Goblin

Mog Metalthief's page

105 posts. Alias of CCCXLII.


Full Name

Mog Metalthief

Race

Goblin

Classes/Levels

Gunslinger (Musket Master) 2 [18/18 HP | AC 20/Touch 17/FF 14 | LOADED

Gender

Male

Size

3 ft., 35 lbs.

Age

18

Alignment

Neutral

Location

Absalom

Languages

Goblin, Common

Occupation

Member of the Graycloaks

Strength 6
Dexterity 21
Constitution 9
Intelligence 12
Wisdom 14
Charisma 6

About Mog Metalthief

Mog Metalthief - Goblin Gunslinger (Musket Master) 2
N Small Humanoid (Goblinoid Male)
Init +5; Senses Perception +6; darkvision 60 ft.
XP: 1400
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DEFENSE
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AC 20, touch 17, flat-footed 14 (+2 Armor, +1 Shield, +5 Dex, +1 Size, +1 Dodge)
HP 18
Fort +2, Ref +8, Will +2
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OFFENSE
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Speed 20 ft. Base, 10 ft. Climb
Melee Small Dogslicer +1 (1d4-2, 19-20/×2, 1/2 lb., S, fragile)
Ranged Small Battered Musket +8 (1d10, ×4, RNG:40 ft., MIS:1–2 (5 ft.), CAP:1, 4.5 lbs., B and P)
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STATISTICS
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Spoiler:
Str 6 (-2 Racial), Dex 21 (+4 Racial), Con 9, Int 12, Wis 14, Cha 6 (-2 Racial)
Base Attack +2; CMB +(-1); CMD 14
Feats 1st: Deadly Aim, Bonus: Rapid Reload (Muskets), Gunsmithing
Traits Highlander (You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.)
Armor Check Penalty -1
Favored Class Gunslinger (1st: 1 Skill Rank)
Skills
Acrobatics 2 (+10; Dex +5, Class +3)
Climb 1 (+10; Str -2, Class +3, Climb Speed +8)
Craft (alchemy) 2 (+6; Int +1, Class +3)
Handle Animal 1 (+2; Cha -2; Class +3)
Heal 1 (+6; Wis +2; Class +3)
Perception 1 (+6; Wis +2, Class +3)
Ride 1 (+10; Dex +5, Class +3, Racial +4)
Sleight of Hand 1 (+9; Dex +5, Class +3)
Stealth 1 (+17; Dex +5, Class +3, Racial +4, Size +4, Trait +1 (+2 in Rocky or Hilly areas))
Languages Goblin, Common
Equipment Small Battered Musket (Free, 4.5 lbs.), x2 Powder horn (3 gp each, 1 lb. each) [17 doses of Black Powder (200 gp)], Waterproof Bag (5 sp, 1/2 lb) [Gunsmith's Kit (15 gp, 2 lbs.)], Small Buckler (+1 Shield, 5 gp, 2.5 lbs.), Small Peasant's Outfit (Free, 1/2 lb), Bandolier (5 sp) [x17 Firearm Bullets (1 gp each)], Small Leather Armor (10 gp, +2 Armor, +6 Max Dex, -0 ACP, 10% Spell Failure, 7.5 lbs.), Small Dogslicer (8 gp, 1/2 lbs.), Small Sling, x3 Sling
Wealth Combat Trained Goblin Dog w/ Riding Saddle (60 gp, 100 lbs), 302 gp 13 sp, Small Cut Gemstone
Encumbrance 20 lbs. or less (Current: 20 lbs.)

SPECIAL ABILITIES
Spoiler:
RACIAL:
Ability Score Racial Traits: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.
Cave Crawler: Some goblins are born and raised in caves and rarely see the light of day. Goblins with this trait gain a climb speed of 10 feet and the +8 racial bonus on Climb checks associated with having a climb speed. 
Darkvision: Goblins see perfectly in the dark up to 60 feet.

CLASS:
Class Skills: The gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor. A musket master only gains proficiency with two-handed firearms. She must take the Exotic Weapon Proficiency (firearm) feat to gain proficiency with one-handed firearms and firearm siege engines.
Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat. A musket master must take a musket when she chooses a battered firearm at 1st level.
Grit: At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Daring Act: Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point. Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.
Deeds:
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Rapid Reloader: At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat.
Nimble: Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

FEATS:
Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Rapid Reload (muskets): The time required for you to reload muskets is reduced to a standard action. Reloading a firearm still provokes attacks of opportunity.
Gunsmithing: Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

APPEARANCE: This dark skinned, beady-eyed, 18 year old, scrawny little goblin stands at 3 ft. in height and weighs 35 pounds. He wears a simple outfit made of cloth with a bandolier and a set of leather armor along with a thick gray cloak on top. He carries a small black powder rifle, a buckler, two powder horns attached to his bandolier, a small waterproof bag slung over his shoulder with a gunsmith's kit inside, and in a baldric across his back, a small curved sword with two holes drilled into the side, supposedly in an attempt to reduce the weight.

BACKGROUND: Mog belongs to a tribe of goblins local to Korthos Island, but recently their chief has been slain by a Minotaur, who now treats the goblins as his slaves. Mog escaped the Minotaur on Chewy Bite-ems, his Goblin Dog, and successfully navigated down the Kortos Mounts, evading Harpies, Centaurs, and other Minotaurs. In the wilderness surrounding the mountains, he met the Half-Orc Ranger, Gruul, and the two became fast friends. Recently, Mog has been accepted into Absalom and was allowed to join the Graycloaks.

Chewy Bite'Ems, Mog's trusty Goblin Dog
This gaunt, rat-faced monstrosity looks like some sort of sick crossbreed between a large rodent and a canine.

Spoiler:
Chewy Bite'Ems - Goblin Dog
N Medium animal
Init +2; Senses low-light vision, scent; Perception +1
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DEFENSE
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
HP 9 (1d8+5)
Fort +4, Ref +4, Will +1
Special Defense Immune disease
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OFFENSE
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Speed 50 ft.
Melee bite +2 (1d6+3 plus allergic reaction)
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STATISTICS
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Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 8
Base Atk +0; CMB +2; CMD 14
Feats Toughness
Skills Stealth +6
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 SPECIAL ABILITIES
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Allergic Reaction (Ex): A goblin dog's dander is highly irritating to all creatures save those with the goblinoid subtype. A non-goblinoid creature damaged by a goblin dog's bite, who deals damage to a goblin dog with a natural weapon or unarmed attack, or who otherwise comes into contact with a goblin dog (including attempts to grapple or ride the creature) must make a DC 12 Fortitude save or break out in an itching rash. A creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). Remove disease or any magical healing removes the rash instantly. This is a disease effect. The save DC is Constitution-based.