Initial Info GoblinRogue (scout) 4
LN Small Humanoid (goblinoid)
Init +8, Senses Darkvision 60ft, Perception +13/+17/+19
Armour Class 21, touch 18, flat-footed 14
(+6 Dex., +1 dodge, +1 size, +3 armor)
hp 40 [10+10+7+9+8+10+4(favored class)]
Current hp 58,
Fort +5, Ref +12, Will +4
SD evasion, trap sense +2 (save vs traps by Ref and Dodge, +2 AC vs. trap attacks, +1 Perception vs ambush), scout’s charge
Offense Spd 30ft.
Melee mwk shortsword +12 (1d4+1/19-20)
Ranged shortbow +11 (1d4/x3)
SA +3d6 sneak attack
Statistics Str 12(5pts), Dex 22(10(pts)+4(race)+1(4th level)+2(enhancement)), Con 14(5pts), Int 13(3pts), Wis 12(2pts), Cha 8(0pts)
BAB +4, CMB +4, CMD 21
Feats dodge, weapon finesse, mobility, X
Languages common, draconic, dwarven, gnome, goblin, orc
SQ trapfinding (+1/2 levels on perception/disable device on Traps), racial traits (small, fast, oversized ears(ARG)), rogue talents (canny observer, trap spotter)
Canny Observer (Ex): When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
[50(rogue)+6(Int)+1(FC)] = 36 ranks
Appraise: +10 (5(ranks)+2(Int)+3(class skill))
Acrobatics: +15 (6(ranks)+6(Dex)+3)
Climb: +4 (1(rank)+0(Str)+3(class skill))
Disable Device: +19 (6(ranks)+6(Dex)+3(class skill)+2(trapfinding)+2(tools)) Escape Artist: +14 (5(ranks)+6(Dex)+3(class skill))
Heal: +1 (0(ranks)+1(Wis))
Knowledge (Dungeoneering) +11 (6(ranks)+2(Int)+3(class skill)) Knowledge (Local) +11 (6(ranks)+2(Int)+3(class skill)) Linguistics +8 (4(ranks)+2(Int)+3(class skill)) Perception(normal/secret doors/traps): +14/+18/+20 (5(ranks)+1(Wis) +4(racial trait)+3(class skill)/+4(talent for doors/traps)/+2(trapfinding)
Ride: +7 (0(ranks)+5(Dex))
Sense Motive: +1 (0(ranks)+1(Wis))
Sleight of Hand: +13 (4(ranks)+6(Dex)+3(class skill))
Survival: +1 (0(ranks)+1(Wis))
Stealth: +19 (6(ranks)+6(Dex)+3(class skill)+4(size))
Swim: +1 (0(ranks)+1(Str))
Traits Inspired (faith): Mojo believes in his own luckiness. Once per day as a free action, roll twice and take the better result on a skill check or ability check.
Crowd Dodger (combat): You gain a +2 trait bonus on Acrobatics checks to move through another creature's space and to avoid attacks of opportunity for leaving a threatened square.
Magical Equipment Cloak of resistance +1 (1000gp, 2lb)
+1 Studded Leather (1175gp, 15lb)
Hand of the Mage (900gp, 2lb)
Bell and twine (1gp, 0lb)
Backpack (2gp, 1lb)
Blanket (5sp, 0.75lb)
10 candles (1sp, 0lb)
Canteen (2gp, 0.25lb)
Trail Rations 4 days (4gp, 2lb)
Whetstone (2cp, 1lb)
Skinning Knife (2gp, 0.25lb)
10 chalks (1sp, 0lb)
Iron symbol of Snuurge (king of the goblins) (5gp, 0lb)
Golden shamrock symbol of Tykee (luck and good fortune) (25gp, 0lb)
Wooden symbol of Freya (1gp, 0lb)
knotted silk rope (10gp, 1lb)
masterwork lockpicks (50gp, 1lb)
Consumables potion of cure light wounds oil of magic weapon potion of protection from evil wand of resist energy (9 charges, 810gp, 0lb)
All coinage is rolled up inside his blanket.
This cloaked greenskin is hard to notice except for his large toothy smile and beady red eyes.
His mangled Common is hard to follow but Mojo aims to please any master. unfortunately personal hygiene and good table manners are still a work in progress.
Personality Maginnis Boodlenips, the gnome, raised Mojo as a lackey to do exactly what he was told. Mojo does just that, trying hard to fulfil any orders with his skills in locks, sneaking and finding things. Not a coward as such, but at heart this goblin is cautious after so many accidents with dangerous traps on other people’s homes. Maginnis explained those thefts as “possessing be noine-tens o' de law” and that became the goblin’s mantra.
The craven and greedy gnome, Maginnis, was a failed thief, so he bought and trained Mojo to do the dirty work and take the risks. For several years, the goblin honed his craft, desperate to please by handing over every bit of treasure. He wouldn’t dare to keep anything back after the first beating. Since then the pair have travelled far from Bards Gate leaving a trail of robberies and investigators until finally they were caught. Fate and a fair judge gave Mojo a much lesser sentence for being so badly led astray, while Maginnis was crucified.
However he needed guidance and alone in prison, the goblin gained it from all the wrong people. By the time he left, Mojo had no master and a fine understanding of the value of wealth. Moreso the lags explained that one of the best sources of wealth would be a career in dungeon robbery with Rappan Athuk being up there.
Lately his last exploration of the Dungeon of Graves proved catastrophic with many of his party dead and very few escaped. Now Mojo languishes in town waiting a chance to try his luck again. He seeks a stronger band (capable and skilled) but one that needs his special abilities.
Mojo is a very wary and stealthy warrior who can see in the dark. His knowledge of locks and traps is extensive. He may learn some magic to aid his skills in and out of combat.
Mojo is no longer blindly obedient to his leaders but he does naturally follow others. Mostly honest and only slightly greedy, he needs the right example to become a better goblin.