Goblin

Reta Smallgood's page

37 posts. Organized Play character for Caro Cogitatus.


Full Name

Reta Smallgood

Gender

Female Goblin Rogue/5 | HP 56/56 AC 22 TAC 20 Nimble Dodge | F+8 R+10 W+5 | Perc +6 Darkvision | +1 Shortsword +10/+6 2d6+4 P/S

Size

Small

Strength 10
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 8
Charisma 14

About Reta Smallgood

Rita Smallgood
Female Goblin Rogue 5
Goblin, Humanoid
Perception +6; Senses Darkvision, Speed 30ft
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=== Defense ===
HP 56 Hero Points 1 RP 7
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AC 22 TAC 20 Nimble Dodge +2 (Armor +3/+1, DEX +4, Trained +5)
Fort +8 (Expert +6, CON +2); Ref +10 (Expert +6, DEX +4); Will +5 (Trained +5, WIS +0)
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=== Offense ===
+1 Shortsword +10/+6/+2 2d6+4 P L 1 Sword Agile, finesse, versatile S
Razor Teeth +9/+5/+1 (d6+4 P) Brawling Agile, finesse, nonlethal, unarmed
Light Mace +9/+5/+1 (d4+4 B) Club Agile, finesse, shove
Dagger +9/+5/+1 (d4+4 P) Knife Agile, finesse, thrown 10ft, versatile S
Shortbow +9/+4 (d6 P) 60ft reload:0 Bow Deadly d10
Fist +9/+5/+1 (d4+4 B) Brawling Agile, finesse, nonlethal, unarmed
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Statistics
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STR 10 (+0) DEX 18 (+4) CON 14 (+2) INT 18 (+4) WIS 10 (+0) CHA 16 (+3)
Ancestry DEX+2, INT+2, WIS-2, CHA+2
Background DEX+2, INT+2
Class DEX+2
Free DEX+2, CON+2, INT+2, CHA+2
Boost CON+2, INT+2, WIS+2, CHA+2

=== Feats & Abilities ===
Sneak Attack 2d6
Spellcasting: Produce Flame(H) 30ft <So><Ve> d6+INT Fire
Spellcasting: Ray Of Frost (H) 60ft <So><Ve> d8+INT Cold
Razor Teeth (Ancestry): Your teeth are formidable weapons. You gain a jaws unarmed attack that deals 1d6 piercing damage.
Finesse Striker: DEX to Damage using Agile or Finesse one-hand melee weapon
Surprise Attack: Opponents after you in 1st round are flat-footed to you
Nimble Dodge (Rogue) (Trigger: targeted by melee or ranged opponent that you see) You nimbly dodge out of the way, gaining a +2 circumstance bonus to your Armor Class against the triggering attack.
Wizard Dedication (Rogue) Daze, Message, Produce Flame, Ray Of Frost
Battle Assessment (Rogue) <1> With careful observation, you identify an enemy's strengths and weaknesses. The GM rolls your Perception check against the Stealth or Deception DC (whichever is higher) of an enemy who is not concealed from you or unseen by you. The GM might apply a penalty for the distance between you and the enemy. You can't use battle assessment more than once on the same enemy.
Fleet Your Speed increases by 5 feet.
Incredible Initiative You react more quickly than others can in any situation. You gain a +1 circumstance bonus to all initiative rolls, whether they’re Perception checks, skill checks, or any other kind of rolls.
Intimidating Glare You can Demoralize those around you with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty when you attempt to Demoralize a creature that doesn’t understand your language or can’t hear you.
Subtle Theft When you successfully Steal an Object, observers (other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal an Object action doesn’t end your unseen condition.
Feather Step You step carefully and quickly, even in adverse environments. You can Step into difficult terrain (see page 312).
Very Sneaky Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the Sneak action, up to your Speed (see page 158). In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become seen if you don’t have concealment or cover at the end of the Sneak action, as long as you have cover or concealment at the end of your turn.

