Sewer Goblin

Graah!'s page

94 posts. Alias of LastNameOnEarth.


Race

HP /| AC (T , FF ) | CMD | F + | R + | W + | Init + | Per +

About Graah!

Graahfaanaphaph

LN Male Goblin Alchemist 18 / Gunslinger (Pistolero) 16 / Monk (Monk of the Iron Mountain) 2

Init +17; Perception +37
-------------------- --------------------
Defense
-------------------- --------------------
AC 55, touch 42, flat-footed 35 (+15 Dex, +8 Armour, +4 Dodge (Nimble), +5 Wisdom, +1 Dodge, +6 Natural, +5 Deflection, +1 Size)
hp 10 + (15d10+2d8+126+18) (Max=320)
Fort +27, Ref +34, Will +19
CMB +17; CMD 48
-------------------- --------------------
Offense
-------------------- --------------------
Speed 30 ft.
Melee -
Ranged:

Guns: Small Adamantine Glamoured Impervious Keen Ranged +5 Double Barreled Pistols (+7 total enhancements)
Damage: d6+
Aimed Shots: +39/+34/+29/+24 (+17 BAB, +15 Dex, +5 Enhancement, +1 Small, +1 Falcon's Aim)

-------------------- --------------------
Statistics
-------------------- --------------------

Stat Breakdown:
The instructions were 20 point buy, but instead of the usual chart, we were instructed that 1 point would buy 1 point. So:

Str: 8 (-2 pts)
Dex: 18 (8 pts)
Con: 12 (2 pts)
Int: 18 (8 pts)
Wis: 14 (4 pts)
Cha: 10

Goblin Modifiers: Str -2, Dex +4, Cha -2
Total: Str 6, Dex 22, Con 12, Int 18, Wis 14, Cha 8

Level Based Ability bonuses: 4, 8, 12, 16 (+4, All applied to Int)
Total: Str 6, Dex 22, Con 12, Int 22, Wis 14, Cha 8

Manual of Quickness of Action +4 Inherent Bonus to Dex (Permanent), Tomb of Clear Thought +4 (Permanent)
Final Permanent Stat Total: Str 6, Dex 26, Con 12, Int 26, Wis 14, Cha 8

Belt of Physical Might (+6 to Con and Dex)
Str 6, Dex 32, Con 18, Int 26, Wis 14, Cha 8

Headband of Mental Prowess (+6 to Int and Wis)
Str 6, Dex 32, Con 18, Int 32, Wis 20, Cha 8

Grand Mutagen with Vest of Stable Mutation (+8 Dex, +6 Con, +4 Str, No penalties to Mental Abilities. 18 hours per day.
Final Stats: Str 10, Dex 40, Con 24, Int 32, Wis 20, Cha 8

Saves:
Class Bonuses: Fort +14, Reflex +14, Will +9
Stat Bonuses: Fort +7, Reflex +15, Will +5
Cloak of Resistance +5: Fort +5, Reflex +5, Will +5
Total: Fort +26, Reflex +34, Will +19


Str 10(+0), Dex 40(+15), Con 24(+7), Int 32(+11), Wis 20(+5), Cha 8(-1)
Str 6, Dex 26, Con 12, Int 26, Wis 16, Cha 8
Base Atk +17/12/7/2; CMB +17; CMD 48
Feats Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Clustered Shots, Master Craftsman, Craft Arms and Armour, Craft Wondrous Object, Improved Familiar, Deft Shootist, Extra Discovery, Extra Discovery.
Traits Pragmatic Activator, Firebug
Skills (11+6)x18 = 308 skill points
+36 Acrobatics (18 Ranks)
+24 Appraise (10 Rank)
+5 Bluff (4 Rank)
+5 Climb (2 Rank)
+32 Craft Weapons (18 Ranks)
+50 Craft Alchemy (18 Ranks)
+20 Disable Device (2 Rank)
+2 Diplomacy (1 Rank - Crossclass)
+2 Disguise (1 Rank - Crossclass)
+36 Escape Artist (Ranks 18)
+36 Fly (18 Ranks)
+2 Handle Animal (1 Rank)
+15 Heal (7 Rank)
+2 Intimidate (1 Rank)
+32 Kn: Arcana (18 Ranks)
+12 Kn: Dungeoneering (1 Rank - Crossclass)
+32 Kn: Engineering (18 Ranks)
+12 Kn: Geography (1 Rank - Crossclass)
+21 Kn: History (7 Ranks)
+21 Kn: Local (7 Ranks)
+21 Kn: Nature (7 Ranks)
+12 Kn: Nobility (1 Rank - Crossclass)
+12 Kn: Planes (1 Rank - Crossclass)
+21 Kn: Religion (7 Ranks)
+12 Linguistics (1 Rank - Crossclass)
+37 Perception (18 Ranks, +4 Alertness ,+4 Big Ears, +3 Aspect of the Falcon)
+5 Perform: Singing (4 Ranks)
+10 Profession: Apothecary (2 Rank)
+20 Ride (2 Rank)
+20 Sense Motive (8 Rank + Alertness)
+36 Sleight of Hand (18 Ranks)
+32 Spellcraft (18 Ranks)
+40 Stealth (18 Ranks +4 Size)
+10 Survival (2 Rank)
+15 Swim (12 Rank)
+32 UMD (Uses Int instead of Cha via Trait, 18 Ranks)
Languages Goblin, Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc, Infernal, and Celestial.
Combat Gear Headband of Mental Prowess (+6 to Int and Wis) (45000gp), Heavy load Beneficial Bandolier of Physical Might (+6 to Dex and Con) (47250gp), Falcon's Aim Bracers of Armour +8 (35000gp), Muleback Cloak of Resistance +5 (13000gp), Swarmbane Clasp Amulet of Natural Armour +5 (27250gp), Ring of Protection Sustanance Feather Falling and Grit Mastery (67310gp) +5, Sipping Deadshot Endless Bandolier Jacket of Stable Mutation (19375gp), Glove(s) of Storing and Duelling (15000gp), Greater Shadow Deathwatch Eye Piercing (17750gp), 5x5 Flying Carpet (10000gp), Featherstep Boots of Quick Reaction and Speed(10500gp)
Magical Equipment Effects:

