Goblin

Stickymitts's page

434 posts. Alias of Choon.


Full Name

Stickymitts

Classes/Levels

lvl4:
HP: 32/32[40] | AC:19; T:17; FF:14[-2]; CMD:15 | Fort:+5; Ref:+8; Will:+3[5] | Init:+4; Perc:+7 |

Gender

TN Goblin UBarb 6/ URogue 4 | Initiative +5 | HP:96/96[108] | AC19 (19Touch, 12FF)[-2], +4dodge vs AoO| DR 3/-, Resist Fire 2 |CMD 16 | F9 R12 W3 (+2will while raging, +4 vs fear)(Immunities: none)| Perception +13, SM +13| Active Conditions: Hungry

About Stickymitts

NE Male Goblin (humanoid [goblin]) UnBarbarian (invulnerable) 6, URogue (swashbuckler) 4
Init +6; Perception +13; Darkvision 60
Trait: Acrobat, Bouncy, Goblin Foolhardiness
Drawback: Stigmatized: You take a –3 penalty on Diplomacy checks to gather information or improve a creature’s attitude.
[x]= rage
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Defense
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AC 22, touch 19, flat-footed 15 [-2, -5 with RA]
(Dex +6, Armor +3, size+1, dodge+2), +4 dodge vs movement AoO
hp 4d8+12+6d12+18= 96 [+12] DR 3/-, NL 6/-, Resist Fire 2
Fort +9, Ref +12, Will +3[5] +4 vs fear (swash.)
CMD 16
Piranha Strike "PS" -3attack/+6damage, Reckless Abandon "RA" -3AC/+3attack
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Offense
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Speed 40'
Base Atk +9/4;
+1 Furious Vicious Armor Spikes +15[17]/10[12] 1d6+6[8] x2
w/ PS +12[14]/7[9] 1d6+9[12]
w/ [RA] +19/11 3d6+13 +1d6 to self +3 Str or Dex damage
Sneak Attack 2d6, +1 trait bonus to attack if I am alone vs a target larger than me
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Statistics
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Str 8, Dex 22, Con 14, Int 14, Wis 12, Cha 6
Base Atk +9/4; CMB 3[5] ; CMD 15[17]
Feats:
Roll With It
Weapon Finesse (b)
Skill Focus: Acrobatics (+6)
Pirannah strike (-3/+6)
Dodge
Mobility
Canny Tumble: When you use Acrobatics to move through an opponent’s threatened area or space without provoking an attack of opportunity from that opponent, you gain a +2 circumstance bonus on your next melee attack roll against that opponent and that opponent is denied its Dexterity bonus to AC, as long as you make that attack before the start of your next turn.

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Skills: *=Bonus Knowledge skills
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Acrobatics +39 (10rank,6dex,3class,4race,6feat,4morale[arch],1trait,5comp)
Climb+7 (1rank,-1str,3class,4race)
Disable Device +19 (10rank,6dex,3class)
Escape Artist +19 (10rank,6dex,3class)
Know:Dun +10 (5rank,2int,3class)
Know:local +10 (5rank,2int,3class)
Perception +14 (10rank,1wis,3class)
Profession (cook?) +5 (1rank,1wis,3class)
Profession (theif) +10 (6rank,1wis,3class)
Sense Motive +14 (10rank,1wis,3class)
Slight of Hand +19 (10rank,6dex,3class)
Stealth +28 (10rank,6dex,3class,4size,5comp)
Rogue: (8+2)*4 = 40
Barb: (4+2)*6 v 48
= 88/88
Languages: Common, Goblin, Orc
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Rage Powers (3)/rogue talents (2)
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Talents:
Stand Up = Stand safely as a swift or stand as a free action but provoke AoO's
Umbral Gear Su = make a crowbar, 50 feet of silk rope, a glass cutter, a light melee weapon with which she is proficient, a reversible cloak, thieves’ tools, or a wire saw; the GM may allow other similar items. The rogue can use such items for a number of minutes per day equal to 10 plus her rogue level. This duration does not need to be consecutive, but it must be used in 1-minute increments.
Rage Powers:
Reckless Abandon EX (-3/+3)
While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Energy Resistance (cold): Resist4, Protection from cold (16)
Raging Leaper
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Racial Traits
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Standard Racial Traits
Ability Score Racial Traits: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
Type: Goblins are humanoids with the goblinoid subtype.
Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Tree Runner: In trackless rain forests and marshes, it can be difficult to find dry ground to build on. goblin tribes living in such areas have learned to live in the treetops. These goblins gain a +4 racial bonus on Acrobatics and Climb checks. This racial trait replaces skilled.
Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)
Senses Racial Traits
Darkvision: Goblins see perfectly in the dark up to 60 feet.
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Class Features
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Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Martial Training (Ex) (armor spikes)
At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times.
This ability replaces trapfinding.
Daring (Ex)
At 3rd level, a swashbuckler gains a +1 morale bonus on Acrobatics checks and saving throws against fear. This bonus increases by +1 for every 3 levels beyond 3rd.
This ability replaces trap sense.
Finesse Training (Ex) Armor Spikes
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Fast Movement (Ex)
A barbarian's base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's base speed.
Rage (Ex) 19 rds/day
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Invulnerability (Ex) (DR 3/-)
At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.
This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Extreme Endurance (Ex) (heat, fire2)
At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
This ability replaces trap sense.
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Equipment
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Needed:
(62k)
+1 Arrow Deflecting Buckler (9155)
+1 FuriousVicious Armor Spikes(18,000)
Ring of Feral Action (3000): Ignore Staggered 5/day
Boots of the Cat (1000): Always take minimum damage from falling, always land on your feet

Story:Stickymitts has a problem. He likes things. Shiney things. They call to him, they glint at him! How is he supposed to resist when all that niceness is just one grab away! Then people get all offended because a goblin is "stealing their stuff"! Well how do they know that their stuff wanted to be with them in the first place, huh? HUH?
Well, Sticky learned very early that the best way to not get hurt when people swatted at you when you get caught with your hand up their shirt is to just go with the blow. Sticky is a master of getting hit and walking it off. One time a full blooded orc lady back handed him so hard the surrounding people gasped. Sticky flew across the street and into a shop window, suffering only minor cuts. He skipped out of the shop with suspiciously bulgy pockets and gave her a smile. Then ran for his life.
Sticky was "recruited" by the military soon after that as a kind of disruptive influencer. The command of the army thought that Sticky could be directed at a foe's line and create a gap for the real soldiers. They were right.
In his first battle sticky donned a suit of spiked leather and rolled out on the battle field without a care in the world. He was summarily clobbered by a polearm. He took the hit, rolled a few feet, then charged in on the surprised man and put one of those spikes straight through his shin. The attention of the enemy line was completely disrupted. Sticky had earned his keep. For once.