Goblin

Krogun Bilgestink's page

29 posts. Organized Play character for Lloki.


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Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

Bummer

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

Krogun looks around. It is suspiciously quiet. Must be an ambush in wait.

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

yes

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

Hi five to Gar

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

Krogun carefully moves over towards the rope and picks it up, ties it off somewhere securely and lowers it down to the rest of the goblins.

Perception: 1d20 + 2 ⇒ (2) + 2 = 4

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

Krogun will look around for rope, vines, slightly dead snakes, etc.

Perception: 1d20 + 2 ⇒ (14) + 2 = 16

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

"Uh, oh! I don't have any rope. I have a squished toad, but nothing to help you climb. There are some vines up here, but this one looks suspiciously like a trap. I will look around."

Krogun looks around for a strong enough looking vine, that is not attached to the ball of mud. He will then try to assist another to help the other goblins up.

Aid Another: Climb: 1d20 + 2 ⇒ (2) + 2 = 4

This is not looking good.

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

Climb: 1d20 + 2 ⇒ (19) + 2 = 21

And that is with the Ring of Climbing on!

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

"Ummm, that was quick..."

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

"Krogun thinks this looks stinky, and not in the good way."

Krogun equips his javelin and spear.

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

"Hmmmm... Longshanks wicked writing. But I think something even more wicked must live here. Only something truly rotten would be so bold to hang goblin skulls as wind chimes. Vengeance is a pretty mistress."

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

perception: 1d20 + 2 ⇒ (9) + 2 = 11

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

Munch, munch... Did I miss something?

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

Enjoy!

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

Lotslegs eats lots of goblins. Maybe they left shines or even fireworks behind!

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

5 foot step east and fire bolt

Ranged Touch: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 ⇒ 4

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

Krogun takes a 5 foot step back from the spider and unleashes a bolt of fire at it.

Ranged Touch: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d6 ⇒ 3

"Fire, Fire, Fire!!!

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

Krogun searches for the lowest, darkest, stealthiest spot he can find to hide and wait.

stealth: 1d20 + 7 ⇒ (19) + 7 = 26

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

"Krogun accepts!"

"Oh dog snot!" Krogun thinks. "I don't even like the climbing. I like the low ground much better. I must succeed Chief Gutwad will think me a coward or worse a kobold hugger!"

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

I will take a try at this. IS there any trick to doing well?

Fortitude: 1d20 + 3 ⇒ (13) + 3 = 16

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

"Food? Fire? Nothing brings me out of bed like the bestest things in life!

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

"I go to sleep. I see fire dance in my dreams and the unfaithful will be driven before us. I say each of you should come to the shrine of Zarongel to beg for his blessing and ward his wyrding eye. Especially you Gar'zing! You make fire like a goblin dog that has eatten a yuck bug, throwing it here and there. You could use some bless'd fire song. May the fire keep you warm and not toast your toad!"

Krogun stomps off to his tattered heap of cloth and stuff he calls a bed.

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

Knowledge Local: 1d20 - 1 ⇒ (8) - 1 = 7
Krogun scratches his lice ridden scalp
"If it not has to do with fire or riding goblin dogs, it has no need to be known about!'

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

If no response by Monday evening, take it to the boards.

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

"I will watch over the heroes and bear witness for the Mighty God of Fire, Zarongel! For if Zarongel is not appeased, then the fire will bite back on us all, and make them crispy. But not me of course. I am the favored of Zarongel."

Grand Lodge

hp 10 AC 18 (Perc +2, Init +4, Fort +3, Ref +2, Will +4)

Meh heh heh

Grand Lodge

Zarongel's pox be on all who challenge the faithful!

Grand Lodge

Skkkeeeee!!! The longshanks will burn and the wicked dogz will rend under the grasp of Zarongel!

Grand Lodge

May I (Lloki) submit, Krogun Bilgestink for your pleasure!

Krogun

Krogun Bilgestink
Male Goblin Cleric 1
NE Small Humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 18, touch 13, flat-footed 16 (+4 armor, +1 shield, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +4
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Offense
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Speed 40 ft.
Melee Light Shield Bash -3 (1d2/x2) and
Dogslicer +1 (1d4/19-20/x2) and
Javelin -3 (1d4/x2)
Special Attacks agile feet (5/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Divine Favor, Cure Light Wounds, Burning Hands (DC 13)
0 (at will) Virtue, Bleed (DC 12), Spark (DC 12)
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Statistics
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Str 10, Dex 14, Con 13, Int 8, Wis 15, Cha 12
Base Atk +0; CMB -1; CMD 11
Feats Channel Smite
Traits Beacon of Faith (1/day), Goblin Foolhardiness, Reactionary
Skills Acrobatics -1 (+3 jump), Climb -3, Diplomacy +5 (+3 vs. creatures of a different race or culture), Escape Artist -1, Fly +1, Ride +3, Sense Motive +2 (+0 vs. creatures of a different race or culture), Stealth +7, Swim -3; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ aura, cleric channel negative energy 1d6 (4/day) (dc 11), domains (fire, travel), fire bolt (5/day), spontaneous casting, xenophobic
Other Gear Chain shirt, Light wooden shield, Dogslicer, Javelin (2), 37 GP
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Special Abilities
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Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Beacon of Faith (1/day) As a free action, cast domain or inquisition spell at 2 levels higher.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Negative Energy 1d6 (4/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fire Bolt (1d6+0) (5/day) (Sp) 30' Ranged touch attack deals 1d6+0 Fire damage.
Goblin Foolhardiness You have a tendency toward gross overconfidence in combat. When facing an enemy that's larger than you are, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 trait bonus on attack rolls with non-reach
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Xenophobic -2 diplomacy and sense motive vs. those of a different race or culture

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