Other Gear Manual of Quickness of Action +4 (Used), Tomb of Clear Thought +4 (Used)
TRACKED RESOURCES
-------------------- --------------------
Racial Abilities
-------------------- --------------------
•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.
•Darkvision: Goblins see perfectly 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.
-------------------- --------------------
Special Abilities
-------------------- --------------------
•Alchemy
•Bombs 9d6+11 (Min 20) 29 per Day
•Brew Potion
•Mutagen
•Throw Anything
•Poison Immunity
•Poison Use
•Swift Alchemy
•Persistent Mutagen
•Instant Alchemy
•9 Discoveries: (2 Explosive Bomb, 4 Precise Bombs, 6 Explosive Missile, 8 Fast Bombs, 10 Vestigial Arm, 12 Great Mutagen, 14 Tumour Familiar, 16 Grand Mutagen, 18 Force Bomb, Extra: Vestigial Arm, Extra: Infusion

•Flurry Of Blows
•Improved Unarmed Strike 1d4
•Stunning Fist (Will DC 16)
•Toughness
•+1 Natural Armour
•2 Bonus Feats: Dodge, Mobility

•Grit 5/5
•Gunsmithing
•Nimble +4
•4 Bonus Feats: Rapid Reload (Pistol), Quickdraw, Point Blank Shot, Precise Shot
•Gun Training 4: Add Dex to Pistol Damage; +3 to Pistol Damage

Grit and Deeds:

•Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
•Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
•Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
•Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
•Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
•Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
►Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
►Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
►Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
•Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.
•Startling Shot (Ex): At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.
•Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
►Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
►Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
►Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
►Torso: Targeting the torso threatens a critical on a 19–20.
►Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
•Evasive: At 15th level, when the gunslinger has at least 1 grit point, he gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. He uses his gunslinger level as his rogue level for improved uncanny dodge.
•Menacing Shot (Ex): At 15th level, the gunslinger can spend 1 grit point, shoot a firearm into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the gunslinger’s level + the gunslinger’s Wisdom modifier.
•Slinger’s Luck (Ex): At 15th level, the gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it is lower.
•Twin Shot Knockdown (Ex) At 11th level, when the pistolero hits a single target with two or more one-handed firearm attacks during her turn, she can spend 1 grit point to knock the target prone. She can choose to spend the grit point after the attacks are made.
•Up Close and Deadly (Ex) At 1st level, when the pistolero hits a target with a one-handed firearm he can spend 1 grit point to deal 4d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage stacks with sneak attack and other forms of precision damage.

-------------------- --------------------
Alchemical Extracts
-------------------- --------------------
5+3/5+3/5+3/5+3/5+3/4+2/3+2

-------------------- --------------------
Background
-------------------- --------------------
Graah! may well have been born in the laboratory. At least it became harder and harder to remember anywhere other than the torturous place, and Graah! was increasingly uncertain whether any memories he thought he had of other places were actually even real, or just dreams or imagination. If he had been brought from somewhere else, the few images he had of the place were so sparse and fractured as to be more an impression, than any real identifiable location. On the few occasions he did dream of something other than the daily dread he experienced of further pain and experimentation, it was only of something... large, or feeling powerless, and being carried a long ways, from somewhere far off, bound together in cramped space with many others. Where those others might be now, he had no idea. Few others in the Laboratory now bore much resemblance to him, though there could be many explanations for that, and few of them were pleasant; few of the creatures here that remained living resembled anything... rational. But then, he had no frame of reference from which to draw in order to know whether he himself resembled anything natural, or made the mind shriek and ache as much as his did when trying to make sense of the other monstrosities.

The being that ran the facility was ugly, a tall and gangly creature with pale pinkish skin, and odd clumps of grey and white hair poking out his face and head. He had unnatural eyes, coloured like the sky, and armoured with metal rimmed facets. He walked about the laboratory with his lips upturned at the corners, perpetually making his call; a light humming warble that followed no predictable pattern, but always served to drive dread into his prisoners, knowing that when the being arrived, pain and torment would invariably follow not long after. The thing had few visitors to his lair, but the minions that served him called him the PROFESS'or.

Graah! was uncertain which of the other captives, if any, might be his parents He was not even sure which of his fellow captives had been the same species as him, before the Professor and his team had begun their... modifications. He saw many of the creatures bred, and their spawn immediately collected by the Professor or his minions. The breeding might take place willingly in some cases, captives being kept in cages together until it happened, or by less pleasant means. The Professor would apply a preparation he had made to one of the pair to be bred, which would lead the subject to being overcome with what the Professor described as "Priapistic Delirium." The results were not pleasant to witness, and survival of the second subject was not always guaranteed.

