Combat Gear rapier, dagger, leather armor
Other Gear backpack, belt pouch, Spell book, waterskin, vial of liquid ice, bonded object (ring), MW thieves' tools, 2 scrolls Snowball (100gp)
Carrying capacity 26/53/80
Total Carried Weight 20.5 lbs.
Gold 395 gp.
Ability Score Racial Traits: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2Strength, and –2 Charisma.
Type: Goblins are humanoids with the goblinoid subtype.
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.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.
Movement Racial Traits
Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)
Senses Racial Traits
Darkvision: Goblins see perfectly in the dark up to 60 feet.
"Snipsy" N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent
saddle, bags, bit and bridle.
Gufi (pronounced “Goofy”) is an odd goblin. He left his goblin tribe as soon as he reached adulthood, and supported himself by stealing odds and ends found in various creatures' homes and encampments. He was very adept at sneaking around unnoticed, even in large camps and towns.
His most prized acquisition is a spell book, which he found in a cave outside of Daggermark. Intrigued by the strange symbols in it, he pondered over it for weeks before he started seeing patterns in the scribblings, and began to understand them. It took him a year, but he managed to learn all the spells in the book.
This made thieving that much easier, and he enjoyed having some magic on tap for emergencies.
Gufi doesn't have the typical attitude of most goblins. He's not particularly cruel and doesn't hate other races and creatures like his brethren. He's incredibly smart, though he's not aware of how smart he really is. Since most humanoids avoid (or try to kill) goblins, he's usually wary of others, so he hasn't interacted with enough people to really understand that.
He's ambitious, though, and when he returned to his tribe, he became interested in expanding their little kingdom. He needed a way to do that.
Admixture School Associated School Evocation. Opposed Schools Enchantment, Necromancy
Arcane Bond If Gufi attempts to cast a spell without his ring, he must make a concentration check (DC 20 + the spell’s level) or lose the spell. Once per day, Gufi may use his ring to cast any single spell from his spellbook, even if it is not prepared, as if he had memorized it that morning.
Intense Spells (Su) Gufi adds +1 damage to any evocation spell that deals hit point damage.
Versatile Evocation (Su) When Gufi casts an evocation spell that does acid, cold, electricity, or fire damage, he may change the damage dealt to one of the other four energy types 7 times/day.