Poog

GMRed's Pregen's page

279 posts. Alias of GM Red.


Full Name

Poog of Zarongel

Race

Poog of Zarongel M goblin cleric 3 | HP: 23/23| AC: 17 (T: 13/FF: 15) | F +5, R +6, W +6 | CMB +1 | CMD 13 | Speed: 30 ft | Init +6 | Perception +2 |

Classes/Levels

Conditions: None

About GMRed's Pregen

Poog of Zarongel
Male goblin cleric of Zarongel 3 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 23 (3d8+6)
Fort +5, Ref +6, Will +6
OFFENSE
Speed 30 ft.
Melee short sword +3 (1d4/19–20)
Ranged javelin +5 (1d4)
Special Attacks channel negative energy 4/day (DC 12, 2d6)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
At will—speak with animals (6 rounds/day)
5/day—fire bolt (1d6+1 fire)
Cleric Spells Prepared (CL 3rd; concentration +5)
2nd—cure moderate wounds, hold animalD (DC 14), spiritual weapon
1st—burning handsD (DC 13), cure light wounds, divine favor, shield of
faith
0 (at will)—bleed (DC 12), detect magic, guidance, stabilize
D Domain spell; Domains Animal, Fire
STATISTICS
Str 10, Dex 14, Con 13, Int 8, Wis 15, Cha 12
Base Atk +2; CMB +1; CMD 13
Feats Improved Initiative, Lightning Reflexes
Skills Ride +5, Spellcraft +3, Stealth +9
Languages Goblin
Combat Gear wand of cure light wounds (24 charges), wand of fireball
(3 charges), wand of sound burst (14 charges); Other Gear chain shirt,
javelin, short sword, cloak of resistance +1, flint and tinder, jar of pickled
fish heads (the equivalent of 1 day’s trail rations), lucky pet toad named
“Dogfinder,” pig’s tail (snack), salt shaker (almost empty), squashed dried toad
(his previous lucky pet toad), torches (6), wooden flute (too splintery to play for long
without injury)
TRAIT
Goblin Bravery You have a worrying propensity for overconfidence in combat. When facing an
enemy that’s larger than you, if you have no allies in any adjacent squares, your posturing,
bravado, and cussing grant a +1 trait bonus on attack rolls with non-reach melee weapons

FALTH
Male tiefling inquisitor of Zyphus 8 (Pathfinder RPG Bestiary 264, Pathfinder RPG Advanced Player’s Guide 38)
NE Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +14

DEFENSE
AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex)
hp 59 (8d8+16)
Fort +8, Ref +8, Will +10
Resist cold 10, electricity 10, fire 10

OFFENSE
Speed 30 ft.
Melee mwk heavy pick +9/+4 (1d6+2/×4), gore +3 (1d6+1) or
gore +8 (1d6+3)
Ranged +1 cruel composite longbow +12/+7 (1d8+3/×3)
Special Attacks bane (8 rounds/day), destructive smite (+4, 6/day), judgment 3/day
Spell-Like Abilities (CL 8th; concentration +7)
1/day—improve trapARG

Inquisitor Spell-Like Abilities (CL 8th; concentration +11)
At will—detect alignment, discern lies (8 rounds/day)
Inquisitor Spells Known (CL 8th; concentration +11)
3rd (3/day)—burst of speedUC, keen edge, litany of entanglementUC (DC 16)
2nd (5/day)—invisibility, see invisibility, spiritual weapon, unholy ice weaponACG
1st (5/day)—comprehend languages, divine favor, doom (DC 14), ear-piercing screamUM (DC 14), shield of faith
0 (at will)—acid splash, bleed (DC 13), brandAPG (DC 13), detect poison, guidance, read magic
Domain Destruction (Catastrophe subdomainAPG)

STATISTICS
Str 14, Dex 20, Con 12, Int 11, Wis 16, Cha 8
Base Atk +6; CMB +8; CMD 23
Feats Deadly Aim, Enfilading FireUC, LookoutAPG, Point-Blank Shot, Precise Shot, Toughness
Skills Bluff +1, Climb +6, Craft (traps) +9, Diplomacy –1, Intimidate +18 (+22 to influence evil outsiders), Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (planes) +11, Knowledge (religion) +4, Perception +14, Sense Motive +18, Stealth +18; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common
SQ deadly weather, monster lore +7, solo tactics, stern gaze +4, track +4

