Red Reaver

Snotgrub's page

5 posts. Alias of CaveToad.


Full Name

"Charles" Snotgrub

Race

Goblin (Humanoid - Goblinoid)

Classes/Levels

Monk 1 (Maneuver Master Archetype)

Gender

M

Size

S (2'10" 30 lbs)

Age

14

Alignment

LN

Location

The wilds outside of Sandpoint

Languages

Goblin, Common

Occupation

Monk

Strength 14
Dexterity 20
Constitution 12
Intelligence 10
Wisdom 12
Charisma 5

About Snotgrub

Snotgrub began life as a slave. He and several other goblins were owned by a wicked half-orc caravan drover and slaver. Life was not easy for Snotgrub, as a whelp, he was assigned to clean up after the animals and various other boring tasks. He was whipped often, usually for no reason. Though he feared the whip, he learned of its power and watched his master skillfully wield it. One day a group of adventurers raided the caravan and killed the guards and his master, freeing the slaves. Snotgrub hid in a pile of filth until the slaughter ended. As he was trying to sneak away, an observant monk grabbed snotgrub and was able to speak to him in Goblin. He told Snotgrub that he would not kill him but would take him with him to a new place and he would no longer be a slave. This sounded better to Snotgrub than cleaning up after nasty horses.

The monks renamed him "Charles". Life at the monastic temple was hard, but not as hard as being a slave for a Half-Orc Slaver. He was no longer whipped, and the monks taught him many things. Though tiny, Snotgrub had always been pretty strong and quite agile, and had a small sense of intuition. The monks taught him their strange way of fighting and were amazed that Snotgrub was able to master their style.

They taught him many other things, or tried to at least. He helped for a time in the smithy as well as in the garden although not very successfully. Eventually they put him in charge of protecting their scrolls of stories, songs and paintings. Such a level of trust was unheard of for Snotgrub, and he treated it as a very important task. In addition it was rather peaceful and he could be alone with his thoughts, such as they were. After a period of many months, the monk temple was attacked by a rival, stronger temple. Snotgrub fought alongside his fellow monks, but when defeat seemed likely he slinked off into the shadows ashamed. As he escaped, he watched the temple burn in the background. Though the fire was impressive, he felt great anger inside. He wandered the wilds for a long time and eventually found his way into a tribe of goblins. Happy they did not kill or eat him, he was allowed to join since he had knowledge of humans. Even though, he is always paranoid they may eat him or kill him in his sleep. Having lived away from other goblins for so long, the transition was difficult, and still the order and challenging regimen of the monastery is ingrained in him. He has taken to practicing with the whip often lately, and plots his revenge on the rival monk order, which he has learned has a small temple in Sandpoint.

Having been raised in an atypical goblin environment, Snotgrub, does not necessarily share many of the normal goblins loves or hates. He is ok with writing and runes and even enjoys looking at scrolls and paintings. He still does not like horses or dogs ( this must be deeply ingrained) and can appreciate a nice fire. He is a bit more civilized and hasn't eaten any people or view them as food.

Snotgrub is a small goblin and has a strange blotchy mottled appearance, similar to a pile of sticks, dead leaves and rockpiles. His skin is covered with hundreds of scars from being whipped often as a slave. In truth he is fairly hideous to behold although he blends in well and is fairly quiet, even meek at times. He interacts poorly with most, and tries to avoid complex conversation. The monks taught him to meditate and he prefers to sit alone with his thoughts, trying to determine his place in the world. Deep down, he has an angry side, and harbors some latent goblin cruelty. Though unaware of it, he tries to be a better person, thankful to the monks who gave him a second chance.