It was in this unnatural place, always brightly lit, and within the confines of his stacked 24"x48" cage that he spend most of his formative years. Hundreds of creatures passed through the place, with all nature of experiments being performed upon them. Most died as a result of experiments; others by what the captors termed, "Voluntary reduction." Means by which to accomplish such an act were carefully kept away from the cages, but desperate creatures always seemed to come up with creative methods, both to end their own pain, and to spite their tormentors.

To some affect, Graah! could tell he was different from the other captives. He seemed to tolerate the experiments better, and while pain was a constant companion, he had no desire to end his life. He was aware that he was smarter than most of the other subjects, and when the Professor was talking to his minions, explaining the madness of this experiment or that, Graah! listened! It was through this that Graah! was gradually able to find a path to more freedom. By revealing some of his intelligence, but not showing too much intelligence, he started being allowed some small freedom in order to assist with small matters; cleaning, stacking, cleaning, and the like. When it was done, he would be put back in his cage, and the experiments would continue. However, over time, he proved his usefulness, and graduated from test subject, to the lowliest of the professor's minions.

Though the duties were vile, the promotion was vast compared to were he had been, and before long, he had as much freedom or trust as any of the other minions. That is, he was not allowed to leave the lair, nor in the Professor's private sanctum, and in fact attempting either was reputed to be tantamount to suicide. The only known way out was though the lair of the Professor's creature. Graah! never saw it, or dealt with the thing personally, but it was clear that none of the minions enjoys the experience. Whatever it was, it terrified them. Apparently their fear was justified, as on more than one occasion, minions sent to its lair for a task did not come back at all.

With his freedom, Graah! sought out chances to learn. He became responsible for putting away the old man's books, and took the opportunity to read all of them, every chance he got, as surreptitiously as possible. The Professor had an odd selection of books; numerous books on technical issues, theory of magic, a few on lore and language, many on lore and anatomy and healing, but very few on history, politics, or religion. Graah! absorbed the information at a prodigious rate, and found himself able to retain the information easily, and combine the information in new ways. By observing the Professor, sometimes he could even figure out what the man was trying to accomplish, and sometimes even figure out what he was doing wrong. He kept the information to himself of course, formulating an idea.

To conduct his experiments the old man would create mixtures of chemicals, investing them with semi-magical extracts that allowed him to cause the mutations in his subjects. Occasionally, he made up large batches of certain bases in advance, modifying smaller batches for particular studies later on. Rising while the master was resting, Graah! altered a large batch preparation that was simmering with the addition of chemicals in just the right proportion, that the resulting liquid reagent would react violently with those added in the final steps by the Professor.

Lying in wait, he prepared his weapons, extracts, reagents, and stayed silent, waiting for the sign that his plan had worked. 30 minutes after the master was due to rise for the morning, the entire cavern, nay, the entire mountain, shook, with a violent explosion. There was no noticeable sound. The blast itself had slammed through Graah!'s body like a tidal wave, and in the aftermath he could hear only eerie silence. It took him some time to realize it was because he could hear nothing at all.
Crawling from his hiding place, he made his way through the rubble towards the master's experimentation chamber, finding most of the passageways blocked, and when signs of other minions could be found, it was only pieces of their bodies visible under massive blocks of stone. The experimentation chamber itself was completely collapsed, burying the Professor under hundreds of tons of solid rock, if his body was even still in remotely one piece after that explosion, and not just a fine red mist instead. The experimentation chamber too was gone. Graah! had thought about freeing the experiments once the Professor was done with, but a mountain of stone now sepperated hhim from that ideal.

Turning from the chamber, he saw two of the chief minions facing him, their faces covered in dust with expressions of shock. Not waiting for them to realize whether or not he was a threat, Graah! raised his weapon, a short barrelled pistol made from heavy steel pipe and hand carved wood, and dropped the hammer down on the flint. It functioned exactly as designed, creating a boom and flash and cloud of smoke, sending the first minion down instantly. The second looked to the body in confusion and then back to Graah! who was already reloading. Comprehension dawned on his face and he drew his knife and charged. Graah! got his weapon up just in time and ended the second minion as well, the knife falling at his feet. He picked up the weapon, sliding it into his belt, and then heading towards the his former master’s chambers.

He moved through the now vacant space quickly, identifying items he thought might be of use in his escape from his knowledge gleaned from the master’s books; a cloak of resistance, a ring of energy resistance, a few healing potions. He stowed them away quickly, and then headed back out. He was met at the entrance to the Professor’s quarters by more of the late experimenter's minions. Seeing the group of near a half dozen of them standing there, weapons in hand, blocking the hall and any chance of escape, he ducked back into the chamber. To late, for they had seen him, and with looks of fury and rage upon their faces they raced after him. Quickly, Graah! raced down a side hall. He was pretty sure it was a dead end, but he didn’t need to escape, just funnel his pursuers into a tight space. He rummaged through his bag, until he felt the long shape of one of the devices he had assembled. Once he had it firmly in hand he activated it, and then let himself be seen. The furious and sadistic men behind him made a mad dash towards him, into the narrow hall. Graah! tossed the small device at their feet and then dove into the chamber at the end of the hall. Another booming clap of thunder rang out, and the air filled with smoke. When Graah! emerged into the chamber, few of the men remained in one piece, and only the one’s in the very back remained alive. They were stunned, with black soot coating their skin, and blood leaking from their ears. A quick slice from the goblin’s blade ended things for them far more mercifully than they ever had for any of their victims.

