Goblin

Mugmuff Darktalon's page

505 posts. Alias of JAF0.


Full Name

Mugmuff Darktalon

Race

goblin ninja/8

Classes/Levels

skills:
acro 23, bluff 9, disable 18, disguise 11, escape 18, intim 12, know local 12, kn nobil 10, know rel 5, ling. 7, perc 12, perform dance 9, perform sing 9, prof cook 9, ride 11, sm 1, slt of hd 14, stealth 24 (26), umd 12

Gender

hp 80/80 | AC 25, t19, ff23 | F 6 (8 poison), R 13, W 4 | bab 6 Melee 9/13), ranged 13 | cmb 9, cmd 27 | init +7 | ki 7/7 |

Size

S

Age

17

Alignment

N

Languages

common, goblin, giant, elven, undercommon, thassilonian, abyssal

Occupation

initial point buy 15, 14, 13, 13, 12, 14 (7, 5, 3, 3, 2, 5=25 pts)

Homepage URL

4th lvl +1 str, +1 con | 8th lvl +2 dex, str includes belt bonus, dex includes snakeskin tunic bonus, +2 alacrity bonus

Strength 16
Dexterity 24
Constitution 14
Intelligence 13
Wisdom 12
Charisma 12

About Mugmuff Darktalon

Pic of Mugmuff

Mugmuff's first life adventures

racial abils:

size small, speed 30
-2 str, +4 dex, -2 cha
120' darkvision (see feats)
sneaky rider +4 ride, +4 stealth

traits:

color thief: +2 stealth
scarred by space pirates: +1 melee vs humanoids
Monster Hunter: Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.

feats:

dodge +1 ac, You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. (includes mobility bonuses, see feat taxes) (1st lvl)

Big Game Hunter (Local) Benefit: You gain a +1 bonus on attack rolls and a +2 bonus on weapon damage rolls against Large or larger creatures. (2nd lvl)

Underfoot (Combat) Prerequisites: Dodge, Mobility, Small size or smaller. Benefit: You receive a +4 dodge bonus on Acrobatics checks to move past opponents without provoking attacks of opportunity, so long as they are larger than you. In addition, you gain a +2 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a larger opponent’s threatened area (this stacks with the +4 bonus provided by Mobility, for a total bonus of +6). (3rd lvl)

Deepsight: Your senses are especially keen in the utter darkness. Prerequisite: Darkvision 60 feet. Benefit: Your darkvision has a range of 120 feet. (4th lvl)

Tangle Feet Prerequisites: Dodge, Mobility, Underfoot, Goblin, Small size or smaller. Benefit: When you successfully make an Acrobatics check to avoid provoking an attack of opportunity from a larger opponent when you move through its threatened area or its space, you can make that opponent lose its balance until the end of its next turn as a free action. While that creature’s balance is lost, if it attempts to move, it must make a successful DC 15 Acrobatics check or fall prone, wasting the move action. You can only affect one creature with this effect each round. (5th lvl)

Extra Ki Prerequisite: Ki pool class feature. Benefit: Your ki pool increases by 2. Special: You can gain Extra Ki multiple times. Its effects stack. (6th lvl)

Roll with it Prerequisite: Goblin, Acrobatics 1 rank. Benefit: If you are struck by a melee weapon you can try to convert some or all of that damage into movement that sends you off in an uncontrolled bouncing roll. To do so, you must make an Acrobatics check (DC = 5 + the damage dealt from the attack) as an immediate action. If you succeed in this check, you take no damage from the actual attack but instead convert that damage into movement with each point equating to 1 foot of movement.

For example, if you would have taken 6 points of damage, you would convert that into 6 feet of movement. You immediately move in a straight line in a direction of your choice this number of feet (rounded up to the nearest 5-foot-square), halting if you reach a distance equal to your actual speed. If this movement would make you strike an object or creature of your size or larger, the movement immediately ends, you take 1d4 points of damage, and fall prone in that square. This involuntary movement provokes attacks of opportunity normally if you move through threatened squares, but does not provoke an attack of opportunity from the creature that struck you in the first place.

You are staggered for 1 round after you attempt to use this feat, whether or not you succeed. (7th lvl)

Toughness: Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). (8th lvl)

class abilities:

poison use

sneak attack +4d6 when flanking or foe is denied dex

Ki Pool (Su) At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

No Trace (Ex) +2 At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +2. In addition, her training gives her a +2 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Uncanny Dodge (Ex) Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Light Steps (Ex) At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.

Improved Uncanny Dodge (Ex) At 8th level, a ninja can no longer be flanked. This defense denies another ninja (or rogue) the ability to sneak attack the ninja by flanking her, unless the attacker has at least four more ninja (or rogue) levels than the target does. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum ninja (or rogue) level required to flank the character.

ninja tricks:

Fast Stealth Benefit: A ninja with this trick can move at full speed using the Stealth skill without penalty.