Class: Monk 1 (Maneuver Master Archetype)
Alignment: LN
Race: Goblin
Size : Small
Init +5; Senses Perception +1, darkvision 60'

Stats:

Str 14 (+2), Dex 20(+5), Con 12(+1), Int 10(0), Wis 12(+1), Cha 5(-3)

Defense:

AC 17, touch 17, flat-footed 12 (+5 dex, +1 wis, +1 size)
hp 10 (1d8 +1 CON +1 FCB )
Fort +3 ( base 2, stat 1)
Ref +7 (base 2, stat 5)
Will +3 (base 2, stat 1)

Offense:

BAB +0, CMB +1(+8 for trips) (+2 str,-1 size), CMD 17(19 vs trips) (-1 size, +2 str, +5 dex, +1 wis)
Special CMB Flurry Maneuver 0(+7 trips) (+2 str, -1 size, +1 BAB(calculated from monk level), -2 (flurry maneuver penalty)
Move Speed 30'

Attacks:
Unarmed Strike +6 (dex 5/size1)(using weapon finesse) 1d4+2 (20/x2)

Feats:

Weapon Finesse (special campaign bonus for dex based characters)
Improved Trip (Bonus Monk feat, allowed via Maneuver Master)
Stunning Fist (base Monk feat)
Improved Unarmed Strike (base Monk feat)
Fury's Fall (1st level feat)

Skills:

Ranked:
Acrobatics +9 (rank 1, dex 5, class skill 3)
Stealth +19 (rank 1, dex 5, class skill 3, size 4, racial 4, trait 2)
Craft (Weapons) +4 (rank 1, int 0, class skill 3)
Linguistics +1 ( rank 1, int 0)
Nonranked:
Perception +1 (wis 1)
Escape Artist +5 (dex 5)
Ride +9 ( dex 5, racial 4)
Heal +1 ( wis 1 )
Swim +2 ( str +2 )
Climb +2 (str +2)
Survival +1 (wis +1)

Special Abilities:

Racial
Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.
Fast Movement: Goblins gain a +10 foot bonus to their base speed
Darkvision: Goblins see perfectly in the dark up to 60 feet.

Class
Flurry of Maneuvers(Ex):At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. (replaces flurry of blows)
AC Bonus (Ex):When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike See Monk class for special rules.

Traits:

Goblin Trait: Color Thief - Benefit: You gain a +2 trait bonus on Stealth checks, providing you wear only light armor or no armor.
Drawback: Paranoid - Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
Adopted(Half-Orc) - Benefit: you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race.
Adopted Trait CaravanDrover - Benefit: (You treat whips as martial weapons, and up to 10 animals and humanoids traveling with you can hustle or make a forced march for 1 hour longer than normal before taking nonlethal damage and becoming fatigued

Languages:
Goblin, Common (from linguistics)

Equipment:
(cost/weight)
None!

total cost:
total weight:
Carrying Capacity (43.5lbs)

Future Plans:

fighter class will be the Lore Warden Archetype

1|MNK1|monk feats: flurry of maneuvers, improved trip, stunning fist, improved unarmed strike, 1st level feat: Fury's Fall
2|FIG1|fighter: weapon focus(whip)
3|FIG2|3rd level feat: whip mastery, fighter feat: combat reflexes lore warden archetype bonus: combat expertise
4|FIG3|ability:maneuver mastery +2 Free Upgrade: stunning fist adept
5|FIG4|5th level feat: power attack, bonus: cleave free upgrade: great cleave
6|FIG5|weapon training I (monk weapons) free upgrade: improved whip mastery
7|FIG6|7th level feat: two weapon fighting, bonus:weapon specialization Free upgrade: greater trip(need int13), free upgrade: Improved two weapon fighting
8|FIG7|maneuver mastery +4
9|MNK2|9th level feat: net proficiency, bonus monk feat: improved grapple
10|FIG8|bonus fighter feat: net adept Free upgrade: greater weapon focus
11|FIG9|weapon training II, 11th level feat: sleeper hold,
12|FIG10|bonus feat: (unchosen) free upgrade: greater two weapon fighting
13|Fig11|ability: maneuver mastery +6, 13th level feat: net and trident
14|Fig12|bonus feat: net maneuvering free upgrade: greater weapon specialization
15|Fig13|13th level feat: net trickery, ability: weapon training III