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473 posts. Organized Play character for Caro Cogitatus.


Full Name

Goragg Gashnose

Race

Stats:
AC 16 (Touch 13, FF 13) Perc +8; Init +4; Fort +7; Ref +9; Will +1 CMB +8 CMD 21

Classes/Levels

Skills:
Acrobatics +11 Climb +8 Disable +11 (Traps) +15 Escape +7 Handle Animal +4 Knowledge (Dungeoneering) +5 (Geography) +5 (Nature) +5 Perception +8 (Trapfinding) +9 Ride +7 Stealth +14 Survival +8 (Tracking) +9 Swim +8 UMD +6

Gender

Medium Male Humanoid (Goblinoid) HP 46/46 Initiative +4 AC 16 (T 13, FF 13)  Fort +7  Refl +9  Will +1  CMB +8 CMD 21  Darkvision (60 ft.)  Walk 30 ft. Conc Ranger +1

About Goragg Gashnose

Medium Male Humanoid :
Goragg Gashnose is a tall, lanky hobgoblin in the dark-brown mottled uniform of an Infiltrator/Killer. He is a trained soldier for whom duty is all, and has the easy, quiet gait of a silent assassin.
 
He typically carries a backpack full of survival gear while on duty.
 
It should be noted that "Gashnose" is a family name -- his nose is, as yet, unscarred in battle.
 
His uniform is singed by fire -- almost to the point of not existing -- on the back side, and he wears only a single boot, on his right foot. His left foot is naked.

5' 11"/200 lbs.


Backstory:
Little known fact: there is no word for "insubordination" in the Hobgoblin military. Nor is there a word for "volunteer". There are, however, many synonyms for "duty" and "honor".
 
So when your sargeant informs you that you have the Grup'lach (honor involving a theft from the enemy) of leading a Korrsuukmach'to (solitary mission deep behind enemy lines) to find and steal the Wand of Fire which caused so much Blut-zar'ka-denn ("terror and fiery death") to your clan -- guaranteed to Diipchrozutte-ma (either "demoralize the enemy into suicidal cries of anguish" or "kill you in the effort", depending on inflection) -- you simply pack your survival gear, sharpen your blade, and prepare to do your Blut-ka'a-zwarrm (either "glorious duty to clan and tribe" or "honor of dying heroically", depending on context).
 
The Gutslicer Clan posted only two goblin sentries at the rear entrance to its cave, wrongly assuming that its location was unknown to Goragg's clan. Taking them both before they could raise the alarm was almost too easy, and Goragg waved a confident hand signal to his squad as he padded silently into the cave. Not long after, the cave was observed to suffer seven massive, fiery explosions in rapid succession, and the entrance collapsed in a giant mound of rubble.
 
Digging at the huge rockpile, Goragg's squad found only Goragg's empty left boot, half burnt and still smoldering with acrid smoke. His brothers were awarded extra rations that night in honor of Goragg's Cho-mah-shutt-pa ("glorious death in service of the clan"), then given 10 lashes each for Goragg's Cho-mah-passch-to ("dishonorable failure to complete the mission").

HP/Init/Move/Vision/BAB:
Max HP 46 ((3d8)+(2d10)+18) Initiative +4  Darkvision (60 ft.)  Move  Walk 20 ft.  BAB +4
Init=(Dex +3, Misc +1)

Classes/Alignment/XP/Deity/Point Buy:
Classes Rogue3 Ranger2 Alignment Lawful Neutral XP 15000 Deity Gorum Point Buy 0

AC 16 (Touch 13, Flat Footed 13) :
(Base +10, Armor +3, Shield +0, Ability +3, Size +0 , Natural Armor +0, Dodge +0, Deflection +0, Misc +0)
Spell Failure 15% Armor Check -2 Max Dex +3 SR 0%

Fort +7 Refl +9 Will +1 :
Fortitude Base +4  Con  +3 Magic +0 Epic +0 Misc +0
Reflex Base +6  Dex  +3 Magic +0 Epic +0 Misc +0
Will Base +1  Wis  +0 Magic +0 Epic +0 Misc +0

Skills/Languages:

