Classes/Levels |
M Goblin Exemplar [ HP: 34/34 | AC: 18 | T: 14 | FF: 14 | Fort +6 / Ref +5 / Will +6 | Init +3 / Percept +9 (Darkvision) ] |
About Mogwai
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Mogwai
Male Goblin Warrior 1 / Bloodrager (Blood Conduit) 1 / Warpriest 2
Detailed
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Age: ~13
Alignment: LG/NG
Initiative: +3
Languages: Common, Goblin, Celestial
Senses: Perception +9 (Darkvision 60)
Size / Type: Small Humanoid (Goblin)
Speed: 30 (Land)
Attributes
STR 10 (+0)
DEX 16 (+3)
CON 12 (+1)
INT 12 (+1)
WIS 15 (+2)
CHA 10 (+0)
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BAB: +3.5 (+1 Warrior +1 Bloodrager + 1.5 Warpriest)
Claws (x2)
Attack: 1d20 + 6 (3.5 BAB + 3 Dex + 1 Focus)
Damage: 1d4+0 (0 Str +2 while Bloodraging)
Crit: 20 x2
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HP: 34 (1d10 Warrior + 1d10 Bloodrager + 2d8 Warpriest + 1 Con/Level + 1 Toughness/Level)
AC: 18 (10 Base +3 Dex +1 Size +4 Armour)
Touch: 14 / Flat-Footed: 14
CMB: 2 (2 BAB + 0 Str)
CMD: 15 (10 Base + 2 BAB + 0 Str + 3 Dex)
Fort +6 (+2.5 Warrior +0.5 Bloodrager +1 Warpriest + 1 Con + 1 ABP)
Refl +5 (+0.3 Warrior +0.3 Bloodrager + 0.6 Warpriest +3 Dex +1 ABP)
Will +6 (+0.3 Warrior +0.3 Bloodrager +3 Warpriest + 2 Wis + 1 ABP
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Per Level Warrior: 5 (2 Base +1 Int +2 Background)
Per Level Bloodrager: 7 (4 Base +1 Int +2 Background)
Per Level Warpriest: 6 (2 Base +1 Int +2 Background +1 Favoured)
- Acrobatics +7 (+1 Rank +3 Class +3 Dex)
- Craft (Wood) +8 (+4 Background +3 Class +1 Int)
- Diplomacy +7 (+4 Ranks +3 Class +0 Cha)
- Handle Animal +5 (+2 Background +3 Class +0 Cha)
- Heal +6 (+1 Rank +3 Class +2 Wis)
- Kn (Religion) +5 (+1 Rank +3 Class +1 Int)
- Perception +9 (+4 Ranks +3 Class +2 Wis)
- Profession (Cook) +6 (+1 Background +3 Class +2 Wis)
- Ride +7 (+4 Racial +3 Dex)
- Sense Motive +7 (+2 Ranks +3 Class +2 Wis)
- Sleight of Hand +6 (+1 Background +3 Class +3 Dex)
- Stealth +11 (+4 Racial +4 Size +3 Dex)
- Survival +8 (+3 Ranks +3 Class +2 Wis)
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Big Ears (Racial): Your massive ears are your pride and joy, and other goblins claim you can hear a flea scream as it falls off a goblin dog. While this might not quite be the case, you gain a +2 bonus on all Perception checks made to hear noises. Additionally, you can hear noises that normally only dogs or other animals can hear, like the sound of a dog whistle.
Fate’s Favoured (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
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Weapon Finesse: You can use Dex instead of Str for melee attacks with light / natural weapons. (Level 1 Feat)
Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. (Bonus Feat)
Weapon Focus: You gain a +1 bonus on all attack rolls you make using claws. (Bonus Feat)
Toughness: You gain +1 HP for every Hit Die you have. (Level 3 Feat)
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Proficiencies - All simple and martial weapons, all armours. No penalty for casting Bloodrager spells in Light or Medium armour.
Bloodrager
Improved Unarmed Strike - Bonus Feat
Bloodrage (5 / Day) - As a free action you can enter a Bloodrage, gaining a +4 bonus to Strength and Constitution, as well as a +2 to Will saving throws. You take a -2 penalty to Armour Class. The bonus to Constitution grants 2 hit points per hit dice, but these disappear when bloodrage ends. While bloodraging, you cannot use any Charisma/Dexterity/Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end Bloodrage as a free action, at which point you are fatigued for a number of rounds equal to 2x the number of rounds you spent bloodraging. While fatigued or exhausted you cannot enter a new bloodrage. If you falls unconscious, your bloodrage immediately ends, placing you in peril of death.
Bloodline Powers (Draconic)
Claws - You have two claws that deal 1d4 points of damage plus your Strength modifier.
Warpriest
Aura - You radiate an aura of Good as if you were a Cleric.
Focus Weapon - Bonus Feat
Sacred Weapon - Your claws can deal 1d4 damage instead of 1d4 damage. Eventually they’ll do more and you can enchant them and stuff.
Fervor (3 / Day) - A number of times per day equal to 1/2 your Warpriest level + your Wisdom modifier, you can draw on the power of your faith to heal wounds or harm foes. By spending one use of this ability as a Standard action, you can touch a creature to heal it of 1d6 points of damage. You can also target yourself as a Swift action. You can also harm undead with this positive energy, dealing the same damage that you would normally heal. Further, you can also spend 1 use of this ability to cast a spell you prepared with a casting time of 1 round or shorter, targeting only yourself, ignoring somatic components, not requiring a free hand, and not provoking attacks of opportunity.
Blessings (3 / Day) - You can cast blessings a number of times per day equal to 3 + ½ your Warpriest level. The save DC for blessings is 10 + ½ your Warpriest level + your Wisdom modifier.
Holy Strike (Good) - You can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it is treated as good for overcoming damage reduction. This additional damage does not stack with the additional damage from the Holy weapon special ability.
Powerful Healer (Healing) - As a swift action, you can treat any Cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn’t stack with itself or the Empower Spell feat.
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DC: 10 + Spell Level + Wis modifier
Spontaneous Casting - Can sacrifice a prepared spell for a Cure spell.
- Level 0 (Prepared)
Detect Magic
Enhanced Diplomacy
Guidance
Mending
Purify Food & Drink
- Level 1 (Prepared)
Divine Favour
Forbid Action
Obscuring Mist
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Gold: 550 gp
Light Load: 10 / 25 lbs
Masterwork Armoured Coat
Medium Armour
200gp / 10 lbs
+4 AC, +3 Max Dex, -1 Check Penalty
Mundane Gear TBD