Goblin

Ripclaw's page

4 posts. Organized Play character for Lord Zekk.


Full Name

Ripclaw Smellybum

Race

Goblin

Classes/Levels

Ranger/1 (Urban)(HP 12/12 | AC:17 | T:15 | FF:12 | CMD:14 | Fort:+3 | Ref:+6 | Will:+2 | Init:+6 | Perception: +7 (+2 Humans) |

Gender

Male

Size

Small - 3ft Tall

Age

8

Special Abilities

Darkvision 60 ft, Fast, Favoured Enemy (Human), Track, Wild Empathy

Alignment

Chaotic Neutral

Languages

Goblin, Common

Occupation

Smuggler

Strength 11
Dexterity 19
Constitution 12
Intelligence 10
Wisdom 14
Charisma 6

About Ripclaw

STATS:

Character Name: Ripclaw Smellybum || Race: Goblinoid || Class: Ranger (Urban) || Deity: Zarongel || Alignment: CN

Str:11 || Dex:19 || Con:12 || Int:10 || Wis:14 || Cha:6
HP: 12 || Speed: 30/30

AC/FF/T: 17/12/15 || Fort: +3 || Ref: +6 || Will: +4 || CMD: +4 || CMB: +0 || BAB: +1 (+1) || Initiative:[/b]+6

ABILITIES:

FEATS: Weapon Finesse(1)

TRAITS: Conspiracy Hunter (+1 Perception), Reactionary (+2 Initiative)

SPECIAL ABILITIES: Darkvision 60 ft, Fast, Favoured Enemy (Human), Track, Wild Empathy

Small: Goblins are Small creatures and 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.

Fast: Goblins are fast for their size, and have a base speed of 30 feet.

Darkvision: Goblins can see in the dark up to 60 feet.

Skilled: +4 racial bonus on Ride and Stealth checks.

Ranger: Gain a +1 bonus to damage inflicted on dogs
(and dog-like creatures), horses (and horse-like creatures)
and on creature types the same as your highest favored
enemy bonus. (Humans)

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

LANGUAGES: Common, Goblin,

SKILLS:
+8 Disable Device (1 Rank + 3 CS + 4 DEX)
+1 Linguistics (1 Rank + 0 INT)
+6 Perception +2 Human (1 Rank + 3 CS + 2 WIS)
+12 Ride (1 Rank +3 CS +3 DEX +4 Goblin)
+16 Stealth (1 Rank + 3 CS + 4 DEX +4 Goblin +4 Small)
+6 Survial +2 (Human) (1 Rank + 3 CS + 2 WIS)

EQUIPMENT:

Weapons:
Dagger (Small) +6 1d3 (19-20/x2) 1 lbs 2 gp

Armour: Leather Armour +2 AC (15 lbs 10 GP - Light)

Wolf (Combat Trainded) 150 gp Price and info on combat training taken from the Paizo website on info for riding dogs

Gear:
Explorer's Outfit 10 gp - 2 lbs (free)
Saddle 10 gp - 25lbs (on Wolf)
Belt Pouch 1 gp - 1/2 lbs
Coins (1gp, 9sp 10cp)

Total Weight Carried = 14.5 lbs

10 Str - Light Load 38 lbs, Medium Load 76 lbs, Heavy Load 115 lbs

BACKSTORY:

Ripclaw is a 3 foot tall goblin with greyish green skin. Half his left year is missing which he lost in the goblin cages. His body is covered in several little scars and his back with the tell tale marks of a few good whippings he has acquired over the years.

Raised in the cages of a Varisian Goblin tribe, somewhere near the sea, he doesn't exactly remember where, as out on his first raid (which went horribly), he was separated from his tribe's raiding party when they were routed.

He spent a few weeks in the forest until he was discovered by a mixed band of Orcs. Due to his usual resourcefullness, helping theim track their elusive prey, he was allowed to live. After that they made a part of their band, which wasn't the best life, but though he was mistreated it wasn't much worse than he had been used to from his tribe and atleast here he was valued for his skills.

Ripclaw became friendly, well as friendly as a goblin can be, with a wolf and her litter of puppies, which lived near where their war party was camped for a summer. One of the more viscious little pups became espcially close to Ripclaw as they both enjoyed hunting and torementing the little creatures in the forest together. When the war party abandoned their camp to go sount before winter, the young Killkill, followed Ripclaw and they have been a terrible twosome ever since.