* Acrobatics +11 (DEX +3, Ranks +5, Favored +3, Armor +0, Encumbrance +0)
* Appraise +1 (INT +1, Ranks +0)
* Bluff +0 (CHA +0, Ranks +0) Feint DC=10+(Target BAB)+(Target WisMod) or 10+(Target Sense Motive), Target loses Dex AC
* Climb +8 (STR +4, Ranks +1, Favored +3, Armor +0, Encumbrance +0)
* Craft (Bows) +5 (INT +1, Ranks +1, Favored +3)
* Diplomacy +5 (CHA +0, Ranks +2, Favored +3)
* Disable Device +10 (DEX +3, Ranks +4, Favored +3, Armor +0, Encumbrance +0)
* Disable Device (Traps) +11 (DEX +3, Ranks +4, Favored +3, Rogue +1, Armor +0, Encumbrance +0)
* Disguise +0 (CHA +0, Ranks +0)
* Escape Artist +7 (DEX +3, Ranks +1, Favored +3, Armor +0, Encumbrance +0)
+ Fly +3 (DEX +3, Ranks +0, Armor +0, Encumbrance +0)
* Handle Animal +4 (CHA +0, Ranks +1, Favored +3)
* Heal +0 (WIS +0, Ranks +0)
* Intimidate +0 (CHA +0, Ranks +0) DC=10+(Target HD)+(Target WisMod), Shaken (–2 attacks, saving throws, skill/ability checks) 1 rd
* Knowledge (Dungeoneering) +5 (INT +1, Ranks +1, Favored +3)
* Knowledge (Geography) +5 (INT +1, Ranks +1, Favored +3)
* Knowledge (Local) +1 (INT +1, Ranks +0)
* Knowledge (Nature) +5 (INT +1, Ranks +1, Favored +3)
* Linguistics +1 (INT +1, Ranks +0)
* Perception +8 (WIS +0, Ranks +5, Favored +3)
* Perception (Trapfinding) +9 (WIS +0, Ranks +5, Favored +3, Rogue +1)
* Perform (Untrained) +0 (CHA +0, Ranks +0)
* Profession (soldier) +6 (WIS +0, Ranks +3, Favored +3)
* Ride +7 (DEX +3, Ranks +1, Favored +3, Armor +0, Encumbrance +0)
* Sense Motive +4 (WIS +0, Ranks +1, Favored +3)
* Sleight of Hand +3 (DEX +3, Ranks +0, Armor +0, Encumbrance +0)
* Spellcraft +1 (INT +1, Ranks +0)
* Stealth +14 (DEX +3, Ranks +4, Favored +3, Racial +4, Armor +0, Encumbrance +0)
* Survival +8 (WIS +0, Ranks +5, Favored +3)
* Survival (Tracking) +9 (WIS +0, Ranks +5, Favored +3, Ranger +1)
* Swim +8 (STR +4, Ranks +1, Favored +3, Armor +0, Encumbrance +0)
* Use Magic Device +6 (CHA +0, Ranks +3, Favored +3)
  (+ = Useable Untrained)
Concentration (Ranger) +1

Languages: Common, Goblin, Orc


=== Weapons ===
*Masterwork Falchion (Both) +10 2d4+6 18-20/x2:
Size M Damage Type S Reach 5 ft.
   Melee      2H +10 2d4+6

Masterwork Dogslicer (Carried) +9 1d6+4 19-20/x2:
Size M Damage Type S Reach 5 ft.
   Melee      1H-P +9 1d6+4    1H-O +5 1d6+2    2H +9 1d6+4    2W-P-(OH) +3 1d6+4    2W-P-(OL) +5 1d6+4    2W-OH +1 1d6+2

Masterwork Flail (Heavy) (Carried) +9 1d10+6 19-20/x2:
Size M Damage Type B Reach 5 ft.  Special Bonus to disarm an enemy (pg. 144), May be used to make trip attacks (pg.145)
   Melee      2H +9 1d10+6

