Mogmurch

Mogmurch da goblin's page

386 posts. Alias of Gerald.


Race

Alchemist 6; AC (27)23/18/18; HP 34/45; Bombs 9/9 per day; CMD 19;

Classes/Levels

Init.+4, Perc.+8; F+8, R+9, W+1 (+4 vs poisons), Darkvision 60'

About Mogmurch da goblin

MOGMURCH
Goblin alchemist 6
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +8

DEFENSE
AC 23, touch 18, flat-footed 18
hp 45/45
Fort +8, Ref +9, Will +1 (+4 vs poisons)

OFFENSE
Speed 30 ft.
Melee +5, +1 Light mace (1d4)
Ranged Bomb +10 (3d6+3 Fire), or
Concussive Bomb +10 (3d4+3 sonic).
Special attacks Bomb 9/day (3d6+3 Fire, DC 16)

Extracts per day (CL 6th; Concentration +9)
2-CMW, Elemental Touch, Fire Breath (DC 15), Invisibility
1-CLW, Enlarge Person (DC 14), Expeditious Retreat, Shield (x2)

STATISTICS
Str 8, Dex 18, Con 13, Int 16, Wis 8, Cha 10
Base Atk +4; CMB +2; CMD 19

Feats Brew Potion, Dodge, Extra Discovery, Great Fortitude, Throw Anything
Trait bouncy

Skills Craft Alchemy +12 (+18 to create alchemical items), Heal +8, Knowledge (nature) +12, Perception +8, Ride +11, Sleight of Hand +13, Stealth +18, Survival +8

Languages Common, Goblin, Orc, Varisian

SQ Alchemy (+6 to create alchemical items), Discovery (concussive bombs, explosive bombs, extend potion, precise bombs (3 squares), Mutagen (+4/-2, +2 NA, 60 minutes), Poison Use, Swift Alchemy.

Combat gear exilir of hiding, potion of Barkskin, potion of CMW (x4), potion of Enlarge person, potion of rage, salve of slipperiness

Other Gear +1 leather armor, +1 buckler, +1 Light mace, +2 ring of Protection, black eye patch with a hole in it, fine belt pouch, formulae book, half eaten snake eggs, jar of beetles floating in old pickle juice, lucky let toad named Amfiber, shoe full of best smelling pieces of blankets from longshank babies, skull face mask.

GOBLIN TRAIT
Bouncy Your bones, flesh, and skin are a bit more elastic
than those of most goblins—when you fall, you tend to
bounce a little better as a result. Whenever you take falling
damage, the first 1d6 points of lethal damage taken in the
fall are automatically converted to nonlethal damage. You
also gain a +2 trait bonus on all Reflex saves made to avoid
unexpected falls.