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About SnotboogieMix, and Bubble
Mix, and Boil
Five Facts About Snotboogie!
Spoiler:
Snotboogie is Adopted Goblin! Snotboogie and his siblings were the subject of every DM's favorite Paladins Dilemma: Goblin children stumbled across by a party of do-gooders that couldn't bring themselves to slaughter 'innocents'. Unwilling to leave them to eat each other until the last starves, the Paladin of Sarenrae left them in the care of the nearest temple that would promise not to smother them as soon as he left town - in this case, a small shrine to Cayden Cailean. Thus, Snotboogie and his broodmates were the subjective a noble experiment; to raise a clutch of Goblins free of the violence, avarice, superstition, and wickedness that characterize their kind, to prove that such wickedness is not inherent, but the product of education and parenting. It has had... mixed results.
Snotboogie know lots about Alchemistry and Boomthings! Unlike his kindred, Snotboogie was raised free of most traditional Goblin superstitions - an environment that allowed his natural intelligence to thrive, as he never learned to shun literacy or writing. Better yet, the brewhouse at the temple of Cayden proved a fertile laboratory for an experimental young goblin fond of fire... much to the Clerics occasional dismay. Eventually, after a particularly destructive accidental fire which Snotboogie may or may not have been responsible for, he decided he was tired of being yelled at by the somewhat impatient priests and set out for a big city he had heard of named Restov. He'd heard that it was possible to trade chemicals that he knew how to brew for all sorts of shiny coins and rocks! Snotboogie is kind to Animals! Especially ugly ones! Being something of an outcast by dint of species himself, Snotboogie has a soft spot for animals that don't fall along the typical 'warm and cuddly' continuum. After fleeing the temple, before reaching Restov, he took shelter in a cave one night with a juvenile dire bat. It was starving and had a broken wing, but Snotboogie nursed it back to health and named it Omar. The two have been inseparable ever since, and Snotboogie is slowly teaching the bat to carry him as a mount. Snotboogie has secret mark. He not talk about it. Sometime in his early childhood, in a period before he had any memories, Snotboogies left hand was marked with the unholy rune of Urgathoa. The priests at the temple of Cayden tried to cover it with a tattoo, burn it off outright, even going so far as nearly flaying his hand at one point as 'punishment' after one youthful incident. Nonetheless, every time the hand healed, the brand has reappeared. Snotboogie keeps the hand covered, as he is deeply ashamed of the mark, and worries about what it might mean. Snotboogie remember his friends! And friends remember Snotboogie! Snotboogie is fiercely loyal to anyone that he calls a friend - it's the closest thing to a moral compass he has, because beyond that, he is impulsive, greedy, short-sighted, borderline pyromaniacal, and completely unaware of the concept that actions have consequences. Why Snotboogie Is Going to Stolen Lands!
Spoiler:
"Snotboogie not totally sure to be honest. Snotboogie was minding his own business, tending to his shop in sewer near docks. Nice Halfling - or was it Gnome, Snotboogie can never tell - nice shortfolk named Bubbles had just come to Snotboogie shop and bought lots of Allnight and Shiver! Snotboogie was putting shines away in corner and singing happy song to Omar when suddenly three mean longshanks come bursting into Snotboogie home! Very rude longshanks in brown robes start waving his hands and Omar get wrapped up in vines and can't move, and two big strong longshanks grab Snotboogie and put him in chains and take him out of sewer and throw him in cage. Snotboogie sit in cage for very long time... not know how long. It not a nice cage. Very dry. Also hot. And mean guards not feed Snotboogie very often and not take his chains off and leave them too tight so Snotboogie wrists hurt. Then, one day, Snotboogie brother show up! Bellringer all dressed up in robes of Cleric of Drunk-God-Man! Bellringer always was suck-up. Priests always liked him best. No surprise he become one of them. Bellringer tell Snotboogie that mean guards want to execute Snotboogie, but Bellringer told them not to. Give Snotboogie letter saying Snotboogie have to help make all bandits and monsters in Stolen Lands go away, and that if Snotboogie do that, he be given Royal Pardon! But also, if Snotboogie found in Restov again doing anything guards don't like, guards free to kill Snotboogie on sight. And since guards not like when Snotboogie is being Goblin - and Snotboogie is always being Goblin - Snotboogie figure it best to leave Restov and go to Stolen Lands like Bellringer say. Then Bellringer tell guards to take Snotboogie out of cell and release him and take him to guild hall where expedition is starting and where Snotboogie will meet his new friends!"
