Goblyn

Kizik's page

26 posts. Organized Play character for Palandri.


Full Name

Kizik

Race

F+7 R+9 W+3 | Perc +5 (Darkvision) | Speed 25' | Hero 1 |

Classes/Levels

Exploration: Avoid Notice +7 (Init +9) | ✋ Hand Cannon (B) | Status:

Gender

CN Male Goblin Gunslinger 1 | ♥️ 16/16 | AC 18 |

About Kizik

Name: Kizik
Ancestry: Goblin
Heritage: Charhide Goblin
Background: Perfection Seeker
Class: Gunslinger (Way of the Pistolero)
Alignment: Chaotic Neutral
Deity: -
Home Region: Mana Wastes (Alkenstar)

Level: 1
XP: 1
Class DC: 17 (T)

Max HP: 16 - Resistances: fire 1 (Charhide Goblin)
AC: 18
Size: Small
Speed: 25 feet
Senses: Darkvision
Languages: Common, Goblin
Traits: CN, Small, Goblin, Charhide Goblin, Humanoid

Ability Scores: Str +0, Dex +4, Con +2, Int +0, Wis +0, Cha +3
Perception: +5 (E) - +2 to initiative (Ten Paces)
Saving Throws: Fort +7 (E) - Ref +9 (E) - Will +3 (T)

Description:

Age: 12
Gender: Male (he/him/his)
Height: 35" (90cm)
Weight: 30lbs (13kg)
Skin: Gray Green
Eyes: Red

Kizik is a little shorter than average for a goblin, with thicker than usual olive-green-tinged gray skin that is a hallmark of the Cindersnort goblins from whom he decends. He has the usual red eyes of his ancestry and dresses somewhat uniformly in black. On his head is a wide-brimmed felt fedora hat that keeps his face shaded and which he seldom removes. A long leather coat covers his leather body armor, which is criss-crossed by two bandoliers loaded with rounds of ammunition. His black leather pants are topped by a gun belt with a holster on his right side holding a dueling pistol. His feet are bare, but his hands are covered with fingerless fitted kid leather gloves that are like a second skin. His hands rarely stray very far from his belt.

Backstory:

Kizik's parents were originally Cindersnort goblins from the Western Ravage of the Mana Wastes. Being one of the smarter craftsgoblins of his tribe and a alchemical adept to boot, Kizik's father, Kappa, was the lead in the Cindersnort's efforts to reverse-engineer the firearms they'd stolen years ago and to devise a gunpowder substitute with which to power them. After running into several road-blocks, he decided to head to Alkenstar with his new wife, Zonga, and try working undercover at the Gunworks to learn their secrets. Kizik's parents had only been lightly touched by the mutating powers of the Mana Wastes and so managed to pass themselves off as goblin immigrants from Quantium. After some initial suspicion, Kappa's evident abilities won him a place working at the firearm factory.

Kappa worked long stretches at the Gunworks, punctuated by short visits to his new home in Alkenstar where Zonga worked as a cleaning lady. It was there that Kizik was born and raised. Being far from the disfiguring influences of the magic-warped Western Ravage, Kizik was born a normal goblin, with no sign of the mutations that plagued his parents and the other members of their tribe.

Unlike his more staid parents, Kizik was a flighty and adventurous soul. During his short childhood, he fell in with a gang of neighborhood children; mainly human but with a few dwarves as well. He and his friends went constantly in search of new adventures and experiences, of which schooling was notable by its absence. This being Alkenstar, it was only a matter of time before they got their hands on some firearms and ammunition. These they would take to secluded areas and play at being outlaws, firing them at distant targets and taking part in mock fast-draw duels. Due to his twitchy goblin muscles, quick reactions and large hands, Kizik was soon the undisputed quick-draw champion of the group.

During these years, Kappa had learned the secrets of black-powder and routinely smuggled ammunition and the occasional firearm out of the Gunworks and back to the Cindersnort goblins in the nearby mountains. Eventually, his malfeasance was discovered when he was caught trying to sneak out of the factory with the second of a pair of exquisitely crafted dueling pistols made by his own hand. He was imprisoned indefinitely for his crimes and his family was expelled from Alkenstar. Kizik had reached adulthood by this time and escorted his mother back to the Cindersnort warrens in the mountains.

