Lopo

Grogggg's page

386 posts. Organized Play character for Joseph Martin 681.


Full Name

Grogg

Race

Unbreakable Goblin Champion of Cayden Cailean 6|CG | AC 25 | HP 54/80 | Fort +12 Reflex +11 Will +11 | Perception +9

Classes/Levels

Champion 6 (Liberator)

About Grogggg

Bot me:

[dice=heavy pick+1] 1d20+15 [/dice]
[dice=damage] 2d10+4 [/dice]

[dice=rapier] 1d20+14 [/dice]
[dice=damage] 1d6+4 [/dice]

[dice=dagger] 1d20+13 [/dice]
[dice=damage] 1d4+4 [/dice]

[dice=sling] 1d20+13 [/dice]
[dice=damage] 1d6+2 [/dice]

Grogg
Unbreakable Goblin
Liberator Champion 5
CG

S 18 D 16 C 14 I 12 W 12 Ch 14
AC 25
HP 80
Fort +12; Refl +11; Will +11

Skills: Acrobatics +11; Arcana +1; Athletics +14; Crafting +9; Deception +2; Diplomacy +2; Intimidation +10; Lore (Goblin) +9; Lore (Guild) +9; Medicine +1; Nature +9; Occultism +1; Performance +10; Religion +9; Society +1; Stealth +11; Survival +8; Thievery +11

Great Pick+1 +15 2d10+4 P Fatal D12
Rapier +14 1d6+4 Deadly D8, disarm, finesse
Dagger +13 1d4+4 P or S Agile, thrown 10’, Finesse, Versatile S
Sling +13 1d6+2 B 50’ Propulsive

Ancestry feat: (Unbreakable Goblin, ½ falling damage), Goblin Lore, Kneecap
Skill Feat: Specialty Crafting, seasoned, skill training: Survival, Poweful leap

Class features and feats: Deity’s domain - Might, liberating step, Esoteric oath, B;ade ally, Aura of courage,Weapon expertise, Smite Evil

Equipment: Breastplate +1, Heavy pick +1 striking, Rapier, Sling, 2X dagger, 2x minor healing potion(1d8), 2 x lesser healing potion(2d8+5)

Darkvision.

Powers:
Liberating Step:
Trigger An enemy damages, Grabs, or Grapples your ally, and both are within 15 feet of you.
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.

Esoteric oath: If you use Liberating Step triggered by an evil aberration, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.

Athletic Rush: Focus 1. Transmutation.
Cast 1 action; somatic
Duration 1 round
Your body fills with physical power and skill. You gain a +10-foot status bonus to Speed and a +2 status bonus to Athletics checks. As a part of Casting this Spell, you can use a Stride, Leap, Climb, or Swim action. The spell's bonuses apply during that action.

Lay on Hands: Focus 1 Healing Necromancy Positive.
Cast 1 action; somatic
Range touch; Targets 1 willing living creature or 1 undead creature
Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.
Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.

Seasoned: +1 to craft food, frinks and potions.

Blade ally:
A spirit of battle dwells within your weapon. Select one weapon when you make your daily preparations. In your hands, the weapon gains the effect of a property rune. For a champion following the tenets of good, choose Disrupting, Ghost Touch, Returning, or Shifting. You also gain the weapon's critical specialization effect.
Disrupting: A disrupting weapon pulses with positive energy, dealing an extra 1d6 positive damage to undead. On a critical hit, the undead is also enfeebled 1 until the end of your next turn.
Ghost touch: The weapon can harm creatures without physical form. A ghost touch weapon is particularly effective against incorporeal creatures, which almost always have a specific vulnerability to ghost touch weapons. Incorporeal creatures can touch, hold, and wield ghost touch weapons (unlike most physical objects).
Returning:When you make a thrown Strike with this weapon, it flies back to your hand after the Strike is complete. If your hands are full when the weapon returns, it falls to the ground in your space.
Shifting: With a moment of manipulation, you can shift this weapon into a different weapon with a similar form.
Activate Single Action Interact; Effect The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon’s runes and any precious material it’s made of apply to the weapon’s new shape. Any property runes that can’t apply to the new form are suppressed until the item takes a shape to which they can apply.

Aura of courage: You stand strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your frightened condition value by 1, you also reduce the value by 1 for all allies within 15 feet.

Kneecap: 1 action. You deliver a punishing blow to an enemy's knee, shin, or other vulnerable anatomy within your reach. Make a Strike with one of your melee weapons or melee unarmed attacks. This attack doesn't deal damage. On a hit, the target takes a –10-foot status penalty to its Speed or a –15-foot status penalty on a critical hit. The penalty lasts for 1 round. This penalty applies only if the target has a land Speed and depends on legs or other targetable appendages to use its land Speed. As with all penalties to Speed, this can't reduce a creature's Speed below 5 feet.