Duergar Hammer

Rocko William's page

37 posts. Organized Play character for Zin Z'arin.


Race

| HP: 17/17 | AC: 19 (12 Tch, 17 Fl) | CMD: 17 (15 Fl) | F: +4, R: +5, W: +3 | Init: +3 | Perc: +8 (+2 vs. surprise), SM +4

Classes/Levels

| Speed 15ft (in armor) | Active conditions: none

Gender

Male N Oread Hunter 2

About Rocko William

Male Oread Hunter (Divine Hunter, Totem-Bonded) 2
N Medium Outsider (native)
Init +3; Senses darkvision 60'; Perception +8 (+2 vs. surprise)
. . Earthsense gain tremorsense up to 60' until the beginning of next turn as a swift action
. . Giant Ambivalence gain +1 trait bonus on Initiative checks; gain +2 trait bonus on Perception checks to not be surprised in a surprise round

Str 18, Dex 15, Con 12, Int 10, Wis 16, Cha 5

Animal Companion: Walfredo, bear

Resources:

Rerolls
. . Cthulhu Brew t-shirt [ ]

Boons
. . Prepared Agent (1/adventure): [ ] (bonus to Knowledge or Diplomacy check to gather information)
. . Explore, Report, Cooperate [ ] (GM advice on proposed action)
. . Great Goblin Relics: Handful of Wedding Cake [ ] (gain benefits of haste for 1d4+2 rounds)
. . You Be Goblin Whelp: Happy Beat [ ][ ] (gain DR 5/- vs. single attack when hit)
. . You Really Be Goblin [ ] (gain benefit of racial trait for 1 round; may replace existing trait at same time)

Special Abilities
. . Earthsense (1/day) [ ] (swift tremorsense for 1 round)
. . Shared Strength (1 min/day) [ ] (gain primeval companion ability)
. . Treacherous Earth (1/day) [ ] (create 10' radius difficult terrain)

Hunter Spells
1st level (3/day) [ ][ ][ ]

Wands
. . cure light wounds (15 charges) O[ ][ ][ ][ ][ ]

Ammunition


Scenario Notes:

Items Sold

Purchases

Scenario Items

Faction Priorities


Boons:

Persistant
. . Gnoll Tactics: (from 192785-2 CS 16) So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following feats and archetypes from Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar.
. . Hunting Lodge (Vanity): You are a master hunter and have been recognized as such by being invited to join an elite hunting lodge. As a member, you may take part in special hunts for rare and exotic prey each year, both on restricted hunting grounds and in the wild. You can use Survival to make Day Job rolls.
. . Owlbear Companion: You recovered a clutch of owlbear eggs and may raise one of the hatchlings as a pet. If you possess a class feature that permits you to take a bear as an animal companion or mount that progresses as an animal companion, you may instead gain the service of an owlbear. The owlbear companion uses the stats of a bear companion with the following modifications: all Handle Animal checks made to train or handle the owlbear suffer a –4 penalty; the bonus granted by the devotion ability increases to +5; the creature’s starting Charisma score is 10; and the animal companion looks like an owlbear instead of a normal bear. This owlbear is considered an animal for all purposes.
. . Prepared Agent (2 goals): You are more prepared for missions than most Pathfinders. When you attempt a Knowledge check as a part of an adventure’s mission briefing, treat all Knowledge skills as trained.
. . You Be Goblin!: You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins.

