![]()
About FluukFluuk is a Sorceror Class: Sorceror 4 (Wildblooded Fey/Sylvan Bloodline)
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:
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)
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.
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.
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.
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
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
Animal Companion: Klobber the Ape:
N Large animal
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 )
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? |