Goblin Sneak

Grobly's page

282 posts. Alias of Conch.


Full Name

Grobly the Goblin

Race

Goblin

Classes/Levels

Alchemist(firebomber)/UCBarbarian(Feral Gnasher)/Druid HP: 75/75 AC:19 F: +9 R: +7 W: +7 Perc: +9

Gender

Male

Size

small

Age

15

Special Abilities

Darkvision (120), Carrion Scent, Poison Resist 2

Alignment

CN

Languages

Common, Draconic, Druidic, Goblin, Orc

Strength 19
Dexterity 16
Constitution 20
Intelligence 16
Wisdom 16
Charisma 8

About Grobly

Grobly the Goblin
Class: Alchemist / Unchained Barbarian / Druid
Alchemist (Firebomber) 4
Unchained Barbarian (Feral Gnasher) 4
Druid 4
Brawler(strangler) 1
Favored Class: Unchained Barbarian

Hero Points: 1

Alignment: Chaotic Neutral. Grobly is much closer to Chaotic Good than expected; Grobly is a feral, dangerous beast by nature, much of it

due to his ravenous metabolism and short attention span but the Goblin does try to live up to his mentors aspirations. Grobly understands what it

means to be good, but in the heat of the moment his more intuitive nature will begin to take over.

Race: Goblin
Purchased Race Powers:
-Cave Crawler (1RP): Gain Climb Speed 10'. +8 bonus to climb.
-Hard Head, Big Teeth(2RP): +bite (See Savage Rage)
-Eat Anything (3RP): +4 to survival to forage for food. +4 racial bonus on saves vs nauseated or sickened condition.
-Advanced Constitution (4RP)
-Advanced Strength (4RP)
-Bite (1RP): +bite (See Savage Rage)
-Darkvision 120' (1RP)
-Pyromaniac (3RP): Members of this race are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of

the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the

damage of alchemist bombs that deal fire damage.
-Carrion Sense (1 RP)- As Scent but only for carrion

Theme: Grobly hates Hobgoblins and everything they represent. He believes they are the reason Goblins are evil to begin with (He turned out

alright with Goodwins help after all). Because of this, Grobly has developed a deep hatred for Hobgoblins and other Lawful Evil characters and a

heavy disrespect for Law as an alignment in general. Personally, he is the epitome of hunger, focusing on themes of Hunger, Grappling, and Chaos.

Size: Small
Reach: 5'

Initiative: +7 = 3(DEX) + 4(Improved Inititive)

Senses: Darkvision (120 feet)

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Stats:
---------------

STR: 19(+4)
DEX: 16(+3)
CON: 20(+5)
INT: 16(+3)
WIS: 16(+3)
CHA: 8(-1)

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Defenses:
---------------

Armor Class: 19 = 10 + 3(DEX) + 1(Size)+4(Armor)+1(shield)
Touch: 14 = 10 + 3(DEX) + 1(Size)
Flat-Footed: 11 = 10 + 1(Size)

CMB: +6 = +4(BAB) + 3(STR) - 1(Size)
CMD: 19 = 10 +4(BAB) + 3(STR) + 3(DEX) - 1(Size)
Grapple: +8 = +4(BAB) + 3(STR) - 1(Size) + 2(Untyped, Improved Grapple)
Grapple: 21 = 10 +4(BAB) + 3(STR) + 3(DEX) - 1(Size) + 2(Untyped, Improved Grapple)

Hit points: 75 = 48(12*4)(HD) + 20 (5*4)(CON) + 3(Toughness) + 4(Favored Class)
-Hit Die: d12

Saves:
Fortitude: +9 = 4(BASE) + 5(CON)
Reflex: +7 = 4(BASE) + 3(DEX)
Will: +7 = 4(BASE) + 3(WIS)
+4 vs Nauseated & Sickened
+4 vs Fey

---------------
Offenses:
---------------

BAB: +4
Move: 30' / Climb 10'

Bite: +10 = 4(BAB) + 4(STR) + 1(size) + 1(Weapon Focus)
1d8 + 4(STR)

