Goblin

Ripnok's page

45 posts. Alias of imimrtl.


Full Name

Ripnok

Race

Goblin

Classes/Levels

Alchemist 1

Gender

Male

Size

Small

Age

15

Alignment

Chaotic Good

Languages

Common, Goblin, Draconic, Gnoll

Strength 11
Dexterity 21
Constitution 13
Intelligence 17
Wisdom 11
Charisma 8

About Ripnok

He is currently a slave in Katapesh but has joined onto the expedition in order to win his freedom. He has lived his whole life as a slave and is determined to be free. He has a good heart which is odd for a goblin, but is mostly because he feels like the gods are testing him against his evil blood and he wants to make sure that the gods are approving of him. He served an alchemist for most of his life, working in the lab with him and picking up his craft as he went. His incredible intelligence allowed him to glean the basics of alchemy without the alchemist formally teaching him.

Here is what he looks like

Ripnok:
RIPNOK CR 1/2
Male Goblin Alchemist 1
CG Small Humanoid (Goblinoid)
Init +5; Senses Darkvision (60 feet); Perception +4
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DEFENSE
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AC 18, touch 16, flat-footed 13. . (+2 armor, +5 Dex, +1 size)
hp 9 (1d8+1)
Fort +4, Ref +7, Will +1
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OFFENSE
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Spd 30 ft.
Melee Morningstar +1 (1d6/20/x2) and
. . Unarmed Strike +1 (1d2/20/x2)
Ranged Blowgun +6 (1/20/x2) and
. . Bomb +7 (1d6+3 Fire) and
. . Crossbow, Light +6 (1d6/19-20/x2)
Special Attacks Bomb 1d6+3 (6/day) (DC 13)
Alchemist Spells Known (CL 1, 1 melee touch, 6 ranged touch):
1 (2/day) Reduce Person (DC 14), Endure Elements
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STATISTICS
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Str 11, Dex 21, Con 13, Int 17, Wis 11, Cha 8
Base Atk +0; CMB -1; CMD 14
Feats Brew Potion, Extra Bombs, Throw Anything
Traits Earning Your Freedom: Will Save, Resilient
Skills Craft: Alchemy +7, Disable Device +9, Fly +7, Knowledge: Arcana +7, Perception +4, Ride +9, Sleight of Hand +9, Spellcraft +7, Stealth +17, Use Magic Device +3 Modifiers Alchemy +1
Languages Common, Draconic, Gnoll, Goblin
SQ Mutagen (DC 13) (Su)
Combat Gear Blowgun, Crossbow, Light, Leather, Morningstar; Other Gear Alchemist's Kit, Backpack (empty), Blanket, Ink (1 oz. vial, black), Inkpen (2), Mutagen: +4 DEX, -2 WIS, +2 Nat AC, Pouch, belt (empty), Thieves' tools, Travelling Spellbook (blank), Vial, ink or potion (10), Waterskin
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SPECIAL ABILITIES
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (6/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Mutagen (DC 13) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.