By the time he reached the stillness of the monster’s lair that was the complex’s only exit, no sound at all issued from any part of the laboratory. The minions were all dead; the professor was dead; dead and crushed under a hundred tons of rock; the suffering of the experiments had been silenced, for good or for ill; nothing remained living under this mountain at all; nothing except for him, and possibly whatever it was that lived in this final cave, if it actually lived at all.

Graah! summoned his courage, moving swiftly, but as quietly as he could with his selection of scavenged and improvised gear. The cavern was immense; large enough to contain the experimentation chamber and laboratory four times over. It was littered with the usual detritus of a monster’s lair; stacks of bones, offal, rotting vegetative matter, and various bits of broken weaponry and armour. However, other than that, it appeared to be empty. He moved through the vast empty space slowly, looking for some sign of the beast that terrified his peers, and occasionally caused some of them to vanish, but still saw nothing, even as he drew close to the mouth of the cavern.

Fearing he had missed some sort of sign that this was a trap, but fearful of missing his chance, Graah! downed a preparation designed to render him invisible, and then dashed through the open archway. Outside, he saw blue sky and sunlight for the first time in memory, and the sight of it overwhelmed him. Everywhere he looked there were sights he could little make sense of, trees, more than he could count, grasslands, a massive mountain rising behind him, the gaping hole of the cave in the cliff face beside him, a man-shaped creature nearly twenty feet tall, a crowd of people in the distance. Taking all of these in, he barely had time to recognize that the massive monster was standing only a dozen feet from where he now stood, and it was sniffing the air in an odd, heavy manner. By the time he recognized the significance, the monster was already coming for him, sweeping its hands low to the ground, seeking the figure it could smell but not see. Reacting by instinct, Graah! fired his pistol into the giant’s leg, injuring it, slightly, but disrupting his invisibility in the process. The monster bellowed at the sharp pain from the tiny gunshot, but did not seem slowed in the least, and when the small creature that had once been a goblin appeared in front of him, he lunged to snatch it up in one meaty fist. Only Graah!’s natural speed allowed him to evade the grasp.

Looking now at the monster, he could still barely make sense of what he was seeing; it looked vaguely like the Professor, in layout and proportions, but was of course three or four times taller, and probably a hundred times the mass. It showed the signs of the Professor’s handiwork all over it; it’s skin was thickened and hardened by a mass of lesions and boils that looked like they had been cultivated into a frenzy of activity and then somehow frozen in place, making the skin unnaturally thick and hard. Its eyes were disproportionately large, and not symmetrically sized. Its muscles were enhanced in ways that didn’t entirely make sense; the thing’s movements looked bulky and awkward, as though even though the thing was monstrously strong, its muscles were so overly large that they got in the way of the creature’s own movements. Last and perhaps most tellingly, like Graah! himself, the creature had been induced at some point to grow a third arm. It used it just as well as the original two, reaching out with it to grab the cliff face for balance as it turned to look for the swift little goblin.

It turned and caught sight of him again with its too large eyes, a face vacant of thought and seeking only violence fixed on him. Graah! swept his gaze around looking for something that could aid him, anything that would give him a chance! He looked at the cliff face, where the beast was leaning; much of it was cracked and looked unstable. Large piles of rubble and pulverized rock lay all around the cave opening. Graah! cast his eyes upwards, spotting an unstable looking overhang. Snapping another of his prepared explosives from his pouch, he hurled it at the promontory as hard as he could. The beast took a massive step forward towards him before it heard the explosion overhead. It swiveled its massive skull around to look upwards, and was met with a massive sliding cascade of rock as half of the mountain seemed to come down upon him. Graah! stumbled and ran as the rocks fell after him as well, but he had been further from the wall than the creature, and has started running the instant he had thrown. All the same, dozens of rocks jumped and raced after him, pelting and stabbing him, and slicing at his skin. A larger stone swept his feet out from under him and sent him tumbling down the hill until he came to a halt, crashing into a stream at the bottom.

As he pulled himself painfully from the water, he was dimly aware of the once distant crowd of people now moving all around him. At some point they had moved up close. He felt weak and still dazed from the fall; he was cut and bleeding from a dozen small wounds inflicted by the rock fragments and the fall. He was suddenly aware that his pistol was empty. He reached for his powder, and realized his entire pouch had been submerged in the stream, and his powder was wet, and would not function. He got slowly to his feet, trying not to wobble, and drew the knife he’d taken from the minion back in the Laboratory. He raised his face to meet the eyes of these people and see what fate they held for him.

He was not expecting what happened next; they cheered!

The beast had been a torment to them for some many long years, taking their livestock, their food, their children, and sometimes demanding they provide “tribute” in the form of live offerings. The beast didn’t seem to care what form they came in, as long as they were sentient, so the villagers were forced to conduct raids to collect goblins, kobold, or other such offerings, lest they be forced to willingly give up their own. With the beast dead, their days of terror living under its thumb were at an end.