Periodic

Limited
. . Explore, Report, Cooperate: as free or immediate action, may consider whether a particular action you name would help realize the goals of the Pathfinder Society; GM then informs whether action's impact would be positive (contributes to meeting secondary success condition), negative (opposes secondary success condition), or negligible (neither contributes nor opposes secondary success condition); if none of three accurately reflects action's impact on secondary success condition, GM may respond with phrase of five words or less.
. . Prepared Agent (2 goals): You are more prepared for missions than most Pathfinders. Once per adventure, you can add a bonus equal to half the number of goals you have completed to one Knowledge check or Diplomacy check to gather information.
. . You Be Goblin Whelp: Long days spent walking too far, sleeping under bushes, eating bad food, and fearing for your life—some may call that adventuring, but you’ve realized that it’s also frightfully similar to a Licktoad goblin’s childhood. At least they get badges for it, and now you do, too! Choose one of the badges below, and cross the other off your Chronicle sheet. You can use each badge a limited number of times, after which its power is lost. Furthermore, the badges’ rudimentary magic only lasts for a limited time; once you reach 6th level or higher, check any remaining boxes on the badge.
Happy Beat: When you are hit by an attack, you can check one of this badge’s boxes to gain DR 5/— against that attack.
. . Great Goblin Relics: To a goblin, even the most repugnant and mundane trinkets can become valuable treasure. As if empowered by the goblins’ superstitions, several of the mementos of the wedding raid have manifested minor enchantments. Choose one of the objects below, and cross the others off your Chronicle sheet. If you are a Small creature, you can instead choose two. If you are a goblin (requiring a special Chronicle sheet), you can choose three. When you use the item, you must check the box that precedes it; afterward the object is a mundane keepsake with no further powers.
Handful of Wedding Cake: You can eat this heaping handful of wedding cake as a full-round action. At the beginning of your next turn, the sugary treat grants you the benefits of haste for 1d4+2 rounds, after which you are fatigued for 1 minute.
. . You Really Be Goblin: You have spent considerable time—almost certainly too much time— studying goblins, and some of their worst habits have rubbed off on you. As a free action, gain the benefits of one of the following race traits for 1 round. When you use the trait, you may also permanently replace one of your existing traits with the new race trait, following all of the normal rules for selecting traits. When you use this boon, cross it off your Chronicle sheet.
Advantageous Distraction: You are easily distracted, often at just the right time. Once per day as a swift action, you can be momentarily distracted in combat, such as by ducking an axe swing to inspect a toadstool. When you activate this ability, you gain a +2 dodge bonus to AC for 1 round.
Bouncy (Pathfinder Module: We Be Goblins Too 15)
Goblin Bravery (Pathfinder Module: We be Goblins Too 15)


Defense:

AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex, +1 natural); CMD 17 (15 Fl)
hp 17 (2d8, +1 Con, +1 fcb)
Fort +4, Ref +5, Will +3

Special Defenses
. . Granite Skin +1 racial bonus to natural armor


Offense:

BAB+1; CMB +5
Speed 20 ft. (15 ft. in armor)
Melee
. . nodachi, masterwork +6 (1d10+6, 18-20, P/S, brace)
. . sansetsukon +5 (1d10+6, 19-20, B, blocking/disarm/monk)
. . unarmed strike +5 (1d3+4, B, nonlethal)
. . touch +5
Ranged
. . ranged touch +3
Special Attacks
. . Dirty Fighting when attempting a combat maneuver vs. a flanked foe, may forgo +2 flanking bonus to instead not provoke an attack of opportunity; if you possess a feat that allows the combat maneuver without provoking, instead gain a +4 bonus from flanking
. . Outflank (Precise Companion) whenever you and an ally that has this feat are flanking the same creature, flanking bonus on attack rolls increases to +4; critical hits while flanking provoke an attack of opportunity from your ally with this feat

Spells:

Hunter Spells (CL 2nd; vs SR +2; concentration +5)

1st
. . lead blades standard, V/S, personal, 1 min/level (D)
melee weapons being carried at the time of casting deal damage as if 1 size category larger; benefit only affects caster
. . magic fang standard, V/S/DF, touch, living creature, 1 min/level
one natural weapon or unarmed strike gains +1 enhancement bonus to attacks and damage; does not change unarmed strike from nonlethal to lethal
. . speak with animals standard, V/S, personal, 1 min/level
can ask questions and receive answers from animals; does not make them more friendly or intelligent; friendly animals may do favor or service
. . summon nature's ally I 1 round, V/S/DF, close, 1 rd/level (D)
summon creature to fight opponents to best of its ability (see spell description)

Orisons
. . detect magic standard, V/S, 60' cone, concentration up to 1 min/level (D)
detect magical auras (see spell description)
. . guidance standard, V/S, touch, 1 creature, up to 1 minute
target gains +1 competence bonus on single attack roll, saving throw, or skill check
. . know direction standard, V/S, personal, instant
know direction of North from current position; may not work in extraplanar dimensions where North may not exist
. . read magic standard, V/S/F (clear prism), personal, 10 min/level
read magical writing (see spell description)
. . stabilize standard, V/S, close, 1 living creature, instant
creature with -1 or fewer hit points is automatically stabilized and doesn't lose any more hit points unless subject to new damage

Spell Modifiers
. . Earth Insight summon monster and summon nature's ally spells last 2 rounds longer than normal


Feats & Traits:

Feats
. . Dirty Fighting when attempting a combat maneuver vs. a flanked foe, may forgo +2 flanking bonus to instead not provoke an attack of opportunity; if you possess a feat that allows the combat maneuver without provoking, instead gain a +4 bonus from flanking; counts as Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting prerequisites for various improved combat maneuver feats as well as feats that require those improved combat maneuver feats
. . Outflank (Precise Companion) whenever you and an ally that has this feat are flanking the same creature, flanking bonus on attack rolls increases to +4; critical hits while flanking provoke an attack of opportunity from your ally with this feat

