Goblin

Lokoloko's page

470 posts. Organized Play character for UncleFroggy.


Full Name

Lokoloko

Race

HP 55/55 | AC 22 | F/R/W/P: 10/13/8/8 DV | 25 feet | Class DC 21 | ◆◇↺ | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

Classes/Levels

Alchemical Items: 1/1/2/1 (Fire/Lightning/Elixir of Life/Soothing) | Versatile: 5/6 | Resistances: Void 1 |

Gender

Buuurn! | 2396852-2006 | Male Goblin | Scavenger | Alchemist (Chirurgeon) Lvl 5 | Pathfinder Agent Dedication | Moderate Healing Potion |

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

About Lokoloko

Male Goblin Alchemist 5
CG, Small, Goblin, Humanoid
Heritage: Unbreakable Goblin
Background: Scavenger
Perception: +8, Darkvision
Languages: Common, Draconic, Goblin, Orcish, Dwarven, Halfling
STR 14 (+2), DEX 18 (+4), CON 12 (+1), INT 18 (+4), WIS 12 (+1), CHA 12 (+1)
AC 22, HP 55/55, F/R/W +10/+13/+8
Class DC: 21
Speed: 25ft

PFS Info:

PFS#: 2396852-2006
PFS Provision: Moderate Healing Potion

Skills/Offense:

Please see the botting spoiler below

Feats and Abilities:

Ancestry Feats:
Burn It
Goblin Lore - You've picked up skills and tales from your goblin community. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.

Background Feats:
Forager - While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.

Skill Feats:
Risky Surgery - Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.
Alchemical Crafting (Free from Alchemist class) - Use the Craft activity to create alchemical items
Continual Recovery - Cooldown from Treat Wounds 10 minutes instead of 1 hour
Ward Medic - Treat 2 targets with Treat Wounds or Treat Disease

Class Feats:
Quick Bomber - Draw a bomb and strike in the same action
Far Lobber - Range is 30' instead of 20'
Pathfinder Agent Dedication - You’re a field agent of the globe-trotting Pathfinder Society, sworn to report, explore, and cooperate. You explore the world, gathering artifacts and antiquities, and record your adventures for posterity.

General Feats:
Continual Recovery - Cooldown for Treat Wounds is 10 minutes instead of 1 hour
Additional Lore - Goblin Lore

Research Field: Chirurgeon
* Field Benefit - You can use your proficiency rank in Crafting for anything that requires a proficiency rank in Medicine (such as prerequisites) and use your Crafting modifier in place of your Medicine modifier for all Medicine checks.
* Field Vials - Your versatile vials can be used to heal a living creature a number of Hit Points equal to the vial’s initial damage. A creature can drink the vial for this benefit, or you can throw the vial at a willing creature within 20 feet as an Interact action to heal that creature. In either case, a vial used this way loses the acid and splash traits and gains the coagulant and healing traits, plus the elixir trait if a creature drinks it.
* Field Discovery (5th) - Your medicinal elixirs are quite fortifying. When a creature drinks an infused elixir with the healing trait that you have created, that creature gains a number of temporary Hit Points equal to your Intelligence modifier (minimum 0); these temporary Hit Points last for 1 minute.

Other Abilities:
Alchemy - Create temporary alchemical items during daily prep and versatile vials used with Quick Alchemy
Powerful Alchemy - Alchemical items you infuse are particularly potent. when you create an infused alchemical item that allows a savingthrow, you can change its DC to your class DC.
Quick Alchemy - Create a alchemical item of your level or lower from your formula book that lasts until the start of your next turn.
Unbreakable Goblin - When you fall, reduce the falling damage you take as though you had fallen half the distance.

Formulas:

Bottled Lightning, lesser
Bottled Lightning, moderate
Alchemist's Fire, lesser
Alchemist's Fire, moderate
Bottled Sunlight, moderate
Crystal Shards
Frost Vial
Ghost Charge, lesser
Ghost Charge, moderate
Soothing Tonic

Advanced Alchemical Items:

Moderate Alchemist's Fire x 3
Moderate Bottled Lightning x 2
Lesser Elixir of Life (3d6+6; 4 tmp hp 1 minute) x 2
Moderate Soothing Tonic (Fast Heal 3, 1 minute) x 1

Versatile Vials x6

Equipment:

Combat Gear: Throwing Knife(4), Light Mace, +1 Striking Hand Crossbow(20 bolts),
Armor: Studded Leather
Magic Items: Wayfinder, Spacious Pouch 1
Wayfinder: Pearly White Spindle Aeon Stone
Consumables: Healing Potions (2 lesser, 1 minor)
Other Gear: backpack, bandolier(2), bedroll, chalk (10), flint and steel, rations (2 weeks), rope 50', soap, waterskin, Healers Tools, Thieves Tools, Alchemists' Tools
Bulk: 6 (Encumbered at: 6; Maximum at: 11)
Coins: 101.71 gp

Botting:

SAVES / PERCEPTION
[dice=Fortitude]d20+10[/dice]
[dice=Reflex]d20+13[/dice]
[dice=Will]d20+8[/dice]
[dice=Perception]d20+8[/dice]

INITIATIVE
[dice=Lokoloko Init; Avoid Notice]d20+9[/dice]

SKILLS
[dice=Acrobatics(T)]d20+11[/dice]
[dice=Arcana(T)]d20+11[/dice]
[dice=Athletics(T)]d20+9[/dice]
[dice=Crafting(E)]d20+13[/dice]
[dice=Deception(U)]d20+6[/dice]
[dice=Diplomacy(T)]d20+10[/dice]
[dice=Intimidation(U)]d20+6[/dice]
[dice=Medicine(E)]d20+10[/dice]
[dice=Nature(T)]d20+8[/dice]
[dice=Occultism(U)]d20+9[/dice]
[dice=Performance(U)]d20+6[/dice]
[dice=Religion(U)]d20+6[/dice]
[dice=Society(T)]d20+10[/dice]
[dice=Stealth(T)]d20+11[/dice]
[dice=Survival(T)]d20+8[/dice]
[dice=Thievery(T)]d20+11[/dice]