Combat Gear mandate of misfortune, screaming arrows (2), scroll of heroism, scroll of lesser restoration, searing arrowAPG, wand of cure moderate wounds (15 charges); Other Gear +2 studded leather, +1 cruelUE composite longbow (+2 Str) with 40 arrows, mwk heavy pick, belt of incredible dexterity +2, cloak of resistance +1, darksire amuletARG, mwk artisan’s tools (Craft [traps]), tindertwigs (5), iron unholy symbol of Zyphus, 60 gp

SPECIAL ABILITIES
+1 Cruel Composite Longbow - When Falth strikes a creature that is frightened, shaken, or panicked with his bow, the creature becomes sickened for 1 round. If he uses the bow to knock unconscious or kill a creature, he gains 5 temporary hit points that last for 10 minutes.

Bane (Su) Falth can imbue one of his weapons with the bane weapon special ability as a swift action. He must select one creature type when he uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while Falth wields the weapon, and he can use it for up to 8 rounds per day; these rounds do not need to be consecutive.

Darksire Amulet This iron locket contains a fragment of Falth’s daemonic ancestor, increasing his energy resistances to 10 each. In addition, he gains a +4 insight bonus on Intimidate checks (rather than Diplomacy checks) to influence evil outsiders.

Detect Alignment (Sp) Falth can cast detect chaos, detect evil, detect good, or detect law as a spell-like ability at will.

Discern Lies (Sp) Falth can discern lies, as per the spell, for 8 rounds per day. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Domain Zyphus grants Falth the Catastrophe subdomain, which gives his the following two abilities.

Deadly Weather (Su) Falth can summon an ever-changing 40-foot-radius storm of destruction for 8 rounds per day. Each round, the storm has one of the following effects: driving rain (–4 on all Perception checks and ranged attack rolls), heavy snow (all terrain is considered difficult), howling winds (–8 on Fly skill checks and ranged attack rolls), or lightning bolts (as call lightning). Other effects depending on the weather might also apply (at the GM’s discretion). You choose which effect takes place each round, but no effect may be repeated on the following round. These rounds do not need to be consecutive.

Destructive Smite (Su) Falth can use this ability up to six times per day before making a melee attack. If he hits, he gains a +4 morale bonus on the damage roll.

Enfilading Fire Falth receives a +2 bonus on ranged attacks made against any foe flanked by his allies.

Judgment (Su) Three times per day, Falth can pronounce judgment upon his foes as a swift action, granting him any two of the benefits listed below; as a swift action, he can change one of the benefits to a different option. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. Falth must participate in the combat to gain these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again.

Destruction: Falth gains a +3 profane bonus on weapon damage rolls.
Healing: Falth gains fast healing 3.
Justice: Falth gains a +2 profane bonus on attack rolls.
Piercing: Falth gains a +3 profane bonus on concentration checks and caster level checks to overcome a target’s spell resistance.
Protection: Falth gains a +2 profane bonus to AC.
Purity: Falth gains a +2 profane bonus on saving throws.
Resiliency: Falth gains DR 2/magic.
Resistance: Falth gains acid or sonic resistance 6.
Smiting: Falth’s weapons overcome damage reduction as if they were magic and evil.

Lookout Whenever Falth is adjacent to an ally, he may act in the surprise round as long as the ally would normally be able to act in the surprise round. If he would normally be denied the ability to act in the surprise round, his initiative is equal to his initiative roll or the roll of the ally – 1, whichever is lower. If both he and his ally would be able to act in the surprise round without the aid of this feat, he may take both a standard and a move action (or a full-round action) during the surprise round.