The cared for Graah!, for his wounds, treating him kindly, and with the utmost respect, never mentioning the obvious, that it appeared that he too was a goblin, or at least had been. No one had seen him emerge from the cave, and the assumption was made that he had come with the intent of killing the monster, that he was a champion, and thusly he was treated as a hero. Being treated with kindness was a shock for Graah!, who had never witnessed such a thing before, and it was fortunate that it was his first impression of the outside world. The village was called Leitang, and was home to a small monastery, where the monks tended to a small trove of books of learning and information. Without another place to go, it was here that Graah! made his first home, learning a great deal from the monks, and teaching them in return. He used the peace and seclusion to continue developing his own inventions, perfecting his firearms, and increasing his knowledge of producing extracts and potions (as well as the joy of explosives). He was also able to add a fourth arm to his form, to give his body a sense of simitry he felt it lacked.

Two years after emerging from the Laboratory, someone came looking for him by name. The asked for Graah!. the hero of Leitang, and the slayer of the beast of the same place. They had come from quite a ways off, and it was surprising to all to hear how far the tale had spread. The travelers said that their village was under attack from powerful creatures, and that they too needed a hero who could free them, and they promised a great reward. The prospect intrigued Graah! He enjoyed his research for its own sake, but knowledge unapplied is wasted… This was the opportunity to have a purpose! He agreed to go with the men, and do what he could to aid their village. He said his goodbyes in Leitang, promising to return whenever he was able.

As the years past, his victories grew, and his reputation along with it; he was Graah! Slayer of monsters!

Insanely Optomized Version of Gunslinger Graah!:

LN Male Goblin Alchemist 18 / Gunslinger (Pistolero) 16 / Monk (Monk of the Iron Mountain) 2

Init +19; Perception +35
-------------------- --------------------
Defense
-------------------- --------------------
AC 57, touch 44, flat-footed 35 (+17 Dex, +8 Armour, +4 Dodge (Nimble), +6 Wisdom, +1 Dodge, +5 Natural, +5 Deflection, +1 Size)
hp 10 + (15d10+2d8+108+18) (Max 1st + average = 226) (Max=292)
Fort +26, Ref +36, Will +20
CMB +17; CMD 50
[spoiler=Defence Breakdown]
Armour Class

Base 10 (AC 10 / T 10 / FF 10)
Dexterity Bonus +17 (AC 27 / T 27 / FF 10)
Nimble (Gunslinger Class Feature-Dodge Bonus) +4 (AC 31 / T 31 / FF 10)
Monk AC Bonus (Wis to AC) +6 (AC 37 / T 37 / FF 16)
Dodge feat (Dodge Bonus - Stacks) +1 (AC 38 / T 38 / FF 17)
Size (Small) +1 (AC 39 / T 39 / FF 17)
Bracers of Armour (Armour Bonus) (AC 47 / T 39 / FF 25)
Ring of Protection (Deflection Bonus) (AC 52 / T 44 / FF 30)
Amulet of Natural Armour +5 (Natural Armour) (AC 57 / T 44 / FF 35)
Natural Armour +1 (Monk Ability - Doesn't Stack)

Spoiler:

-------------------- --------------------
Offense
-------------------- --------------------
Speed 30 ft.
Melee -
Ranged:

Guns: Small Adamatine Glamoured Impervious Keen Ranged +5 Double Barrelled Pistols (+7)
Damage: d6+27 (+10 Deadly Aim) +4d6 Precision
Aimed Shots: +42/+37/+32/+27 (+18 BAB, +17 Dex, +5 Enhancement, +1 Small, +1 Falcon's Aim)
Deadly Aim (-5): +37/+32/+27/+22
TWF Shots (-2): +40/+40/+35/+35/+30/+30/+25
TWF Deadly Aim (-7): +35/+35/+30/+30/+25/+25/+20
TWF Double Barrelled Shots (-6): +36/+36/+36/+36/+31/+31/+31/+31/+26/+26/+26/+26/+21/+21
TWF Double Barrelled Deadly Aim (-11): +31/+31/+31/+31/+26/+26/+26/+26/+21/+21/+21/+21/+16/+16

-------------------- --------------------
Statistics
-------------------- --------------------
[spoiler=Stat Breakdown]The instructions were 20 point buy, but instead of the usual chart, we were instructed that 1 point would buy 1 point. So:

Str: 8 (-2 pts)
Dex: 18 (8 pts)
Con: 10
Int: 18 (8 pts)
Wis: 16 (6 pts)
Cha: 10

Goblin Modifiers: Str -2, Dex +4, Cha -2
Total: Str 6, Dex 22, Con 10, Int 18, Wis 16, Cha 8

Level Based Ability bonuses: 4, 8, 12, 16 (+4, All applied to Dex)
Total: Str 6, Dex 26, Con 10, Int 18, Wis 16, Cha 8

Manual of Quickness of Action +4 Inherent Bonus to Dex (Permanent), Tomb of Clear Thought +4 (Permanent)
Final Permanent Stat Total: Str 6, Dex 30, Con 10, Int 22, Wis 16, Cha 8

Belt of Physical Might (+6 to Con and Dex)
Str 6, Dex 36, Con 16, Int 22, Wis 16, Cha 8

Headband of Mental Prowess (+6 to Int and Wis)
Str 6, Dex 36, Con 16, Int 28, Wis 22, Cha 8

