Goblin Sneak

Poke'um's page

36 posts. Alias of Lysle.


Trained Skills:
Acrobatics (M) +17, Athletics (T) +14, Deception (T) +11, Diplomacy (T) +11, Lore (Scouting)(T) +10 , Medicine (T) +13, Nature (M)+15, Society (T) +10, Stealth (M) +17, Survival (M) +15, Thievery (E) +16


| Speed 25 ft. (30 ft. w/o armor)


HP 98/128, Res 11/11 |AC 19, TAC 17 | F:+14 R:+17 W:+15 | Perc +14 (darkvision), Stealth +15 +1 Initiative

About Poke'um

Ancestry Goblin
Background Scout
Alignment Chaotic Neutral
Languages Common, Goblin,
Perception +14 (EXPERT); Darkvision

Str 18, Dex 20, Con 16, Int 10, Wis 16, Cha 12

Speed 30 feet (25 feet in armor)
Melee _+2 dogslicer +17 (3d6+4; +2d6 sneak attack)
Ranged +2 shortbow +17 (3d6+2; 2d6+4 within 30 feet; +2d6 sneak attack)
Ranged shuriken +15 (1d4+6; throw range 20 feet; +2d6 sneak attack)

Hit Points 128 HP
AC 19 TAC 17[/b]
Fort (T) +13, Ref (E) +16, Will (E) +14 (+1 armor

Feats and Abilities

Poke'um has the following abilities:

Incredible Initiative (General) – Poke'um 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 Poke'um 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 = Poke'um 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 Poke'um.

Deny Advantage – Poke'um 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, Poke'um gains a +2 circumstance bonus to his Armor Class against the triggering attack.

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

Evasion (Class) - Poke'um's proficiency rank for Reflex saves and Perception
increases to master. When you succeed at a Reflex save,
treat the outcome as a critical success.

Basic Manueuver [Point-Blank Shot] (Class) – When using a ranged volley weapon while in this stance, Poke'um 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) - Poke'um 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.

Weapon Frenzy (Ancestry) - Whenever Poke'um critically hits using a goblin weapon, he applies the weapon’s critical specialization effect.

Debilitating Strike (Class) - When Poke'um's Strike hits a flat-footed creature, he applies one of the following debilitations to the target, which lasts until the end of his next turn.
Entangled If target attempts a manipulate action, activity, free action, or reaction while entangled, it must succeed at a DC 5 flat check or it is lost; attempt the check after using it but before any effects are applied.
Enfeebled Target takes a conditional penalty equal to the enfeebled value on attack rolls, damage rolls, and Strength-based checks.

Scouts Warning (Class) -
Trigger Poke'um about to roll a Perception check
for initiative.
Poke'um audibly or visually warns his allies of imminent danger. Any
ally who is able to hear him (if he audibly warns them) or see
him (if he visually warn them) gains a +1 circumstance bonus to
their initiative roll.

Fighter Resiliency (Class) - Poke'um gains 3 additional Hit Points for every feat he has from the fighter archetype.

Advanced Manuever [Double Shot] (Class) - Poke'um may make two Strikes, each against a separate target and at a –2 penalty. The multiple attack penalty is applied to attacks only after the second Strike.

Fleet (General) - Speed increases by 5 feet.

Acrobatics (M) +17
Arcana +8
Athletics (T) +14
Crafting +8
Deception (T) +11
Diplomacy (T) +11
Intimidation +9
Lore (Scouting)(T) +10
Medicine (T) +13
Nature (M)+15
Occultism +8
Performance +9
Religion +11
Society (T) +10
Stealth (M) +17
Survival (M) +15
Thievery (E) +16

Skill Feats
Defensive Climber – Poke'um 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 - Poke'um is skilled at helping his allies minimize the noise and glare of their armor. While an ally is within 30 feet of Poke'um, 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, Poke'um 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.

Forager – Poke'um can always find enough food and water for his own comfortable living or subsistence living for himself and one other creature that eats roughly as much as a human (no roll required), and on a critical success he finds enough for a second additional creature.

Experienced Tracker - Poke'um can Track while moving at full Speed.

Foil Sense - Whenever Poke'um uses the Hide or Sneak actions, he is always considered to be taking precautions against special senses (see the Detecting with Other Senses sidebar on page 302).

Kip Up - When starting a turn prone, Poke'um can stand up and his movement doesn’t trigger reactions.

Powerful Leap - When Poke'um uses the Leap action, he can jump 5 feet up with a vertical Leap, and he increases the distance he can jump horizontally by 5 feet.

Swift Sneak = Poke'um can move his full Speed when he Sneaks, including when he is Burrowing, Climbing, Flying, or Swimming instead of Striding if he has the corresponding movement type.

Magic Items

+2 composite shortbow (Level 8)

This shortbow with a weapon potency rune grants offensive benefits. Poke'um gains an item bonus to attack rolls with the weapon equal to the potency value (+2), thus his expert shortbow with a +2 weapon potency rune would grant a +2 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 +2 shortbow deals 3d6 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.

Poke'um adds half his Strength modifier (+2) to damage rolls with a propulsive ranged weapon so long as your Strength modifier is not negative.

+2 dogslicer (Level 8)

This dogslicer with a weapon potency rune grants offensive benefits. Poke'um gains an item bonus to attack rolls with the weapon equal to the potency value (+2), thus his expert dogslicer with a +2 weapon potency rune would grant a +2 item bonus to attack rolls with the dogslicer. Second, on a successful attack roll, the weapon deals an additional number of weapon damage dice equal to the potency value, thus a hit +2 dogslicer deals 3d6 damage.
[Hands 1; Bulk L; Traits Agile, backstabber, finesse, goblin

Gear and Wealth: Your character begins with 350 gold pieces (gp). In addition, you begin with the following permanent items.

•One 9th-level item
•One 7th-level item

•One 7th-level item

•Two 6th-level items

Rarity: Your character may select one character option—a piece of equipment, a magic item, or a spell—that has the uncommon rarity. Any spell must appear on your class’s spell list; for example, a wizard cannot learn a bard’s inspire courage composition spell or a cleric’s fire ray domain spell, but he could learn nondetection.

+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). Poke'um’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; Speed Penalty -5 ft; Bulk 2

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

When Poke'um 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.

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

When Poke'um 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.


49 GP


Melee attack
[dice=Strike (dogslicer)]1d20+14[/dice]

Melee attack against flat-footed
[dice=Strike (dogslicer)]1d20+14[/dice]

Ranged attack within 30 feet:
[dice=Ranged (+2 shortbow)]1d20+17[/dice]

Ranged attack within 30 feet against flat-footed opponent:

[dice=Ranged (+2 shortbow) w/sneak attack]1d20+17[/dice]

Ranged attack beyond 30 feet:
[dice=Ranged (+2 shortbow)]1d20+17[/dice]

Ranged attack within 30 feet against flat-footed opponent:
[dice=Ranged (+1 shortbow)]1d20+17[/dice]