Traits
. . Earthsense gain tremorsense up to 60' until the beginning of next turn as a swift action; 1/day at 1st level, plus once more per day at 5th and every 5 levels after
. . Giant Ambivalence gain +1 trait bonus on Initiative checks and Sense Motive checks; gain +2 trait bonus on Perception checks to not be surprised in a surprise round

Proficiencies
. . Armor Proficiency, Light No penalties on attack rolls while wearing light armor
. . Armor Proficiency, Medium No penalties on attack rolls while wearing medium armor
. . Martial Weapon Proficiency no penalties on attack rolls when using Martial weapons
. . Shield Proficiency no penalties on attack rolls when using a shield (except tower shield)
. . Simple Weapon Proficiency no penalties on attack rolls when using Simple weapons


Skills:

Skills Points 12 (6/level Hunter)
ACP -3 (-3 armor, -0 encumbrance)
* ACP applied to these skills

[ ] *Acrobatics -1 (+3 to jump in agile breastplate; +4 to jump when speed above 30'; -4 to jump per 10' of speed below 30')
[ ] Appraise +0
[ ] Bluff -3 (+2 vs. goblins)
[ ] *Climb +4
[ ] Craft (any) -2 (+2 with tools)
[ ] Diplomacy -3 (+2 vs. goblins)
[ ] Disguise -3
[ ] *Escape Artist -1
[ ] *Fly -1
[2] Handle Animal +2 (+4 with Walfredo; -4 with owlbear companion)
[ ] Heal +3
[ ] Intimidate -3 (+2 vs. goblins)
Knowledge (dungeoneering) (+2 to navigate underground)
[1] Knowledge (geography) +4
[2] Knowledge (nature) +5
[1] Knowledge (religion) +4
[2] Perception +8 (+2 vs. surprise)
[ ] Perform (any) -3
[ ] *Ride -1
[ ] Sense Motive +4 (+2 vs. goblins)
Spellcraft
[2] *Stealth +4
[2] Survival +8 (+2 to avoid becoming lost; +1 to track)
[ ] *Swim +1

Skill Modifiers
. . Giant Ambivalence gain +1 trait bonus on Sense Motive checks; gain +2 trait bonus on Perception checks to not be surprised in a surprise round
. . Track +1 add half hunter level to Survival checks to follow tracks
. . Wayfinder +2 circumstance bonus on Survival to avoid becoming lost and Knowledge (dungeoneering) to navigate underground
. . Wild Empathy +1 improve the attitude of an animal; roll d20 adding Hunter level and Charisma modifier as a Diplomacy check
. . You Be Goblin! gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins

Languages Common (Taldane), Terran


Special Abilities:

Oread Abilites
+2 Str, +2 Wis, -2 Cha
. . Darkvision 60'
. . Earth Insight summon monster and summon nature's ally spells last 2 rounds longer than normal; replaces earth affinity
. . Granite Skin +1 racial bonus to natural armor; replaces energy resistance
. . Treacherous Earth (1/day) transform 10' radius patch of earth, unworked stone, or sand into difficult terrain; lasts for 1 minute/level; replaces magic stone

Hunter Abilities
. . Animal Companion Link (Ex) handle primeval companion as free action, push as move action, even if untrained in Handle Animal; +4 circumstance bonus on wild empathy and Handle Animal checks related to primeval companion
. . Nature Training (Ex) Hunter levels count as both Druid and Ranger levels for purposes of qualifying for feats, traits, and options that improve or modify primeval companion
. . Owlbear Companion if you may take a bear as animal companion, may instead gain the service of an owlbear; owlbear companion uses stats of bear with the following modifications: Handle Animal checks to train or handle suffer –4 penalty; bonus granted by devotion ability increases to +5; creature’s starting Charisma score is 10; looks like an owlbear instead of normal bear; this owlbear is considered an animal for all purposes
. . Precise Companion hunter chooses either Precise Shot or Outflank as a bonus feat; do not need to meet prerequisites; if choosing Outflank, automatically grants this feat to animal companion as well
. . Primeval Companion (Ex) Animal companion must be drawn from the following list: aurochs, badger, bear, big cat, elk, giant raven, mastodon, rhinoceros, walrus, wolf, or any creature categorized as megafauna; at 7th level, if animal companion is naturally large but only medium as an animal companion, the animal can increase in size (Size Large; AC +1 natural armor; Ability Scores Str +4, Dex –2, Con +2; increase the damage of each of the companion’s natural attacks by one die size)
. . Share Spells (Ex) may cast spells with target of “You” on primeval companion (as touch) instead of on self; may cast spells on primeval companion even if spells normally do not affect creatures of companion's type (animal); spells must come from class that grants primeval companion; does not allow animal to share abilities that are not spells, even if they function like spells
. . Shared Strength (Su) (swift, 1 min/level) Hunter gains 1 aspect of primeval companion from following list: low-light vision, scent, +1 bonus to natural armor, +10-foot bonus to speed, 2 claws (1d4 for medium), or bite (1d6 for medium); natural attacks are primary and damage dice are based on Hunter's size; at 8th level, manifest 2 aspects, adding the following options: +20-foot bonus to speed and increased size (as enlarge person); at 15th level, damage of natural attacks increases by 2 die steps
. . Track +1 add half hunter level to Survival checks to follow tracks
. . Wild Empathy +1 improve the attitude of an animal; roll d20 adding Hunter level and Charisma modifier as a Diplomacy check


