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.
+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
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Feats:
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-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
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Special Abilities:
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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.
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
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Bazzt
Dire Bat
STR 10 (0)
DEX 18 (+3)
CON 9 (-1)
INT 3 (-4)
WIS 14 (+2)
CHA 6 (-2)