Zooif

Rooip's page

27 posts. Alias of Smiles-a-lot.


About Rooip

This Grippli has grey and green mottled skin with large slitted red eyes. He stands just above knee high to a human and wears a crude hide shirt made from the carcass of some kind of giant insect.

Male, Grippli, Alchemist (Toxicant/Grenadier)-1
N, Small Humanoid (Grippli)
Initiative +4 (+4 dex)
Senses Darkvision, Perception +4
Move 30, Climb 20

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DEFENSE
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AC: 17, touch 14, flat footed 14 (+ 3 Dex +3 Armor, +1 size)
HP: 9 (8 class, +1 con)
Fort +3, Ref +5, Will +0

Special Defenses: Toxic skin, Toxic secretions

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OFFENSE
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Melee
Dagger +2 (1d3/18-20x2)
Ranged
Longbow +4 (1d6/x2) range 50
Blowgun +4 (1/x2) range 20
Net +4 (*special) range 10
Bomb +5 (1d6+3/x2) range 10

Special Attacks: Bombs (1d6), Toxic skin.

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STATISTICS
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Str 13, Dex 16, Con 12, Int 16 Wis 10, Cha 8
Base Atk +0; CMB -0; CMD 13
Feats Point blank shot (1st level), Throw Anything (1st level, bonus class), Combat Expertise (Bonus, GM)

Skills Climb +10, Disable Device +7, Knowledge (Local) +3, Knowledge (Nature) +7, Perception +4, Stealth +8, Survival +4; Knowledge (Geography) +4, Craft (Alchemy) +8
ACP: -1not factored in
9 ranks/level (4 class, 3 Intelligence, 2 background)
Traits Canopy Shooter(Race), Echo Woods Native, (Campaign)
Languages Common, Grippli, Sylvan, Boggard, Goblin

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SPECIAL ABILITIES/CLASS FEATURES
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Alchemy Gain a competence bonus equal to his class level on the Craft (alchemy) checks to create alchemical items. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. An alchemist can create three special types of magical items—extracts, bombs, and mutagens.
Canopy Shooter +1 damage on ranged attacks when within 30 feet and on higher ground.
Darkvision: Can see perfectly in the dark up to 60 feet.
Echo Woods Native +1 Sense Motive an it becomes a class skill, make knowledge local checks about echo woods untrained.
Favored Class Bonus +1/4 uses of Toxic Skin
Martial Weapon Proficiency Longbow, Pick one martial weapon to become proficient in its use.
Natural Climber Gripplis have a climb speed of 20 feet.
Point-blank Shot +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Throw Anything Gain the throw anything feat and add his Intelligence modifier to damage done with splash weapons, including the splash damage.
Toxic Secretion (Ex) Once per day, in a process that takes 10 minutes, the toxicant can create and imbibe a tincture that causes her skin to secrete a mild toxin. The toxicant is immune to this secretion, but any creature that hits her with a natural attack or unarmed strike must succeed at a Fortitude save (DC = 10 + 1/2 the toxicant’s alchemist level + the toxicant’s Intelligence modifier). On a failed save, the target takes an amount of damage equal to the toxicant’s Intelligence modifier. At 4th level, a target that fails its save must succeed at a second save 1 round later or take the same amount of damage again. This effect repeats as long as the target continues to fail its saving throws, to a maximum number of rounds equal to 1 + 1 for every 4 alchemist levels the toxicant possesses (to a maximum of 6 rounds at 20th level). The toxicant can suppress this secretion as a standard action, in which case it remains suppressed for 1 hour or until the toxicant reactivates it as a standard action.

Toxic Skin (Ex) Once per day as a swift action, a grippli can create a poison that can be applied to a weapon or delivered as a touch attack. Alternatively, the grippli can smear the poison on its own body as a standard action, affecting the first creature to hit it with an unarmed strike or natural weapon. The poison loses its potency after 1 hour. The grippli is immune to its own poison.

Grippli Poison Skin or weapon—contact or injury; save Fort DC 10 + 1/2 the grippli’s Hit Dice plus its Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.
Trapfinding +1 Add 1/2 of level on Perception checks to locate traps and on Disable Device checks (minimum +1). Can use Disable Device to disarm magic traps.
Weapon Familiarity: Proficient with Nets.

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Equipment
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Weapons Dagger(2gp/ .5lbs), Longbow (75gp/1.5), Net (20gp/3lbs), Blowgun (2gp/.5lbs)
Armor Hide shirt (20gp/9lbs),
Slotted Items
Wands, Rods, Etc
Carried Arrows 20 (1gp/1.5lbs), Blunt arrows (2gp/1.5lbs), Blowgun darts 20, (1gp/-), Acid flask (10gp/1lbs), Waterskin (1gp/4lbs), Wander meal, 5 days (5cp/2.5lbs), traveling bee hive (10gp/10lbs), blanket (5sp/1.5lbs), backpack (2gp/1lbs)
Stored

Wealth 13gp, 4sp, 5cp(starting 160gp)
Total(cost/lbs) 146gp, 5sp, 5cp // 32.5 lbs

Encumbrance Enc:C34.5/L<37.5/M37.5-75/H76-112.5

Appearance:

Rooip is tiny and slight, barely standing 2 feet tall, with spindly limbs which seem disproportionate for his body. His skin is mottled green and grey while his large, slitted, bulbous, eyes shine bright red. The grippli is adorned in a crude hide shirt made from the carcass of some sort of insect.

Personality:

Rooip is timid and cautious around anyone he considers an outsider (which is any non grippli). However, he is innately curious always wondering what’s over the next hill, or behind that bush, or wondering where does that hole lead. The grippli enjoys the outdoors as well as hunting giant insects. He loves to swim, sing (croak), and lay about in the sun on a warm rock.

Background:

The Echo woods, a vast expanse of forest, where danger lurks, behind every bush. The terrain changes where the forest meets the Sellen River turning into marshes, swamps, and bogs. It here, in these marshlands, where the Sun-Bask Tribe of Gripplis have lived for generations.

Rooip was hatched a little over a year ago and recently completed the ceremony that marked his passage into adulthood. The spindly grippli spent his adolescence learning about poisons and woodcraft skillsthat he hoped would benefit the tribe. Rooip’s life changed when the Tribe Mother wanted to know more about the outlanders and why the shiny metal they craved seemed to poison their minds. The Tribe Mother selected Rooip to investigate this matter because he knew the most about poisons.

To that end, Rooip traveled from his Tribe’s lands and found himself at Fort Inevitable.