Goblin

Mool the Brilliant's page

25 posts. Alias of scranford.


Full Name

Mool the Brilliant

Race

Goblin

Classes/Levels

Barbarian (Spirit Totem) 5 / Rogue 5 (AC-28/18/23; HP-72/85; Init.+6; Percp+11; {F+11, R=+4, W+5})

Gender

Male

Size

Small

Alignment

CG

Strength 14
Dexterity 22
Constitution 17
Intelligence 10
Wisdom 8
Charisma 8

About Mool the Brilliant

Mool the Brilliant

Character Sheet:

Mool the Brilliant
Male Goblin Barbarian (Spirit Totem) 5 Rogue 5
NG Small Humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 28, touch 18, flat-footed 23 (+8 armor, +5 Dex, +1 size, +2 natural, +2 deflection)
hp 85 (5d12+5d8+34)
Fort +11, Ref +14 (+2 bonus vs. traps), Will +5; +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities evasion, improved uncanny dodge (lv >=14), trap sense
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Offense
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Speed 40 ft., climb (walls only) (20 feet)
Melee Atlatl dart +11/+6 (1d4+2/x2) and
. . Blade of Fury +12/+7 (1d10+4/19-20/x2) and
. . Longspear +11/+6 (1d6+3/x3)
Ranged +1 Atlatl +16/+11 (1d4+3/x2)
Special Attacks rage (21 rounds/day), sneak attack +3d6
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Statistics
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Str 14, Dex 22, Con 17, Int 10, Wis 8, Cha 8
Base Atk +8; CMB +9; CMD 26
Feats Extra Rage, Extra Rage Power, Low Profile, Mounted Combat (1/round), Weapon Finesse
Traits Advantageous Distraction (1/day), Indomitable Faith
Skills Acrobatics +18 (+22 jump), Bluff +3, Climb +15, Diplomacy +4, Disable Device +17 (+13 to checks if more than five feet away from device), Disguise +9, Escape Artist +11, Fly +7, Handle Animal +5, Intimidate +3, Knowledge (dungeoneering) +4, Knowledge (local) +5, Knowledge (nature) +4, Perception +11 (+13 to locate traps), Perform (oratory) +5, Ride +16, Stealth +25, Survival +4, Swim +6, Use Magic Device +4; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ creeping (1/day), fast movement +10, rage powers (energy resistance: fire, ferocious beast, superstition +3), rogue talents (offensive defense, wall climber), trapfinding +2
Other Gear Sneaky Clank, +1 Atlatl, Blade of Fury, Atlatl dart (6), Longspear, Amulet of natural armor +2, Bag of holding I (13 @ 34.87 lbs), Belt of physical might (Dex & Con +2), Chime of opening (10 uses), Cloak of resistance +3, Hat of disguise, Ring of protection +2, Rope of climbing, Bedroll, Belt pouch (1 @ 2 lbs), Holy symbol, gold (Zarongel), Thieves' tool extenders, common, Thieves' tools, masterwork, 856 GP
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Special Abilities
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Advantageous Distraction (1/day) Like most goblins, you're easily distracted. Unlike most goblins, though, you have a knack for being distracted at the right time, especially when it comes to avoiding pain. Once per day as a swift action, you can be momentarily distracted in combat
Climb (walls only) (20 feet) You have a Climb speed.
Creeping (1/day) Activate to add armor's enhancement bonus as a bonus to Stealth for 1 min.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance: Fire (Ex) Fire Resistance while raging
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferocious Beast (Ex) When raging, animal companion also rages. Spend 1 extra rd if adjacent, or 2 rds if not.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Low Profile +1 Dodge bonus to AC vs. Ranged attacks. You do not provide soft cover when ranged attacks pass through your square.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Rage (21 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Superstition +3 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Wall Climber (Su) A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.
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History:

Mool never intended to be a hero. He only wanted to have the choice of the hottest female goblins, and the best portion of food. He never expected how his life would change, after he decided to explore that hole that had just developed underneath his favorite sleeping crypt...but it did...
...Mool was poking around the old crypt; more of the same dusty skeletons, and scraps of cloth, minding his own business when the floor gave way beneath him. When he awoke with his aching head, he found that he was in a spotless chamber. Before him lay an unopened sarcophagus with a strange but holy symbol engraved upon the lid. The casket was short, so he knew it must hold a silly halfing or gnome...therefore was fair game. As he struggled to lift the lid, he somehow felt guilty. This shouldn't happen.

Finally, he was able to pry off the lid. Inside was indeed a halfling skeleton, clad in a fine shiny breastplate, and with a shiny sword clasped in his hands. He had some other goodies too. A red velvet cloak, some rings, an amulet, and some gems. He took them all of course, and stuffed them into a sack tucked into the bottom of the tomb. He slung it over his shoulder, and prepared to leave. The bag felt too light, he looked back to see if there was a hole in the bottom, and that maybe the stuff had fell out. Nope, then he looked inside and everything was there. Maybe that bump on the head was messing with his imagination. Mool quickly ran to his Hidey-hole, and stashed his new stuff.

That was the day the dreams began. He kept having these weird dreams about wanting to help people. Even humans and elves. What was wrong with him. He took to donning the stolen gear and prancing around fencing, and pretending he was brave enough to do battle...OK Something is definitely wrong here. Finally he decided to visit a Harrow Witch he was familiar with and see what the problem was. She went into some kind of dizzy spell, and spouted off something about following the way of the Paladin.

"THE PALADIN" What was she thinking. Those stupid fools would take on a Reek Giant by themselves thinking they're god would help them to victory. No way he was that stupid. Then he had the deciding dream. Zarongel came to him in his dreams, and told him that it was time for the Goblin race to have it's first Paladin, and that Mool had been chosen. Wasn't it obvious, he had all the paladin gear and magic stuff.

Now neither Mool nor Zarongel for that matter really knew what a Paladin was all about, and being Goblins they couldn't read about it, so they just faked it as best they could. Other races laughed when he announced that he was a Paladin of Zarongel, but he usually put an end to that laughter quickly. Maybe that's what being a Paladin was all about. Anyway life was pretty good. He only took stuff that was obviously meant for the Paladin of Zarongel, and begin to refer to himself as Mool the Brilliant. The name stuck. Before long he started doing deeds which he thought were definitely "Paladiny". Saving babies, and helping old ladies cross the street, and what not. Why he'd even stood with the city watch of Absalom when the Rune Lord Riots began, and more than held his own, even saving some noble kid when he was about to be speared by some kind of demon.

Of course he couldn't be truly accepted by the population as a goblin, so that handy hat he "found" that let him take on others appearance really helped... But now what had he gotten himself into. His reputation had spread both among goblins, and among the lords of Absalom. Now they had summoned him for a mission...

He longed for the days of chasing rats, and children sometimes.