Grand Mutagen with Vest of Stable Mutation (+8 Dex, +6 Con, +4 Str, No penalties to Mental Abilities. 18 hours per day.
Final Stats: Str 10, Dex 44, Con 22, Int 28, Wis 22, Cha 8

Saves:
Class Bonuses: Fort +14, Reflex +14, Will +9
Stat Bonuses: Fort +6, Reflex +17, Will +6
Cloak of Resistance +5: Fort +5, Reflex +5, Will +5
Total: Fort +25, Reflex +36, Will +20[spoiler]
Str 10(+0), Dex 44(+17), Con 22(+6), Int 28(+9), Wis 22(+6), Cha 8(-1)
Str 6, Dex 30, Con 10, Int 22, Wis 16, Cha 8
Base Atk +17/12/7/2; CMB +17; CMD 50
Feats Precise Shot, Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Clustered Shots, Master Craftsman, Craft Arms and Armour, Craft Wondrous Object, Improved Familiar, Deft Shootist, Signature Deed (Up Close and Deadly).
Traits Pragmatic Activator, Firebug
Skills
+35 Acrobatic (18 Ranks)
+20 Appraise (7 Rank)
+2 Bluff (1 Rank)
+4 Climb (1 Rank)
+30 Craft Weapons (18 Ranks)
+48 Craft Alchemy (18 Ranks)
+21 Disable Device (1 Rank)
+38 Escape Artist (Ranks 18)
+38 Fly (18 Ranks)
+2 Handle Animal (1 Rank)
+10 Heal (1 Rank)
+2 Intimidate (1 Rank)
+30 Kn: Arcana (18 Ranks)
+20 Kn: Engineering (7 Ranks)
+20 Kn: History (7 Ranks)
+20 Kn: Local (7 Ranks)
+20 Kn: Nature (7 Ranks)
+20 Kn: Religion (7 Ranks)
+38 Perception (18 Ranks, +4 Alertness ,+4 Big Ears, +3 Aspect of the Falcon)
+2 Perform: Singing (1 Rank)
+10 Profession: Apothecary (1 Rank)
+21 Ride (1 Rank)
+20 Sense Motive (6 Rank + Alertness)
+38 Sleight of Hand (18 Ranks)
+30 Spellcraft (18 Ranks)
+42 Stealth (18 Ranks +4 Size)
+10 Survival (1 Rank)
+15 Swim (12 Rank)
+30 UMD (Uses Int instead of Cha via Trait, 18 Ranks)
Languages Goblin, Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc, Infernal, and Celestial.
Combat Gear Headband of Mental Prowess (+6 to Int and Wis) (45000gp), Heavy load Beneficial Bandolier of Physical Might (+6 to Dex and Con) (47250gp), Falcon's Aim Bracers of Armour +8 (35000gp), Muleback Cloak of Resistance +5 (13000gp), Swarmbane Clasp Amulet of Natural Armour +5 (27250gp), Ring of Protection Sustanance Feather Falling and Grit Mastery (67310gp) +5, Sipping Deadshot Endless Bandolier Jacket of Stable Mutation (19375gp), Glove(s) of Storing and Duelling (15000gp), Greater Shadow Deathwatch Eye Piercing (17750gp), 5x5 Flying Carpet (10000gp), Featherstep Boots of Quick Reaction and Speed(10500gp)
[spoiler=Magical Equipment Effects]


Other Gear Manual of Quickness of Action +4 (Used), Tomb of Clear Thought +4 (Used)
TRACKED RESOURCES
-------------------- --------------------
Racial Abilities
-------------------- --------------------
•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.
•Darkvision: Goblins see perfectly 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.
-------------------- --------------------
Special Abilities
-------------------- --------------------
•Alchemy
•Bombs 9d6+9 (18 min) 27 per Day
•Brew Potion
•Mutagen
•Throw Anything
•Poison Immunity
•Poison Use
•Swift Alchemy
•Persistent Mutagen
•Instant Alchemy
•9 Discoveries: (2 Explosive Bomb, 4 Precise Bombs, 6 Explosive Missile, 8 Fast Bombs, 10 , 12 Great Mutagen, 14 Tumour Familiar, 16 Grand Mutagen, 18 Force Bomb

•Flurry Of Blows
•Improved Unarmed Strike 1d4
•Stunning Fist (Will DC 17)
•Toughness
•+1 Natural Armour
•2 Bonus Feats: Dodge, Mobility

•Grit 5/5
•Gunsmithing
•Nimble +4
•4 Bonus Feats: Rapid Reload (Pistol), Quickdraw, Point Blank Shot, •Deadly Aim.
•Gun Training 4: Add Dex to Pistol Damage; +3 to Pistol Damage
•Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
•Evasive: At 15th level, when the gunslinger has at least 1 grit point, he gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. He uses his gunslinger level as his rogue level for improved uncanny dodge.

-------------------- --------------------
Alchemical Extracts
-------------------- --------------------
5+2/5+2/5+2/5+1/5+1/4+1/3+1

-------------------- --------------------
Background Graah! was born in the laboratory. At least he always assumed it was so, as even his earliest memories seemed to be of the place. The being that ran the facility was ugly, a tall and gangly creature with pale pinkish skin, and odd clumps of grey and white hair poking out his face and head. He had unnatural eyes, coloured like the sky, and armoured with metal rimmed facets. He walked about the laboratory with his lips upturned at the corners, perpetually making his call; a light humming warble that followed no predictable pattern, but always served to drive dread into his prisoners, knowing that when the being arrived, pain and torment would invariably follow not long after. The thing had few visitors to his lair, but those that did called him the PROFESS'or.

