Goblin

Gribblix's page

84 posts. Alias of TheWaskally.


Full Name

Gribblix

Race

Goblin|HP: 10/10|AC: 18 (14 Tch, 15 Fl)|CMB: +0, CMD: 13|F: +3, R: +3, W: +3|Init: +3| Perc: +8, Surv: +10, Stealth +7

Classes/Levels

Druid (urban)/1st|Speed 30ft (30ft)|Active conditions: None.

Gender

Male

Size

Small

Age

18

Special Abilities

Spontaneous Casting, Nature Bond (Ex, Knowledge), Nature Sense (Ex), Orisons (Sp), Wild Empathy (Ex), Lorekeeper (Ex)

Alignment

Chaotic Neutral

Location

Sigil

Languages

Goblin, Common, Druidic

Occupation

City Guide

Strength 10
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 14
Charisma 10

About Gribblix

Initiative: +3
Senses: Darkvision 60ft., Perception +8
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AC 18 (14 Touch, 15 FF)(+3 Dex, +3 Armor, +1 Shield, +1 Size)
Hp 10/10 (1d8(max) + 1 Con + Toughness)
Fort +3, Ref +3, Will +3
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Speed 30 ft (30 ft Base)
Melee Sickle* +0 (1d4+0, x2)
Ranged
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Spells
0-level spells Purify Food and Drink, Create Water, Detect Poison
1st-level spells Domain - Comprehend Languages, Cure Light Wounds (x2)

Know Faction:
Know Faction
School divination; Level Free League 1
Casting Time 1 standard action
Components V, S
Effect
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 10 min./level (D)
Saving Throw none; Spell Resistance no

Description
You can sense the presence of faction membership and loyalty. The amount of information revealed depends on how long you study a particular subject.

1st Round: Presence or absence of faction membership.

2nd Round: Which faction the subject owes loyalty to.

3rd Round: Faction rank (Namer, Factotum, Factor, Factol)

This spell also functions for Sects, though it takes an additional round for each level of information.

This spell has no effect on members of the Revolutionary League.


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BAB +0, CMB +0, CMD 13
Feats Toughness
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Skills 5/Level
Climb +4 (1 Rank, 3 Class, 0 Str)
Craft +1 (0 Rank, 0 Class, 1 Int)
Fly +3 (0 Rank, 0 Class, 3 Dex)
Handle Animal +4 (1 Rank, 3 Class, 0 Cha)
Heal +6 (1 Rank, 3 Class, 2 Wis)
Knowledge (arcana) +1 (0 Rank, 0 Class, 1 Int)
Knowledge (dungeoneering) +1 (0 Rank, 0 Class, 1 Int)
Knowledge (engineering) +1 (0 Rank, 0 Class, 1 Int)
Knowledge (geography) +1 (0 Rank, 0 Class, 1 Int)
Knowledge (history) +1 (0 Rank, 0 Class, 1 Int)
Knowledge (local) +1 (0 Rank, 0 Class, 1 Int)
Knowledge (nature) +3 (0 Rank, 0 Class, 1 Int, 2 Nature Sense)
Knowledge (nobility) +1 (0 Rank, 0 Class, 1 Int)
Knowledge (planes, Sigil) +5 (1 Rank, 3 Class, 1 Int)
Knowledge (planes, The Outlands) +5 (1 Rank, 3 Class, 1 Int)
Knowledge (religion) +1 (0 Rank, 0 Class, 1 Int)
Perception +8 (1 Rank, 3 Class, 2 Wis, 2 City Scavenger)
Profession +2 (0 Rank, 0 Class, 2 Wis)
Ride +3 (0 rank, 0 Class, 3 Dex)
Spellcraft +2 (0 Rank, 0 Class, 2 Wis)
Stealth +7 (3 Dex, 4 Size)
Survival +10 (1 Rank, 3 Class, 2 Wis, 2 Nature Sense, 2 City Scavenger)
Swim +0 (0 Rank, 0 Class, 0 Str)
SQ:

