Goblin

Ser Helmut's page

278 posts. Alias of Dorian 'Grey'.


Full Name

Ser Helmut

Race

Goblin

Classes/Levels

Thaumaturge [Eldritch Researcher] 7 HP 49/90 AC(T) 23/24, Fort(E)+14, Ref(E)+15, Will(M)+12(Resolve ) Perception(E)+10 Darkvision

Gender

Male

Size

S

Age

11

Alignment

CN

Languages

Goblin, Common, Draconic, Thassilonian

Strength 14
Dexterity 18
Constitution 16
Intelligence 10
Wisdom 8
Charisma 19

About Ser Helmut

6 months ago...:

S22. THE CURIOUS GOBLIN SHOP 5
SANDPOINT MERCANTILE LEAGUE EMPLOYER MERCHANT PARLOR
Address 40 Main Street
Wares books (focusing on fiction and local history), scrolls,
spellcasting services
This cozy bookstore is well-stocked with a wide range of
books and topics, as reading is a popular pastime among
many of Sandpoint’s locals. Proprietor Chask Haladan (male
human bard) often hosts impromptu gatherings here for
folks to chat, debate, and share knowledge.

S8. BRODERT’S HOUSE HOME 7

RUNEWATCHERS LIBRARY RESIDENCE

Address 130 Tower Street
Wares sage advice and research
Brodert Quink (male human sage) is one of Sandpoint’s
oldest citizens, but he remains spry and alert, and is
among the greatest authorities on the Lost Coast on all
matters Thassilonian.

Backstory:
Helmut fancies himself a Knight of Knowledge, thus the moniker. The goblin is always seen holding a Tome, which he constantly reviews, flipping pages in and out of combat.

He was hanging out with a local company of brigands for research, when the group mistook a caravan of Paladins, as a lowly caravan of farmers. The entire brigand company were slaughtered, except for Ser Helmut, who realizing quite early that this would end badly; decided it prudent to double check if he left the stove on at the homestead!

Dodging the pursuit of the Paladins South, the goblin joined the march of a caravan into Sandpoint.

Ser Helmut
Ancestry Goblin Heritage Razor Tooth Background Runelord Scholar
Class Thaumaturge 7 Deity None
Alignment CN Size S Traits GoblinHumanoid
Perception(E)+10 Darkvision
Languages goblin, common, draconic, Thassilonian
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AC(T) 23 Fort(E)+14 Ref(E)+15, Will(M)+12 (Resolve)

Resistances & Immunities
HP 90
*Physical Resistance 3 vs Aberrations and Oozes

Class DC(T) 23
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Speed 25'
Melee(E) +1, Striking Jaws unarmed attack +16 2d8+6 piercing Traits Finesse Magic
Ranged(T)
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Str 14 Dex 18 Con 16 Int 10 Wis 8 Cha 19
Skills
Arcana(T)+9, Nature(T)+8, Occultism(E)+11, and Religion(T)+8, Academia Lore(T)+9, Crafting(E)+11, Diplomacy(E)+16, Stealth(T)+13, Intimidation(E)+16, Esoteric Lore(M)+17, Daily: Thievery(E)+15, Deception(E)+16
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+1 circumstance bonus to checks you attempt with the chosen skill when Investigating or Identifying Magic.

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Ancestry Feats & Abilities
Very Sneaky (1st; Goblin)
Goblin Scuttle (3rd; Ancestral Paragon)
Ankle Biter (5th)

Skill Feats
Multilingual (1st; Background)
Dubious Knowledge (1st; Thaumaturge)
Assurance(Crafting) (2nd; Skill)
Magical Crafting (4th; Skill)
Glad Hand (6th; Skill)

General Feats
Ancestral Paragon (3rd)
Toughness (7th)

Class Feats & Abilities
Implements: Tome (1st)
Exploit Vulnerability (1st)
Implement's Empowerment
The power of your implement can also be turned to the more common task of combat, its power adding to and amplifying the effects of runes and other magical empowerments. When you Strike, you can trace mystic patterns with an implement you're holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. Channeling the power requires full use of your hands. You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit.