Graah! was uncertain which of the other captives might be his parents, if any. He was not even sure which of his fellow captives had been the same species as him, before the Professor and his team had begun their... modifications. He saw many of the creatures bred, and their spawn immediately collected by the Professor or his minions. The breeding might take place willingly in some cases, captives being kept in cages together until it happened, or by less pleasant means. The Professor would apply a preparation he had made to one of the pair to be bred, which would lead the subject to being overcome with what the Professor described as "Priapistic Rage." The results were not pleasant to witness, and survival of the second subject was not always guaranteed.

It was in this unnatural place, always brightly lit, and within the confines of his stacked 24"x48" cage that he spend most of his formative years. Hundreds of creatures passed through the place, with all nature of experiments being performed upon them. Most died as a result of experiments; others by what the captors termed, "Voluntary reduction." Means by which to accomplish such an act were carefully kept away from the cages, but desperate creatures always seemed to come up with creative methods, both to end their own pain, and to spite their tormentors.

To some affect, Graah! could tell he was different from the other captives. He seemed to tolerate the experiments better, and while pain was a constant companion, he had no desire to end his life, he wanted to kill the Professor! He was aware that he was smarter than most of the other subjects, and when the Professor was talking to his minions, explaining the madness of this experiment or that, Graah! listened! It was by this means that he discovered that some of the substances stored in various parts of the lab, though safe when stored separately, could react quite explosively when mixed. None of the ingredients on its own was

Appearance

Old Character:
Male Monkey-goblin Ranger (Skirmisher) 6 / Barbarian (Mad Dog) 1
LN Small Humanoid (Goblinoid)
Init +7; Perception +13
-------------------- --------------------
Defense
-------------------- --------------------
AC 25, touch 18, flat-footed 18 (+7 Dex, +7 Armour, +1 Size)
hp 62 (1d12+6d10+14)
Fort +8, Ref +12, Will +2 (+4 vs. Fear)
-------------------- --------------------
Offense
-------------------- --------------------
Speed 30 ft. / Climb 30 ft
Melee N/A
Ranged +1 Orc Bane Adaptive Longbow (Small) +18/+13 1d6+3 (19-20/x3)
Full Attack (Rapid/MS) +14(x2)/+14/+9 1d6+3
Full Attack (Rapid/MS/DA) +12(x2)/+12/+7 1d6+7
Vs. Orcs: Single Shot +24/19 3d6+7 (19-20/x3)
Full Attack (Rapid/MS) +20(x2)/+20/+9 3d6+7
Full Attack (Rapid/MS/DA) +18(x2)/+18/+13 3d6+11

-------------------- --------------------
Statistics
-------------------- --------------------
Str 14, Dex 22(24), Con 12, Int 10, Wis 10, Cha 6
Base Atk +7; CMB +8; CMD 24
Feats Point Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Weapon Focus, Many Shot, Improved Precise Shot, Boon Companion
Skills Acrobatics +19, Climb +20, Handle Animal +8, Knowledge Dungeoneering +4, Knowledge Nature +4, Perception +10, Profession, Ride +17 , Stealth +21, Survival +4 (+7 Track), Swim +6
Languages Common, Goblin
Combat Gear Orc Bane Adaptive Longbow (9000), Mithril Agile Breastplate (+1)(5400), Belt of Incredible Dexterity (+2)(4000), Bracers of Falcon's Aim (4000)
Other Gear Ranger's Kit, 3 Quivers (R.Shoulder/L.Shoulder/Hip), Knife, Skinning Knife, 2 Potions CLW, 1 Potion of Lesser Restoration, 1 Potion of Shield, 1 Potion of Expeditious Retreat, 1 Potion of Abundant Ammunition[spoiler=Arrows]
2 Blunt/Durable
1 Dye (Blue)
4 Flight/Durable (130 ft Range Increment/1d4 Damage)
1 Slow Burn (-1 Range Attack; 1d6 fire damage 1 round after impact)
3 Whistling/Durable (Audible for 500 ft)
2 Trip/Durable (Ranged Trip attack at +5 CMB)
1 Tangleshot (You fire a tangleshot arrow as a ranged touch attack; the arrow deals no damage when it hits, but the target is splashed with the alchemical adhesive. The reduced amount of the glue means this arrow is less effective than an actual tanglefoot bag (DC 10 Reflex save, DC 12 Strength check to break, 10 points of slashing damage to cut through, DC 10 Concentration check).)
48/44 Thistle (Thistle Arrow: They deal normal damage but then become embedded in the wound and deal an additional 1 point of damage each round for 1d6 rounds from their irritating sap. Creatures immune to poison are immune to this extra damage. A creature can remove an embedded thistle arrow as a move action without provoking attacks of opportunity, but doing so deals an additional 1d3 points of damage as the thorny barbs are pulled free. A DC 12 Heal check (made as a standard action) can pull free a thistle arrow’s head without dealing any additional damage.)