Gear:

Light up to 100 lbs. Medium up to 200 lbs. Heavy up to 300 lbs.
Current Load Carried 36 lbs. (Light)
Money 1,677 gp 0 sp 0 cp

Containers
belt pouch

Slots
Cold Weather Outfit
Head:
Headband:
Eyes:
Shoulders:
Neck:
Chest:
Body:
Armor: agile breastplate, mwk (+6 AC, +3 Max Dex, -3 ACP, 25% Arcane Failure)
Shield:
Belt:
Wrists:
Hands:
Ring:
Ring:
Feet:

Weapons
nodachi, mwk
sansetsukon

Belt Pouch
wand of cure light wounds
Wayfinder
money


Items Available for Purchase:

Always Available (in a town of more than 5,000 residents)
. . All basic armor, gear, items, and weapons from Chapter 6 of the Pathinder RPG Core Rulebook, including items for Small and Large characters. This does not include equipment made from dragonhide, but it does include equipment made from the other special materials, such as alchemical silver and cold iron. All mundane weapons, armor, equipment, and alchemical gear found in any other source that is legal for play are considered always available, including masterwork quality versions where a cost is defined.
. . +1 weapons (2,000 gp + 300 gp for the masterwork weapon cost + item cost)
. . +1 armor (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . +1 shields (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . potions and oils of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . scrolls of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . wayfinder (at a 50% discount for 250 gp)
. . All items purchased with Prestige Points
Current Fame: 5
. . items up to 500 gp

We Be Goblins!
. . Chief’s Personal Very Useful Robe [robe of useful items] (2,334; 4 patches left—a ladder, a three- legged turtle, a horseshoe, and a bullhorn)
. . Desnan candle (5 gp; when lit, this foot-long wooden tube launches a flaming pyrotechnic “candle” every round for 4 rounds. Each projectile deals 1 point of nonlethal damage and 1 point of fire damage if it hits; on a critical hit, the target is also blinded for 1 round. The projectiles shed light as candles for 1 round and have a range increment of 5 feet. Attacking with a Desnan candle is a ranged touch attack and always has a –4 nonproficiency penalty.)
. . Gorge of Gluttons [+1 horse bane dogslicer] (2,308 gp)
. . Dragon breath gourd[/i] [elixir of fire breath] (1,100 gp)
. . Paper candle (1 gp; This finger-sized explosive detonates noisily 1 round after lighting. Anyone in the same square as a paper candle when it explodes must make a DC 15 Fortitude save or be dazzled for 1d4 rounds.)
. . Ring That Lets You Climb Real Good [ring of climbing] (2,500 gp)
. . Skyrocket (50 gp; When lit, this foot-long wooden tube begins to shake and emit a handful of white sparks, shedding light as a torch. One round later it takes flight, moving in a straight line with a fly speed of 90 for 1d6 rounds before loudly exploding in a burst of light and sound, dealing 2d6 points of fire damage in a 10-foot burst [DC 15 Reflex save for half]. If a skyrocket impacts a solid surface or a creature before reaching its maximum range, it detonates prematurely at the point of impact. Anyone who takes damage from the explosion is either blinded or deafened [a 50% chance of either] for 1 round.)
. . wand of create food and water (CL 5th, 2 charges; 450 gp)
We B4 Goblins!
. . wand of cure light wounds (15 charges; 225 gp, limit 1)
. . elixir of fire breath (1,100 gp)
We Be Goblins Too!
. . +1 flaming dogslicer (8,308 gp)
. . +1 flaming spear (8,302 gp)
. . +1 shadow studded leather armor (4,925 gp
. . amulet of natural armor +1 (2,000 gp)
. . bead of force (3,000 gp)
. . cloak of elvenkind (2,500 gp)
. . gourd of fire burping (250 gp; functions as elixir of fire breath, but imbiber may only breathe once in 15' cone that deals 2d6 [Ref DC 12 half])
. . necklace of fireballs (Type I) (1,650 gp)
. . sovereign glue (2,400 gp)
. . wand of cure moderate wounds (11 charges; 990 gp, limit 1)
. . wand of lesser restoration (9 charges; 810 gp, limit 1)


Background:


Chronicle Sheets:

Chronicle #1 wrote:

We Be Goblins!