Vanishing Trick (Su): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

Shadow Clone (Su) Benefit: The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja’s level as her caster level. Using this ability is a standard action that uses up 1 ki point.

Fatal Finesse (Ex) Prerequisite: Weapon Finesse feat
Benefit(s): The ninja's attacks accurately strike for increased damage. The ninja may add her Dexterity modifier (rather than her Strength modifier) to damage dealt with ranged attacks and melee attacks made with weapons that can be used with the Weapon Finesse feat. The ninja adds only half her Dexterity bonus to damage dealt with attacks that would have allowed only half her Strength bonus be added to damage. (Do not multiple the ninja’s Dexterity modifier by 1.5 when adding it to damage dealt by a two-handed weapon.) If the ninja has a Strength penalty, the penalty is still applied to weapon damage when using fatal finesse.
Creatures immune to critical hits and sneak attacks ignore additional damage from the ninja’s Dexterity modifier. The ninja must have at least 1 ki point to use this trick.

skills and how he got there:

acro 23 +8 sp +7 dex +3 class +5 boots of elvenkind,
bluff 9 +5 sp +1 cha, +3 class
disable 18 +8 sp +7 dex, +3 class
disguise 8 +5 sp +1 cha +2 no trace (class),
escape 18 +8 sp +7 dex +3 class
intim 12 +8 sp +1 cha +3 class
know local 12 +8 sp +1 int +3 class
kn nobil 10 +6 sp +1 int +3 class
know religion 5 +4 sp +1 int,
ling. 7 +3 sp +1 int +3 class
perc 12 +8 sp +1 wis +3 class
perform dance 9 +5 sp +1 cha +3 class
perform sing 9 +5 sp +1 cha +3 class
prof cook +9 +5 sp +1 cha +3 class
ride 12 +1 sp +7 dex +4 race
sm 1 +1 wis
slt of hd 14 +4 sp +7 dex +3 class
stealth 24 (26) +8 sp, +7 dex, +3 class +4 race, +2 trait (+2 if not moving - class) ,
umd 12 +8 sp +1 cha +3 class

godbound general info:

Activating Gifts and Miracles Godbound can use their gifts and miracles freely out of combat, assuming they have enough free Effort to activate the power. In combat, things get more hectic. Instant gifts can be used at any time, whether or not it’s the Godbound’s turn. They can even be used in response to an enemy’s attack. Dropping a gift’s effects to free up Effort also counts as Instant. On Turn gifts can be used only during the Godbound’s turn, though they can use as many of them as they wish and can afford to trigger. Action gifts count as the Godbound’s action for the round, and so only one can be used on any given turn. Offensive miracles that harm a foe or dispel their self-buffing gifts count as actions. Other miracle use counts as an Instant effect.

Fray Dice A hero has a Fray die representing their casual blows, minor exertions of divine power, and general fearsomeness. Each round of combat they can roll their Fray die on their turn, even if they’re occupied doing something else. Most heroes have a Fray die of 1d8, though some gifts can increase this. No attribute modifiers apply to this die. The Fray die is compared to the damage chart, and that many points of damage can be inflicted on a single lesser foe in sight. A lesser foe is a creature with equal or fewer hit dice than the hero has levels. Thus, if the hero rolls a 6 on the die while fighting the four peasants mentioned above, two of them would be killed out of hand by the overflow damage. If fighting a worthy foe with more hit dice or levels than the Godbound has levels, however, the Fray die is useless against them.

Divine Fury When pressed to the brink of death a Godbound’s desperation can drive them to tap unknown reserves of celestial power. If brought to zero hit points, a Godbound may choose to enter a divine fury. The Godbound immediately gains hit points equal to half their
maximum, rounded up, and bonus Effort equal to their level. They are immediately freed from any magical effect that is binding or constraining them, whether mental or physical, and for the duration of
the fury they cannot be controlled or bound by magic. The maximum duration of the fury is equal to the Godbound’s level in rounds. At the end of that time, the Godbound becomes utterly helpless for five rounds. All of their gifts become inactive, they can take no action, and they automatically fail all saves. If any foe capable of harming them is still present they can be killed automatically by a single attack. A Godbound brought to zero hit points during or immediately after a divine fury dies instantly and cannot be revived; their spirit is too weakened by their exertions to be restored. A Godbound’s fury depletes deep reserves of power. Once they have exhausted their reserves, they must gain a new level of experience before they can rage once again. NPC Godbound normally cannot enter a divine fury, as they’ve already expended theirs during some past moment of crisis.

