Goblin

Gogmurch Dogroaster's page

3 posts. Alias of Dark Netwerk.


About Gogmurch Dogroaster

Male Goblin Alchemist (Fire Bomber) 1
NE humanoid (goblinoid)

Init +3; Senses perception +4, sense motive +0, darkvision 60'

==DEFENSE==
AC 16, touch 14, flat-footed 13 (10 +2 armor +3 dex +1 size)
hp 10 (8 +1 con +1 favored)
Fort +3, Ref +5, Will +0
Defensive Abilities

==OFFENSE==
Spd 30'
Melee
Torch +0 1d2 <+1> {B <fire>}
Ranged
Bomb +4 <1d6+4 / 5 splash DC 13> {<fire>} (20')
Alchemist's Fire +4 <1d6+4 (+1d6 round 2 DC 15) / 5 splash> {<fire>} (10')
Offensive Abilities

==STATISTICS==
Str 10, Dex 17, Con 12, Int 16, Wis 10, Cha 6
Base Attack Bonus +0, CMB +0, CMD 13
Feats Brew Potion, Fire Tamer, Throw Anything
Traits Bruising Intellect, Color Thief
Drawback Power-hungry
Languages Goblin, Common, Draconic, Orc

Skills:
Skill points: 7 (4 +3 INT)/lvl

Acrobatics +3 (0 +3 DEX -0 ACP)
Appraise +3 (0 +3 INT +0 class)
Bluff -2 (0 -2 CHA)
Climb +0 (0 +0 STR -0 ACP)
Craft (alchemy) +8 (1 +3 INT +3 class +1 competence)
Craft (pictogram) +7 (1 +3 INT +3 class)
Diplomacy -2 {+0 goblins} (0 -2 CHA)
Disable Device + (0 +3 DEX +0 class -0 ACP)
Disguise -2 (0 -2 CHA)
Escape Artist +3 (0 +3 DEX -0 ACP)
Fly +3 (0 +3 DEX +0 class -0 ACP)
Heal +0 (0 +0 WIS +0 class)
Intimidate +7 {+9 goblins} (1 +3 INT +3 class)
Knowledge (arcana) +7 (1 +3 INT +3 class)
Knowledge (nature) +7 (1 +3 INT +3 class)
Perception +4 (1 +0 WIS +3 class)
Perform -2 (0 -2 CHA)
Ride +7 (0 +3 DEX +4 race -0 ACP)
Sense Motive +0 (0 +0 WIS)
Spellcraft +7 (1 +3 INT +3 class)
Stealth +13 (0 +3 DEX +4 race +4 size +2 trait -0 ACP)
Survival +0 (0 +0 WIS +0 class)
Swim +0 (0 +0 STR -0 ACP)

Trained Only Skills (Untrained)
Handle Animal []+[/] (0 + CHA)
Knowledge (dungeoneering) []+[/] (0 + INT)
Knowledge (engineering) []+[/] (0 + INT)
Knowledge (geography) []+[/] (0 + INT)
Knowledge (history) []+[/] (0 + INT)
Knowledge (local) []+[/] (0 + INT)
Knowledge (nobility) []+[/] (0 + INT)
Knowledge (planes) []+[/] (0 + INT)
Knowledge (religion) []+[/] (0 + INT)
Linguistics []+[/] (0 + INT)
Profession () []+[/] (0 + WIS +0 class)
Sleight of Hand []+[/] (0 + DEX +0 class - ACP)
Use Magic Device []+[/] (0 + CHA +0 class)


Equipment:

Encumbrance # lbs (33 lbs=light; 66 lbs=medium; 100 lbs=heavy)

_wt_ item

0 lbs (0 gp) Weapons

0 lbs (0 gp) Clothing and Armor
__._ Outfit

0 lbs (0 gp) Other Gear

Cash 0 gp

Feat descriptions:

• BREW POTION (item creation): You can create magic potions. You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
See magic item creation rules for more information.

• FIRE TAMER (goblin): You know your way around even magical fire. You gain a +2 bonus on saves against spells with the fire descriptor. Additionally, your scars mark you as a talented fire tamer, granting you a +2 circumstance bonus on Diplomacy and Intimidate checks when dealing with other goblins.

• THROW ANYTHING (combat): You are used to throwing things you have on hand. 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.


Trait descriptions:

• BRUISING INTELLECT (social): Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

• COLOR THIEF (race: goblin): 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. You gain a +2 trait bonus on Stealth checks, providing you wear only light armor or no armor.

Drawback - POWER-HUNGRY: You’re addicted to power. You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.


