Goblin

Kaloora Plimp's page

86 posts. Alias of adsapiens.


Full Name

Kaloora Plimp, the Burned

Race

Goblin

Classes/Levels

Paladin 1 | HP 17/17 | AC 21 TO 19 | F +3 R +3 W +1 | Perception +0 DV | Hero Points 1/1 | Resist Fire 1 | Spell Points 4/4 | Resonance 4/4

Gender

Male

Size

Small

Age

12

Special Abilities

Fire Ray, Lay on Hands, Retributive Strike

Alignment

Lawful Good

Deity

Sarenrae

Languages

Common, Goblin

Occupation

Laborer

Strength 18
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 8
Charisma 16

About Kaloora Plimp

Kaloora Plimp
LG Male Goblin (Goblin, Humanoid) Paladin of Sarenrae 1
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About
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Background Laborer
Size Small
Speed 25
Languages Common, Goblin
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Senses
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Perception 1 (Trained) - 1 (WIS) = +0
Darkvision You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
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Defense
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HP 6 (Ancestry) + 10 (Class) + 1 (CON) = 17

AC 10 + 2 (DEX) + 1 (Trained) + 4 (Armor) + 2 (Shield) = 21
TAC 10 + 2 (DEX) + 1 (Trained) + 2 (Armor) + 2 (Shield) = 19

Fortitude 0 + 2 (Expert) + 1 (CON) = +3
Reflex 0 + 1 (Trained) + 2 (DEX) = +3
Will 0 + 2 (Expert) - 1 (WIS) = +1

Hero Points 1
Resistances Fire 1

Other +4 circumstance bonus to treat diseases or poisons
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Offense
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Melee Scimitar +5 (1d6+4 Slash)
Ranged Sling +3 (1d6+2 Blunt)
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Abilities
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Strength 10 + 2 (Ancestry) + 2 (Background) + 2 (Free) + 2 (Class) = 18 (+4)
Dexterity 10 + 2 (Ancestry) + 2 (Free) = 14 (+2)
Constitution 10 + 2 (Free) = 12 (+1)
Intelligence 10 = 10 (+0)
Wisdom 10 - 2 (Ancestry) = 8 (-1)
Charisma 10 + 2 (Ancestry) + 2 (Background) + 2 (Free) = 16 (+3)
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Class
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Armor Proficiency All armor and shield
Signature Skills Athletics, Crafting, Diplomacy, Religion
Weapon Proficiency All simple and martial

Code of Conduct Paladins are divine champions of a deity. You must be lawful good and worship a deity that allows lawful good clerics. See the list of deities on page 72. Actions fundamentally opposed to your deity’s alignment or ideals are anathema to your faith. A few examples of acts that would be considered anathema appear in each deity’s entry. You and your GM will determine whether other acts count as anathema.In addition, you must follow the paladin’s code below. Deities often add additional strictures for their own paladins (for instance, Shelyn’s paladins never attack first except to protect an innocent, and they choose and perfect an art form). If you stray from lawful good, perform acts anathema to your deity, or violate your code of conduct, you lose your Spell Point pool and righteous ally until you demonstrate your repentance by conducting an atone ritual (see page 275), but keep any other paladin abilities that don’t require those class features.
Deific Weapon If your deity’s favored weapon (see page 72) is uncommon, you gain access to it. If the weapon is simple, increase the damage die by one step when you wield it (d4 to d6, d6 to d8, d8 to d10, d10 to d12).
Retributive Strike Reaction, Trigger: A creature within your reach hits an ally or friendly creature: Make a melee Strike against the triggering creature at a –2 penalty before the opponent rolls the damage for the triggering hit. If your attack hits, the target is enfeebled 1 for the remainder of its turn, or enfeebled 2 for the remainder of its turn if your Strike was a critical hit. The enfeebled condition ends immediately if the creature makes a Strike against you. If Retributive Strike incapacitates or kills the triggering creature, the triggering hit deals no damage.
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Feats
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Deity's Domain (Sarenrae/Fire) (Class) You embody an aspect of your deity. Choose one of your deity’s domains (see the Deity table on page 72). You gain the ability to cast the domain’s initial domain power as a champion power by spending 1 Spell Point. Increase your Spell Point pool by 1.
Flame Heart (Ancestry) As a result of either a childhood accident with flames or an ongoing fascination with fire, your skin has thickened, protecting you against burning. You gain resistance to fire equal to half your level (minimum 1), and your flat check to remove persistent fire damage (see page 323) is DC 15 instead of DC 20 without requiring an action to reduce the DC.
Robust Recovery (Background) Your physiology is especially strong against diseases and poisons, and you have learned folk medicine that allows you to help others recover from them as well. When you treat a disease or a poison, or someone else uses one of these actions to benefit you, increase the circumstance bonus granted on a success to +4.
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Resonance
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Resonance Points 3 (CHA) + 1 (Level) = 4
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Powers
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Spell Points 3 (CHA) + 1 (Deity's Domain) = 4