Godbound Word Alacrity:

The Word of swiftness and impossible grace, Alacrity grants miracles of haste to the hero who possesses it. Miracles of its power might involve completing a particular task in but moments, evading some otherwise-inescapable peril, or responding to an event before its enactor can even begin. Alacrity is not Journeying, however, and its movement tends to be restricted to a single particular place or a short distance rather than swift transit between far-flung locations.

Heroes with the Alacrity Word cannot be surprised. They may increase
their Dexterity to 16, or to 18 if it’s already 16 or higher.

GIFTS:

All Directions as One Constant Lesser Gift
You can navigate vertical or overhanging surfaces as if they were flat ground. You can pass through rough terrain effortlessly. You have an invulnerable defense against being pushed or made to fall.

Walk Between the Rain Constant Lesser Gift
Your natural AC is 3. You cannot be hit by anything not driven by a purpose unless you allow it; falling objects will never strike you unless some will to harm you set them in motion. Traps meant to hit an intruder have a chance to hit you. Armor and shields don't benefit you.

Godbound Word Sword:

The Word of the Sword is that of melee combat, of direct struggle between the Godbound and their foes. Miracles of the Sword involve unerring strokes, tremendous blows, or marvelous escapes from harm in battle. While potent, these miracles do not work at range.

Heroes with the Sword Word treat all their weapon or unarmed attacks as magical, cannot be disarmed, and can summon any melee weapon they’ve ever used immediately to hand as an Instant action.

Contempt of Distance Constant Lesser Gift
Your movement action can take you to any point in movement range, provided the path is unobstructed and there’s a target to hit at the end of the move. A hero could thus dash straight to a rooftop or balcony without navigating the physical route there. Foes too far away to reach in one round can be pursued over multiple rounds, but they must be attacked once reached. This pursuit can even extend into the air, supporting the hero until they defeat their enemy or choose to disengage, whereupon they land safely at a point below.

Steel Without End Constant Lesser Gift
All your melee weapon attacks are treated as magic weapons doing a 1d10+1 damage die, including unarmed attacks. As with all weapon-boosting gifts, you may use any attribute to modify attacks made in this way, provided you can explain how it is relevant to your style.

The Path Through War On Turn Greater Gift
Commit Effort. So long as you don’t make an attack roll or cast a hostile effect that round, you have an invincible defense against all weapon or unarmed attacks. You can still use your Fray die while under this effect. This defense is not applicable to environmental, spell, or magical effect damage. Once this gift is dropped or ended, it cannot be re-activated during that same scene.

equipment:

+1 wakizashi [dice=to hit]1d20+14[/dice][dice=dmg if hits]1d10+8[/dice] 2300
dogslicer
dagger
2 pouches
6 alchemist fires
1 fire flask (works like acid flask but with fire)
potion of invisibility
tanglefoot bag
masterwork thieves' tools
belt of giant strength tumbling 6000
shinobi shozoku (+2 stealth)
cap of buffering Once per day when struck by a critical hit, the wearer can spend an immediate action to convert the bonus damage of the critical hit into nonlethal damage. 2000
2745 gp 12 sp 5 cp
snakeskin tunic +1ac +2dex +2saves vs poison 8000
boots of elvenkind +5 acrobatics 2500
swarmbane clasp melee attacks hurt swarms, not affected by swarms 3000
cloak of the hedge wizard - use prestidigitation on command and at will. Abjuration: at will—resistance; 1/day—endure elements, shield 3000
handy haversack 2000
traveler's any-tool 250
ring of prot +1 2000
7 days of rations
50 gp of knickknacks

background:

Mugmuff is I. Greatest of my litter... not biggest or strongest... but cleverest and fastest was Mugmuff. Destined for great things was Mugmuff... could sneak into the town and steal anything from stupid longshanks. Mugmuff had favor of father-chief, who not eat Mugmuff.

Bad longshanks caught Mugmuff one night stealing from glass place. Mugmuff wasn't fast enough that night! Oh no! Bad longshanks tell Mugmuff he has poh-ten-shul, say mean has good future. He lock Mugmuff up and feed Mugmuff many strange things. Make Mugmuff stronger and faster. He tell funnytalk longshanks teach Mugmuff better sneak sneak, better fight, use strange longshanks weapons.

Mugmuff fool funnytalk longshanks and learn all, then sneak away. Mugmuff try go home, but strange light from sky faster than Mugmuff and all go bright and shiny sparkly like lights in sky. Mugmuff FLY into sky and go inside strange lights. When Mugmuff wake up, me laying on strange table with brightlight longshanks making pokings and proddings. Mugmuff shriek and fight but brightlight longshanks not let Mugmuff go. Me bite and claw and kill many brightlight longshanks.