Snotboogie's Stats! Spoiler:
Male goblin alchemist (preservationist, winged marauder) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 114, Pathfinder RPG Ultimate Magic 19) CN Small humanoid (goblinoid) Hero Points 1 Init +3; Senses darkvision 60 ft.; Perception +3 -------------------- Defense -------------------- AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size) hp 8 (1d8) Fort +2, Ref +5, Will +0; +2 trait bonus vs. divinaton effects -------------------- Offense -------------------- Speed 30 ft. Melee longspear +0 (1d6-1/×3) Ranged bomb +6 (1d6+4 Fire) or . . light crossbow +4 (1d6/19-20) or . . sling +4 (1d3-1) Special Attacks bomb 5/day (1d6+4 fire, DC 14) Alchemist (Preservationist, Winged Marauder) Extracts Prepared (CL 1st; concentration +5) . . 1st—cure light wounds, targeted bomb admixture[UC] -------------------- Statistics -------------------- Str 8, Dex 16, Con 10, Int 18, Wis 8, Cha 6 Base Atk +0; CMB -2; CMD 11 Feats Brew Potion, Splash Weapon Mastery, Throw Anything Traits adopted, brigand, carefully hidden, firebug Skills Acrobatics +6, Appraise +8, Craft (alchemy) +8 (+9 to create alchemical items), Disguise -3, Handle Animal +2, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +3, Profession (brewer) +3, Ride +10, Stealth +10; Racial Modifiers +4 Ride, +4 Stealth, brigand Languages Common, Draconic, Gnome, Goblin, Halfling SQ alchemy (alchemy crafting +1), hero points Combat Gear acid (3), alchemical glue, alchemist's fire; Other Gear studded leather, barbed bolt (20), crossbow bolts (30), incendiary bolt (10), light crossbow, longspear, sling, backpack, belt pouch, clear ear, felwil, flint and steel, ink, black, inkpen, manacles, mess kit, soap, tindertwig (4), trail rations (5), waterskin, 15 gp -------------------- Special Abilities -------------------- Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Animal Companion Link (Ex) You have a link with your Animal Companion. Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage. Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc. Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects. Darkvision (60 feet) You can see in the dark (black and white vision only). Firebug +1 to attack rolls with thrown splash weapons. Hero Points Hero Points can be spent at any time to grant a variety of bonuses. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. -------------------- Snotboogie's Best Friend Omar! Spoiler:
Dire bat N Medium animal Init +3; Senses blindsense 40 ft., low-light vision; Perception +6 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 11 (-2) Fort +2, Ref +6, Will +2 -------------------- Offense -------------------- Speed 20 ft., fly 40 ft. (good) Melee bite +0 (1d6-1) -------------------- Statistics -------------------- Str 9, Dex 17, Con 9, Int 2, Wis 14, Cha 6 Base Atk +1; CMB +0; CMD 13 Feats Stable Gallop Tricks Attack, Bombard, Combat Riding, Come, Defend, Down, Guard, Heel Skills Acrobatics +3 (-1 to jump), Fly +11, Perception +6; Racial Modifiers +4 perception for blindsense SQ bombard, combat riding Other Gear alchemy crafting kit, bedroll, flying straps, masterwork, pot, saddlebags, torch (3), 8 gp, 1 sp -------------------- Special Abilities -------------------- +4 Perception for Blindsense +4 to Perception checks while using blindsense. Blindsense (40 feet) (Ex) Sense things and creatures without seeing them. Bombard [Trick] Drops item on designated point or opponent. Combat Riding [Trick] The animal has been trained to bear a rider into combat. Flight (40 feet, Good) You can fly! Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check. |