Firebomb: +9 = 4(BAB) + 3(DEX) + 1(size) + 1(untyped, throw anything)
2d6 + 3(INT) fire, splash

Unarmed Strike: +9 = 4(BAB) + 4(STR) + 1(size)
1d2+4(STR)

Improvised Ranged Weapon: +10 = 4(BAB) + 3(DEX) + 1(Size) + 2(Surprise Weapon)

Improvised Weapon: +7 = 4(BAB) + 4(STR) + 1(Size) - 4(Improvised Weapon) + 2(surprise weapon)

Combat Modifiers:

+1 Caster level with fire spells/bombs
+1 to Melee Attack against Larger opponents if not next to ally.
Rage: +8 tHP / +2 Attack, Damage, Will
Mutagen: +4STR / -2INT

---------------
Feats:
---------------

-Free
Toughness
-Class
Armor Proficiency (Light)
Armor Proficiency (Medium)
Brew Potion
Druid Weapon proficiencies
Shield Proficiency
Simple Weapon Proficiency- All
Throw Anything
-By Lvl
1. Improved Grapple
1. Improved Initiative
1. Improved Unarmed Strike
1. Point Blank Shot
1. Weapon Focus (bite)
2. Roll with it: dc 5+dmg to absorb some and be sent flying
3. Snapping Turtle Style: +1 sheild ac if atleast one hand is free
4. Snapping Turtle Clutch: Free grapple if enemy misses melee attack

---------------
Skills: 28/28 skill points
= 4 + 3 (INT)/per lvl
---------------

Trained Class Skills
Acrobatics +7 = 1(ranks) + 3(class skill) + 3(DEX)
Appraise +3 = 3(INT)
Climb +15 = 3(STR) + 8(Racial, Cave Crawler) + 1(rank) + 3 (class skill)
Craft (Alchemy) +7 = 1(ranks) + 3(class skill) + 3(INT)
Disable Device +7 = 1(rank) + 3(Dex) + 3(Class SKill)
Fly +9 = 3(DEX) + 2(Small) +1 (rank) +3 (class skill)
Handle Animal +3 = 1(ranks) + 3(class skill) - 1(CHA)
Heal +7 = 3(WIS) + 1(rank) + 3(Class Skill)
Intimidate +4 = -1(CHA) + 3(class skill) + 2(rank)
Knowledge (Arcana) +7= 3(INT) + 3(Class skill) + 1(rank)
Knowledge (Geography) +7= 3(INT) + 3(Class skill) + 1(rank)
Knowledge (Nature) +9= 3(INT) + 3(Class skill) + 1(rank) + 2 (untyped)
Perception +9 = 3(ranks)+3(class skill) + 3(WIS)
Profession (Cook) +8 = 2(ranks)+3(class skill) + 3(WIS)
Ride +12 = 2(ranks) + 3(class skill) + 3(DEX) + 4(Racial)
Sleight of Hand +7= 3(DEX) + 3(Class skill) + 1(rank)
Spellcraft +7= 3(INT) + 3(Class skill) + 1(rank)
Stealth +16 = 3(DEX) + 4(Small) + 4(Racial) + 3(Class skill) + 2(Rank)
Survival +9 = 1(ranks) + 3(class skill) + 3(WIS) + 2(Untyped, Nature Sense)
+4 to forage for food
Swim +7 = +3(STR) +1(rank) +3(class skill)
Use Magic Device +3= 1 (rank) + 3 (Class SKill)

Cross-Class Skills:
Bluff -1 = -1(CHA)
Diplomacy -1 = -1(CHA)
Disguise -1 = -1(CHA)
Escape Artist +3 = 3(DEX)
Linguistics -
Sense Motive +3 = 3(WIS)

