Grindtooth

Glom-Glom's page

78 posts. Alias of Black Dow.


Full Name

Glom-Glom

Race

Goblin

Classes/Levels

"The Wild Maw of Venk-Zar-Zog": Unchained Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2 | HP 28/28 | AC 14/T14/FF11 | F+4, R+3, W+5 | Perc +7, Dark Vision 60ft., Scent 1/day | Init +3 | Move: 30ft.

Gender

Male

About Glom-Glom

Crimson eyes balefully stare at the world from a lumpy head full of sharp-teeth... Wiry and wolfish this goblin alternates between standing on two legs and moving on all four limbs. To make matters worse he cocks his leg when taking a pee. This is Glom-Glom: pup of the wolf mother; blood of the barghest; gnawer of bones and wearer of the Spaniel cap. Fear his yap.

Male Goblin [Unchained] Barbarian (Feral Gnasher)/Druid (Feral Shifter) Gestalt 2

Chaotic Neutral Alignment

Favoured Class: Gestalt

Favoured Class Options:

+1 HP (Levels 1 & 2)
+1 Skill Point
+1/2 on critical hit confirmation rolls for attacks made with unarmed strikes or natural weapons (maximum bonus of +4). This bonus does not stack with Critical Focus.
+1 hit points to the druid's animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.

Speed: 30ft Unarmoured/30ft Armoured
Init: +3
Senses: Perception +7; Darkvision 60 ft.; Scent (1/day) for 1 minute.

DEFENSE:

AC 14 (10 Base, +3 Dex, +1 Size)
Touch AC 14 (10 Base, +3 Dex, +1 Size)
Flat Footed AC 11 (10 Base, +1 Size)
HP 28 (2d12 [24]; +2 Con; +2 Favoured Class
Fort +4 Ref +3 Will +5
CMD: 15 (10+BAB+STRMod+DEXMod+SizeMod+MiscMods)

OFFENSE:

BAB +2
Melee: Bite +3 [1d4+1/x2]
Ranged:
Spell (Touch):
Spell (Ranged Touch):
CMB: +5 (BAB+STRMod+SizeMod]
SQ: Grab (up to 1 size larger)

STATS

STR 13 (+1) DEX 17 (+3) CON 13 (+1)
INT 12 (+1) WIS 14 (+2) CHA 8 (-2)

20 PT STAT BUILD:

7 Points: STR
5 Points: WIS
3 Points: DEX
3 Points: CON
2 Points: INT

+4 DEX, -2 STR & -2 CHA

RACE ABILITIES

Standard Racial Traits

Ability Score Racial Traits: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
Type: Goblins are humanoids with the goblinoid subtype.
Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Eat Anything: Raised with little or no proper food, many goblins have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Goblins with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions. This racial trait replaces skilled.

Movement Racial Traits

Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)

Senses Racial Traits

Darkvision: Goblins see perfectly in the dark up to 60 feet.

BARBARIAN CLASS ABILITIES

Weapon & Armour Proficiency:

A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

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

Savage Bite (Ex):

At 1st level, a feral gnasher gains a savage bite attack. This is a primary natural attack that deals 1d4 points of damage. If the goblin already has the hard head, big teeth racial trait, the damage increases to 1d6. At 10th level, the damage from a feral gnasher's bite increases to 1d6 (or 1d8 if the goblin has the hard head, big teeth racial trait) and deals ×3 damage on a critical hit.

This ability replaces fast movement.


Rage (Ex) - 6 Rounds per Day:

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Impromptu Armament (Ex):

At 2nd level, a 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 ability replaces the rage power gained at second level.

Lockjaw (Ex):

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. This replaces trap sense +1.

DRUID CLASS ABILITIES

Weapons & Armour Proficiency:

Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells:

A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

SPELLS KNOWN

O Level - 4: DC12; Enhanced Diplomacy, Guidance, Resistance & Spark
1st Level - 2+1: DC13; Cure Light Wounds, Fire Belly, Magic Fang

Animal Focus (Su):

t 1st level, as a swift action, a feral shifter can take on the aspect of an animal, gaining a bonus or special ability based on the type of animal emulated. This functions as the hunter's animal focus class feature. The feral shifter can use this ability for a number of minutes per day equal to her druid level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. She can emulate only one animal at a time.

Edit: Glom-Glom only takes on the aspects of Wolves and Goblin Dogs in keeping with his self-styled Barghest bloodline.

This ability replaces nature bond.

Nature Sense (Ex):

A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Woodland Stride (Ex):

Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her 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 her.

FEATS

Letter Fury (Goblin Racial) - 1st Level Character Feat:

You go wild when someone tries to steal the words from your head.

Prerequisite: Goblin, rage class feature.

Benefit: If someone reads or writes in your presence (including casting spells like glyph of warding or symbol) you can, as an immediate action, choose to activate your rage class ability for 1 round. This round of rage does not count toward the total number of rounds which you can rage each day, but if you wish to continue your rage beyond that single round you must expend rounds from your daily rage allotment as normal. Once you use this feat you must wait at least 1 minute after you cease raging before you can use it again.

Throw Anything (Combat) - Barbarian Class Feat:

You are used to throwing things you have on hand.

Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

TRAITS

Wolf Cub (Goblin Religion Trait):

Your body has clumps of ugly fur, a sure sign of wolf blood! You win!

Benefit: Once per day as a standard action, you can take a deep breath through your nose to gain the scent ability for 1 minute.

Colour Thief (Goblin Racial Trait):

Your skin is an odd tint that somehow absorbs background colors. Maybe because your mother drank a lot of potions when you were still inside her belly. Maybe because you’ve been blessed by the barghests. Maybe because you’re just better than the other boring goblins.

Benefit: You gain a +2 trait bonus on Stealth checks, providing you wear only light armor or no armor.

SKILLS

Barbarian Class Skills:

The barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Druid Class Skills:

The druid's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

GESTALT: 6 (8) per level (4 Class, +2 INT +2 Craft/Knowledge)

Acrobatics +6: 2 Ranks; +1 STR; +3 Class
Craft (Fur Clothing)+6: 2 Ranks; +1 INT; +3 Class
Intimidate +3: 2 Ranks; -2 CHA; +3 Class
Knowledge (Geography) +6: 2 Ranks; +1 INT; +3 Class
Knowledge (Nature) +6: 2 Ranks; +1 INT; +3 Class
Perception +7: 2 Ranks; +2 WIS; +3 Class
Stealth +13: 2 Ranks; +3 DEX; +2 Trait; +4 Race; +2 Trait
Survival +7: 2 Ranks; +2 WIS; +3 Class
Swim +6: 2 Ranks; +1 STR; +3 Class

Languages: Goblin, Common

GEAR/EQUIPMENT

Combat Equipment:

Mundane Equipment:

WEALTH

Gold:
Silver:
Copper:
Treasure:

APPEARANCE

Age: 19 Height: 3'3 Weight: 37 lbs.

Dearest Item

Glom-Glom's most treasured item is a Spaniel Scalp Cap (I'm a dog lover btw) - a trophy from the familiar of a wizard that members of his Barghest Hero Cult ambushed and killed. Glom-Glom claimed the terrible creatures