Fire Ray Somatic, Verbal, Range 60: Attempt a ranged touch Strike against the target. If you succeed at the attack, you deal fire damage to the target equal to 1d6 plus your spellcasting ability modifier. Heightened (+1): The ray’s damage increases by 1d6.
Lay on Hands Somatic, Range Touch: Your hands become infused with positive energy as you lay them on the target, healing a living target or damaging an undead target. If you use lay on hands on a willing living target, you restore Hit Points equal to 1d4 plus your spellcasting ability modifier, and if the target is an ally, he gains a +1 conditional bonus to AC for 1 round. Against an undead target, you deal the same amount of positive damage if you succeed at a melee touch attack, and the target takes a –1 conditional penalty to AC for 1 round. Heightened (+1): The amount of healing (or damage to undead) increases by 2d4.
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Skills
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Trained 1 (Background) + 4 (Class) + 0 (INT) = 5

*Acrobatics (DEX) = 0 + 1 (Trained) + 2 (DEX) - 5 (ACP) = -2
Arcana (INT) = 0 - 1 (Untrained) + 0 (INT) = -1
+*Athletics (STR) = 0 + 1 (Trained) + 4 (STR) - 5 (ACP) = +0
+Crafting (INT) = 0 - 1 (Untrained) + 0 (INT) = -1
Deception (CHA) = 0 - 1 (Untrained) + 3 (CHA) = +2
+*Diplomacy (CHA) = 0 + 1 (Trained) + 3 (CHA) = +4
Intimidation (CHA) = 0 - 1 (Untrained) + 3 (CHA) = +2
+*Lore (Labor) (INT) = 0 + 1 (Trained) + 0 (INT) = +1
Medicine (WIS) = 0 - 1 (Untrained) - 1 (WIS) = -2
Nature (WIS) = 0 - 1 (Untrained) - 1 (WIS) = -2
Occultism (INT) = 0 - 1 (Untrained) + 0 (INT) = -1
Performance (CHA) = 0 - 1 (Untrained) + 3 (CHA) = +2
+*Religion (WIS) = 0 + 1 (Trained) - 1 (WIS) = +0
Society (INT) = 0 - 1 (Untrained) + 0 (INT) = -1
Stealth (DEX) = 0 - 1 (Untrained) + 2 (DEX) - 5 (ACP) = -4
Survival (WIS) = 0 - 1 (Untrained) - 1 (WIS) = -2
Thievery (DEX) = 0 - 1 (Untrained) + 2 (DEX) - 5 (ACP) = -4
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Religion
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Deity Sarenrae (NG): The Dawnflower is goddess of healing, honesty, redemption, and the sun. She seeks to redeem evil where possible, or else destroy it swiftly.
Edicts Destroy the spawn of Rovagug, protect allies, provide aid to the sick and wounded, seek and allow redemption
Anathema Create undead, fail to strike down evil, lie, succumb to darkness
Favored Weapon Scimitar
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Equipment
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Wealth 150 sp (Level 1) - 141 sp - 50 cp = 4 sp
Weight Encumbrance: 5 + 4 (STR) = 9 Bulk, Maximum 10 + 4 (STR) = 10 Bulk
Load 5 Bulk + 19 Light Bulk = 6.9 (Light Load)