---------------
Special Abilities:
---------------

Alchemist
-Alchemy (SU):When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on
the Craft(alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion

for 1 round to make such a check.
-Bomb(su): 2d6. Lvl(4) + Int(3)=7/day. 10 + 2(.5lvl) + 3(INT)= DC 15 Reflex for half if splash.
-Bonus Feat: Brew Potion
-Fire Bombardier(su): +1 Splash damage to all fire bombs. INT only added to fire bombs (not others).
-Mutagen(su): 1 hour to make. +4 to one physical Ability, -2 to corresponding mental Ability. Lasts 10 mins/lvl when imbibed.
-Bonus Feat: Throw Anything
-Poison Resistance +2
Poison Use: Ability to sue poisons w/o chance of poisoning self.
Fast Poisoning (standard)
Discover: Precise Bombs: Ability to negate 3(INT) squares of bomb splash
Fast Poisoning: (move)
Swift Alchemy
Fiery Cocktail:whenever a fire bomber uses a discovery that deals damage other than fire damage, he can split the damage dice evenly

between the bomb's primary damage type and 1d6 points of fire damage; when there is an odd number of damage dice, the odd die of damage comes from

the primary damage type.

Barbarian
-Unchained Rage(ex): 4+5(CON)+6(2*lvl-1)=15/day. +8Temporary Hitpoints=+2temphp/lvl. +2 to Attack, Damage & Will saves. -2 AC
-Savage Bite(ex): Gain bite (1d8 w/ Bite & Hard Head, Big Teeth)
-Impromptu Armament: Can pick up anything that can be wielded in one hand as a free action.
-Uncanny Dodge: Retain Dex bonus when flat-footed.
Danger Sense +1: vs traps, surprise
Lockjaw: Bite gains Grab
Animal Fury(EX): Gain bite attack (irrelevant). Free bite with every grapple, if hit, +2 to grapple.

Druid
-Animal Companion Link(ex): Link with Animal Companion
-Nature Bond (Animal Companion)(ex): You start the game with an Animal Companion
-Nature Sense(ex): +2 to Knowledge (nature) & Survival checks.
-Share Spells with Companion(ex): Targets of self may be cast on Animal Companion.
-Spontaneous casting: Convert Druid spells into Summon Natures Ally spells of the same level.
-Wild Empathy(ex) +0: As Diplomacy, except with wild animals.
-Woodland Stride: Is not hamepered by undergrowth or wilderness
-Trackless Step
-Resist Natures Lure(ex): +4 vs Fey

Brawler
Brawlers Cunning: Irrelevant
Martial Flexibility: gain a combat feat for 1 minute (4 per day)
Martial Training: Brawler levels count as fighter and monk levels for feat/item recquirements
Strangle+1d6: extra damage when grappling.

Traits:
Goblin Foolhardiness (Racial): +1 vs Larger opponents as long as not adjacent to an ally
Surprise Weapon (Combat): +2 to attack with improvised Weapons
Unstable Mutagen (Magic): 1/day = d6 for special effects on a mutagen.

Languages: Common, Draconic, Druidic, Goblin, Orc

Equipment:
Ring (Special item),
Loincloth
Studded Leather Armor +1
Alchemist supplies (327.5g)
Cold weather blanket
Cold weather gear
Rope-silk
10x flasks of oil
Small backpack
Saddlebag
5x cure light wound potions
2x shield potions
2x Cats Grace
1x Bulls strength potion

Rings Special Properties:

Feats:
1. Letter Fury
2. Wild Spell

Loads:
light < 57
medium < 114.75
heavy < 172.5

Spells:

Alchemist Extracts per Day:
1- 4
2- 2

Known Alchemist Extracts
1- Adjuring Step
1- Enlarge Person
1- Firebelly (DC 14)
1- True Strike
1- Expeditious Retreat
1- Shield
1- Cure Light Wounds
1- Comprehend Languages
1- Adjuring Step
1- Ant Haul
1- Line Breaker
1- Long Arm
1- Crafter's Fortune
1- Death Watch
2- Blur

