Space Goblin

Poog Bonebane's page

423 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Poog Bonebane

Gender

Male

Size

Small

Languages

Common, Goblin

Strength 1
Dexterity 4
Constitution 2
Intelligence 0
Wisdom -1
Charisma 3

About Poog Bonebane

[ spoiler=Quick stats]
HP 16/16, fire resistance 1
AC 18
Fort +6, Ref +7, Will +2
Hero points: 2
Alchemical prep: xx
Effects:
[/spoiler]

[ ooc]Goblin Song, Strike, Reload[/ooc]
[dice=Big Boom Gun (cobbled, fatal d12, range 20 feet, reload 1]1d20+9[/dice]
[dice=Modular B, P or S]1d6[/dice] OR [dice=Crit damage?]2d12[/dice]
[dice=Precision (Slinger’s Precision]1d4[/dice]
[dice=Cobbled flat check?]1d20[/dice] [ ooc] This firearm is cobbled together and likely to misfire. No matter how well you upkeep it, on a failed attack roll, the attack misses and you must roll a DC 5 flat check. If you fail this check, the weapon misfires (which automatically makes the attack a crit failure).[/ooc]
[ ooc]Critical Failure? The attack misses, the weapon misfires, and explodes in your face.[/ooc] [dice=Fire damage]1d12[/dice]
Some abilities cause a weapon to misfire as part of their effects. If such a misfire happens as a result of an attack (due to an action that causes a misfire on a failed attack, for example), it retroactively makes the attack a critical failure.
Firearms that are improperly maintained or subjected to unusual strain can misfire. If you attempt to fire a firearm that was fired the previous day or earlier and hasn't been cleaned since then, roll a DC 5 flat check before making your attack roll. If you fail this misfire check, the weapon misfires and jams. The attack is an automatic critical failure, and you must use an Interact action to clear the jam before you can reload the weapon and fire again. Once you have spent at least an hour cleaning a weapon, you don't need to roll for a misfire until the next day unless an effect says otherwise. You can clean multiple firearms during this hour, up to a reasonable limit as determined by the GM (typically no more than five).

[dice=Lesser alchemist’s fire, bomb’s away!]1d20+7[/dice]
[dice=Fire]1d8[/dice] [ ooc]plus 1 persistent fire, 1 fire splash[/ooc]

[ spoiler=Goblin Song (one action]
You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a Performance check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check to sing. You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency.
Critical Success The target takes a –1 status penalty to Perception checks and Will saves for 1 minute.
Success The target takes a –1 status penalty to Perception checks and Will saves for 1 round.
Critical Failure The target is temporarily immune to attempts to use Goblin Song for 1 hour.
[/spoiler]

Poog Bonebane
Birthplace: Chitterwood, Isger
Gender & Pronouns: Male, he/him
Ancestry: Goblin (charhide)
Background: Goblinblood Survivor
Class Gunslinger (way of the pistolero); Level: 1
Small, Goblin, Humanoid,
Deity: xxx
Languages: Common, Goblin

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SENSES
Perception: [dice=Perception (expert)]1d20+4[/dice]
Initiative: [dice=Perception (expert) for Initiative, Ten Paces]1d20+4+2[/dice]
Special Senses: darkvision
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DEFENSES

Hit Points: 16 (8 class, 2 Con, 6 ancestry)
AC: 18
Armor leather (+1 AC, +4 Dex cap, Bulk 1)
Armor proficiencies trained in light, medium, unarmored

SAVING THROWS
Fortitude: [dice=Fortitude (expert)]1d20+ 6 [/dice]
Reflex: [dice=Reflex (expert)]1d20+ 7 [/dice]
Will: [dice=Will (trained)]1d20+ 2[/dice]
Notes:
____________________
OFFENSE
Class DC: 17 (trained)

Speed: 25 ft.

