His Mighty Girthness Chief Rendwattle Gutwad

Old Wrinkleface's page

68 posts. Organized Play character for gemmik.


Full Name

Old Wrinkleface, Cheiftain of the Secrethouse Tribe

Race

| HP: 15/66 | AC 21, TAC 20 (+1 vs. traps) | F:+11 R:+11 W:+8 (+1 vs. traps) | Hero Points: 0/1 | Resonance: 6/7 | Perc +6 (+1 to Seek traps)

Classes/Levels

| Speed 25 ft. | Class DC 19 | Active Conditions: +1 vs. mental FX (1 min)

Gender

Male Ancient Goblin

Size

Small

Age

20

Location

Absalom

Languages

Common, Goblin

Strength 10
Dexterity 19
Constitution 18
Intelligence 10
Wisdom 12
Charisma 16

About Old Wrinkleface

Old Wrinkleface
PFS #: 293440-1501
Male Goblin Nomad Rogue 5
CN Small Goblin, Humanoid
Languages Common, Goblin
Senses Darkvision, Perception +6 (+1 to Seek traps) (Expert)
Hero Points 1, Resonance: 7
Class DC 19
Speed: 25 ft.
XP 0

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DEFENSE
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HP: 66
AC: 21 TAC: 20 (+2 AC, +1 TAC, +4 Dex, +5 Proficiency)
…+1 vs. traps
...+2 vs. 1 ranged attack vs. him 1/10 minutes (bracers of missile deflection)
Fortitude: +11 Reflex: +11 Will: +8
…+1 vs. traps
...+2 vs. toxins, sickness (from eaten), recovering from sickness (from eaten)
Special: trapfinding (auto check for traps; +1 AC and saves vs. traps)

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OFFENSE
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Melee: +1 light mace (cane) +10 (2d4+4 B)(agile, finesse, shove)
Ranged: dart +9 (1d4 P)(Range: 20)(agile, thrown) (Ammo: 7/8)

First Round Enemies who haven't acted yet are flat-footed against him
Sneak Attack 2d6
On Critical Hits:
...The enemy is flat-footed against your attacks until the end of your next turn
...(with clubs/etc) The target is slowed 1 until the end of your next turn.

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REACTIONS
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Bracers of Missile Deflection
Trigger: A ranged weapon Strike targets you and you aren’t flat-footed against that attack.
Effect: These bracers are made from plates of durable mithral and gleam like the summer sun. When you activate the bracers as a reaction, you gain a +2 circumstance bonus to AC against the triggering attack. Once you activate the bracers, you can’t do so again for 10 minutes.

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Skills
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Skill: +Mod (Proficiency)
Acrobatics: +10 (Expert)
Arcana: +1 (Untrained)
Athletics: +5 (Trained)
Crafting: +6 (Trained)
Deception: +9 (Expert)
Diplomacy: +8 (Trained)
Intimidation: +9 (Expert)
Lore (underground): +5 (Trained)
Medicine: +1 (Untrained)
Nature: +6 (Trained)
Occultism: +2 (Untrained)
Performance: +4 (Untrained)
Religion: +2 (Untrained)
Society: +1 (Untrained)
Stealth: +9 (Trained)
Survival: +6 (+1 to find food in a city) (Trained)
Thievery: +11 (+2 to disable traps) (Expert/Master)

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Statistics
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STR 10 DEX 19 CON 18 INT 10 WIS 12 CHA 16

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Feats
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Ancestry: city scavenger, junk tinker
Background: assurance
Class: finesse striker, sneak attack, surprise attack, trap finder
General: great fortitude
Heritage Bigbelly goblin
Skill: cat fall, defensive climber, intimidating glare, steady balance, wary disarmament,

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FEAT AND ABILITY DETAILS
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Assurance Survival - Even in the worst circumstances, you can perform basic tasks with your skill. Choose a skill you’re trained in when you first select this feat. You can forgo rolling a skill check for your chosen skill to instead receive a result of 10 (do not apply any of your bonuses, penalties, or modifiers). If you’re an expert in your chosen skill, you receive a result of 15; if you’re a master, you receive a result of 20; and if you’re legendary, you receive a result of 30.

Bigbelly Goblin: You can subsist on food that most folks would consider spoiled. You are always considered fed with poor meals in a settlement as long as garbage is readily available, without using the Subsist on the Streets downtime activity. You gain a +2 circumstance bonus to saving throws against toxins, against gaining the sick condition, and on removing the sick condition, but only if the toxin or condition resulted from something you ate or drank. Treat a success on Fortitude saves to reduce the effect of an ingested toxin or the sick condition as a critical success. You can eat and drink things when you have the sick condition.

Bludgeoner You make brutal bludgeoning attacks that daze your foes. You can deal sneak attack damage with one-handed weapons of the club and mace groups even if they don’t have the agile or finesse trait. When you Strike with that weapon and critically succeed at the attack roll, you gain the following enhancement: The target is slowed 1 until the end of your next turn.