Weapon and Armor Proficiency
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spontaneous Casting
An urban druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.
This ability replaces the ability to spontaneously cast summon nature’s ally spells.
Chaotic, Evil, Good, and Lawful Spells
A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Orisons (Sp)
Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Nature Bond (Ex)
An urban druid may not select an animal companion. Instead, she must choose from the following domains, rather than those usually available to druids: Charm, Community, Knowledge, Nobility, Protection, Repose, Rune, or Weather.
Lore Keeper (Sp) You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex)
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier 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, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check

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Racial Traits +4 Dex, -2 Str, -2 Cha; Goblinoid, Small, Fast Movement, Darkvision, City Scavenger (replaces Skilled), Languages.
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Traits (Free League)Indep Namer and (Regional)Vagabond Child
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Items Backpack*, belt pouch*, spell component pouch with holly and mistletoe, vial of antitoxin, 2 flasks of alchemist's fire, a potion of keen senses, 3 sunrods, a climber's kit*, fishhook, flint and steel, shovel*, signal whistle*, waterskin*
Combat Gear MW studded leather armor*, light wooden quickdraw shield*, sickle*

Wealth (75 gp, 2 sp, on person)(402gp 3 sp, 5cp in Sigil Bank)
Carrying Capacity
Light (38 lbs or less); Medium (39-76 lbs.); Heavy (77-115 lbs.)
Current Load: 28
Age 21, Height 3'3", Weight 237 lbs, Hair Black, Eyes Red
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Description:
Gribblix..looks unique among other goblins. Gribblix wears decent gear, except that it is often dirty, stained, and often smelly. Upon his back is a small-sized backpack, in which he keeps his treasures. Like most druids, Gribblix can't wear metal armor, so he wears studded leather armor in excellent condition, rumors still persist the goblin stole it from a halfling druid. Gribblix also takes pride in his light wooden quickdraw shield, often licking it clean. The urban druid wields a small simple sickle. Gribblix is currently considering getting a face tattoo, but can't decide on what he wants it to be.

Personality:
Gribblix is in love..with a planar hub. The urban druid goblin worships Sigil as a goddess and a lover. Tending small plants growing inbetween cobblestones, greetings buildings as he passes, picking fleas off of stray animals (and save them for later), all of these things Gribblix does on a daily basis. For years, the goblin has been trying to form a friendship with the city's dabus, helping them whenever he can. Gribblix admires all dabus, even visiting Fell at his tattoo shop from time to time. Gribblix hopes to acquire the same level of communion dabus has with Sigil and The Lady in Pain. In order to be closer to Sigil, Gribblix volunteers to sleep outside, instead of inside buildings. The goblin believes Sigil speaks more clearly in his dreams when he sleeps outside.
Despite his altruistic leaning, Gribblix knows Sigil's streets are dangerous, so like most goblins, this urban druid also knows how to look out for #1. Gribblix simply does what he must to survive.

Background:
Gribblix was not born in Sigil. He has very vague memories of a place called..Krinch..Krynn..Krump, one of those names. His mother told him they landed up in Sigil because his mother was standing to close to a magic gem when some wizards were dueling. They made due in their new place, until Gribblix's mother died suddenly when a visiting frost giant tripped and landed on her. Since he was orphaned, Gribblix went to live with various gangs of the city, which helped to hone his sneeking skills.
Eventually, one thing led to another, which often does, Gribblix was beaten to near death by his gang for botching a lucrative job. Hovering near-death, Gribblix kept hearing a voice, beaconing him to stay among the living. The Voice had an important job for Gribblix. It wanted Gribblix to tend to it's needs, and The Voice would reward Gribblix with greater power than those found in gangs. Slowly, Gribblix came back to consciousness, to find all his wounds healed. The Voice then revealed itself to be Sigil itself, and that Gribblix was it's newest servant.From that moment on, the goblin turned from a life of crime (mostly) to become a servant to Sigil. Despite never going to any kind of school, Gribblix found he could shake peoples hands and know all about them, and learn about things just by touching them. With this knowledge and a lifetime of living on Sigil's streets, Gribblix used his know-how to become on of the city's street guides. At first, the majority of his clients were goblinoid, but word soon got out of the reasonable priced goblin city guide, and his client list grew. From navigating gang territories to finding specific vendors, Gribblix began to be the goblin to call upon to get you where you needed to go in Sigil.