Never having lived or had anything to do with his nominal tribe, Kizik felt no real connection to his Cindersnort compatriots. He quickly grew to hate his new provincial life with its narrow-minded tribal limitations and finally decided to leave in search of adventure. Zonga, seeing that there was nothing she could do to talk her son out of it, instead told him where his father had hidden his last cache of smuggled goods prior to his arrest. Kizik returned to Alkenstar to retrieve the illicit items, which turned out to be the first of the pair of dueling pistols his father had made, along with a good supply of ammunition. If he was caught with such an illegal firearm in Alkenstar, he would likely end up in the cell next to his father's. So he left the Mana Wastes altogether and worked his way down the river to Quantium.

He was not in the city for long before he heard of the Pathfinder Society and the exciting lives of adventure experienced by its namesake members. He visited Nexus House, the Pathfinder lodge in Quantium and signed up. Kizik was soon on a boat to Absalom where he would spend the next few years training as a Pathfinder and then participating in their missions as a fully-fledged member of the Society.

Abilities:

Charhide Goblin
You gain fire resistance equal to half your level (minimum 1). You can also recover from being on fire more easily. Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which is reduced to DC 5 if another creature uses a particularly appropriate action to help.

Raconteur's Reload (◆)
Your rapid or forceful words draw the enemy's attention away from your hands long enough to chamber another bullet. Interact to reload and then attempt a Deception check to Create a Diversion or an Intimidation check to Demoralize.

Singular Expertise
You gain a +1 circumstance bonus to damage rolls with firearms and crossbows.

Ten Paces (◇)
Trigger You roll initiative.
You react to trouble with lightning speed, positioning yourself just right. You gain a +2 circumstance bonus to your initiative roll, and you can Interact to draw a one-handed firearm or one-handed crossbow. As your first action on your first turn, you can Step up to 10 feet as a free action.

Feats:

Very Sneaky
You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don't become observed if you don't have cover or greater cover and aren't concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.

Cat Fall
Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Dual-Weapon Reload
You Interact to reload a one-handed ranged weapon you're holding. Unlike most Interact actions, you don't need a free hand to reload your ranged weapon in this way.

Skills:

Acrobatics: +7 (T)
Arcana: +0 (U)
Athletics: +0 (U)
Crafting: +0 (U)
Deception: +6 (T)
Diplomacy: +3 (U)
Intimidation: +6 (T)
Lore: Gladiatorial: +3 (T)
Lore: Warfare: +3 (T)
Medicine: +0 (U)
Nature: +0 (U)
Occultism: +0 (U)
Performance: +3 (U)
Religion: +0 (U)
Society: +0 (U)
Stealth: +7 (T)
Survival: +0 (U)
Thievery: +7 (T)

Attacks:

Ranged (1, 30 ft) Hand Cannon +9 (Uncommon, Modular B, P, or S), Damage 1d6 B/P/S +1 (Circumstance Bonus)
Melee (1) Shortsword +7 (Agile, Finesse, Versatile S), Damage 1d6 P/S
Melee (1) Fist +7 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 B

Defenses:

Light Armor (T) - Leather Armor: AC Bonus +1, Dex Cap +4

PFS Information:

PFS Number: 2380483#2010
Faction: Horizon Hunters (Reputation: 1)
Training: Swords
Bonus Lore: Gladiatorial Lore
Bonus Consumable: Healing Potion (Minor)

Boons:

Advanced: -

Equipment:

Adventurer’s Pack
Backpack - Worn
Bedroll - Stowed
Chalk (10 pieces) - Stowed
Flint and Steel - Stowed
Rope (50 feet) - Stowed
Rations (2 weeks) - Stowed
Soap - Stowed
Torches (5)- Stowed
Waterskin - Stowed

Clothing (Ordinary)
Long leather coat - Worn
Leather sleeveless vest - Worn
Leather breeches & belt - Worn
Wide-brimmed black felt fedora hat - Worn
Fitted kid leather gloves - Worn
Bandoliers (2) - Worn

Thieves’ Tools - Worn
Replacement Picks - Worn

Firearm Ammunition (100 rounds) - Worn
Firearm Cleaning Kit - Stowed

Leather Armor - Worn

Hand Cannon - Worn
Assorted Cheap Cutlery (30 rounds) - Worn
Shortsword - Worn

Healing Potion (Minor) - Worn

Cash Left: 4gp 7sp - Worn
Bulk: 2.5 (of 5) - Unencumbered

Party Loot:

Daily Preparations:

Put on leather armor.
Clean his firearms.

Botting Instructions:

Exploration: Kizik's default exploration mode is Avoid Notice +7 (Init +9).

Encounter: Kizik will ...