Ugmitok

Fluuk's page

222 posts. Alias of CaveToad.


Full Name

Fluuk

Race

Goblin (Monstrous Humanoid)

Classes/Levels

Sorcerer 4 (Wildblooded Fey/Sylvan Bloodline) - [ AC:15 T:15 FF:11 | HP:32/32 | F:+2 R:+5, W:+3 | CMD:14 | P:+7 I: 0/+2* smell ]

Gender

Male

Size

Small (3' 32lbs)

Age

20

Alignment

CG

Languages

Common, Celestial, Terran

Strength 10
Dexterity 20
Constitution 13
Intelligence 16
Wisdom 11
Charisma 17

About Fluuk

Fluuk is a Sorceror

Class: Sorceror 4 (Wildblooded Fey/Sylvan Bloodline)
Alignment: CG
Race: Goblin
Size : Small
Init +5; Senses: Normal Vision, Perception +9

Stats:

Str 10 (0) Dex 20(+5), Con 13(+1), Int 16(+3), Wis 11(0), Cha 18(+4)

Defense:

AC 16, touch 16, flat-footed 11 (+5 dex, +1 size)
CMD 16 (2 BAB, +5 dex ,-1 siz)
hp 32 (2d6(6,6,6,6) +4 CON +4 FCB )
Fort +2 ( base 1, stat 1)
Ref +6 (base 1, stat 5)
Will +4 (base 4, stat 0)

Offense:

BAB +2, CMB +1 (BAB +2, -1 size)
Move Speed 30'

Attacks:
Medium Heavy Crossbow +7 (1d10 [2d8 with gravity bow]) (19-20/x2)
Medium Double Barrel Musket +7 Touch to 40' (1d12) 1-3 misfire (20/x4) capacity 2

Feats:

Early Firearms (bonus)
Simple Weapons (sorcerer)
Eschew Materials (sorcerer)
Rapid Reload (1st)
Boon Companion (3rd)

Skills:

(5 ranks/level)
Trained:
Spellcraft +9 (rank 3, class skill 3, int 3)
Knowledge Arcana +8 ( rank 2, class skill 3, int 3)
Knowledge Nature +8 ( rank 2, class skill 3, int 3)
Use Magic Device +9 ( rank 2, class skill 3, cha 4)
Perception +9 (rank 3, class skill 3, int 3)
Craft Weapons +8 ( rank 2, class skill 3, int 3)
Ride +12/14 (+7/+9) (rank 3, class 3, dex 5, military saddle 2*, trait 1, -5 nonstandard mount)
*just for checks to stay in the saddle
Handle Animal +8/+12* (rank 3, cha 4, *with companion 4, trait 1)
Untrained:

Acrobatics +5 (dex 5)
Heal 0
Stealth +9 (dex 5, siz 4)
Appraise +3 (int 3)
Bluff +4 (cha 4)
Climb 0
Diplomacy +4 (cha 4)
Disguise +4 (cha 4)
Escape Artist +5 (dex 5)
Perform +4 (cha 4)
Intuition 0/+2 (2* for smell intuition)
Survival 0
Swim 0

Special Abilities:

Class
Bloodline Power:
Your magic shows a kinship to that of the beast-talkers and shapechanger fey.

Animal Companion (Ex): At 1st level, you gain an animal companion. Your effective druid level for this ability is equal to your sorcerer level – 3 (minimum 1st).

This bloodline power counts as your bloodline arcana and also replaces laughing touch.
Link (Ex)

A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex)

The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Eschew Materials (bonus feat)
Cantrips
Racial
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: (1 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 (2 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:(2 RP) “I was going to do that”

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:(2 RP) “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.

Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Languages:
Common,Celestial,Terran

Traits:

beast bond: You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you. Ride

Equipment:

item/weight
heavy crossbow 8
40 bolts 4
double barrel musket 11
20 bullets/20 charges .5
backpack 1
bedroll/blanket 4
travellers outfit 2.5
water skin 2
belt pouch .25
chalk -
signal whistle -
50' twine .5
(9) candles -
hide shirt barding for ape -
fancy goblin mummy hat

gold: 26.5gp
weight total=32.75lbs (33 lbs or less is a light load)

Animal Companion: Klobber the Ape:

N Large animal
Init +4; Senses low-light vision, scent; Perception +1
DEFENSE
AC 18, touch 11, flat-footed 16 (+2 Dex, +4 Natural Armor, +3 armor, -1 large)
hp 32 (4d8+8)
Fort +6, Ref +6 (evasion), Will +2
OFFENSE
Speed 30 ft. Climb 30ft.
Attack Attack bite +8 (+2 bab, +6 str) (1d6+6)
2 claws +8 (+2 bab, +6 str) (1d6+6)
STATISTICS
Str 23 (+6), Dex 16(+2), Con 14(+2), Int 2(-4), Wis 12(+1), Cha 7(-2)
Base Atk +2; CMB +9; CMD 21 (25 vs. trip)
Feats: Light Armor proficiency
Skills:
Acrobatics +7 (rank 2, class skill 3, dex 2)
Climb +18 (rank 1, class skill 3, str 6, racial 8)
Stealth +2 (rank 1, class skill 3, dex 2, siz -4)
Swim +6 ( str +6)

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Tricks(8):

Carrying Capacity ( large quadruped )
Light: 600 or less
Medium: 600 - 1200
Heavy: 1200 - 1800
Staggered Lift: 3600
Push/Drag: 9000 to 18000
Gear: Hide shirt barding (18lbs), exotic military riding saddle(40lbs)

Encumbrance: 58+ Fluuk 32 = 90 + Fluuk gear 32.5 = 122.5 Medium load for Klobber

Appearance:

Fluuk wears a black robe and a pointy cone shaped hood. He wields a big crossbow.

Typical Prepared Spells:

DC = 14 + spell level
Normal:
Level 0 (known 6): detect magic, light, prestidigitation, acid splash, resistance, mage hand
Level 1 (7/day, known 3+1): Gravity Bow, True Strike, Entangle, Ant Haul
Level 2 (4/day, known 1): Vine Strike

XP: 14000?