Sewer Goblin

Goroglak the Incinerator's page

31 posts. Alias of Phntm888.


Full Name

Goroglak the Incinerator

Race

Goblin Kineticist 2 | AC 21, touch 15, flat-footed 16 | Fort +9, Ref +8, Will +1 |

Classes/Levels

HP 58/58; Non-lethal 5 | Perception +8 (+10 listen); darkvision 60 ft. | Init +4 | Burn 1/8 | Searing Flesh (2 Fire damage)

Gender

Male

Size

Small

Age

19

Special Abilities

Fire blast, Kinetic blade, burning infusion, draining infusion, searing flesh, searing flame, fire's fury

Alignment

CN

Deity

Fire

Location

Kevv'ron

Languages

Common, Goblin, Orc

Occupation

Wanderer

Strength 10
Dexterity 19
Constitution 20
Intelligence 15
Wisdom 10
Charisma 8

About Goroglak the Incinerator

Crunch:

Goroglak the Incinerator
Male Goblin kineticist 5
CN Small Humanoid (goblinoid)
Init +4; Senses darkvision 60 ft; Perception +8 (+10 listen)
Favored Class: Kineticist
FCB: +1 HP
DEFENSE
AC 21, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 Shield*, +1 size)
Hp 58 (5d8+25 Con+5 FCB)
Fort +9, Ref +8, Will +1
Special defenses DR 1/- vs. creatures and attacks with the fire type, searing flesh (1 fire damage)
-*does not apply if wielding weapon in 2 hands, using an off-hand weapon, or gathering power
OFFENSE
Speed 30 ft
Melee kinetic blade +8 (3d6+2, x2, fire damage, target touch AC)
Melee dagger +8 (1d3, 19-20/x2)
Ranged kinetic blast +8 (3d6+2, x2, 30 ft, fire damage, target touch AC)
Ranged masterwork light crossbow +9 (1d6, 19-20/x2, 80 ft)
Ranged dagger +8 (1d4, 19-20/x2, 10 ft)
Special attacks burning infusion (DC 17), draining infusion (DC 17), elemental overflow +1, fire’s fury
STATISTICS
Str 10, Dex 19, Con 20, Int 15, Wis 10, Cha 8
Base Atk +3; CMB +2; CMD 16
Traits Big Ears, Flame Touched
Feats Armor Proficiency (light), Point Blank Shot, Precise Shot, Shield Proficiency, Weapon Finesse, Weapon Proficiency (simple)
Skills Acrobatics +12, Escape Artist +12, Intimidate +7, Perception +8 (+10 to hear noises) , Stealth +20, Use Magic Device +7
Languages Common, Goblin, Orc
SQ Burn (8), elemental focus (fire), gather power, infusion specialization 1, metakinesis (empower), Utility Wild talent (searing flame)
Combat Gear 40 bolts, 3 potions of barkskin +2, 2 potions of cure moderate wounds, 2 potions of cure light wounds, Other Gear masterwork light crossbow, dagger, mithral shirt +1, buckler +1, cloak of resistance +1, traveler’s any-tool, monk’s kit (backpack, belt pouch, blanket, rope, soap, torches (10), trail rations (5 days), waterskin)

SPECIAL ABILITIES:

Traits
Big Ears - Your massive ears are your pride and joy, and other goblins claim you can hear a flea scream as it falls off a goblin dog. Benefit: While this might not quite be the case, you gain a +2 bonus on all Perception checks made to hear noises. Additionally, you can hear noises that normally only dogs or other animals can hear, like the sound of a dog whistle.
Flame-Touched - You share an affinity with elemental fire. Benefit: You gain DR 1/- against creatures and attacks with the fire type.

Racial Abilities
Darkvision - Goblins see perfectly in the dark up to 60 ft.
Skilled - Goblins receive a +4 bonus on Ride checks and a +4 bonus on Stealth checks.