Class Abilities:

• BOMB (Su) (4/d, 1d6+4 / 5 {DC13}): Alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

• BREW POTION (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

• FIRE BOMBADIER (Ex): At 1st level, when a fire bomber throws a bomb that deals fire damage, all creatures in the splash radius take an additional point of damage per die of fire damage dealt. Fire bombers only add their Intelligence bonus to damage from bombs or alchemical substances that deal fire damage. This otherwise works like the alchemist's bomb and throw anything abilities. This ability alters bomb and throw anything.

• MUTAGEN (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

• THROW ANYTHING (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.


Race Abilities:

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

• SKILLED: Goblins gain a +4 racial bonus on Ride and Stealth checks.


Appearance:

Gogmurch is a short and ugly with an oversized hairless head, much like all goblins. His greenish-grey skin seems to blend into the background at times. Much of his body is covered by burn scars, many of which he displays proudly.

Personality:

Gogmurch loves fire. Not just watching it burn, but the creation of it through various ways. The knowledge that the fire exists because of his skill, pleases him. His studies into fire have given him the ability to understand certain written texts, but he keeps that knowledge to himself, using his intellect to confound and frighten any who dare to question.

Background:

They knew Gogmurch was special when he gnawed off one of the bars of his cage and spun it's tip on it's floor to start a fire. This fire spread to the other cages and killed some of his broodmates, but he survived with only a few minor burns to show for it. His cage, already weakened, had collapsed, causing him to fall away from the flames. He was found sitting, watching the expanding flames and listening to the death cries of his siblings, a beatific smile on his face.

Gogmurch was an odd one though. His interests were not solely in the destruction brought on by the fire, but he was interested in how the fires began and how the items that created fire were created. Torches, flint and steel... they were relatively simple for this strangely intelligent goblin. The alchemist's fire, however... now that was something interesting! A liquid that sticks and burns! How did that happen?

Gogmurch had a plan. He noticed strange drawings on the side of the crate of alchemist's fire the tribe had recently purloined. Perhaps it meant something? He travelled to the approximate location where the others had acquired their treasure. As luck would have it, there were longshanks there examining the ruins and collecting other items that had been left behind. Gogmurch followed them to a building on the outskirts of a stinking human town, to a building with pleasant smoke billowing out of a chimney.

For the next several nights, Gogmurch would sneak up to one of the windows to witness a white-bearded longshanks staring at what must have been words in a book, and even making notations within it. Insanity! This could not be the source, with the longshanks allowing their words to be stolen like that! Yet the curious goblin remained and saw the human use strange glass and metal containers to mix various liquids. Gogmurch pressed his face against the window to better see what was happening. Was this the way the fire was made, or was the longshanks mad from the loss of the words from his head?

Gogmurch's movements, however, startled the man, who sharply turned to look out the window. Unfortunately for him, he had been in the middle of a delicate mixture and the sudden movement caused more chemicals to fall into the mix. The resulting explosion sold Gogmurch on the value of the mixture of these strange liquids. He picked himself off the ground, brushing off the broken glass, and smiling at the recent burns he had received from the explosion. He stepped through the broken window to witness the carnage inside and his eyes caught the edge of the book the longshanks had been using sticking out from under a table. It was relatively intact and Gogmurch flipped through it, not comprehending the contents, but knowing the words were dangerous. Perhaps now that the longshanks lost them to these pages, he could draw them out of the page and into himself? Clearly the longshanks failed his experiments due to the loss of his words. Gogmurch also collected various vials and tools that he figured would be useful along with an assortment of strangely labelled chemicals, before heading off into the woods. Not to return home. Not yet at least. There was something to learn here.

Gogmurch spent the next several weeks in an old cave he had found in his explorations when he was a younger goblin a year ago and effectively set up his own laboratory. It took him some time to piece together the writing in the book, and more to associate them with the chemicals and the different amounts to be used. It seemed the book was important, just to make heads or tails of the chemicals. But having writing... The goblin was not about to put down his own words to paper. Instead, he had the brilliant idea of using pictures and diagrams to show what needed to be done without the loss of his own words! When he completed transcribing the book to his own pictographic journal, he burned the foul thing. No need to hold onto it as it would only bring trouble. Besides, perhaps they would return to the longshanks who would now be able to speak of his death to the Gods.

Once he had completed his studies into all the various chemicals, Gogmurch returned home, showing off his ability to create and tame the fire, using his intellect and fire to scare off the more inquisitive types. No need for anyone to learn too much. It was his power. His work. Not for others.