Starting XP: 0
XP earned: 1
Final XP: 1

Starting Prestige / Fame: 0 / 0
Prestige earned: 1
Prestige spent: 0
Final Prestige / Fame: 1 / 1

Starting Gold: 150 gp
Scenario Gold: 500 gp
Gold spent: 0 gp
Final Gold: 650 gp

Season 9 Grand Lodge Faction Goal
Adventure in a nation other than Absalom. You can receive credit for visiting a particular nation only once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal. (Varisia)
-and-
Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.

Chronicle #2 wrote:

We B4 Goblins!

Starting XP: 1
XP earned: 1
Final XP: 2

Starting Prestige / Fame: 1 / 1
Prestige earned: 1
Prestige spent: 2 (Hunting Lodge vanity)
Final Prestige / Fame: 0 / 2

Starting Gold: 650 gp
Scenario Gold: 504 gp
Gold spent: 0 gp
Final Gold: 1154 gp

Season 10 Grand Lodge Faction Goal
Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.

Chronicle #3 wrote:

5-08 The Confirmation

Starting XP: 2
XP earned: 1
Final XP: 3

Starting Prestige / Fame: 0 / 2
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 2 / 4

Starting Gold: 1154 gp
Scenario Gold: 430 gp
Gold spent: 1144 gp
Final Gold: 440 gp

Season 9 Grand Lodge Faction Goal
Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by mounting a rescue, recovering an important object, or defending that group’s resources and reputation.

Chronicle #4 wrote:

We Be Goblins Too!

Starting XP: 3
XP earned: 1
Final XP: 4

Starting Prestige / Fame: 2 / 4
Prestige earned: 1
Prestige spent: 3
Final Prestige / Fame: 0 / 5

Starting Gold: 440 gp
Scenario Gold: 1237 gp
Gold spent: 0 gp
Final Gold: 1677

Season 9 Grand Lodge Faction Goal
Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.

Chronicle #? wrote:

We Be Goblins Free!

Starting XP:
XP earned: 1
Final XP:

Starting Prestige / Fame:
Prestige earned: 2
Prestige spent:
Final Prestige / Fame:

Starting Gold:
Scenario Gold: 1600 gp
Gold spent:
Final Gold:

Season 10 Grand Lodge Faction Goal
Adventure in a nation other than Absalom. You can receive credit for visiting a particular nation only once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal. (Varisia)
-and-
Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.

Advancement:

Level 1
Str 16, Dex 15, Con 12, Int 10, Wis 14, Cha 7
Oread: +2 Str, +2 Wis, -2 Cha
Oread: Earth Insight
Oread: Granite Skin
Oread: Treacherous Earth
Hunter (Divine Hunter, Totem-Bonded)
Favored Class Bonus: +1 hp
hp 10 (d8 max at level 1, +1 Con, +1 fcb)
+2 Fortitude save, +2 Reflex Save, +0 Will save
+0 BAB
Hunter: Animal Companion Link, Share Spells, Wild Empathy
Totem-Bonded: Primeval Companion (Bear), Shared Strength
Hunter Orisons (4): detect magic, guidance, know direction, stabilize
Hunter 1st level spells (2): lead blades, magic fang
Feat: Dirty Fighting
Traits: Earthsense, Giant Ambivalence
Skill points (6): Handle Animal, Knowledge (nature), Knowledge (religion), Perception, Stealth, Survival
Faction: Grand Lodge

Level 2
Hunter (Divine Hunter, Totem-Bonded)
Favored Class Bonus: +1 hp
hp 10 (d8 , +1 Con, +1 fcb)
+1 Fortitude save, +1 Reflex Save, +0 Will save
+1 BAB
Hunter: Precise Companion (Outflank)
Hunter: Track
Hunter Orison (1): read magic
Hunter 1st level spell (1): speak with animals
Skill points (6): Handle Animal, Knowledge (geography), Knowledge (nature), Perception, Stealth, Survival


Planning:

2 pp: Bone wayfinder as divine focus

3: Caves domain