Lopo

Kolaach Gosselin's page

114 posts. Alias of Andrew Love.


Full Name

Kalaach Gosselin

Race

Goblin

Classes/Levels

Cavalier 1 Alchemist 1 Fighter 1

Gender

Male AC 19 HP 31Init 4 Fort 6 Ref 6 Will 1

Size

small

Age

16

Special Abilities

Darkvision 60ft Voolk Hp20 AC14 touch12 Flat footed12 Fort5 Ref5 Will1 CMD14(18vs trip) str13 dex15 con15 int2 wis12 cha6

Alignment

CG

Languages

Common, Goblin, Halfling

Occupation

Baker

Strength 10
Dexterity 19
Constitution 12
Intelligence 14
Wisdom 12
Charisma 10

About Kolaach Gosselin

[dice=short bow]1d20+8;1d6[/dice]
[dice=Voolk bites and trips]1d20+2;1d6+1;1d20+2[/dice]
[dice=bomb]1d20+8;1d6+2[/dice] fire(splash damage 3,dc13)

About Kolaach Gosselin
As Second-generation baker, Kolacch along with his trusted mount Voolk are traveling around in search of the perfect pie recipe. Mine Always seem to blow up.
STR 10 +0 DEX 19 +4 CON 12 +1
INT 14 +2 WIS 12 +1 CHA 10 +0
Speed 20 Initiative 4 Dark Vision 60 ft
HP 31 AC 19=10+4(armor)+4(dex)+1(size) Touch 15 Flat-Footed 15
FORT 8=6(base)+1(con)+1(trait) REF 6=2(base)+4(dex) WILL 1=0(base)+1(wis)
[dice=Fort]1d20+6[/dice] [dice=Ref]1d20+6[/dice] [dice=Will]1d20+1[/dice]
BAB 2 CMB 1=2(bab)+0(str)-1(size) CMD 15=2(bab)+0(str)+4(dex)-1(size)
SKILLS(ability+ranks+misc.)
acrobatics 8=4+1+3
craft:alchemy 9=2+3+3+19(alchemist lvl)
craft:pastries(pies) 2=2+0+0
Handle Animal
knowledge:local 6=2+1+3
knowledge:nature 6=2+1+3
knowledge:Dungeoneering 6=2+1+3
knowledge:Engineering 6=2+1+3
perception 6=1+2+3 [dice=Perception]1d20+6[/dice]
profession:baker 6=1+2+3
ride 13=4+2+3+4(goblin)
spell-craft 6=2+1+3
stealth 8=4+0+4(size)+4(goblin)
survival 6(7)=1+2+3+(1 vs getting lost)
WEAPONS
long-sword 1d20+3;1d6+0(19-20/*2)
darts(4)(20ft) 1d20+8;1d3(*2) Bombs(3/day)(20ft) 1d20+8 1d6+2(splash damage 3,dc13)
Med. Light crossbow(80ft) 1d20+8-1(over size);1d8(19-20/*2)
Tiny short bow(20 arrows)(100ft) 1d20+8; 1d4(*3)

Range1d20+ 2(bab)+ 4(dex)+ 1(size)+ 1(point blank shot) -1(over size weapon)
Melee 1d20+ 2(bab)+ 0(str)+ 1(size)

TRAITS
Advantageous Distraction (Goblin): Benefit: Once per day as a swift action, you can be momentarily distracted in combat—ducking an axe swing to inspect a toadstool, or stooping behind a tree to lick some bark and accidentally avoiding an arrow, and so on. When you activate this ability, you gain a +2 doge bonus to your AC for 1 round.
Life of Toil: Benefit: You gain a +1trait bonus on Fortitude saves.
FEATS
1)Point-Blank Shot : You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
2)Precise Shot (Combat):You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll
Fighter Bonus Feat 1)Charging Hurler (Combat): You can use the charge rules to make a thrown weapon attack. All the parameters of a charge  apply, except that you must only move closer to your opponent, and you must end your movement within 30 feet of that opponent. If you do, you can make a single thrown weapon attack against that opponent, gaining the +2 bonus on the attack roll and taking a –2 penalty to your AC until the start of your next turn.

