Goblin

Gorkle's page

41 posts. Alias of Tyrnis.


Full Name

Gorkle

Race

Goblin

Classes/Levels

Expert / 1 (Pyrokineticist)

Gender

Male

Size

Small

Alignment

CN

Languages

Goblin

Occupation

Burning things!

Strength 8
Dexterity 16
Constitution 17
Intelligence 10
Wisdom 10
Charisma 8

About Gorkle

NPC Class (Expert):

Hit Dice: d8
Skill Ranks: 6 + INT
Class Skills: (Any 10) Craft (INT), Disable Device (DEX), Intimidate (CHA), Knowledge: Geography (INT), Knowledge: Local (INT), Perception (WIS), Peform (CHA), Stealth (DEX), Survival (WIS), Use Magic Device (CHA)
Proficiencies: Simple weapons, Light armor

The Basics:

Height: 3'1"
Weight: 36 lbs
Movement Speed: 30 feet

Bonuses and Saves:

Initiative: +5
BAB: +0
Melee: +0
Ranged: +4

CMB: -1

Fort: +3
Reflex: +3
Will: +2


Armor and Health:

AC (Normal): 16 (+3 Dex, +1 size, +2 armor)
AC (Touch): 14 (+3 Dex, +1 size)
AC (Flat Footed): 13 (+1 size, +2 armor)
CMD: 11

HP: 11 / 11


Racial Abilities:

Small: Goblins are Small creatures and 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.
Fast: Goblins are fast for their size, and have a base speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
Over-Sized Ears: While goblins' ears are never dainty, these goblins have freakishly large ears capable of picking up even the smallest sounds. Goblins with this racial trait gain a +4 bonus on Perception checks. This racial trait replaces skilled.

Class Abilities:

None (yet!)

Feats:

Reactionary (Starting Trait): 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.
Fire Hand (1st):You can wield a torch as a weapon without taking the nonproficient penalty and gain a +1 bonus on attack rolls with melee weapons that deal fire damage.

Skills:

Acrobatics: 3
Appraise: 0
Bluff: -1
Climb: -1
Craft (Alchemy): 4 (1 Rank + 3 Trained)
Diplomacy: -1
Disable Device: NA
Disguise: -1
Escape Artist: 3
Fly: 3
Handle Animal: NA
Heal: 0
Intimidate: 3 (1 Rank + 3 Trained - 1 Cha)
Knowledge (Local): 4 (1 Rank + 3 Trained)
Knowledge (Geography): NA
Linguistics: NA
Perception: 8 (1 Rank + 3 Trained + 4 racial)
Perform: -1
Profession: NA
Ride: 3
Sense Motive: 0
Sleight of Hand: 3
Spellcraft: NA
Stealth: 11 (1 Rank + 3 Trained + 3 Dex + 4 Size)
Survival: 4 (1 Rank + 3 Trained)
Swim: -1
Use Magic Device: NA

Equipment:

Currency: 17 cp

Armor: Padded Armor (+1 AC) (5gp)
Weapon: Sling (+4 attack, 1d3-1 damage)
---Ammo: Sling Bullets x20 (2sp)
Weapon: Torch x 3 (3cp) (+1 attack, 1d2 damage / 1 fire)

Flint and Steel (1gp)
Fishing kit (5sp)
Backpack (2gp)
Waterskin (1gp)
Bedroll (1sp)


Background:

Gorkle may be young, but he has already met his one true love: Fire. While he was still in the cages, he could stare at it, simply watching the fire burn, and imagining what it would do if it were only _bigger_. And what it would be like if he could could use it against all the things he didn't like. He is also a very clever goblin, and learned quickly how to _make_ fire. Fortunately for those around him, he's also very easily controlled -- simply tell him what to burn, and he'll do so with great pleasure. Promising to teach him how to make a bigger, better fire (or explosion) can work, too, although his attention span (or lack thereof, when fire _isn't_ involved) makes this a somewhat more dubious method.

Goblin Song:

(To the tune of 'Let it Snow')

Oh the nasty dogs are so frightful,
Gorkle's fire is so delightful!
So once their tails all do turn,
Make 'em burn, make 'em burn, make 'em burn!