Goblin Stickylord

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No posts. Alias of Adrian Grimm.


About Raazbenk

Goblin

Goblins are a race of childlike creatures with a destructive and voracious nature that makes them almost universally despised. Weak and cowardly, goblins are frequently manipulated or enslaved by stronger creatures that need destructive, disposable foot soldiers. Those goblins that rely on their own wits to survive live on the fringes of society and feed on refuse and the weaker members of more civilized races. Most other races view them as virulent parasites that have proved impossible to exterminate.

Goblins can eat nearly anything, but prefer a diet of meat and consider the flesh of humans and gnomes a rare and difficult-to-obtain delicacy. While they fear the bigger races, goblins’ short memories and bottomless appetites mean they frequently go to war or execute raids against other races to sate their pernicious urges and fill their vast larders.

Physical Description:
Goblins are short, ugly humanoids that stand just over 3 feet tall. Their scrawny bodies are topped with over-sized and usually hairless heads with massive ears and beady red or occasionally yellow eyes. Goblins’ skin tone varies based on the surrounding environment; common skin tones include green, gray, and blue, though black and even pale white goblins have been sighted. Their voracious appetites are served well by their huge mouths filled with jagged teeth.

History:

Raazbenk **Change rest, tweak it**
had a rather difficult childhood due to her filthy muddled blood. She had always hated how others had treated her, just because of the way she looked. She wasn't too different from other children her age, aside from her eyes, her tail and her horns. At the very least she was loved by her parents, or at least she thought she was loved by her parents, she wasn't even sure if they were actually her parents when she got older. Sure they lavished her with praise and always tried to get her educated so she could follow in the steps of her mercantile parents. They also would never tell her what happened to her horns as one of them was unfortunately broken during her time of infancy when she was too young to even remember.

The children of other merchants and nobles and the like that she had schooled with weren't nearly as kind as her parents. They teased her, picked on her, called her a freak, called her demon spawn of a whore of a mother. All the humiliation and bullying served to make her want to grow up and show that not only was she not just a stupid half-breed, but that she could show up all of them, be smarter than them and more clever and more successful than they could ever possibly be.

Her dream was almost tragically cut short as one of the older kids had viciously attacked her and broke her remaining horn as well. The pain and the agony was so brutal and she almost didn't survive if it wasn't for the local alchemist in town being able to save her from her excruciating fate. He had salves and poultices and various other exotic creations that had managed to heal her, but unfortunately could do nothing to recover her lost horns.

She felt indebted to him and had begged and pleaded for him to take her on as an apprentice. He initially did not want to take a pupil and found her insistence rather bothersome. She would not be swayed as she was thoroughly determined to have him teach her his ways. He agreed only because he was beginning to unlock the secrets that had been spreading once firearms had become a more common occurrence. He told her that his tutelage would be strict and the information taught would be more advanced than anything she had learned before. She was apprehensive, but determined that she would repay his kindness a thousandfold and by any means necessary.

Only mere months into his teaching she had found a text on a rare reagent that only appeared in the area around the Worldwound. She wanted to get it and impress her Master with being able to recover the rare metal for the creation of the experimental weapon and ammunition he was currently researching. She found herself "accidentally" far behind enemy lines in the Worldwound, looking for the metals that she had been wishing to find for her Master's invention. So far from home, comfort and protection that she found herself, that she would have never found her way back home if not for the help mysterious woman that helped her trick her way through a group of cultists with her precious cargo intact, small as it was. Her skill with a bow was impressive, and she wore a symbol of the moon that would unconsciously draw the woman's hand to it, as if it were her only salvation, clutching it as she would clutch a rope as she dangled over a yawning abyss. Just as quickly as she showed, she vanished only moments before a patrol of crusaders managed to pick Tea up and finished the job of escort back to the safety of town.

Of course the Master was a mixture of emotions, elated upon her return with the rare find, cross with the fact that she had wandered off and gotten into as much trouble as she did. She found herself stammering a story to him, how she managed to find his prize without even venturing very far into the blasted hellscape that was the Worldwound and how she also did so without even being caught, and she just happened upon the patrol when she was almost already back home. So easily the lies came to her lips she felt a little ashamed, but at the same time excited, as her Master actually bought the spun tale without much scrutiny. And so she found herself continuing her training, while simultaneously abusing the "luck" for trickery that she had newly found.

