Goblin

Pierce the Goblin's page

66 posts. Alias of Lysle.


Race

Trained Skills:
Acrobatics (E) +10, Arcana +8, Athletics +8, Crafting +7, Deception +6, Diplomacy +6, Lore +7, Medicine +5, Occultism +7, Society (E) +8, Stealth (E) +10, Survival+5, Thievery (E)+9

Classes/Levels

| Speed 20 ft. (25 ft. w/o armor)

Gender

HP 56/61, Res 6/6 |AC 23, TAC 19 | F:+9 R:+12 W:+7 | Perc +6 (darkvision), Stealth +9 +1 Initiative

About Pierce the Goblin

Ancestry Goblin
Background Street Urchin
Alignment Chaotic Neutral
Languages Common, Goblin, Gnomish
Perception +6 (EXPERT); Darkvision

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Statistics
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Str 16, Dex 18, Con 16, Int 14, Wis 10, Cha 12

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Actions
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Speed 25 feet (20 feet in armor)
Melee dogslicer +9 (1d6+3; +2d6 sneak attack)
Ranged +1 shortbow +10 (2d6+2; 2d6+4 within 30 feet; +2d6 sneak attack)
Ranged shuriken +9 (1d4+5; throw range 20 feet; +2d6 sneak attack)

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Defenses
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Hit Points 61 HP
AC 18 TAC 16[/b]
Fort (T) +8, Ref (E) +13, Will (E) +6 (+1 armor

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Feats and Abilities
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Pierce the Goblin has the following abilities:

Razortooth - Pierce gains a jaws unarmed attack that deals 1d6 piercing damage. For more information about unarmed attacks, see page 178.

Incredible Initiative (General) – Pierce gains a +1 circumstance bonus to all initiative rolls, whether they’re Perception checks, skill checks, or any other kind of rolls.

Finesse Striker - When Pierce attacks with an agile or finesse one-handed melee weapon, he can add his Dexterity modifier to damage instead of his Strength modifier.

Sneak Attack = Pierce deals additional damage to flat-footed creatures (see page 322). If he makes a Strike against a flat-footed creature with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged attack, he deals 2d6 extra precision damage. For a ranged attack with a thrown weapon, that weapon must also be agile or finesse.

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

Deny Advantage – Pierce isn’t flat-footed to sensed, unseen, or flanking creatures of his level or lower; they can still provide allies a flank.

Nimble Dodge (Ancestry)- When unencumbered and targeted with a melee or ranged attack by an attacker that he see, Pierce gains a +2 circumstance bonus to his Armor Class against the triggering attack.

Fighter Dedication (Class) – Pierce is trained in light armor, medium armor, heavy armor, simple weapons, and martial weapons. Athletics is a signature skill for him.

Basic Manueuver [Point-Blank Shot] (Class) – When using a ranged volley weapon while in this stance, Pierce doesn’t take the circumstance penalty to his attack rolls within the weapon’s volley range. When using a ranged weapon without the volley trait, he gains a +2 circumstance bonus to damage rolls on attacks made within the weapon’s first range increment.

Weapon Familiarity (Ancestry) -Pierce is trained with the dogslicer and horsechopper. In addition, he gains access to all uncommon goblin weapons. For the purpose of proficiencies, he treats martial goblin weapons as simple weapons and exotic goblin weapons as martial weapons. For more information about weapons, see page 178.

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Skills
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Acrobatics (E) +10
Arcana (T) +7
Athletics (T) +8
Crafting (T) +7
Deception (T) +6
Diplomacy (T) +6
Intimidation +2
Lore (Underworld) (T) +7
Medicine (T) +5
Nature +1
Occultism (T) +7
Performance +2
Religion +1
Society (E) +8
Stealth (E) +10 (-1 armor check)
Survival (T) +5
Thievery (E) +9

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Skill Feats
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Defensive Climber – Pierce is trained in climbing techniques that allow him to twist and weave as he climbs without sacrificing his grip. He’s not flat-footed while climbing.

Quiet Allies - Pierce is skilled at helping his allies minimize the noise and glare of their armor. While an ally is within 30 feet of Pierce, their check penalty to Stealth checks from armor is reduced by 2. This doesn’t stack with benefits from another character with Quiet Allies or any other ability that reduces check penalties from armor.

Terrain Stalker (Underbrush) = While unseen by all non-allies in underbrush terrain, Pierce can Sneak without the need to attempt a Stealth check as long as he moves no more than 5 feet and is not within 10 feet of an enemy at any point during his movement.

Pickpocket - Pierce can Palm or Steal Objects that are guarded, such as an object in a creature’s pocket or a loose ring. He can’t steal objects that are actively wielded or that would be extremely noticeable or time-consuming to remove (like worn shoes or armor).