Weapon proficiencies expert in simple and martial firearms and crossbows; trained in advanced firearms and crossbows, simple weapons, martial weapons, unarmed attacks

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SKILLS

Acrobatics (U, Dex)
[dice=Acrobatics (untrained)]1d20+ 4 [/dice]

Arcana (U, Int)
[dice=Arcana (untrained)]1d20+ 0 [/dice]

Athletics (U, Str)
[dice=Athletics (untrained)]1d20+ 1 [/dice]

Crafting (T, Int)
[dice=Crafting (trained)]1d20+ 3 [/dice]

Deception (T, Cha)
[dice=Deception (trained)]1d20+ 6[/dice]

Diplomacy (U, Cha)
[dice=Diplomacy (untrained)]1d20+ 3 [/dice]

Intimidation (T, Cha)
[dice=Intimidation (trained)]1d20+ 6 [/dice]

Lore (Goblin) (T, Int)
[dice=Goblin Lore (trained)]1d20+ 3 [/dice]

Medicine (U, Wis)
[dice=Medicine (untrained)]1d20-1[/dice]

Nature (U, Wis)
[dice=Nature (trained)]1d20-1[/dice]

Occultism (U, Int)
[dice=Occultism (untrained)]1d20+ 0 [/dice]

Performance (T, Cha)
[dice=Performance (trained)]1d20+6 [/dice]

Religion (U, Wis)
[dice=Religion (untrained)]1d20-1 [/dice]

Society (U, Int)
[dice=Society (untrained)]1d20+0 [/dice]

Stealth (U, Dex)
[dice=Stealth (untrained)]1d20+4[/dice]

Survival (T, Wis)
[dice=Survival (trained)]1d20+2[/dice]

Thievery (T, Dex)
[dice=Thievery (trained)]1d20+7[/dice]
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FEATS:

Ancestry Feats and Abilities
* Charhide Heritage: Your ancestors have always had a connection to fire and a thicker skin, which allows you to resist burning. You gain fire resistance equal to half your level minimum 1). You can also recover from being on fire more easily. Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which is reduced to DC 5 if another creature uses a particularly appropriate action to help.
* 1st: Goblin Song [one-action]

Class Feats and Abilities
* Feature 1st: Raconteur’s Reload [one-action] Your rapid or forceful words draw the enemy's attention away from your hands long enough to chamber another bullet. Interact to reload and then attempt a Deception check to Create a Diversion or an Intimidation check to Demoralize.
* Feature 1st: Ten Paces [free-action] Trigger: You Roll Initiative; Effect You react to trouble with lightning speed, positioning yourself just right. You gain a +2 circumstance bonus to your initiative roll, and you can Interact to draw a one-handed firearm or one-handed crossbow. As your first action on your first turn, you can Step up to 10 feet as a free action.
* Feature 1st: Slinger’s Precision: You have steady precision with guns and crossbows and can use weapons that incorporate them effectively. You deal an extra +2 precision damage with Strikes made using crossbows that don't have the repeating trait, and deal an extra 1d4 precision damage on Strikes with firearms that don't have the repeating trait. If you have gunslinging legend, you instead deal +3 additional precision damage with Strikes using crossbows that aren't repeating, and you deal an additional 1d6 precision damage with non-repeating firearm Strikes. If you are using a combination weapon whose ranged form is a firearm or crossbow, you use your proficiency with firearms and crossbows for attacks made with the melee portion of that weapon.
* 1st: Munitions Crafter: You become trained in Crafting and gain the advanced alchemy benefits. You can use the advanced alchemy benefits to create a number of daily consumables equal to 4 + half your level (rounded up); these consumables must be bombs or alchemical ammunition. You gain a formula book that includes the formula for black powder and four 1st-level types of common or uncommon alchemical ammunition or bombs of your choice. When crafting alchemical ammunition, including black powder in doses or rounds, using advanced alchemy, you create the ammunition in batches of 4 (meaning that if you were 4th level and used all of your advanced alchemy consumables to create alchemical ammunition, you could create a maximum of 24 rounds). You cannot use advanced alchemy to Craft horns or kegs of black powder.

Free Archetype Feats
* 2nd: xx

General Feats
* 3rd: xx

Skill Feats
* Background: Forager

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EQUIPMENT

Gear: Big boom gun, leather armor, thieves toolkit
Formulas known: black powder, alchemist’s fire, bane ammunition, elemental ammunition,

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CAMPAIGN NOTES