft

CMB: +22
+3 when enraged


Class & Race Features:

BLOODRAGER FEATURES (Primalist, Spelleater)
1-
Bloodline Arcane
Bloodline Power
Bloodline Familiar Lurky the bat
Bloodrage (Su) 31 rounds/day
Fast Movement (Ex)
2-
Blood of Life (Su) Fast Healing 4
3-
Blood Sanctuary (Su)
4-
Bloodcasting (Su)
Bloodline Power
Rage Power Lesser Beast Totem (Su)
Rage Power Beast Totem (Su)
Eschew Materials
5-
Spell Eating (Su)
6-
Bloodline Feat (Power Attack)
8-
Bloodline Spell Magic Missile
Bloodline Power
[i]Greater Arcane Bloodrage (Su) When entering a bloodrage, choose to apply the effects of Haste or Displacement for the duration of the rage
9-
Bloodline Feat (Iron Will)
11-
Bloodline Spell Invisibility
Greater Bloodrage (Su)
12-
Bloodline Feat (Combat Reflexes)
[/b]Bloodline Power[/b]
Rage Power Greater Beast Totem (Su)
Rage Power Greater Beast Totem (Su)

Favoured Class Bonus (Class): +13 skill ranks

MONKEY GOBLIN FEATURES
+4 Dex, -2 Wis, -2 Cha
Low-light Vision 60ft
Small
Slow Movement 20 ft speed
Acrobatic +2 to Acrobatics and Stealth checks
Fearless +2 to saves vs Fear
Natural Climber 30 ft Climb speed
Prehensile Tail (Ex) Retrieve small objects as Swift


Traits & Feats:

TRAITS
World-Weary (Campaign)
Indomitable Faith: Gorum (Faith)

FEATS
1-
Raging Vitality
3-
Arcane Strike
5-
Blooded Arcane Strike
6-
Power Attack (Bloodline Bonus)
7-
Cornugon Smash
9-
Improved Critical: Falchion
Iron Will (Bloodline Bonus)
11-
Riving Strike
13-
Raging Brutality


Skills:

Armor Check Penalty: -1

ADVENTURE SKILLS
Skill Points: 13x(4 +1 Int +1 FCB) = 78
Acrobatics: 17 (13 Rank +3 DEX +0 Class -1 ACP +2 Racial)
Bluff: 4 (0 Rank +2 CHA +0 Class)
Climb: 18 (1 Rank +7 STR +3 Class -1 ACP +8 Racial)
Diplomacy: 10 (6 Rank +2 CHA +0 Class)
Disable Device: 2 (Untr) (0 Rank +3 DEX +0 Class -1 ACP)
Disguise: 4 (0 Rank +2 CHA +0 Class)
Escape Artist: 6 (4 Rank +3 DEX +0 Class -1 ACP)
Fly: 11 (6 Rank +3 DEX +0 Class -1 ACP +3 Familiar)
Heal: 1 (0 Rank +1 WIS +0 Class)
Intimidate: 23 (13 Rank +2 CHA +3 Class +5 Competence)
Kn Arcana: 5 (Untr) (1 Rank +1 INT +3 Class)
Kn Dungeoneering: 1 (Untr) (0 Rank +1 INT +0 Class)
Kn Local: 1 (Untr) (0 Rank +1 INT +0 Class)
Kn Nature: 1 (Untr) (0 Rank +1 INT +0 Class)
Kn Planes: 1 (Untr) (0 Rank +1 INT +0 Class)
Kn Religion: 1 (Untr) (0 Rank +1 INT +0 Class)
Perception: 17 (13 Rank +1 WIS +3 Class)
Ride: 2 (0 Rank +3 DEX +0 Class -1 ACP)
Sense Motive: 10 (6 Rank +1 WIS +3 Class)
Spellcraft: 5 (Untr) (1 Rank +1 INT +3 Class)
Stealth: 21 (13 Rank +3 DEX +0 Class -1 ACP +4 Size +2 racial)
Survival: 10 (6 Rank +1 WIS +3 Class)
Swim: 10 (1 Rank +7 STR +3 Class -1 ACP)
Use Magic Device: 2 (Untr) (0 Rank +2 CHA +0 Class)

BACKGROUND SKILLS
Skill Points: 26
Appraise: 10 (9 Rank +1 INT +0 Class)
Craft: Weaponsmith 10 (6 Rank +1 INT +3 Class)
Handle Animal: 10 (Untr) (5 Rank +2 CHA +3 Class)
Kn Engineering: 1 (Untr) (0 Rank +1 INT +0 Class)
Kn Geography: 1 (Untr) (0 Rank +1 INT +0 Class)
Kn History: 1 (Untr) (0 Rank +1 INT +0 Class)
Kn Nobility: 1 (Untr) (0 Rank +1 INT +0 Class)
Linguistics: 2 (Untr) (1 Rank +1 INT +0 Class)
Perform: 2 (0 Rank +2 CHA +0 Class)
Profession: Mercenary 6 (Untr) (5 Rank +1 WIS +0 Class)
Sleight of Hand: 2 (Untr) (0 Rank +3 DEX +0 Class -1 ACP)