Class Abilities
Cavalier
Challenge:Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
Order: of the Land: Edicts: The cavalier must always strive to protect the common folk from the depredations of oppressive regimes. He must not decline any duty or mission because he is not properly equipped for it.
Challenge: Whenever an order of the land cavalier issues a challenge, he receives a +1 morale bonus on ranged attack rolls against the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the land cavalier adds knowledge (local) and survival to his list of class skills. In addition, whenever an order of the land cavalier makes a survival check to avoid getting lost, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Tactician:At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Volley Fire: You gain a +1 bonus on ranged attack rolls for each ally with this feat who made a ranged attack since the end of your last turn against a target within 15 feet of your target, to a maximum of +4. These allies don’t provide cover against your attacks.
Alchemist
Alchemy: When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the craft(alchemy) check. In addition, an alchemist can use craft(alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Extracts: 1st: 1/day(+1):dc=13(10+extract LVL+INT)
Formula Book
1)Cure Light Wounds: 1d8+1
2)Endure Elements: 24 hours can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves.
3)Fire-belly:1 minute fire resistance 5, As a standard action, you can breathe a 15-foot cone of flame that deals 1d4 points of fire damage (Reflex half, SR applies). Each time you use this breath weapon, reduce the remaining duration of the spell by 1 minute.
4)Shield: 1 minute negates magic missile damage, +4 shield bonus to AC.(applies against incorporeal touch attacks)
Bomb: 1(+2)/day: standard action, 20ft range splash weapon,1d6+2 fire(splash damage 3,dc13)
Mutagen: standard actions +2 natural armor bonus, +4(str,dex,or con), -2(int,wis, or cha) for 10 minutes.
Brew Potion: as a bonus feat.
Throw Anything: as a bonus feat(You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.); adds int to splash weapons damage.
Equipment
Backpack
Bedroll
Belt, Pouch(2)
Blanket
Chalk
Chalk Board
Cooking Kit
Iron Pot
Iron Skillet
Ladle
Skewer
Wooden Cutting Board
Cutting Knife
Iron Tripod
Tinder
Seasonings
Fishhook
Flint & Steel
Grooming Kit
Comb
Scissors
Nail File
Sponge
Hairbrush
Mirror(miniature)
Soap
Chewing Stick
Tooth Powder
Mess Kit
Plate
Bowl
Cup
Fork
Knife
Spoon
Powder
Sack
Soap
String(50ft)
Torch
Vial(5)
Water Prof Bag
Water-skin
Saddle Bag
Artisan's Outfit
Cold-weather Outfit

Chain Shirt

4GP 8SP 3CP

Voolk(wolf mount)
50 ft speed Initiative 2
Low-Light Vision Sent Perception +8 [dice= voolk perception]1d20+8[/dice]
Stealth +6 Survival +1(+5 sent tracking)
STR13 DEX15 CON 15
INT 2 WIS 12 CHA 6
HP 20 AC14 Touch 12 Flat-Footed 12
Fort 5 Ref 5 Will 1
[dice=Voolk Ref]1d20+5[/dice]
CMD 14(18vs trip) CMB 2 BAB 1
Bite +2 1d6+1 (Trip)
Feats: Skill Focus(Perception)
Mule
40 ft speed Initiative 1
Low-Light Vision Scent Perception +5
STR 13 DEX 13 CON 14
INT 2 WIS 11 CHA 4
HP 13 AC 11 Touch 11 Flat-Footed 10
Fort 5 Ref 4 Will 0
CMD 13(17 vs Trip) CMB 2 BAB 1
2 Hooves -3 1d3
Feats: Endurance; Run
A light load for a Mule is up to 100 pounds, a medium load is 101–200 pounds, and a heavy load is 201–300 pounds. A pony can drag 1,500 pounds.
Saddle Bag