Goblin

Kozzemo's page

46 posts. Alias of DeJoker.


Full Name

Kozzemo

Race

Goblin

Classes/Levels

Hunter-1\Druid-5

Gender

Male

Size

Small

Age

23

Alignment

Neutral Good

Deity

Balinor

Location

Sharn

Languages

Goblin

Occupation

Adventurer

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

About Kozzemo

.
Height: 3'2"......Weight: 42 lbs

Str 8(-1).................Dex(+4)................Wis 18(+4)
Con 14(+2)............Int(+0)..................Cha 10(+0)
Fort +6(Con +2)....Rflx +3(Dex+4)....Will +4(Wis +4)

Additional Languages: Druidic, Auran, Common, Undercommon

Magic Profile:

Spell DC: 14 + Spell Level
Concentration: +12
---------------------
Spells Known
Level-0 (*): Create Water, Guidance, Mending, Stablize
Level-1 (2): Abundant Ammunition, Gravity Bow (1d6 > 1d8)
---------------------
Spells Prepared
Level-0 (4): Detect Magic, Know Direction, Light, Spark
Level-1 (4):
Level-2 (4):
Level-3 (4):

Hunter/Druid Class Adventure Skills (+3):

Climb (Str -1) 1
Diplomacy (Wis +4) 3
Fly (Dex +4) 1
Heal (Wis +4) 1
Intimidate (Cha +0) 1
Perception (Wis +4) 6
Ride (Dex +4) 1 +4
Spellcraft* (Int +0) 1
Stealth (Dex +4) 6 +8
Survival (Wis +4) 1 +2
Swim (Str -1) 1
Knowledge:Dungeoneering* (Int +0) 1
Knowledge:Nature* (Int +0) 4 +2

Hunter/Druid Class Background Skills (+3):

Craft[] (Int +0)
Handle Animal* (Cha +0) 6
Profession[]* (Wis +4)
Knowledge:Geograpy* (Int +0) 6

Non-Class Adventure Skills:

Acrobatics (Dex +4)
Bluff (Cha +0)
Disable Device* (Dex +4)
Disguise (Cha +0)
Escape Artist (Dex +4)
Intimidate (Cha +0)
Sense Motive (Wis +4)
Use Magic Device* (Cha +0)
Knowledge:Arcana* (Int +0)
Knowledge:Local* (Int +0)
Knowledge:Planes* (Int +0)
Knowledge:Religion* (Int +0)

Non-Class Background Skills:

Appraise (Int +0)
Artistry[] (Int +0)
Legerdemain* (Dex +4)
Linguistics* (Int +0) 3
Lore[]* (Int +0)
Perform (Cha +0)
Knowledge:Engineering* (Int +0)
Knowledge:History* (Int +0)
Knowledge:Nobility* (Int +0)

Goblin Racial Traits:

+4 Dex, -2 Str, -2 Cha
Type: Humanoid-Goblinoid
Size: Small (+1 Size Bonus AC and Attack Rolls, -1 Penalty CMB and CMD, +4 Size Bonus Stealth)
Base Speed: 20ft
Languages: Goblin
Fast Movement: Gain +10 feet bonus to Base Speed
Skilled: Gain +4 Racial Bonus to Ride and Stealth
Darkvision: See perfectly in dark up to 60 feet

Character Traits/Flaws:

Trait : Wisdom in the Flesh (Diplomacy)
Benefit: Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with
that skill using your Wisdom modifier instead of the skill’s normal ability score. That
skill is always a class skill for you.

Trait : Kin Bond
Benefit: Choose a single sibling with whom to share this bond. Once per day when you fail a saving
throw while your sibling is within 30 feet, you may reroll that saving throw using your
sibling’s saving throw modifier. If you and the sibling are twins or otherwise part of a
multiple birth, you gain a +2 trait bonus on the rerolled saving throw. Your sibling must
be willing to grant you the reroll. If you fail the saving throw, you and your sibling are
dazed for 1 round.

Trait : Focused Mind
Benefit: Gain a +2 Trait Bonus on Concentration checks.

Flaw : Unlearned (except Knowledge:Local)
Effect: Choose one Knowledge skill. You cannot attempt untrained Knowledge checks with any other
Knowledge skills, even if the check’s DC is 10 or lower. If you have access to a library
that covers a specific Knowledge skill, you may attempt an untrained Knowledge check with
a –2 penalty.


Character Feats:

Feat : Natural Spell
Prequisite : Wis 13, Wild Shape Class Feature
Benefit : You can complete the verbal and somatic components of spells while using wild shape.
You substitute various noises and gestures for the normal verbal and somatic components
of a spell. You can also use any material components or focuses you possess, even if
such items are melded within your current form. This feat does not permit the use of
magic items while you are in a form that could not ordinarily use them, and you do not
gain the ability to speak while using wild shape

Feat : Shaping Focus
Prequisite : Wild Shape Class Feature, Knowledge:Nature 5 Ranks
Benefit : A multiclassed Druid's Wild Shape ability is calculated as though their Druid level
were four higher, to a maximum level equal to their character level.

