Goblin

Klaakz's page

58 posts. Organized Play character for gemmik.


Full Name

Klaakz

Race

| Arcana +6, Diplomacy +5, Lore (Academia) +5, Nature +4, Occultism: +6, Religion +4, Society +3, Thievery +5

Classes/Levels

| Active Conditions: None

Gender

| HP: 12/12 | AC 15 | F:+3 R:+5 W:+6 | Speed 25 ft. | Hero Points: 0/3 | Focus Points: 1/1 | Spells: 1st: 3/3 | Drain Familiar: 1/1 | Perc +4 |

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

About Klaakz

Klaakz
293440-2002
Male Goblin (charhide) Scholar Wizard (necromancer) 1
Nationality (Varisian), Birthplace (Thistletop)
N Small Traits
Fame 4
Faction: Grand Archive (Rep 8); Vigilant Seal (Rep 2)
Education: Spells 3
Items Gained scroll of burning hands, minor healing potion (1d8)
XP 8

Languages Common, Draconic, Goblin, Gnoll, Orcish
Senses Darkvision, Perception +4 (Trained)
Hero Points 1
Class DC 16
Speed: 25 feet

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DEFENSE
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HP: 12
AC: 15 (+0 AC, +2 Dex, +3 Proficiency)
Fortitude: +3 Reflex: +5 Will: +6
Fire Resistance: 1

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OFFENSE
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Melee: Produce Flame +6 (1d4+4)(cantrip, SV)
Ranged: Produce Flame +6 (1d4+4)(Range: 30 ft.; cantrip, SV; critical: double damage and 1d4 persistent fire damage)

Spell Attack +6, Spell DCs 16, +1 fire damage to fire spells

Spell Powers
1 Point— call of the grave (SV)

Spells Prepared
1st— burning hands, goblin pox, pest form
Cantrips— chill touch, ghost sound, mage hand, produce flame, read aura, sigil

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ACTIONS
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Drain Familiar: FREE ACTION
Frequency: 1/day
Requirements: You haven’t acted yet on your turn
Effect: You expend the power stored in your familiar. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.

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Skills
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Skill: +Mod (Proficiency)
Acrobatics: +2 (Untrained)
Arcana: +6 (Trained) (Can take 10)
Athletics: +1 (Untrained)
Crafting: +3 (Untrained)
Deception: +2 (Untrained)
Diplomacy: +5 (Trained)
Intimidation: +2 (Untrained)
Lore (Academia): +5 (Trained)
Medicine: +1 (Untrained)
Nature: +4 (Trained)
Occultism: +6 (Trained)
Performance: +2 (Untrained)
Religion: +4 (Trained)
Society: +3 (Untrained)
Stealth: +2 (Untrained)
Survival: +1 (Untrained)
Thievery: +5 (Trained)

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Statistics
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STR 12 DEX 14 CON 10 INT 16 WIS 12 CHA 14

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Feats
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Ancestry: charhide goblin
Background: assurance (arcana)
Class: arcane bond, arcane thesis (familiar)
General:
Skill

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FEAT AND ABILITY DETAILS
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Assurance (Arcana) - Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

Arcane Bond - You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.

Arcane Thesis - Improved Familiar Attunement - You’ve long held that fine-tuning the magic that bonds wizard and familiar can improve the mystic connection, compared to the safe yet generic bond most wizards currently use. You’ve formed such a pact with your familiar, gaining more advantages from it than most wizards. You gain the Familiar wizard feat as a bonus feat. Your familiar gains an extra ability, and it gains an additional extra ability when you reach 6th, 12th, and 18th levels. Your connection with your familiar alters your arcane bond class feature so that you store your magical energy in your familiar, rather than an item you own; you also gain the Drain Familiar free action instead of Drain Bonded Item. Drain Familiar can be used any time an ability would allow you to use Drain Bonded Item and functions identically, except that you draw magic from your familiar instead of an item.

Burn It! - Fire fascinates you. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell’s level or one-quarter the item’s level (minimum 1). You also gain a +1 status bonus to any persistent fire damage you deal.

Charhide Goblin - Your ancestors have always had a connection to fire and a thicker skin, which allows you to resist burning. 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.

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Equipment
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Armour:
Weapons:
Alchemical Items
Magical Items minor healing potion (1d8) x5
Containers: Backpack (Bulk 0/4), Belt Pouch (Bulk 0/4L)
Equipment: bedroll, clothing (mouse sized x2), rations (2 weeks), religious symbol (silver), scroll case, spellbook, soap, tent (pup), thieve’s tools, waterskin, writing set

Gold: 14
Silver: 6
Copper: 8

Bulk 0 6L
Encumbered (5+Str), Maxiumum (10+str)

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Spellbook
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1st—burning hands, goblin pox, pest form, ray of enfeeblement, sleep, unseen servant
Cantrips— chill touch, daze, detect magic, ghost sound, mage hand, produce flame, read aura, sigil, tanglefoot

Familiar:

Windy Bin
Tiny Mouse Familiar
HP 5 (5/lv)
Senses low-light vision
Speed 25 feet

Familiar Abilities
Burrower - burrow speed of 5 ft., can dig holes
Darkvision
Speech - speak Orcish

Modifiers and AC: equal to mine w/o circumstance or status bonuses and penalties

BOON:

[] [] Valais’s Assurance (General, Limited Use)
Valais Durant is the leader of the Radiant Oath, in no small part because of her kindness and willingness to share her power with those in need. You may check a box next to this boon and spend an action to use the champion focus spell lay on hands, heightened appropriately for your level. This does not cost a focus point.

Defense Proficiencies:

Unarmored: Trained
FORT: Trained
REF: Trained
WILL: Expert
Light Armor: Untrained
Medium Armor: Untrained
Heavy Armor: Untrained
Shields: Untrained

Offense Proficiencies:

Simple Weapons: Untrained
Martial Weapons: Untrained
Special Proficiencies: Unarmed, club, crossbow, dagger, heavy crossbow, staff
Arcane Magic Trained
Divine Magic Untrained
Occult Magic Untrained
Primal Magic Untrained

Reminder:

Untrained +0
Trained 2+level
Expert 4+level
Master 6+level
Legendary 8+level

Background:

Klaakz was born and raised in a tribe of goblins called the Goblin-love-mouse Tribe. They loved mice. Wasn't much more to it than that.

Well, one day the Goblin-love-mouse Tribe joined up with a bunch of other tribes to burn down Sandpoint. Which was super fun! But, then humans got pretty mad about it, so the Goblin-love-mouse tribe ran for it, like their beloved mice.

Klaakz was pretty smart, so he learned some stuff and eventually met a Pathfinder. Now he, and his pet Windy Bin, work out of the Magnimar Pathfinder Lodge.

Appearance and Personality:

Klaakz is a short, wrinkly goblin, with a gorgeous, regal, magnificent... white mouse on his head. He has a book hanging off of his belt, and a big backpack over his shoulder.

Spellcasting:

Call of the Grave - Klaakz starts to chant and his eyes turn black as he raises both hands into the air. Wisps of mist rises up from the ground and gather in his hands, looking suspiciously like skulls. He casts his hands forward, and the mist fires at ...