Sneak:

You can attempt to move to another place while becoming or staying unseen. Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.)
The GM rolls your Stealth check in secret and compares the result to the Perception DCs of creatures that you were sensed or unseen by at the start of your movement.
You automatically become seen if you don’t have cover or aren’t concealed from them at the end of the Sneak action, or as soon as you do anything other than Hide or Sneak. The GM might allow you to perform a particularly unobtrusive action, activity, free action, or reaction without being noticed, possibly requiring another Stealth check. If you succeed at your Stealth check and then attempt to Strike a creature, the creature remains flat-footed against that attack, and then you become seen. If you speak or make a deliberate loud noise, you become sensed. If you do anything else, you become seen just before you act.
If you’re unseen by a creature and it’s impossible for that creature to see you (such as when you’re invisible, the observer is blinded, or you’re in darkness and the creature can’t see in darkness), you automatically treat the result of your d20 roll as a 20 against that creature on your checks to Sneak. You also continue to be unseen if you lose cover against or are no longer concealed from such a creature. Acting to do something other than Hide or Sneak makes you sensed instead of seen. If a creature senses you via Seek, you must Sneak to become unseen by it again.
Success You become unseen by the creature (or remain so) during your movement and remain unseen by the creature at the end of it.
Failure You’re seen by the creature throughout your movement and remain so. If you’re invisible and were sensed by the creature, you’re still sensed throughout your movement and remain sensed, but you aren’t seen.

=== Skills ===
Acrobatics (DEX) Trained
Arcana (INT) Untrained
Athletics (STR) Untrained
Crafting (INT) Trained
Deception (CHA) Trained
Diplomacy (CHA) Trained
Intimidation (CHA) Trained
Lore: Humanoids (INT) Trained
Lore: Traps (INT) Trained
Lore: Underworld (INT) Trained
Medicine (WIS) Trained
Nature (WIS) Untrained
Occultism (INT) Trained
Performance (CHA) Untrained
Religion (WIS) Untrained
Society (INT) Trained
Stealth (DEX) Trained
Survival (WIS) Untrained
Thievery (DEX) Trained

=== Goblin ===
HP 6, Size Small, Speed 25ft, DEX +2 CHA +2 INT +2 WIS -2
Languages: Common, Goblin, Draconic
Traits: Goblin, Humanoid
Vision: Darkvision

=== Rogue ===
HP 8+CON; Perception: Expert; Skills: 9+INT; Trained In: Simple Weapons, Hand Crossbow, Rapier, Sap, Shortbow, Shortsword, Light Armor
Fort: Trained
Refl: Expert
Will: Expert
1 Ancestry Feat: Razor Teeth
1 Background: Street Urchin
1 Finesse Striker
1 Initial Proficiencies
1 Rogue Feat: Nimble Dodge
1 Skill Feat: Fleet
1 Sneak Attack 1d6
1 Surprise Attack
2 Rogue Feat: Wizard Dedication (Daze, Message, Produce Flame, Ray of Frost)
2 Skill Feat: Incredible Initiative
2 Skill Increase
3 Deny Advantage
3 General Feat:
3 Skill Feat: Subtle Theft
3 Skill Increase
4 Rogue Feat: Battle Assessment
4 Skill Feat: Intimidating Glare
4 Skill Increase
5 Ability Boosts
5 Ancestry Feat: Very Sneaky
5 Skill Feat: Feather Step
5 Skill Increase
5 Sneak Attack 2d6

=== Background (Street Urchin) ===
DX +2 CN +2
Skill Feat: Pickpocket You can Palm or Steal Objects that are closely guarded, such as an object in a creature’s pocket or a loose ring. You can’t steal objects that are actively wielded or that would be extremely noticeable or time-consuming to remove (like worn shoes or armor). If you’re a master in Thievery, you can attempt to steal from a creature even if it’s in combat or otherwise on guard. When you’re doing so, Stealing an Object requires 2 manipulate actions instead of 1.
Skill: Underworld Lore

Untrained=LVL-2
Trained=LVL
Expert=LVL+1
Master=LVL+2
Legendary=LVL+3

Equipment:
(L4) +1 Weapon
(L3) +1 Studded Leather +2 +0 +5 –1 — 1 —
(L3) Bracers of Missile Deflection
(L2) Hand of the Mage
(L1) Healing Potion
(L1) Healing Potion
4 Light mace 4 sp 1d4 B L 1 Club Agile, finesse, shove
2 Dagger 2 sp 1d4 P L 1 Knife Agile, finesse, thrown 10 ft., versatile S
30 Shortbow 30 sp 1d6 P 60 ft. 0 1 1+ Bow Deadly d10
2 20 arrows 2 sp L
1 Backpack
.1 Bedroll
3 Caltrops
3 Caltrops
5 Climbing Kit
1 Clothing, ordinary
5 Expert Crowbar
50 Healers' Tools
1 Oil (10 flasks)
2.5 Rations (5 days)
30 Repair Kit
20 Silk Rope (100ft)
1 Satchel
.1 Sheath
8 Pup Tent
250 Expert Thieves' Tools
5 Waterskin
Coins 76sp 3cp