Feat : Eschew Materials
Prequisite : None
Benefit : Can cast any spell with a material component costing 1gp or less without needing that
component. The casting of the spell still provokes Attacks of Opportunity as normal.
If the spell requires a material component that costs more than 1gp, one must have that
material component on hand to cast the spell, as normal.


Favored Class (Druid):

• Can gain a +1 Hit Point
• Can gain a +1 Skill Rank
• Can add a +1 Hit Point to their Animal Companion. If the Druid ever replaces their Animal
Companion, the new Animal Companion gains these bonus hit points.


Hunter Class Features Level-1:

Expenditures: +0 Hits, +5 Skills, +0 Companion Hits
• BAB +0 Fort +2 Rflx +2 Will +0
• Hit Die: d8
• Class Skills: Climb, Craft, Handle Animal, Heal, Intimidate, Knowledge:Dungeoneering,
Knowledge:Geography, Knowledge:Nature, Perception, Profession, Ride, Spellcraft,
Stealth, Survival, Swim
• Skill Ranks: 6/Level
• Weapon Proficiency: All Simple and Martial Weapons
• Armor Proficiency: Light, Medium, Shields (except Tower)
• Cast Spells from Druid and Ranger spell list. Can cast any spell they know without preparing it
ahead of time. Difficulty Class for Saves is 10 + Spell Level + Wisdom Modifier
Spells Known: Orisons Create Water, Guidance, Mending, Stablize
1st-Level Abundant Ammunition, Gravity Bow (1d6 > 1d8)
Spell Allotment: 1st-2
• Animal Companion this functions like the Druid Animal Companion. The Hunter levels stack with any
other class that gains an Animal Companion.
• Animal Focus the Hunter can take on the aspect of an animal as a Swift Action. They must select
one type of animal, and no more than one, to emulate each time they do so, gaining a bonus or
special ability as listed below. They can use this ability for 1 minute per day per Hunter level.
This duration does not need to be consecutive, but must be spent in 1-minute increments. The
Hunter can also apply one of these aspects to their Animal Companion but there is no duration
limit on this for the Animal Companion. Further the aspect applied to the Animal Companion does
not count against the Hunter's minutes and remains in effect until the Hunter changes it. Applying
this to the Animal Companion can be done as part of the same Swift Action. If the Animal Companion
is dead, the Hunter can apply their aspect to themselves in addition to their normal one that uses
minutes and like with the Animal Companion it stays in effect until changed.

*************************************************************************** *************************
Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by
30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level
and +6 at 15th level.
Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and
+6 at 15th level.
Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th
level and +8 at 15th level.
Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These
bonuses increase to +6 at 8th level and +8 at 15th level.
Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level
and +8 at 15th level.
Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved
evasion, as the rogue advanced talent.
Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level
and +8 at 15th level.
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge
bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at
15th level.
Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10
feet at 8th level and 20 feet at 15th level.
Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level
and +6 at 15th level.
Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to
20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is
halved if the opponent is downwind.
• Nature Training the Hunter counts their total Hunter levels as both Druid levels and Ranger levels for the
purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
• Orisons these spells are cast like any other spell but they do not consume any slots and may be used again.
• Wild Empathy the Hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy
check to improve the attitude of a person. The hunter rolls 1d20 and adds their hunter level and their
Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting
attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the hunter and the
animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in
this way takes 1 minute but, as with influencing people, it might take more or less time. The hunter can
also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but they takes a
–4 penalty on the check.


Druid Class Features Level-5(6):

