Goblin

Fralk ibn Sabbah's page

500 posts. Alias of Hassan Ahmed.


Full Name

Fralk ibn Sabbah

Race

Goblin

Classes/Levels

Ftr 2 Rog (Scout) 5 Wiz (Transmuter) 2 | HP 71/75 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +20/Hidden +24/Traps +26 | Init +6

Gender

Male

Size

Small

Alignment

NG

Deity

Mitra

Languages

Common, Draconic, Dwarven, Goblin, Orc, Sylvan

Strength 10
Dexterity 22
Constitution 16
Intelligence 14
Wisdom 12
Charisma 10

About Fralk ibn Sabbah

+2 Keen Venomous Adamantine Blade of the Spellthief (Transformative)

Male Goblin
Fighter 2
Rogue (Scout) 5
Wizard (Transmuter) 2
NG
Small humanoid (goblinoid)

Init +6; Senses darkvision 60 ft.; Perception +20 (+24 to hear convo or find concealed object, +26 find traps)
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Defense
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AC 28, touch 20, flat-footed 21 (+5 armor, +6 Dex, +1 dodge, +1 natural, +2 shield, +2 deflect, +1 size)

hp 75 (9 HD; 2d6+5d8+2d10+32)

Fort +7, Ref +10, Will +5 (+1 vs. fear)

Defensive Abilities evasion, trap sense +1
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Offense
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Speed 30 ft.

Melee
. . +1 mithral dogslicer +15/+10 (1d4+7/19-20)
. . mwk cold iron dogslicer +15/+10 (1d4+6/19-20)

Ranged
. . darkwood longbow +14/+9 (1d6/×3)
. . mwk chakram +14/+9 (1d6)

Special Attacks scout's charge, sneak attack +3d6

Arcane School Spell-Like Abilities
(CL 1st; concentration +3)
. . 5/day—telekinetic fist (1d4 bludgeoning)

Transmuter Spells Prepared
(CL 3rd; concentration +5)
. . 1st — burning hands (DC 13), magic missile, mudball (DC 13), touch of gracelessness (DC 13)
. . 0 (at will) — mage hand, message, ray of frost, read magic
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 10, Dex 22, Con 16, Int 14, Wis 12, Cha 10

Base Atk +6; CMB +5; CMD 22

Feats Alertness, Dodge, Mobility, Scribe Scroll, Slashing Grace, Step Up, Weapon Finesse, Underfoot, Weapon Focus (dogslicer)

Traits magical knack, sacred touch

Skills
Acrobatics +22
Climb +13
Disable Device +22
Escape Artist +10
Know (arcana) +7
Know (dungeoneering) +8
Know (local) +6
Linguistics +8
Perception +20 (+24 hear convo or find concealed. +26 find traps)
Profession (cook) +5
Ride +10
Sense Motive +10
Sleight of Hand +10
Spellcraft +7
Stealth +21
Survival +5
Swim +6
Use Magic Device +5

Racial Modifiers +4 Acrobatics, +4 Climb

Languages Common, Draconic, Dwarven, Goblin, Orc

SQ arcane bond (Arcane Familiar, turtle), physical enhancement (+1), rogue talents (canny observer, trap spotter), trapfinding +2

Magical Gear
. . weapons and armor
. . +1 mithral chain shirt, 10% ASF
. . +1 buckler, 5% ASF
. . +2 ring of protection
. . +1 mithral dogslicer, w/weapon cord
. . magic items
. . daredevil boots (9/10 round left)
. . eyes of the eagle
. . headband of vast intelligence +2
. . muleback cords
. . necklace of fireballs i
. . potion of cure light wounds (3)
. . potion of cure moderate wounds
. . scroll of detect magic
. . scroll of detect magic
. . scroll of flaming sphere
. . scroll of ghost sound
. . scroll of identify
. . scroll of touch of combustion
. . wand of cure light wounds
. . wand of web

Other Gear arrows (20), caltrops, darkwood longbow, mwk chakram, mwk cold iron dogslicer, bedroll, belt pouch, belt pouch, blanket, candle, chalk, crowbar, fishhook, flint and steel, grappling hook, ink, inkpen, marbles, mwk backpack, mwk thieves' tools, mirror, mug/tankard, parchment (3), sack, sack, scroll case, scroll case, sealing wax, silk rope (50 ft.), silver holy symbol of Mitra, smokestick (2), soap, tent, hanging, trail rations (4), twine (50'), waterskin, whetstone, wizard starting spellbook

Money 213 gp, 6 sp, 2 cp
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Special Abilities
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Race:
Darkvision (60 feet) You can see in the dark (black and white only).

Character:
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Slashing Grace (Dogslicer) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Underfoot +4 Acrobatics to move past opponents without AoO if they are larger than you. +2 to Mobility if the opponent is larger than you.
Weapon Finesse Dex to Hit with Light or Finesse weapons.
Weapon Focus Dogslicer.

Fighter:
Bravery +1 +1 Will save vs Fear.
Dodge +1 dodge bonus to AC.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.

Rogue:
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Wizard:
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +1 natural armor bonus You gain the Alertness feat while your familiar is within arm's reach.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Transmutation Transmuters use magic to change the world around them.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Telekinetic Fist (1d4 bludgeoning, 5/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.

XP: 1070

Sohlepha CR –
Turtle (Pathfinder RPG Ultimate Magic)
NG Tiny magical beast (animal)
Init -2; Senses low-light vision; Perception +14
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Defense
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AC 17, touch 10, flat-footed 17 (-2 Dex, +7 natural, +2 size)
hp 27 (1d8-1)
Fort +3, Ref +2, Will +4
Defensive Abilities improved evasion
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Offense
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Speed 5 ft., swim 20 ft.
Melee bite +3 (1d3-4)
Space 2½ ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 6, Con 8, Int 6, Wis 12, Cha 3
Base Atk +5; CMB +1; CMD 7 (11 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +8 (-4 to jump), Climb +6, Disable Device +3, Escape Artist -1, Linguistics +0, Perception +14, Ride -1, Sense Motive +5, Sleight of Hand -1, Spellcraft -1, Stealth +14, Survival +2, Swim +12, Use Magic Device -3
SQ empathic link, shell retreat
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Special Abilities
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Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Shell Retreat A turtle can retreat within its shell as a swift action, gaining a +2 enhancement bonus to its existing natural armor. While in its shell, a turtle cannot take any action except to end the retreat. The turtle can end its retreat with a free action on
Swim (20 feet) You have a Swim speed.