Masterwork Sap (Carried) +9 1d6+4 20/x2:
Size M Damage Type B Reach 5 ft.  Special Deals nonlethal damage (pg. 145)
   Melee      1H-P +9 1d6+4    1H-O +5 1d6+2    2H +9 1d6+4    2W-P-(OH) +3 1d6+4    2W-P-(OL) +5 1d6+4    2W-OH +1 1d6+2

Masterwork Longbow (Composite/+4) (Carried) +8 1d8+4 20/x3:
Size M Damage Type P Reach 5 ft.  Special Strength bonus to damage
     Arrows (20)    30 ft. +8 1d8+4     110 ft. +8 1d8+4     220 ft. +6 1d8+4     330 ft. +4 1d8+4     440 ft. +2 1d8+4 
  Arrows (Blunt/20)    30 ft. +8 1d8+4     110 ft. +8 1d8+4     220 ft. +6 1d8+4     330 ft. +4 1d8+4     440 ft. +2 1d8+4 

   1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.
Unarmed Strike: +8 1d3+4 20/x2 5 ft. 
CMB/CMD Grapple +8/21 Trip  +8/21  Disarm +8/21 Sunder +8/21 BullRush +8/21 Overrun +8/21

Ability Scores:  STR 18 (+4)     DEX 17 (+3)     CON 17 (+3)     INT 13 (+1)     WIS 11 (+0)     CHA 11 (+0)   

Armor & Shield:
*Masterwork Studded Leather Type Light AC +3 Max Dex +5 Armor Check +0 Spell Failure 15%

Equipment:
Masterwork Falchion (x1) Equipped  8 lbs., cost: 375
Uniform (Soldier's) (x1) Equipped  5 lbs., cost: 0
Barbed Vest (x1) Equipped  4 lbs., cost: 10  Any creature that injures you with a natural or unarmed attack must make a DC 15 Reflex save or take 1 point of damage. If a creature swallows you, it takes 1 point of damage each round until it either spits you up, you escape, or you die. The vest can only be worn over light armor or no armor.
Masterwork Studded Leather (x1) Equipped  20 lbs., cost: 175
Backpack, Common (x1) Equipped  2 lbs., cost: 2
Bedroll (x1) Backpack, Common  5 lbs., cost: 0.1
Blanket (x1) Backpack, Common  3 lbs., cost: 0.5
Canteen (x1) Backpack, Common  1 lbs., cost: 2
Flint and Steel (x1) Backpack, Common  0 lbs., cost: 1
Rope (Silk/50 ft.) (x1) Backpack, Common  5 lbs., cost: 10  4 hp, DC 24 Strength check to burst
Shovel, Folding (x1) Backpack, Common  12 lbs., cost: 10
Survival Kit (Masterwork) (x1) Backpack, Common  5 lbs., cost: 50
Whetstone (x1) Backpack, Common  1 lbs., cost: 0.02
Caltrops (x1) Equipped  2 lbs., cost: 1
Masterwork Dogslicer (x1) Carried  1 lbs., cost: 308
Masterwork Flail (Heavy) (x1) Carried  10 lbs., cost: 315  Bonus to disarm an enemy (pg. 144), May be used to make trip attacks (pg.145)
Masterwork Sap (x1) Carried  2 lbs., cost: 301  Deals nonlethal damage (pg. 145)
Masterwork Longbow (Composite/+4) (x1) Carried  3 lbs., cost: 800  Strength bonus to damage
Arrows (20) (x2) Masterwork Longbow (Composite/+4)  3 lbs., cost: 1
Arrow, Blunt (20) (x2) Masterwork Longbow (Composite/+4)  3 lbs., cost: 2
(x)   lbs., cost:

Total Carried Weight/Value: 101 lbs./3067.62 gp
Weight Allowance: Light 100 Medium 200 Heavy 300


