About Floggy ShortpantsIntro, Defense & Offense:
Floggi Shortpants Male Monkey Goblin Bloodrager (Primalist, Spelleater) 13 CG Humanoid (Goblinoid) Languages
Speed 30 ft, Climb 30 ft
STR 24 (+7) (17 Base +3 Level +4 Enh) 30 (+10) when enraged
DEFENSE
OFFENSE
+2 Cruel Furious Falchion (Enraged) +28/+23/+18 1d6+22 S (15-20)x2
If enraged and in Gargoyle shape (Monstrous Physique) add Bite +25 1d4+15, Gore +25 1d4+15 Ranged
CMB: +22
Class & Race Features:
BLOODRAGER FEATURES (Primalist, Spelleater) 1- Bloodline Arcane 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) 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) Rage Power Greater Beast Totem (Su) Rage Power Greater Beast Totem (Su) Favoured Class Bonus (Class): +13 skill ranks MONKEY GOBLIN FEATURES
Traits & Feats:
TRAITS World-Weary (Campaign) Indomitable Faith: Gorum (Faith) FEATS
Skills:
Armor Check Penalty: -1 ADVENTURE SKILLS
BACKGROUND SKILLS
Spells:
Spell Book Level 1 DC 13 (4/4)
Level 2 DC 14 (3/3)
Level 3 DC 15 (1/1)
Level 4 DC 16 (1/1)
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...
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