Goblin

Nurpuls's page

27 posts. Alias of david barker.


Full Name

Nurpuls

Race

Goblin

Classes/Levels

Inquisitor 1hp 5|9/AC 18/ touch 14/ flat-footed 15 /CMB -1/ CMD 12/ F +3/ R +2/ W+5/per+7/stealth+7

Gender

Male

Size

Small

Alignment

le

Deity

Hadregash

Location

pfs 12817

Strength 10
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 16
Charisma 5

About Nurpuls

NURPULS CR 1/2
Male Goblin Inquisitor 1
LE Small humanoid (goblinoid)
Init +2; Senses Darkvision (60 ft.), Perception +7,

DEFENSE
AC 18, touch 14, flat-footed 15 (+1 size, +2 Dex, +1 dodge, +4 *Hide (Small), )
hp 9 (1d8)+1
Fort +3, Ref +2, Will +5

OFFENSE
Speed 20 ft.
Melee flail (small) +1 (1d6)
Ranged sling (small) +3 (1d3)
Space 5 ft.; Reach 5 ft.

Special Attacks Judgment / Destruction, Judgment / Healing, Judgment / Justice, Judgment / Piercing, Judgment / Protection, Judgment / Purity, Judgment / Resiliency, Judgment / Resistance, Judgment / Smiting, Stern Gaze,

Known Inquisitor Spells (CL 1st):
1st (2/day) - cure light wounds (DC 14) , inflict light wounds (DC 14)
0th (at will) - acid splash , create water , detect magic , disrupt undead
Prepared Spells Prepared Spell List

STATISTICS
Str 10, Dex 14, Con 12, Int 14, Wis 16, Cha 5
Base Atk +0; CMB -1; CMD 12

Feats Armor Proficiency, Light, Armor Proficiency, Medium, Dodge, Shield Proficiency, Simple Weapon Proficiency
Skills
Acrobatics -1, Acrobatics (Jump) -5,
Appraise +2,
Bluff -3,
Climb -3,
Craft (Untrained) +2,
Diplomacy -3,
Disguise -3,
Escape Artist -1,
Fly +1,
Heal +3,
Intimidate -2,
Knowledge (Arcana) +6, Knowledge (Arcana/ID monster) +9,
Knowledge (Dungeoneering) +6, Knowledge (Dungeoneering/ID monster) +9, Knowledge (Nature) +6, Knowledge (Nature/ID monster) +9,
Knowledge (Planes) +6, Knowledge (Planes/ID monster) +9,
Knowledge (Religion) +6, Knowledge (Religion/ID monster) +9,
Perception +7,
Perform (Untrained) -3,
Ride +3,
Sense Motive +8,
Spellcraft +6,
Stealth +7,
Survival +7,
Swim -3,
Languages Common, Goblin, Orc

Special Qualities Battle Rage (6/day), Fast, Judgment (Profane), Monster Lore, Skilled,

Possessions flail (small); outfit (explorer's/small); hide (small); sling bullets (10) (x4); blanket (winter) (small); rope (silk/50 ft.); Holy Symbol (Wooden/Compartment) ; Backpack (Small) [ Flint and Steel; Grappling Hook, Common; Rations (Trail/Per Day) (Small) (x10); ]; Sling (Small) ; Waterskin ;
Spells:

Prepared Spells Prepared Spells:

Inquisitor: Spells per Day: (0/2/0/0/0/0/0/0/0/ DC:14+spell level),

Spells Known: 0th - Acid Splash, Create Water, Detect Magic, Disrupt Undead 1st - Cure Light Wounds, Inflict Light Wounds

SPECIAL ABILITIES
Battle Rage (Sp) You can touch a creature as a standard action to give it a +1 bonus on melee damage rolls for 1 round. You can do so 6 times per day.

Blood Subdomain

Darkvision Goblins can see in the dark up to 60 feet.

Fast (Ex) Goblins have a base speed of 30 ft.

Goblin Foolhardiness You have a tendency toward gross overconfidence in combat. When facing an enemy that's larger than you are, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 trait bonus on attack rolls with non-reach melee weapons.

Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +1 profane bonus on all weapon damage rolls.

Judgment / Healing The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts.

Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +1 profane bonus on all attack rolls.

Judgment / Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 profane bonus on concentration checks and caster level checks made to overcome a target's spell resistance.

Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +1 profane bonus to Armor Class.

Judgment / Purity The inquisitor is protected from the exalted taint of her foes, gaining a +1 profane bonus on all saving throws.

Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic.

Judgment / Resistance The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

Judgment / Smiting This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction.

Judgment (Profane) (Su) An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability 1 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Skilled (Ex) Goblins gain a +4 racial bonus on Ride and Stealth checks.

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.

Strength of the Barghest The blood of the barghests is strong in you. Once per day as a free action, you can gain a +2 trait bonus on any Strength check or Strength-based skill check.