Class Abilities
Burn (Ex) - At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Elemental Defense (Su) - At 2nd level, a kineticist gains her element’s defense wild talent.
Elemental Focus (Su) - At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element.
Gather Power (Su) - If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Elemental Overflow (Ex) - At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.
As a kineticist’s body becomes more and more suffused with her element, she begins to gain more powerful benefits.
Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores.
At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.
Infusion (Su) - At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion.
Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects.
The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.
Infusion Specialization (Su) -
Kinetic Blast (Sp) - At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element.
As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

Wild Talents:


Backstory:

Goroglak the Incinerator was born to the Bogstomp goblin tribe, and his pyrokinetic powers manifested early. Many goblins heralded him an ascendant hero, for he had the power to make fire without wood. Truly, he was a great and mighty goblin. The Bogstomp chieftan, Tonguestub, did not like Goroglak’s popularity, and feared he could take over the tribe. So, the chieftain very cleverly assigned Goroglak to increasingly difficult scouting missions, hoping he would be killed and the problem would take care of itself. Unfortunately for Tonguestub, Goroglak showed success at his tasks, and Tonguestub began to worry. Then, providence found Tonguestub. A group of hobgoblin slavers was moving through Bogstomp territory, and the Chieftain again sent Goroglak to scout. This time, however, he was seen, and the hobgoblins quickly subdued and captured Goroglak. Truly, it was a sad day for the Bogstomp goblins, and Goroglak in particular.

When Goroglak woke, he was chained and being forced to march to the hobgoblins’ main encampment. Cunningly, Goroglak chose not to attempt anything then, for he would wait until they were asleep and then try to escape. He had his gift of fire, and the hobgoblins didn’t know about it. They would be surprised when he struck. Very surprised. Unfortunately, Goroglak didn’t count on the hobgoblins’ organization or that he’d be worked to the bone every day. The slaves were chained and guarded day and night, and worked to the point of exhaustion every day. Goroglak rarely felt he had the energy to escape, so exhausted was he. The hobgoblins branded him with the mark indicating he was their property, and he felt he could do nothing.

While in captivity, Goroglak met a longshanks who called himself Joen. Joen, like all longshanks, had some strange ideas, like that writing doesn’t steal the words out of your head, or that horses and dogs weren’t vile creatures that needed to be killed. Still, he was kind to Goroglak, and often would tell him about the world outside of the Bogstomp tribe. Goroglak was amazed at Joen’s knowledge, and often hung on his every word when he would tell stories. So went Goroglak’s life for three years, until one day Joen was worked too hard and collapsed during the workshift. He didn’t rise, and the hobgoblins unceremoniously threw his body in a ditch. Goroglak felt something in him change at that moment. He decided it didn’t matter how tired he was that night. These hobgoblins would regret what happened to Joen.

After he was locked up for the night, he waited until it was dark and quiet before silently slipping free of his chains. He wriggled through the bars of his cell and snuck up on the nearest guard, who seemed to be nodding off. He quickly killed the guard then took the guard’s keys. He then went and began unlocking the cages and chains holding the other slaves, and then, once he’d freed them, the entire group broke out, hooting and hollering, overwhelming the guards who were supposed to be watching them, and taking their weapons. As for Goroglak, he embraced every aspect of what it was to be a goblin. He ran through the camp hurling fire about not just at hobgoblins, but tents, supplies, everywhere. If he could burn it, he lit it on fire. The entire time, shouting his battle cry, ”For Joen!” After an unknown period of time, the camp lay in ashes, the hobgoblins scattered, and the slaves fleeing in every which direction to avoid recapture. Goroglak walked to the ditch where Joen’s body had been tossed, and performed a ritual Joen told him was common in his home. He wasn’t sure what the point of digging a hole in the ground and then throwing the body in there and burying it was, but Goroglak buried Joen and said a few words about how nice and smart Joen was. He then sat down and took a moment to think about what he would do next. He could return to the Bogstump tribe, but he wasn’t sure how to get there since he’d been brought so far. Staring at the spot he had buried Joen, he thought about the stories that the half-orc had told, and then he decided he wanted to see some of those things himself. He would gather his own stories and learn something about the world. Maybe he would even see about trying to befriend a horse or a dog. But not writing. Writing steals words out of your head. Joen said it didn’t, though. Still, better to be safe. Goroglak didn’t want to lose his words.