Scimitar (Martial) 11 sp, 1d6 S, Bulk 1, Hands 1, Sword (Forceful, Sweep)
Forceful This weapon becomes more dangerous when you build up momentum. When you attack with it more than once on your turn, the second attack adds a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack adds a circumstance bonus to damage equal to double the number of weapon damage dice.
Sweep This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted an attack this turn against a creature other than the target of this attack.

Sling (Simple) 0 sp, 1d6 B, Light Bulk, Hands 1+, Reload 1, Sling (Propulsive)
Propulsive You add half your Strength modifier to damage rolls with a propulsive ranged weapon so long as your Strength modifier is not negative. If you have a negative Strength modifier, you add your full Strength modifier instead.

Sling Bullet (100) 10 cp, 10xLight Bulk

Breastplate 80 sp, AC +4, TAC +2, Dex Max +3, Check Penalty -4, Speed penalty -5, Bulk 2, Clumsy
Clumsy This armor’s Dexterity modifier cap also applies to Reflex saves and to all Dexterity-based skill and ability checks that don’t have the attack trait.

Heavy Wooden Shield 10 sp, AC +2, TAC +2, Check Penalty -1, Bulk 1

Backpack 1sp, No Bulk: A backpack can hold up to 4 Bulk worth of items. If you are carrying or stowing a backpack rather than wearing it on your back, it has light Bulk instead of negligible.
Belt Pouch 4 cp, No Bulk: A belt pouch can hold up to 4 items of light Bulk.
Climbing Kit 5 sp, Bulk 1: This satchel includes 50 feet of hemp rope, some pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you’re climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. You gain a +1 item bonus to Athletics checks to Climb while utilizing an expert climbing kit. A single kit has only enough materials for one climber; each climber needs their own kit.
Clothing (Ordinary) 1 sp, No Bulk: Ordinary clothing is functional and decently tailored, such as peasant garb, monk’s robes, traveler’s attire, or work clothes. Fine clothing suits a noble or royal, made with expensive fabrics, precious metals, and intricate patterns. Winter clothing grants a +1 item bonus to Survival checks to Survive in the Wild when enduring cold.
Compass 10 sp, No Bulk: A compass gives you a +1 item bonus to Survival checks to navigate, provided you’re in a location with uniform magnetic fields.
Flint and Steel 5 sp, No Bulk: Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be possible during an encounter. Even in ideal conditions, using flint and steel to light a flame requires at least 3 actions, and often significantly longer.
Lantern (Hooded) 7 sp, Light Bulk: A lantern sheds bright light and requires 1 pint of oil to function for 6 hours. A bull’s-eye lantern emits its light in a 60-foot cone. A hooded lantern sheds light in a 30-foot radius and is equipped with shutters, which you can close to block the light. Closing or opening the shutters takes an Interact action and requires you to have one hand free.
Oil (10 pints) 10 cp, No Bulk: You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged touch attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 10 flat check for the oil to ignite successfully when it hits. If the oil ignites, the target takes 1d6 fire damage.
Religious Symbol (Wooden) (Sarenrae) 1 sp, Light Bulk: This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol of their deity as a divine focus to use certain abilities and cast some spells. A religious symbol must be held in one hand to use it.
Religious Text (Sarenrae) 10 sp, Light Bulk: This manuscript contains scripture of a particular religion. Some divine spellcasters, such as clerics, can use a religious text as a divine focus to use certain abilities and cast some spells. A religious text must be held in one hand to use it.
Sheath 1 cp, No Bulk: A sheath or scabbard lets you easily carry a weapon on your person.
Waterskin 5 cp, Light Bulk
Rations (4 day) 20 cp, 4xLight Bulk