Proficiencies:
Aldori Dueling Sword, Amentum, Amentum (Javelin), Atlatl, Axe (Boarding), Axe (Throwing), Bardiche, Battle Aspergillum, Battleaxe, Bayonet, Bec de Corbin, Bill, Blowgun, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Broadsword (Nine Ring), Butterfly Sword, Cat-O'-Nine-Tails, Cestus, Chakram, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Cutlass, Dagger, Dagger (Chain), Dagger (Punching), Dart, Dogslicer, Double Chicken Saber, Earth Breaker, Falchion, Flail, Flail (Heavy), Gaff, Gauntlet, Gauntlet (Spiked), Gladius, Glaive, Glaive-Guisarme, Grapple, Great Terbutje, Greataxe, Greatclub, Greatsword, Guisarme, Hair, Halberd, Hammer (Light), Handaxe, Hook Hand, Hooked Lance, Horsechopper, Hunga Munga, Iron Brush, Javelin, Jutte, Kerambit, Klar, Klar (as weapon), Kukri, Lance, Longbow, Longspear, Longsword, Lucern Hammer, Lucerne Hammer, Lungchuan Tamo, Mace (Heavy), Mace (Light), Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nodachi, Ogre Hook, Pick (Heavy), Pick (Light), Pilum, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier, Rhomphaia, Rock, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor, Splash Weapon, Stake, Starknife, Sword (Bastard), Sword (Short), Sword (Tri-Point Double-Edged), Sword Cane, Tepoztopilli, Terbutje, Tiger Fork, Tonfa, Trident, Tube Arrow Shooter, Unarmed Strike, Underwater Heavy Crossbow, Underwater Light Crossbow, War Razor, Waraxe (Dwarven), Warhammer, Wushu Dart

=== Special Attacks ===

Favored Enemy (Humanoid (Goblinoid))  (Ex) :
You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against goblinoids. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures. (Paizo Inc. - Core Rulebook, p.64)

Positioning Attack  (Ex) :
Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack. (Paizo Inc. - Advanced Player's Guide, p.131)

Sneak Attack  (Ex) :
If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment. (Paizo Inc. - Core Rulebook, p.68)

=== Feats ===
Armor Proficiency, Light:
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. Paizo Inc. - Core Rulebook, p.118

Desperate Battler:
Your experiences fighting against numerous foes that have already overwhelmed your allies, friends, and family have forced you to excel at fighting on your own. When no ally is within 10 ft. of you and you are not receving benefits from the aid another action, you gain a +1 morale bonus on melee attack and damage rolls. Paizo Inc. - Inner Sea World Guide, p.286

Furious Focus:
When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. Paizo Inc. - Advanced Player's Guide, p.161

Power Attack:
You can choose to take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Paizo Inc. - Core Rulebook, p.131

Weapon Focus (Falchion):
You gain a +1 bonus on all attack rolls you make using the selected weapon. Paizo Inc. - Core Rulebook, p.136

=== Traits ===

Armor Expert:
You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0. Paizo Inc. - Second Darkness Player's Guide, p.11

Veteran of Battle (Gorum):
You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment's notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round. Paizo Inc. - Advanced Player's Guide, p.333

=== Archetypes ===

Scout:
Not all rogues live in the city. Scouts frequently roam the wilderness, often banding together as bandits, but sometimes serving as guides, as trailblazers, or as companions to a ranger or barbarian warrior. More comfortable with sneaking and hiding outdoors, the scout is still effective in the city and the dungeon. Paizo Inc. - Advanced Player's Guide, p.134

=== Special Qualities ===

Darkvision (Ex) :
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. [Bestiary]

Evasion (Ex) :
You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion. [Paizo Inc. - Core Rulebook]

Humanoid Traits (Ex) :
Humanoids breathe, eat, and sleep. [Paizo Inc. - Core Rulebook, p.308]

Sneaky (Ex) :
Hobgoblins gain a +4 racial bonus on Stealth checks. [Paizo Inc. - Bestiary, p.121]

Track (Ex) :
You gain +1 to Survival checks made to follow tracks. [Paizo Inc. - Core Rulebook, p.64]

Trapfinding (Ex) :
You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps. [Paizo Inc. - Core Rulebook, p.68]

Trap Sense (Ex) :
You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps. [Paizo Inc. - Core Rulebook]

Weapon and Armor Proficiency :
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). [Paizo Inc. - Core Rulebook]

Weapon and Armor Proficiency :
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields. [Paizo Inc. - Core Rulebook]

Wild Empathy (Ex) :
You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+2 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check. [Paizo Inc. - Core Rulebook, p.50/64]