Spells:

Lurky, the bat familiar:

Protector Archetype Familiar
N Diminutive Magical Beast
Init +2 Senses Blind Sense 20ft, Low-Light Vision Perception +22
--------------------------------
Defense
--------------------------------
AC 23, Touch 16, Flat-Footed 21 (+2 Dex, +4 Size, +7 Natural Armor)
HP 164
Fort +6 Ref +6 Will +6
--------------------------------
Offense
--------------------------------
Speed 5ft, Fly 40ft (Good)
Melee Bite +13 (1d3-5)
Space 1ft Reach 0ft
--------------------------------
Statistics
--------------------------------
Str 1 Dex 15 Con 6 Int 12 Wis 14 Cha 5
BAB +0 CMB -2 CMD 3
Feats Weapon Finesse, Bodyguard, Combat Reflexes, In Harm’s Way
Skills Fly +21, Perception +22, Stealth +18, Survival +8; Racial Modifier +4 Perception
--------------------------------
Familiar Abilities
--------------------------------
[ulr=https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Familiar%20Protector]Protector[/url] Archetype
+3 to Master’s Fly checks
Natural Armor +7
Int 12
Spell Catalyst (Su)
Loyal Bodyguard (Ex)
Share Spells
Empathic Link (Su)
Shield Master (Su)
Speak With Master (Ex)
Able Defender (Ex)
Scry on Familiar

Gear:

Cruel Furious Falchion +2 18338 gp (4 lb)
Mithral Breastplate of Light Fortification +2 13100 gp (7.5 lb)
Knife 1 gp (.5 lb)
Canteen 2 gp (1 lb)
Belt Pouch 1 gp (.5 lb)
Belt of Physical Might +4 (Str, Con) 40000 gp (1 lb)
Headband of Mental Prowess +2 (Cha, Wis) 10000 gp (0 lb)
Cloak of Resistance +5 25000 gp (1 lb)
Maiden’s Helm 3500 gp (3 lb)
Cracked Pale Green Prism 4000 gp (0 lb)
Wayfinder 500 gp (1 lb)
Ring of Protection +2 8000 gp (0 lb)
Wand of [url=][/url] 750 gp (1 lb)

Total Weight: 20.5/200 lb (Light Load)

Cash: 3308 gp / 0 sp


Background:

Floggi and the Floggers was the best name for the mercenary charter, and every goblin worth his teeth should know that. Sadly, his fellow mercenaries weren’t worth their teeth. They were his friends, though.

For a long time after leaving his home in Mediogalti, Flogging was looking for glory and gold. He wanted to be known all across the land as the Terror of Horses and Dogs, the Paragon of Goblinkind, The Death in Green. His strange powers made him a combat machine, and he knew. He traveled through most of Golarion and joined all kinds of groups - mercenaries, adventurers with a low level of ethics, pillagers and what not. However, none of them could compare to the Floggers (they didn’t want that name, but they’re not here right now to object). Together, they would have taken on the world.

But of course, Destiny had different plans. Something went wrong, someone f##*ed it up, Floggi is not sure, but what he’s sure of is that a dragon ate all of them but him. Slowly, mercilessly and cruelly. And he couldn’t help it because he was paralyzed. He was to be the dessert, but the dragon decided to leave him for later and have a nap. The magical restraints wore off and he made it alive, but completely changed inside. For once in his life, he felt sad, helpless, empty. He wasn’t even angry at the dragon, for he understood there was nothing he could do about it other than finding the same fate as his friends - yes, friends, that’s what they were, and a goblin doesn’t say the word “friend” lightly. His only comfort was to have stolen the dragon of his dessert.

The near-death experience gave Floggi a second chance and a different take on life. He understood that the ones you like should be cared for, that there’s more in life than looting and killing. He learned to appreciate a good joke by the campfire, a smile when you most needed, a shared jug of beer. He retired himself from adventuring, not having the heart to go on. Settling somewhere in Nirmathas, he spent some years in a quiet, contemplative life, trying to appease the haunts of the tragedy.

Then destiny kicked in again, bringing war to him. Molthune’s feared units of Ironfang Legion devastated the land, conquered and killed. This time, he wasn’t going to stay paralized. This time, he was going to defend what he loved.

He had to spend some time and burn some old contacts to get some of his old equipment back, and still he felt somewhat rusty, but his mind was set. When he was ready to march, much damage had been done, and he needed a plan. He heard word of a group of weird adventurers causing havoc in the enemy lines, and thought it would be a good idea to try to find them and join them. For many years, after all, Havoc had been his second name. After Shorpants, that is, so his third name. Because Floggi was his first name, and he was going to rejoin the Floggers...