Cat Fall: Your catlike aerial acrobatics allow you to cushion your fall. Treat all falls as if you fell 10 fewer feet. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

City Scavenger You know that the greatest treasures often look like refuse, and you scoff at those who throw away perfectly good scraps. You can attempt a Survival check to search for food and supplies and to subsist in a city as well as in the wild. When you do, you gain a +1 circumstance bonus to your Survival check

Deception to Feint (use of deception skill): 1 action, With a misleading flourish, you leave an opponent unprepared for your real attack. You attempt a Deception check against that opponent’s Perception DC.
Success The target is flat-footed against the next melee attack that you attempt against it before the end of your current turn.
Critical Success The target is flat-footed against all melee attacks you attempt against it until the end of your next turn.
Critical Failure You are flat-footed against melee attacks the target attempts against you until the end of your next turn.

Defensive Climber You are trained in climbing techniques that allow you to twist and weave as you climb without sacrificing your grip. You’re not flat-footed while climbing.

Deny Advantage You aren’t flat-footed to sensed, unseen, or flanking creatures of your level or lower; they can still provide allies a flank.

Finesse Striker When you attack with an agile or finesse one-handed melee weapon, you can add your Dexterity modifier to damage instead of your Strength modifier.

Hand of the Mage This mummified elf hand hangs on a golden chain, its gnarled fingers locked in a peculiar pattern. It allows you to cast mage hand as an innate arcane cantrip.

Intimidate to Demoralize (use of intimidate): 1 action, With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy’s resolve. Choose a creature within 30 feet of you who you sense or see and who can sense or see you. Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check and demoralize loses the lingual trait.
Success The target becomes frightened 1
.
…Critical Success The target becomes frightened 2 and is fleeing until the end of its next turn
.
…Critical Failure You can’t attempt to demoralize the target again for 10 minutes.

Intimidating Glare You can Demoralize those around you with a mereglare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty when you attempt to Demoralize a creature that doesn’t understand your language or can’t hear you.

Junk Tinker You can make useful tools out of even the most twisted or rusted scraps. You can craft ordinary items, including weapons but not armor, out of junk. This costs one-quarter the usual amount for a standard-quality item but always results in an item of poor quality. You take only a –1 item penalty when using poor-quality items you crafted. For more information about crafting items, see page 147.

Sneak Attack You deal additional damage to flat-footed creatures (see page 322). If you Strike a flat-footed creature with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged attack, you deal 1d6 extra precision damage. For a ranged attack with a thrown weapon, that weapon must also be agile or finesse. 
As your rogue levels increase, so does the number of damage dice of your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Steady Balance You can keep your balance easily, even when balancing in adverse conditions. You treat a success using the Balance action as a critical success. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground, and if you’re the target of an attack or effect that requires a saving throw, you fall only if you critically fail your attempt to Maintain Balance.

Surprise Attack On the first round of combat, creatures that haven’t acted are flat-footed to you.

Trap Finder You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t searching, you still get a check to find traps if you are trained or better in Stealth. You can disable traps as though you had a proficiency rank of master in Thievery; if your proficiency modifier in Thievery is actually master, this increases to legendary instead.

Unbalancing Blow Whenever your Strike is a critical hit, you can apply the following enhancement: The enemy is flat-footed against your attacks until the end of your next turn.

Wary Disarmament If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.

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Equipment
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Armour: +1 magic leather armour
Weapons: +1 magic light mace, darts (8), caltrops (4)
Magical and Alchemical Items bracers of missile deflection, hand of the mage
Containers: Backpack (Bulk 0/4), Belt Pouch (Bulk 0/4L), Sheath
Equipment: expert artisans tools (at home), bedroll, basic crafter’s book, candles (10), chalk (10), cookware (at home), ordinary clothes, flint and steel, grappling hook, hammer, mug, rations (4 days), signal whistle, silk rope (50 ft.), pup tent, expert thieve’s tools, torch (10), empty vials (2), waterskin

Temporary Gear:

Silver: 21
Copper: 0

Bulk 3 (5 L)
Encumbered 5 Maximum 10

Defense Proficiencies:

AC: Trained
TAC: Trained
FORT: Trained
REF: Expert
WILL: Expert
Light Armor: Trained
Medium Armor: Untrained
Heavy Armor: Untrained
Shields: Untrained

Offense Proficiencies:

Simple Weapons: Trained
Martial Weapons: Untrained
Special Proficiencies: hand crossbow, rapier, sap, shortbow, shortsword: Trained
Arcane Magic Untrained
Divine Magic Untrained
Occult Magic Untrained
Primal Magic Untrained

Background:

Old Wrinkleface Is an old goblin who was once part of the Bigstink Tribe. One day his tribe was attacked by the same people who attacked Absalom! His tribe died, but Old Wrinkleface was clever! He had just enough time to escape with the whelps! He took them to Absalom, snuck into an abandoned section of the sewer, took over an old house connected to it, and made a new home for his tribe. Now they’re called the Secrethouse Tribe and they live right under the nose of the longshanks!

Old Wrinkleface Is very wise (for a goblin) and teaches the whelps lots. He makes sure they train for the outside world, know how to take care of themselves, can make things, fix things, find food, and even read. The only problem is food. Goblins eat a lot! He found a friendly neighbour named Annabelle who gives him all of her tasty garbage for the whelps. He also scrounges up all he can from the other peoples trash. But, he still needed more! Old Wrinkleface Joined the Pathfinders so he could make lots of money to feed his beloved Secrethouse Tribe!

Appearance and Personality:

An old, ancient goblin with a wispy beard who walks with a cane. He creaks and groans as he moves, and complains about his pains and illnesses. But this old goblin is way nimbler than he looks! And sneaky, too!