Goblyn

Gargon's page

115 posts. Alias of Ietsuna.


Full Name

Gargon

Race

Goblin

Classes/Levels

Barbarian (Feral Gnasher) (3)

Gender

Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16

Size

Small

Age

16

Alignment

Chaotic Evil

Deity

None

Languages

Goblin, Common

Strength 16
Dexterity 12
Constitution 16
Intelligence 8
Wisdom 11
Charisma 5

About Gargon

Gargon
Male Goblin barbarian 2 Archetypes Feral Gnasher,
CE Small humanoid (goblinoid)
Init +3, Senses darkvision (60 ft.); Perception +6

DEFENSE:

AC 16, touch 12, flat-footed 16 (+4 armor, +1 Dex, +1 size )
hp 48 ((3d12)+12)
Fort +6, Ref +2, Will +1

DEFENSE WHILE RAGING:

AC 14, touch 10, flat-footed 14 (+4 armor, +1 Dex, +1 size )
hp 34 ((2d12)+10)
Fort +7, Ref +1, Will +1

OFFENSE:

Speed 30 ft.
Melee masterwork greatclub (small) +8 (1d8+4)
Melee bite +7 (1d6+4)
Melee improvised weapon +7 (TBD+4)
Ranged improvised weapon +7 (TBD+4)

OFFENSE WHILE RAGING:

Speed 30 ft.
Melee bite +8 (1d6+6)
Melee masterwork greatclub (small) +9 (1d8+6)
Melee improvised weapon +8 (TBD+6)
Ranged improvised weapon +8 (TBD+6)

STATISTICS:

Str 16, Dex 12, Con 16, Int 8, Wis 11, Cha 5,
Base Atk +3; CMB +5 (+9 Grapple); CMD 16
Feats Improved Unarmed Strike, Throw Anything, Catch Off-Guard, Power Attack
Skills Acrobatics +7, Climb +8, Linguistics +1, Perception +6, Stealth +5
Skills (Background) Knowledge (Geography) +1, Profession (Butcher) +2, Craft (Weapons) +1
Traits Reactionary, Roll with it.
Languages Goblin, Common
SQ fast, hard head, big teeth, impromptu armament, rage, rage powers, savage bite, weapon and armor proficiency, grab (bite)
Combat Gear masterwork greatclub
Other Gear masterwork cloak, masterwork belt, masterwork gloves, masterwork boots, and masterwork headband, masterwork studded leather (+1) (small), kilt, pouch (belt/small), meat (chunk) (5), oil (1 pint flask) (4), grappling hook, common, climber's kit (small), backpack (small), blanket (small), sewing needle, flint and steel, pot (iron), waterskin, lantern (hooded), hammer, piton (8), rope (silk/50 ft.) (2), 749.05 gp

STATISTICS WHILE RAGING:

Str 18, Dex 12, Con 18, Int 8, Wis 10, Cha 6

SPECIAL ABILITIES:

Darkvision Goblins can see in the dark up to 60 feet.

Fast (Ex) Goblins have a base speed of 30 ft.

Hard Head, Big Teeth (Ex) You have a 1d4 bite as a natural attack.

Impromptu Armament (Ex) The feral gnasher gains Throw Anything as a bonus feat and can pick up an unattended object that can be wielded in one hand as a free action. Additionally, the feral gnasher can take Catch Off-Guard in place of a rage power. This replaces the rage power gained at second level.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 9 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 4 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Roll with it If you are struck by a melee weapon you can try to convert some or all of that damage into movement that sends you off in an uncontrolled bouncing roll. To do so, you must make an Acrobatics check (DC = 5 + the damage dealt from the attack) as an immediate action. If you succeed in this check, you take no damage from the actual attack but instead convert that damage into movement with each point equating to 1 foot of movement. For example, if you would have taken 6 points of damage, you would convert that into 6 feet of movement. You immediately move in a straight line in a direction of your choice this number of feet (rounded up to the nearest 5-foot-square), halting if you reach a distance equal to your actual speed. If this movement would make you strike an object or creature of your size or larger, the movement immediately ends, you take 1d4 points of damage, and fall prone in that square. This involuntary movement provokes attacks of opportunity normally if you move through threatened squares, but does not provoke an attack of opportunity from the creature that struck you in the first place.
You are staggered for 1 round after you attempt to use this feat, whether or not you succeed.

Savage Bite (Ex) The feral gnasher gains a savage bite attack. This is a primary natural attack. If the goblin already has the hard head, big teeth racial trait, the damage increases.

Weapon and Armor Proficiency A feral gnasher loses all martial weapon proficiencies except for greatclub and loses proficiency with medium armor.

Lockjaw At 3rd level, a feral gnasher gains the grab ability with her bite attack. A feral gnasher can use this ability on a creature up to one size category larger than she is.

Grab If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

BIO:

Gargon's life truely began the day that he was taken from the kiddy-cage by a hungry adult goblin. The plan was to eat him, but Gargon, with his unusually large teeth (even for a goblin) bit first, bit hard and ran away. He ran and he ran until he ran into an orc. He stopped running then. Mostly because of the collar and muzzle that the orc forced on him. Gargon couldn't bit or run, so Gargon sulked. The orc was kind, and gave Gargon food almost every day. Gargon became a pet of sorts. A bi-peddal attack dog. Gargon liked this. He got meat and he got to bite.

The hunting stopped when the orc would not rise one morning. The orc did not move, so Gargon bit him, and he did not move. He was dead, but he was also meat, so Gargon ate him. Eventually the food ran out and Gargon wandered off to hunt, never to return to the orc's shack. Now Gargon is looking for new hunting partners, or new food, he isn't fussy.

DESCRIPTION:

Gargon is a goblin with a wide mouth and sharp teeth. You can see areas where he has filed his teeth to points and sharpened their edges. His teeth look bigger than they have any right to be and he cannot even close his mouth properly.

Someone obviously took care of him at some point as his studded leather armour is clearly of a high quality, even if it does show signs of ill care. The same cannot be said for the ratty kilt which is fastened around his waist, hiding whatever it is that goblins feel the need to hide in polite company. The kilt is patterned in such a way so as to put you in mind of curtains from a child's bedroom. A kilt should not have duckies and boats on it.

He understands the notion that he can exchange coins for things, shiny things. Somehow he got the notion that following adventurers would get him coins, not to mention meat.

He doesn't speak Common, but if you point he might go bite what you point at...or bite your finger.

ACCOUNTING:

Starting Gold 1105 GP

Backpack 2 GP
Blanket 5 SP
Climber's Kit 80 GP
Flint and Steel 1 GP
Grappling Hook 1 GP
Greatclub (small) 5 GP
Hammer 5 SP
Kilt 2 SP
Lantern (Hooded) 7 GP
MW Studded Leather 175 GP
Meat (Chunk) (5) 1 GP 5 SP
Oil (1 pint) (4) 4 SP
Piton (8) 8 SP
Pot (iron) 8 SP
Pouch (belt) 1 GP
Rope (50ft, silk)(2) 20 GP
Sewing Needle 5 SP
Torch (7) 7 CP
Waterskin 1 GP

Remaining Gold 806 GP, 7 SP, 3 CP