Mandate of Misfortune This decaying parchment acts as a scroll of lesser planar ally with three exceptions. First, Falth can activate it despite not having lesser planar ally on his spell list. Second, the scroll is reusable once per month. Third, it summons an emaciated, vulture-headed ceustodaemon named Hsakorkinath who serves Zyphus and requires no payment. However, the ceustodaemon is only willing to cause property damage, slay relatively defenseless creatures, and spread terror—acts it sets off to perform immediately unless Falth can cow it with a successful DC 30 Intimidate check, in which case he can dictate when and where it strikes. After 1 hour, Hsakorkinath returns to Abaddon.

Monster Lore (Ex) Falth gains a +7 bonus on Knowledge checks to identify creatures’ abilities and weaknesses. This bonus includes an extra benefit from his favored class bonus.

Screaming Arrow This arrow functions as a screaming bolt.

Searing Arrow This +1 flaming arrow continues to burn its target each round, dealing 1d6 fire damage on the attacker’s turn for the next 3 rounds. Removing the arrow requires a DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from itself). Removing the arrow destroys it, and it burns up after 3 rounds pass.

Solo Tactics (Ex) Falth benefits from his teamwork feats (Enfilading Fire and Lookout) as though his allies also had those feats.

Stern Gaze (Ex) Falth gains a +8 bonus on Intimidate checks and +4 on Sense Motive checks. These are already incorporated into his stat block and include an extra benefit from his favored class bonus.

Teamwork Feat Falth can switch his Enfilading Strike feat into another teamwork feat up to 3 times per day. However, Enfilading Strike is particularly effective for his fighting style and the composition of his team in this adventure.

Track (Ex) Falth gains a +4 bonus on Survival checks to track creatures (+7 total).

Variant Tiefling (Ex) Falth possesses a gore attack as a primary attack. He also is able to cast improve trap once per day as a spell-like ability. These replace his fiendish sorcery and spell-like ability racial traits.

Spells Falth can cast the following spells.
Brand: Falth marks a creature he touches with a brand or mark consisting of no more than six characters (Fortitude DC 13 negates). This deals 1 point of damage to the target.

Burst of Speed: As a swift action for 1 round, Falth gains a +20-foot bonus to his speed, his movement does not provoke attacks of opportunity, and he can move through Large and larger creatures’ spaces.

Ear-Piercing Scream: Falth can unleash a powerful scream that only one target within 45 feet can hear. The target takes 4d6 points of sonic damage and is dazed for 1 round. On a successful DC 14 Fortitude save, the target takes half damage and is not dazed.

Improve Trap: This spell takes 1 minute to cast and improves one trap within 45 feet. It increases the Perception DC to find the trap by 5, the Disable Device DC to disable it by 5, or the trap’s attack bonus or saving throw DC by 2. During this scenario, this spell can instead grant Falth a +5 bonus on Craft (traps) check to set up a trap.

Litany of Entanglement: As a swift action, Falth entangles one creature within 45 feet that is standing on solid ground for 1 round (DC 16 Will negates).

Unholy Ice Weapon: Falth creates a masterwork heavy pick out of frozen unholy water for 8 minutes. This uses the melee entry of his own heavy pick but deals an additional 8 points of cold damage on each hit.

______

Falth’s life has been a string of unfortunate accidents. He was born with fiendish features to human parents in Korvosa. An accident, his mother left him behind at a dingy orphanage after he was born. It could only be an accident. The orphanage “ran out of beds” and kicked him to the streets. Pray it was an accident. Some nicely dressed gentlemen kidnapped him and sold him to Nidalese researchers. An accident, of sorts. While under the blade of hateful surgeons in a facility deep underground, he heard the call of Zyphus, the Grim Harvestman and patron of unhappy accidents. Falth raised his hand in a plea to the dark god, but when his eyes focused he found his arm covered in blood and the researchers dead at his feet—surely an accident.

Ever since leaving that foul laboratory behind, he has been a force of misfortune posing as a simple tracker and hunter. The Aspis Consortium made the mistake of hiring him 2 years ago but discontinued the relationship after the targets he was supposed to bring back alive consistently showed up dead following “unfortunate accidents.” Now it is no accident that the Consortium has decided to employ him once more; he hears someone has angered the organization greatly, and his unique penchant for collateral damage will send an unmistakable message to the rebels known as the Korholm Agenda.