Brightlight longshanks finally give up and let Mugmuff go. Drop Mugmuff back down... Owies and hurtzes us, but me free. Mugmuff run home to father-chief, chief of Mosswoods, but father-chief dead and new chief, Big-Gut-Mutt, not like Mugmuff. Say Mugmuff want be chief now and will kill and eat Mugmuff so me run hide.

Now Mugmuff need new tribe.

Mugmuff make new tribe! Mugmuff find other tribeless, say new tribe now. We kill many bad longshanks, burn big house with bad juju not-dead things inside. Me kill bad ogreses! burn farm and house in hills. We find many big steps, climb up and meet giantses! Try make giantses friends but giantses be very stoopid and not want friends, think Mugmuff try steal treasure. We kill many and try steal treasure, but one not like that. He smack Mugmuff in head, knock Mugmuff down off steps, right into big giant's flaming club...

Me wake up to see pretty not-goblin... she call to Mugmuff, tell him all good, Mugmuff great hero. Me go with her, trust her, though not know why. She take Mugmuff to great swamp with swamp flowers and music... like longshanks music, no drums, but me not hate it. Feel peaceful and quiet. She give Mugmuff drink and food. It good, and Greta there... Greta welcome Mugmuff and take me into bushes for much bouncy sex.

Me fall asleep, and Greta be gone when wake up. Wait! Greta be dead! Killed by ogreses and dragon. Me find not-goblin lady who say "Be calm, little one. You must focus your ki on what you see and know. Shape it to your reality. This could all be yours for eternity..."

Mugmuff shake head and scream to stop music. NO! Mugmuff not done! Not read for dyings." She just smiles and sez, "As you wish..."

Me wake up at bottom of steps. Head hurt! Giant eating Bart Bighead's head! Everyone else dead too. Minimaster Torch all black and burnt up. Me not dead? Me sneak away before giant see and eat Mugmuff too.

Mugmuff alone again, in strange place. Much hills and grass, many longshanks, many giantses. Me hide long time... no find more goblins to make new tribe. Mugmuff feel strange. Something not same. Sky very bright, grass very green, air smell strange. Mugmuff feel different! See many things look new, but not. Me feel... like sword. Beaten and made in fire. Me not need tribe. Me Mugmuff, stronger than death.

personae of background:

bad longshanks = Lonjiku Kaijitsu, owner of Sandpoint Glassworks
funnytalk longshanks = ninja from Minkai in Lonjiku's employ
brightlight longshanks = space pirates (see traits)
not-goblin lady = Pharasma

Harrowing:

Mugmuff moves his hand towards the middle array of six cards. As his hand clears the tables edge the other two piles flash into ash and an unfelt breeze swirls the ashes into the air where they seem to hover over the table.

The harrower closes her eyes and mumbles quietly to herself for a moment. Her hand reaches forward and flips the first card over.

The Survivor, inverted thuds to the table with a rumble.

him? or another? She opens her eyes and stares at Mugmuff, the fabric of your life has a great loss woven into it. Whether the past or the future, I can not see. You are frayed, either from its aftermath or its coming.

Staring into Mugmuff's eyes her fingers lift and flop over the next card that shows a vacant throne. With her eyes locked on Mugmuff's the harrower declares, this represents the lesson you were given. Did you heed it?

As her hand moves to the next card, it flips itself, landing crossed next to the Empty Throne. This time her vision shifts to stare at the Idiot. You will be driven by your desires. Do not let them rule you.

As she stops speaking the fourth card rises on the corners and crawls across the table to flop down below the Empty Throne both crossed and inverted. It rolls over onto its back to an image of an owl, one wing spread wide, the other curled in. Its eyes seem to track your every move. A blood tear rolls down the harrower's cheek as she sees the card. You are fated to live by destruction, or to die for life unseen.

The harrower pauses staring at the last two cards. Teh air grows heavy with pressure as her hand, now trembling, reaches for the fifth card when the dust that had been circling the table spirals down into a small tornado and flips the card over displaying the Cyclone. With bloody tears now falling to the table, the harrower managers to whisper, it can not be stopped. We are doomed.

No longer looking like a woman in her 30's the prime of her life, the harrower seems to have aged a generation as her age-spotted hand shakes with tremors as she reaches for the last card. She lifts the card to her face to as if to see it with dim eyes. She sighs and seems to sink into herself as she whispers Your destiny is done. Fate has no hold on you. Her lifeless fingers release the card. The Juggler is seen as the card swirls towards the table.

Just as one edge of the card touches the table, all of the cards blacken, curl, and are whisked up by the tornado that grows to reach the ceiling, but is felt only by Mugmuff. Teh tornado blows apart and the room returns to normal.

except for the corpse of an old woman curled into the chair in front of Mugmuff.

plans for future: