Chuffy Lickwound

Puseater of the Licktoad's page

244 posts. Alias of JuanAdriel.

Full Name

Purseater of the Licktoad


| Fort: +4; Ref: +8; Will: +3 | Init: +4; Perc: +9, Stealth +21


Scout 4 HP: 33/33 | AC: 18; T: 15; FF: 14; CMD: 16 Arrows:20








Goblin, common


Tribe scout

Strength 10
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 14
Charisma 6

About Puseater of the Licktoad

Male Goblin Scout 4 (UNrogue)
[Favored Class - HP:2 Skill:2]
N Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft., Perception +9


AC 18, touch 15, flat-footed 14 (+4 Dex, +1 size, +3 armor)
hp 33 (8+15lvl+8Con+2FCB)
Fort +4, Ref +8, Will +3


speed 30 ft.

Melee +8 Dogslicer 1d4 19-20x2 +6/+6 twin dogslicers 1d4/1d4
Melee +10 Needlewing 1d3 19-20 +8/+7 needlewing+dagger 1d3+5/1d3+4
Ranged +8 short bow 1d4 20x3


2d6 sneak attack
Poison use(GM)
Finesse Training (Daggers)
Pressure points (1 point of STR or DEX whith sneak damage)
Danger sense +1
Scout's charge
Debilitating injury


Str(12-2)10, Dex (13+4+1)18, Con 14, Int 12, Wis 14, Cha(8-2)6

Base Atk +3; CMB 2; CMD 16

Feats & Talents

1-Two weapon fighting//-Weapon Finesse (UnRogue)
2-Ninja Talent: Pressure points
3-Skill focus (climb)
4-Weapon training (daggers)

Acrobatics (Dex)+11 (4)
Appraise (Int)+5 (1)
Bluff (Cha)
Climb (Str)+10 (4)
Craft (Int)
Diplomacy (Cha)
Disable Device (Dex)+11 (4)
Disguise (Cha)
Escape Artist (Dex)+8 (1)
Intimidate (Cha)
Knowledge (dungeoneering) (Int)+8 (4)
Knowledge (local) (Int)
Linguistics (Int)
Perception (Wis)+9 (4)
Perform (Cha)
Profession (Wis)
-Ride- (Dex)+9
Sense Motive (Wis)+9 (4)
Sleight of Hand (Dex)+11 (4)
Stealth (Dex)+21 (4)
Swim (Str)+4 (1)
Use Magic Device (Cha)+5 (4)

Racial Modifiers +4 Ride, +4 Stealth

Launguages: Goblin, español common.

Class features:
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

Finesse Training
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level.
Ninja Talent:Ninja Talent: Pressure points
Weapon training(Ex): Daggers

At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Scout’s Charge (Ex)
At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
This ability replaces uncanny dodge.

[/b]Debilitating Injury (Ex)[/b]
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.


Studded leather, bagpack, blanket winter, flint & steel, dogslicer x4(4 broken), shortbow, studded leather Quality, 6 shortswords.

Needlewing => Tiny +1 cold iron returning dagger

Fortune-teller's Deck (worth 25gp)
Bottle of Perfume (worth 5gp)
Assorted knickknacks worth a total of 17sp

Special Abilities

Darkvision (60 feet) You can see in the dark (black and white vision only).


Color Thief (Goblin)
Your skin is an odd tint that somehow absorbs background colors. Maybe because your mother drank a lot of potions when you were still inside her belly. Maybe because you’ve been blessed by the barghests. Maybe because you’re just better than the other boring goblins.
Benefit: You gain a +2 trait bonus on Stealth checks, providing you wear only light armor or no armor.

Resilient Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.

Xenophobic You have a hard time understanding and trusting those with unfamiliar ways and appearances. You take a —2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.

Christmas gift
Limb-Climber (Ex)

When adjacent to or in the space of a corporeal creature at least one size category larger than herself, a vexing dodger can climb that creature's body with a successful Climb check against a DC equal to the target creature's CMD. Although the vexing dodger is holding on to the creature, this action isn't a grapple; it doesn't provoke attacks of opportunity from the creature, and neither the vexing dodger nor the creature she climbs gains the grappled condition. While the vexing dodger is on the climbed creature, the creature takes a penalty on attack rolls against the vexing dodger equal to the number of sneak attack dice the dodger possesses.

chewing chewing chewing, chewing all the day
feet ankle shin calf knee or thigh
from dwarf orc human gnome halfling elf or fey
those all flavors make me feel high
already have a bunch of exquisite meat?
seize an abbey raid a farm or torch a town
so you can have some more to eat:
fancy villagers silly farmers or monk in gown
just remember what to never have to eat
all the things that are green are to strife
no goblins veggies or orcs but frogs are neat
so thats is the nice goblin way of life


Purseater was skinnier than any other of the new-born goblins he was caged with, so no one thought he was going to survive even a single night, but for their surprise, day after day he was in his corner, alive and unscratched. His one trick: he was skinny enough to go trhough the cage, smugle some food and wine, and then return, offering the others the wine in exchange to, if not to protect, at least let him by alone.
After his child days, he looked to stay alone the most time possible, so learned his ways on scouting, returning to the tribe to inform about any humanoid activity he founds and to gather food and drink. I his youth, stalked a lot of longshanks while "scouting" for the tribe, and started to awaken his innate curiosity. Some of them read all the time, and doenst look more souless than the others, so he decided to try, learning by shadowing a funny-dressed man that used to read in loud voice...
He does not like crowds or big groups or people in general, but he is very attached to those close to him.