Druid Spells per day
0- 4
1- 4
2- 3

Appearance:
Grobly is a rather Top-heavy individual, with jaws befitting a predator five times his weight. He keeps his course, black hair cut short with
certain parts bald. He has no fashion sense, a creature of practicality, Grobly was taught over many months by Goodwin about dress, grooming and

other aspects of civilized life, but few stuck. Grobly has the typical Goblin stature and roughen scars. He keeps his feet bare, along with his

hands- both of which are covered by thick callouses and scars. His eyes are wide orbs of green, that catch a reddish hue at night.

history:
Like all Goblins, Grobly grew up amongst his fratricidal kin. Killing his brothers and sisters, just to survive, Grobly was the most vicious,

dangerous, angry Goblin of his tribes generation. Throwing himself into combat as recklessly as possible had worked so far, and so Grobly believed

it was the only way. He soon found out how wrong he was when a hobgoblin came by and began subverting the local tribes to his will. Grobly fought

back. Just before his inevitable death in combat, He was whisked away, to Goodwins side.

Goals:
Grobly hopes to found a mighty goblin empire based around goodwins teachings. He knows goblins are chaotic creatures, but he believes they do not

need to be evil. More short term, Grobly is dead set on finding out what happened to Goodwin, not matter the cost.

personality:
Grobly is hungry. He is always hungry, and much of his motivation is dictated by such. When he doesn't have food, he is looking for it. When he

has it, he is trying to make it taste better. Grobly is fearless, but his recklessness has been tempered by some of his mentors teachings. He

holds no love for law of any sort, with a righteous hatred of Lawful Evildoers (such as hobgoblins)

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Animal Companion
---------------

Bazzt
Dire Bat

STR 10 (0)
DEX 18 (+3)
CON 9 (-1)
INT 3 (-4)
WIS 14 (+2)
CHA 6 (-2)

HP: 28
AC: 20 = 10 + 4(DEX) + 1(Dodge) + 2(Natural armor)+3(barding)

F:+3 = 4(Core) - 1(CON)
R:+8 = 4(Core) + 4(DEX)
W:+3 = 1(Core) + 2(WIS)

Initiative: +4

Speed: 20'

+3 BAB

+3 CMB = 3 (Bab) + 0(STR)
18 CMD = 10 + 3(BAB) + 0(STR) + 4(DEX) + 1(Dodge)

BITE: +3= 3(BAB) +0(STR)
1d6= +0(STR)

Climb +4 = +1(ranks)+3(class skill) Fly +12 = +1(Ranks) + 3(Class Skill) + 4(DEX) + 4(Good Maneuverability)
Perception +10 = + 2(WIS) + 4(Blindsense) + 3(Class Skill) + 1(rank)
Stealth +8 = 1(Ranks) + 3(Class Skill) + 4(DEX)

+4 Perception for Blindsense, Attack Any Target, Blindsense (40 feet), Combat Riding, Flight (40, Good), Low-Light Vision

Dodge
Mobility
Evasion
+2 Natural Armor

Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel

Leather barding +1

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Bookkeeping
---------------

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Prepared Spells
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Alchemist Extracts
1x Shield
1x Enlarge Person
1x Expeditious Retreat
1x Firebelly

Druid Spells
0-
1x Create Water
1x Detect Magic
1x Stabalize
1x flare

1-
1x Cure Light Wounds
1x Magic Fang
1x Air Bubble

2-
1x Barkskin
1x Burning Gaze

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Money
---------------

Gold:50
Silver:
Copper:

Original Stat Math:

Original Rolls + balance to 90 points:

Allocations
14+4=18
14+4=18
11+2=13
11+1=12
9-1=8
8
<90 points

90(minimum)- 77(Base after mods)= 13 points left over
18
8+4=12
18
13+3=16
12+4=16
8+2=10
=90 points total.

STR 18 = -2 (Race) + 2 (RPbuy) + 18 (Core)
DEX 16 = +4 (Race) + 12 (Core)
CON 20 = +2 (RPbuy) +18 (Core)
INT 16 = 16 (Core)
WIS 16 = 16 (Core)
CHA 8 = -2 (Race) + 10 (Core)