Druid Class Features Level-5(6)
• BAB +3 Fort +4 Rflx +1 Will +4
• Hit Die: d8
• Class Skills: Climb, Craft, Fly, Handle Animal, Heal, Knowledge:Geography, Knowledge:Nature, Perception,
Profession, Ride, Spellcraft, Survival, Swim
• Skill Ranks: 4/Level
• Weapon Proficiency: Club, Dagger, Dart, Quarterstaff, Scimitar, Scythe, Sickle, Shortspear, Sling, Spear,
and All Natural Attacks (Claw, Bite, etc...) when in Wild Shape
• Armor Proficiency: Light, Medium, Shields (except Tower) cannot use metal
• Cast Spells from the Druid spell list. They must choose and prepare these spells in advance each day when
spending 1 hour in a meditative trance which also allows them to regain their daily allotment of spells.
Difficulty Class for Saves is 10 + Spell Level + Wisdom Modifier
Spell Allotment: Orisons-4 1st-3 2nd-3 3rd-3
• Spontaneous Casting: The Druid can channel stored spell energy into summoning spells that they have not
prepared ahead of time. They can use a prepared spell in order to cast any Summon Nature's Ally spell of
the same level of lower.
• Orisons the Druid can prepare a number of these spells each day. These spells are cast like any other
spell, but they are not expended when cast and may be used again.
• Bonus Languages: A Druid's bonus language options include Sylvan, in addition to any bonus languages
provided by their race. They also knows Druidic which is a secret language known only to Druids. This
is a free language for Druids.
• Nature Bond: The Druid forms a bond with nature which can take one of two forms. The first is a close
tie to the natural world, granting the Druid one of the following domains: Air, Animal, Earth, Fire,
Plant, Water, or Weather as well as a set of Animal and Terrain Domains. The second option is to form
a close bond with an Animal Companion. This animal is a loyal companion that accompanies the Druid on
their adventures. However, unlike normal animals, the Animal Companion's Hit Dice, Abilities, Skills,
and Feats advance as the Druid gains levels. If a character receives an Animal Companion from more
than one source, their effective levels stack for determining the statistics and abilities of the
companion. Most Animal Companions increase in size when the Druid reaches 4th or 7th level, depending
on the companion. See the guidelines for Animal Companions for further details.
• Nature Sense: The Druid gains a +2 bonus on Knowledge:Nature and Survival checks.
• Wild Empathy: Same as Hunter
• Woodland Stride: The Druid may move through any sort of undergrowth (such as natural thorns, briars,
overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any
other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede
motion, however, still affect them.
• Trackless Step: The Druid leaves no trail in natural surroundings and cannot be tracked. They may
choose to leave a trail if they so desire.
• Resist Nature's Lure: The Druid gains a +4 bonus on Saves against the spell-like and supernatural
abilities of fey. This bonus also applies to spells and effects that target plants, such as blight,
entangle, spike growth, and warp wood.
• Wild Shape (2/day): The Druid gains the ability to turn themself into any Tiny, Small, Medium or Large
Animal or a Small Elemental and back again. Their options for new forms include all creatures with the
Animal type. This ability functions like the Beast Shape II spell or Elemental Body I, except as noted
here. The effect lasts for 1 hour per Druid level, or until they change back. Changing form (to animal
or back) is a standard action and does not provoke an attack of opportunity. The form chosen must be
that of an animal the Druid is familiar with. When in Wild Shape a Druid is limited to the sounds that
a normal, untrained animal can make, thus losing thier ability to speak, but they can communicate
normally with other animals of the same general grouping as their new form.

Animal Companion:

Animal Companion
Name: Golin'Kurar
Type: Dragonhawk (reskinned baby Roc)
https://www.d20pfsrd.com/classes/core-classes/Druid/animal-companions/#Roc
Size : Medium
Hit Die: 27 (6d8-1)
BAB : +4(DEX +4) CMB : +6 CMD : +10
Fort +4 Rflx +5 Will +5
Skill : 6 Feats : 3 Tricks: 9
AC +13 (NAC +1 Dex +4)(Lvl-6 +4)(Armor +4)
Speed : 20ft, 80ft fly Carrying Capacity: Light 266 lbs Medium 532 lbs Heavy 800 lbs
Attacks : 2 Talons (1d4), Bite (1d6)
Ability Scores: Str 12, Con 10, Dex 19, Int 2, Wis 13, Cha 11
Skills : Fly* 2(+4), Perception* 3(+1), Stealth* 1(+4)
Tricks : 9
Special Qualities: Low Light Vision, Link, Share Spells, Evasion, Devotion
Armor Proficiency (Light), Hefty Brute, Weapon Finesse

Darkleaf Leather Lamellar Barding Cost 870gp Wgt 12.5 AC +4 MDB +5 ACP 0
Muleback Cords (Increase size by 1 step for carrying capacity 1,000 gp)
Exotic Saddle

Muleback Cords: The wearer treats their Strength score as 8 higher than normal when determining
their Carrying Capacity. This bonus does not apply to combat, breaking items, or
any other Strength-related rolls, it only contributes to the amount of equipment
or material the wearer can carry.

Druid Animal Companion Features:

Link : A druid can handle their Animal Companion as a Free Action, or push it as a Move Action, even if they do
not have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all Wild
Empathy checks and Handle Animal checks made regarding an Animal Companion.

Share Spells : The druid may cast a spell with a target of “Self” on their Animal Companion (as a touch range
spell) instead of on themselves. A druid may cast spells on their Animal Companion even if the spells
normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come
from a class that grants an animal companion. This ability does not allow the animal to share abilities
that are not spells, even if they function like spells.

Evasion : If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half
damage, it takes no damage if it makes a successful saving throw.

Devotion : An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Feat: Armor Proficiency(Light)
Benefit: When they wear light armor, the armor check penalty for that armor applies only to Dexterity- and
Strength-based skill checks.

Feat: Hefty Brute
Benefit: Treat their size as one category larger for the purposes of calculating CMB +1, CMD +1, Carrying
Capacity, and any size-based special attacks they use or that are used against against them (such as
grab, swallow whole, and trample).

Feat: Weapon Finesse
Benefit: With Natural Weapons, they may use their Dexterity modifier on Attack Rolls.


Equipment:

Ring of Feather Fall 2,200gp
Handy Haversack 2,000gp
Rod(Reach) 3,000gp
Light Xbow +1 35gp + 300gp + 2,000gp = 2,335gp
Leather Lamellar +1 60gp + 750gp + 1,000gp = 1,810gp
Barding +1 120gp + 750gp + 1,000gp = 1,870gp
Muleback Cords 1,000gp

Total 14,415 (1,385)

Exotic Military Saddle 60gp

More to come....