[dice=Absalom Lore(T)]d20+11[/dice]
[dice=Goblin Lore(E)]d20+13[/dice]
[dice=PFS Lore(E)]d20+13[/dice]

MELEE
[dice=Light Mace]d20+11[/dice] for [dice=Bludgeoning Damage]1d4+1[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Light Mace, MAP, Agile]d20+7[/dice] for [dice=Bludgeoning Damage]1d4+1[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Light Mace, MAP 2+, Agile]d20+3[/dice] for [dice=Bludgeoning Damage]1d4+1[/dice] [ooc]Critical Hit: Double Damage[/ooc]

[dice=Throwing Knife]d20+11[/dice] for [dice=Piercing Damage]1d4+1[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, MAP, Agile]d20+7[/dice] for [dice=Piercing Damage]1d4+1[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, MAP 2+, Agile]d20+3[/dice] for [dice=Piercing Damage]1d4+1[/dice] [ooc]Critical Hit: Double Damage[/ooc]

RANGED
[dice=Throwing Knife, 20' range]d20+11[/dice] for [dice=Piercing Damage]1d4+1[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, 20' range, MAP, Agile]d20+7[/dice] for [dice=Piercing Damage]1d4+1[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, 20' range, MAP 2+, Agile]d20+3[/dice] for [dice=Piercing Damage]1d4+1[/dice] [ooc]Critical Hit: Double Damage[/ooc]

[dice=+1 Striking Hand Crossbow, 60' range]d20+12[/dice] for [dice=Piercing Damage]2d6[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=+1 Striking Hand Crossbow, 60' range, MAP]d20+7[/dice] for [dice=Piercing Damage]2d6[/dice] [ooc]Critical Hit: Double Damage[/ooc]

ALCHEMICAL BOMBS/ELIXIRS
[dice=Moderate Alchemist Fire, 30' range]d20+12[/dice] for [dice=Fire Damage, Burn It!]2d8+1[/dice] plus [dice=Persistent Fire]3[/dice] plus [dice=Splash Damage (Fire)]2[/dice]
[dice=Moderate Alchemist Fire, 30' range, MAP]d20+7[/dice] for [dice=Fire Damage, Burn It!]2d8+1[/dice] plus [dice=Persistent Fire]3[/dice] plus [dice=Splash Damage (Fire)]2[/dice]
[dice=Moderate Alchemist Fire, 30' range, MAP 2+]d20+2[/dice] for [dice=Fire Damage, Burn It!]2d8+1[/dice] plus [dice=Persistent Fire]3[/dice] plus [dice=Splash Damage (Fire)]2[/dice]
[ooc]Critical Hit: Double Damage, Double Persistent Damage[/ooc]

[dice=Moderate Bottled Lightning, 30' range]d20+12[/dice] for [dice=Electricity Damage]2d6[/dice] plus [dice=Electricity Splash Damage]2[/dice]
[dice=Moderate Bottled Lightning, 30' range, MAP]d20+7[/dice]for [dice=Electricity Damage]2d6[/dice] plus [dice=Electricity Splash Damage]2[/dice]
[dice=Moderate Bottled Lightning, 30' range, MAP 2+]d20+2[/dice]for [dice=Electricity Damage]2d6[/dice] plus [dice=Electricity Splash Damage]2[/dice]
[ooc]Target OG on hit; Critical Hit: Double Damage[/ooc]

[dice=Versatile Vial, 30' range]d20+12[/dice] for [dice=Acid]2d6[/dice] plus [dice=Splash Damage (Acid)]2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Versatile Vial, 30' range, MAP]d20+7[/dice] for [dice=Acid]2d6[/dice] plus [dice=Splash Damage (Acid)]2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Versatile Vial, 30' range, MAP 2+]d20+2[/dice] for [dice=Acid]2d6[/dice] plus [dice=Splash Damage (Acid)]2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

[dice=Crystal Shards]d20+12[/dice] for [dice=Piercing]2d4[/dice] plus [dice=Piercing Splash]4[/dice] [ooc]Critical Hit: Double Damage[/ooc]
1 persistent bleed, -5 speed as long as bleed damage persists; Need 1 interact action to remove the crystals

[dice=Moderate Ghost Charge]d20+12[/dice] for [dice=Vitality]2d8[/dice] plus [dice=Vitality Splash]2[/dice] plus Enfeebled 1 until start of Lokoloko's next turn
[dice=Moderate Frost Vial]d20+12[/dice] for [dice=Cold]2d6[/dice] plus [dice=Cold Splash]2[/dice] plus -10 to speed until End of Next Turn

[dice=Lesser Elixir of Life]3d6+6[/dice] plus 4 temp hp

[dice=Frozen Lava; Fire Damage, DC 21 Reflex Save]5d6[/dice]

MEDICINE CHECKS
[dice=Treat Wounds (Crafting) DC 15]d20+13[/dice]
[dice=Treat Wounds (Crafting) DC 20]d20+13[/dice]
[dice=Healing]2d8[/dice] +10 if DC 20

[dice=Risky Surgery Damage; Apply this first!]1d8[/dice]
[dice=Treat Wounds, Risky Surgery (Crafting), DC 15/20]d20+13+2[/dice]
[dice=Healing (if crit success or using Risky Surgery]4d8[/dice] +10 if using DC 20