Diverse Lore (1st; Thaumaturge)
Scroll Thaumaturgy (2nd; Thaumaturge)
Paired Link (4th; Thaumaturge)
Second Implement Regalia (Helmet) (5th)
Esoteric Scroll (6th; Thaumaturge) Scroll of the Day: ?
Adept Benefit (Regalia) The +1 status bonus now applies to all saving throws against mental effects, rather than only against fear, and you and allies in your aura gain a +2 status bonus to damage rolls.

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Free Archetype
Eldritch Researcher (2nd)
Strange Script (4th)
Scholarly Defense (6th)

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Scrolls
1st
1. Ill Omen 4/3
2. Magic Weapon 4/4
3. Command 4/4
4. Conductive Weapon 4/3
5. Disrupting Weapon 4/3
6. Echoing Weapon 4/3
7. Fear 4/4
8. Heal 4/3
9. [/url]
10. [url= ]

Found! scroll of dream message, three scrolls of heal (heightened to 3rd level), and a scroll of remove disease.

Tradition
Occult

Spell Attack (T)+12
Spell DC (T) 22

Cantrip
1. Guidance
2. Shield

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Gp 90/ 1 Sp 5

Items
explorer's clothes
Adventure's Pack (1gp 5sp)
Studded Leather (3gp)
Thieves' Tools (3 gp)
Thieves' Tools (Replacement Picks) (3sp)
+1, Striking Handwraps of Mighty Blows
Aeon Stone (Dusty Rose Prism) Shield
scroll of wall of fire, a scroll of weapon storm, and a much longer scroll that contains the formula for a consecrate ritual.

Bulk

RUNELORD SCHOLAR BACKGROUND:

RARE
It seems hard to believe that just 17 years ago, barely
anyone knew anything about ancient Thassilon. The
towering monoliths and intimidating ruins, such as the
immense ruined bridge extending from Magnimar, the
strange rune-carved arch over Riddleport, or the partially
collapsed tower here in Sandpoint known as the Old Light
were sources of countless rumors, but were also held in
such suspicious dread that they were rarely explored.
When Runelord Karzoug woke from his slumber, though,
and a now-legendary band of adventurers explored many
Thassilonian ruins during their campaign against him, word
of Thassilon spread like wildfire. Adventurers from across
the Inner Sea region flocked to Varisia. Whether or not that
had a hand in the increasing number of perils rising from old
Thassilon or if that was just a coincidence, none can deny
that today Thassilon is back, the runelords are either truly
dead or returned to life, and the ancient empire’s ruins are
ripe for research.
As a local, you’ve been equally inspired and intrigued
by stories of adventurers who explore these dangerous
ruins, be they Sandpoint’s own heroes or others who have
explored more distant mysteries like Hollow Mountain, the
Lady’s Light, or Guiltspur. You hope one day to rediscover
a Thassilonian ruin that’s not yet been fully explored, but
you also know that such pursuits are dangerous. Here in
Sandpoint, a group called the Runewatchers has dedicated
their resources to the research of Thassilon and their
runelords, but while you’ve spoken with them many times,
they’ve yet to fully accept you into their circle. And so
you sought out the adventuring party you now belong to.
With their aid, you hope to make some discoveries to truly
impress the Runewatchers, but also are simply eager to
sate your own curiosity about ancient Thassilon and the
runelords who once ruled it.
Your home in Sandpoint is modest, and likely cluttered
with books and research materials or strange ruined
objects that could be junk or ancient Thassilonian treasures.
Your family might support your passion, or it could be a
source of contention that’s forced you to seek your own
accommodations elsewhere in town. Many villagers look
askance at your obsession with forces that have brought peril and ruin to Sandpoint. No matter what you’ve said
to allay their fears, plenty of folks in town worry that you
might dig up something that everyone in Sandpoint will
come to regret.
Choose two ability boosts. One must be to Dexterity or
Intelligence, and one is a free ability boost.
You’re trained in the Arcana skill and the Academia Lore
skill. You gain the Multilingual skill feat, but one of the
languages you gain from this feat must be Thassilonian.
Increase the party’s reputation with Runewatchers by 1
and reduce the party’s reputation with Townsfolk by 1.