Streetwise – Pierce can use his Society bonus instead of his Diplomacy bonus to Gather Information. In any settlement he frequents regularly, he can use the Recall Knowledge action with Society to know the same sorts of information that he could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but he knows the information without spending time gathering it. If he fails to recall the information, he can still subsequently attempt to Gather Information normally.

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Magic Items
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+1 composite shortbow (Level 4)

This shortbow with a weapon potency rune grants offensive benefits. Pierce gains an item bonus to attack rolls with the weapon equal to the potency value (+1), thus his expert shortbow with a +1 weapon potency rune would grant a +1 item bonus to attack rolls with the shortbow. Second, on a successful attack roll, the weapon deals an additional number of weapon damage dice equal to the potency value, thus a hit +1 shortbow deals 2d6 damage.
Range 60 ft.; Reload 0; Hands 1; Bulk 1 (arrows L); Traits Deadly d10, propulsive

On a critical hit, this weapon adds a d10 weapon damage.

Pierce adds half his Strength modifier (+1) to damage rolls with a propulsive ranged weapon so long as your Strength modifier is not negative.

+1 scale mail armor (Level 3)

This armor with an armor potency rune grants two defensive benefits. First, it increases the armor’s item bonuses (+3, +1)to AC and TAC by the value of the potency rune (+1). Pierce’s expert scale mail armor with a +1 armor potency rune grants an AC bonus of +4 and a TAC bonus +2. Second, the rune adds an item bonus equal to the potency rune’s value to the wearer’s saving throw.
Dex Modifier Cap +4; Check Penalty +0 (-1 Stealth); Speed Penalty -5 ft; Bulk 2

monkey pin
Method of Use affixed, armor; Bulk
Activation Focus Activation; Trigger Pierce attempts an Athletics check to Climb, but hasn’t rolled yet.

When Pierce activates this trinket, he treats a success on the Athletics check as a critical success and a critical failure as a failure. If he critically succeed at the Athletics check, he can move his full Speed during that Climb action.

hand of the mage (Level 2)
Method of Use worn; Bulk L
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.

owlbear claw (Level 1) (on dogslicer)
Method of Use affixed, weapon; Bulk/b] —
[b]Activation
Focus Activation; Trigger You critically succeed at an attack roll with the affixed weapon.

owlbear claw (Level 1) (on shortbow)
Method of Use affixed, weapon; Bulk/b] —
[b]Activation
Focus Activation; Trigger You critically succeed at an attack roll with the affixed weapon.

When Pierce activates the claw, the triggering attack gains the weapon’s critical specialization effect depending on the type of weapon :
Bow - If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobile and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free before it can move from its space. The creature doesn’t become stuck if it’s incorporeal, liquid (like a water elemental or some oozes), or could otherwise escape without effort.
Sword - The target is made off-balance by his attack, becoming flat-footed for 1 round.

dogslicer

holy water (Level 1)

Method of Use held, 1 hand; Bulk L
This vial contains water blessed by a good deity. You activate a vial of holy water by throwing it as a Strike with a range of 20 feet; this doesn’t require an expenditure of Resonance Points. Holy water deals 1d6 good damage and 1 good splash damage. Holy water damages only creatures that have a weakness to good damage, as well as all fiends and undead.

47 GP

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BOT ME!
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Melee attack
[dice=Strike (dogslicer)]1d20+9[/dice]
[dice=Damage]1d6+3[/dice]

Melee attack against flat-footed
[dice=Strike (dogslicer)]1d20+9[/dice]
[dice=Damage]1d6+3+2d6[/dice]

Ranged attack within 30 feet:
[dice=Ranged (+1 shortbow)]1d20+10[/dice]
[dice=Damage]2d6+4[/dice]
[dice=Crit Damage]2d6+1d10+9[/dice]

Ranged attack within 30 feet against flat-footed opponent:

[dice=Ranged (+1 shortbow) w/sneak attack]1d20+10[/dice]
[dice=Damage]2d6+4+2d6[/dice]
[dice=Crit Damage]6d6+1d10+9[/dice]

Ranged attack beyond 30 feet:
[dice=Ranged (+1 shortbow)]1d20+10[/dice]
[dice=Damage]2d6+2[/dice]
[dice=Crit Damage]4d6+1d10+5[/dice]

Ranged attack within 30 feet against flat-footed opponent:
[dice=Ranged (+1 shortbow)]1d20+10[/dice]
[dice=Damage]2d6+2[/dice]
[dice=Crit Damage]8d6+1d10+5[/dice]