2 Adamantine/Durable
4 Cold Iron/Durable
4 Silver/Durable
1 Elysian Bronze/Durable (+1 bonus on weapon damage rolls against magical beasts and monstrous humanoids)

[/spoiler-------------------- --------------------
TRACKED RESOURCES
-------------------- --------------------
Hunter's Tricks 3/3
Defensive Bow Stance
Trick Shot
-------------------- --------------------
Special Abilities
-------------------- --------------------
Low light Vision
Fearless (+2 vs. Fear)
Acrobatic (+2 on Acrobatics and Stealth)
Prehensile Tail

Favoured Enemy: Orcs (+4)
Favoured Enemy: Giants (+2)
Favoured Terain:
Track
Wild Empathy
Endurance
Hunters Bond: Animal Companion - Roc
Fast Movement

-------------------- --------------------
Spell Casting
-------------------- --------------------
None
-------------------- --------------------
Background Graahfaanaphaph was away from the hometree when the orcs attacked. Moving swift and sudden, they swept in, lighting trees afire, and felling trees within the settlement to disrupt defences. Some of their scouts spotted Graah! and shot him down from his tree with arrows. Injured but not dead, he could only watch as the rest of his village burned and his tribe was slaughtered. Strangely enough, heroes on the trail of the orcs for reasons of their own caught up with the party shortly after. The orcs were settled down by then, revelling in their spoils and bloated from stomachs full of goblin meat. When the heroes attacked, Graah! saw his chance and wrestled his injured body to its feet. Picking up a fallen goblin bow, he began to send arrow after arrow into the startled orcs. One of the heroes stood near the bloody little creature. Having no idea what to make of the little monster joining in the fight, he resisted his urge to put it down. After the battle was finished, having no living kin, the creature followed the heroes as they continued on, sleeping just outside their camps, and following just a bit behind. Gradually he became a fixture of the group, and his presence was accepted, or at least tolerated and ignored. Once the next few battles occured, and the little thing was able to demonstrate his metal and talent, and he was accepted into the team, though he was probably viewed more as a pet or mascot at first, and only later as a full member.

Appearance
Graah! is a Monkey Goblin; a goblinoid offshoot of the main goblin race more common at equatorial latitudes. He looks much like a common goblin, with the wide head and toothy mouth of a goblin, but with dappled green skin, simian hands and feet, and a long, ratlike tail. He has glittering red eyes, and sharp, pointy teeth. He looks at once strangely civilized and yet incredibly savage, like someone dressed up a jungle native or a child in gentleman's clothes.

-----------------------------------------------------------------------

Tasty Chicken
Roc Animal Companion 7
LN Large Animal
Init +5; Perception +5
-------------------- --------------------
Defense
-------------------- --------------------
AC 31, touch 16, flat-footed 24 (+7 Dex, +3 Armour, +12 Natural Armour, -1 Size)
hp 52 (6d8+12)
Fort +7, Ref +10, Will +3
-------------------- --------------------
Offense
-------------------- --------------------
Speed 20 ft. / Fly 80 ft
Melee
Talons +10/+10 1d6+6+Grab
Talons w/Power Attack +8/+8 1d6+10+Grab
Beak +10 1d8+6
Beak w/Power Attack +8 1d8+10
-------------------- --------------------
Statistics
-------------------- --------------------
Str 22, Dex 20, Con 14, Int 2, Wis 13, Cha 11
Base Atk +4; CMB +11; CMD 24
Feats Light Armour Proficiency, Stable Gallop, Power Attack
Skills Acrobatics +9, Escape Artist +9, Fly +9, Perception +5, Stealth +9, Survival +5
Tricks Attack, Bombard, Come, Defend, Down, Get Help (Corvus or Dyalg), Guard, Hunt, Watch
Special Abilities Link, Share Spells, Evasion, Devotion
Combat Gear Studded Leather Armour
Other Gear Military Saddle, Saddle Bags, 4 covered quivers
[spoiler=Arrows]
2 Blunt/Durable
1 Dye (Blue)
4 Flight/Durable (130 ft Range Increment/1d4 Damage)
0 Slow Burn (-1 Range Attack; 1d6 fire damage 1 round after impact)
4 Fire Arrows
4 Whistling/Durable (Audible for 500 ft)
0 Trip/Durable (Ranged Trip attack at +5 CMB)
1 Tangleshot (You fire a tangleshot arrow as a ranged touch attack; the arrow deals no damage when it hits, but the target is splashed with the alchemical adhesive. The reduced amount of the glue means this arrow is less effective than an actual tanglefoot bag (DC 10 Reflex save, DC 12 Strength check to break, 10 points of slashing damage to cut through, DC 10 Concentration check).)
72 Thistle (Thistle Arrow: They deal normal damage but then become embedded in the wound and deal an additional 1 point of damage each round for 1d6 rounds from their irritating sap. Creatures immune to poison are immune to this extra damage. A creature can remove an embedded thistle arrow as a move action without provoking attacks of opportunity, but doing so deals an additional 1d3 points of damage as the thorny barbs are pulled free. A DC 12 Heal check (made as a standard action) can pull free a thistle arrow’s head without dealing any additional damage.)

0 Adamantine/Durable
4 Cold Iron/Durable
4 Silver/Durable
0 Elysian Bronze/Durable (+1 bonus on weapon damage rolls against magical beasts and monstrous humanoids)