Appearance:

He appears to be just like his other bald, green-skinned brethren. However he has a glint in his red eyes that belies an intelligence that is almost otherworldly and a passion for fire and explosions that rival much of his kin.

Crunch:

Medium Humanoid (Goblinoid)
+4 Dex, -2 Str, -2 Cha, +2 Int
Darkvision.
Type: Goblins are humanoids with the goblinoid subtype.
Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)
Lucky, Lesser: Members of this race gain a +1 racial bonus on all saving throws.
Skilled: Gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
Quick Reactions: Improved Initiative bonus feat.

Level 1 Gun Chemist/Musket Master Gunslinger
N Goblin (16 RP), 21 yrs.
Init +
Darkvision.
Perception +
height 3'4", weight 38 lbs.
FCB: +1 Fire Resist

STATS 
Str 11, Dex 22, Con 14, Int 20, Wis 18, Cha 12, (Looks: 12)

DEFENSE 
AC , touch , flat-footed 

hp  
Current hp  
Fort +4, Ref +7, Will +3
Speed 30 ft. 
CMB: +1
CMD: 16

OFFENSE 
Base: +0 
Melee +1 
Ranged +5

Gun

FEATS 
Goblin Gunslinger (Goblin)
Skill Focus (Acrobatics)
Roll With It (Goblin)

CLASS BONUS FEATS 
Rapid Reload (Muskets)

TRAITS 
Chance Encounter:
Associated Mythic Path: Trickster.
You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you “accidentally” found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you’ve never seen her again. Ever since, you’ve just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Multiple Characters: You and other characters were all saved by the same mysterious woman in your childhood. This could have been the same event, or she could have saved you on separate occasions—the discovery that someone else was saved by the mysterious stranger has resulted in a long friendship (or perhaps friendly rivalry) with the others she rescued.

Mythic bonus: Gain a +2 trait bonus on Reflex saves. By expending on use of mythic power, you can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.

Reactionary: You gain a +2 trait bonus on initiative checks. Wicked good. Always worth selecting on any character.

Indomitable Faith - +1 to will saves.

Spark of Creation: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%

DRAWBACK
Paranoid: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check. Aid another isn’t the most common of actions and I feel like this can easily be avoided by having you aid others rather than them aiding you.

SKILLS **mod skills with new changes**
Acrobatics: +13 (1 rank + 6 dex + 3 class skill + 3 Skill Focus)
Appraise: +5 int
Bluff: +1 cha
Climb: +0 str
Craft (alchemy): +11 (1 rank + 5 int + 3 class skill + 1 class bonus + 1 trait bonus)
Diplomacy: +1 cha
Disable Device: +10 (1 rank + 6 dex + 3 class skill) 
Disguise: +1 cha
Escape Artist: +6 dex
Fly: +6 dex 
Handle Animal: +1 cha
Heal: +4 wis
Intimidate: +1 cha
Knowledge: 
>>Arcana: +9 (1 rank + 5 int + 3 class skill)
>>Engineering: +9 (1 rank + 5 int + 3 class skill)
>>Nature: +9 (1 rank + 5 int + 3 class skill)
Perception: +8 (1 rank + 4 wis + 3 class skill)
Perform: +1 cha
Profession: +4 wis 
Ride: +6 dex
Sense Motive: +4 wis
Sleight of Hand: +10 (1 rank + 6 dex + 3 class skill)
Spellcraft: +9 (1 rank + 5 int + 3 class skill)
Stealth: +14 (1 rank + 6 dex + 3 class skill + 4 size bonus)
Survival: +4 wis
Swim: +0 str
Use Magic Device: +5 (1 rank + 1 cha + 3 class skill)

Adventurer: 
Acrobatics x
Bluff 
Climb 
Diplomacy 
Disable Device x
Disguise 
Escape Artist 
Fly  
Heal  
Intimidate 
Knowledge (arcana)  x
Knowledge (dungeoneering) 
Knowledge (local) 
Knowledge (nature) x 
Knowledge (planes) 
Knowledge (religion) 
Perception x 
Ride 
Sense Motive 
Spellcraft x 
Stealth x
Survival  
Swim 
Use Magic Device x

Background: 
Appraise 
Artistry 
Craft x 
Handle Animal 
Knowledge (engineering) x
Knowledge (geography) 
Knowledge (history)
Knowledge (nobility) 
Linguistics 
Lore 
Perform 
Profession
Sleight of Hand x

LANGUAGES 
Common, Abyssal, Draconic, Dwarven, Elvish, Gnome, and Goblin

SPECIAL ABILITIES 
Weapon and Armor Proficiencies: Gun chemists are proficient with all simple weapons, firearms, and light armor.

Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Alchemical Ordnance (Su)
A gun chemist is adept at using his know-how to infuse his ammunition with volatile chemicals and his own magical reserves. When loading a firearm, he can infuse the ammunition as a free action. The compounds are unstable, and if not fired within a number of rounds equal to the gun chemist’s Intelligence modifier (though no sooner than the end of his next turn), the alchemical ordnance becomes inert and loses its additional effects; he can still fire the firearm as normal. Each day, the gun chemist can infuse a number of pieces of alchemical ordnance equal to his class level + his Intelligence modifier, and he can fire no more than one piece per round.

Alchemical ordnance deals damage as normal, plus an amount of fire damage equal to 1d6 + the gun chemist’s Intelligence modifier. The damage of the gun chemist’s alchemical ordnance increases by 1d6 points at every odd-numbered class level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). The explosive nature of alchemical ordnance causes the attack— both the firearm’s base damage and the alchemical ordnance’s additional damage—to deal full damage to swarms of any size. If the gun chemist uses alchemical ordnance to make a scattering shot with a weapon with the scatter quality, each creature in the area instead takes additional fire damage equal to the alchemical ordnance’s minimum damage (so if the alchemical ordnance would deal 2d6+4 points of fire damage normally, it deals only 6 points of fire damage with a scattering shot).

The gun chemist’s alchemical ordnance functions safely only in weapons he wields. If anyone but a gun chemist attempts to fire a firearm loaded with alchemical ordnance that is not yet inert, the firearm’s misfire value increases by 4.

If the firearm would explode as the result of such a misfire, the explosion deals additional fire damage equal to that of the alchemical ordnance.

Alchemical ordnance is treated like an alchemist’s bomb for the purpose of discoveries, though such discoveries ignore any effects associated with a bomb’s splash damage or radius unless the gun chemist also applies the exploding bullet discovery (see below). A scattering shot modified by a discovery applies additional effects as though affected creatures were caught in the splash damage of a bomb rather than subject to a direct hit. The DCs of saving throws associated with alchemical ordnance are equal to 10 + half the gun chemist’s alchemist level + the gun chemist’s Intelligence modifier.

Gunsmith: A gun chemist gains a battered gun identical to the one gained by a 1st level gunslinger, as well as the Gunsmithing feat (including the ability to restore his battered gun as if he were a gunslinger). As a standard action, the gun chemist can expend one use of his alchemical ordnance to remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained from a misfire.

Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Gunsmith
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Grit (Ex)
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Grit, Luck, and Panache

Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.

A luck user does not count as a grit or panache user to satisfy feat prerequisites.

Deeds
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.

This deed replaces the gunslinger’s dodge deed.

Rapid Reloader
At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat.

Items: 

Customization:

Race Customization: 
Goblin
Type 
Humanoid (Goblinoid) 0 RP 
Size 
Small 0 RP 
Base Speed 
Normal 0 RP
Ability Score Modifers 
Greater Paragon RP (+4 to one score, -2 to one physical score, -2 to one mental score)
Advanced Intellect 4 RP
Languages 
Standard 0 RP 
Racial Traits 
Defense Traits
Lucky, Lesser 2 RP
Feat and Skill Racial Traits 
Static Bonus Feat 2 RP
Flexible Bonus Feat 4 RP
Senses Racial Traits 
Darkvision 60ft. 2 RP
Other Racial Traits

Total 16 RP

Feat Planning 
1 Goblin Gunslinger 
1R Skill Focus (Acrobatics)
1R2 Roll With It
1MM Rapid Reload 
1B Quickdraw
3 Precise Shot
5 Rapid Shot
5B Improved Initiative
7 Clustered Shots
9 Snap Shot
10B  
11  
13