Goblin

Stone the Dwarf's page

28 posts. Alias of Gobo Horde.


Race

Skills:
+11 Acro, +5 Climb, +11 DD, +11 Fly, +11 Percep, +3 Perform (Strip Dancing), +8 Prof (Soldier), -1 Sense Motive, +10 Stealth

Gender

Vitals: Hp 37/37. AC 26, T 15, FF +23, Fort +5, Ref +7, Will +2 (+2 vs spells and SLAs, Evasion, Stalwart, Fort, DR 2-), Percept +11, Darkvision 60ft, Initiative +6, Stealth +9, Sense Motive -1

About Stone the Dwarf

Stone
Stone Goblin Aegis 3
NG Small Humanoid (Goblin) Initiative +6 Senses Darkvision 60ft Perception +11
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Defenses
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AC 26, Touch 15, Flat Footed 23 (+3 dex, +11 armor, +1 size, +1 Defender, +2 distraction, +1 Improvised, -1 ACP)
hp 37/37 (3d10+7)
Fort +5 Ref +7 Will +2
Special Defenses Evasion/Stalwart, Fortification, Uncanny Dodge, Hide in Plain Sight, Invigorating Suit, Acid Resist 5 (armor), DR 2/-, +5 vs poison and disease, Duergar Immunities (immune to paralysis, phantasms, and poison. +2 against spells and SLAs) (+7 vs poison, +5 vs disease total)
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Offenses
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Speed 30ft (40ft)
Melee Boulder Helmet +3 (1d4/x2)
Heavy Crossbow +4 (1d8 19/20/x2) blocking, deadly, brace, distracting, disarm, double
Heavy Crossbow +2/+2 (1d8 19/20/x2) blocking, deadly, brace, distracting, disarm, double
Ranged Heavy Crossbow +10 (2d6+3 19-20/x2) 120ft range, blocking, deadly
Heavy Crossbow +6/+6 (2d6+3 19-20/x2) doubleshot, 120ft range, blocking, deadly
Modifiers +3/+0 BAB, +0/+0 Str, +6/+0 Dex, +1/+0 Mwk, -2/+0 TWF (normal), -4/+0 TWF (doubleshot), +0/+3 Heavy Crossbow, +1/+1 Point-Blank Shot, +0/+2 Oppertune Strike
Reloading 10 bolt cartridge, reload bolt is a free action, changing cartridges is a full-round action, refilling cartridges take 1 minute.
Magical Effects
Psionically Focused, 6 PP, Powerful Build
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Statistics
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Str 10, Dex 22, Con 14, Int 14, Wis 8, Cha 8
BAB +3 CMB +3 CMD +19 (+1 against Trip)

Feats Improved Unarmed Strike (bonus), Two-Weapon Fighting, Point-Blank Shot
Customization Points (2/5) Evasion (bonus), Speed (bonus), Speed (bonus), Nimble (bonus), Fortification, Powerful Build, Stalwart
Traits Floppy Ears, Advantageous Distraction, Armor Master, Big Boned, Defender of the Society, Improvised Defence
Racial Traits Oversized Ears, Duargar Immunities

Skills 7x level
Acrobatics +11 (2 Ranks, +3 CS, +6 Dex, -1 ACP)
Climb +5 (2 Ranks, +3 CS, +0 Str)#)
Disable Device +11 (3 Ranks, +3 CS, +6 Dex, -1 ACP)
Fly +11 (3 Ranks, +3 CS, +6 Dex, -1 ACP)
Knowledge +3 (0 Ranks, +1 Lore, +2 Int)
Perception +11 (3 Ranks, +3 CS, +4 Racial, +2 Trait, -1 Wis)
Perform (Stripdancing) +3 (2 Ranks, +3 CS, -1 Wis, -1 ACP)
Profession (Soldier) +8 (3 Ranks, +3 CS, +2 Mwt, +0 Int)
Sense Motive -1 (0 Ranks, -1 Wis)
Stealth +10 (2 Ranks, +1 Size, +6 Dex, -1 ACP)

Languages Common, Dwarven, Goblin
Other Gear *Mwk Spirit Dwarf Military Heavy Crossbow, *M.D.G.F.F Heavy Regalia, Muleback Chords
*10 bolt Ammo Cartridge x4,
*Soldiers Uniform (with Regalia Device patterned all over), Steel Clad Boots (fire resistant with cleats), **Billow Cape (with Regalia Device on back), Adventurers sash?, *Mwk Backpack, *Waterproof Bag (with miniture Regalia ya de da de da...), *Waterskin, *Bedroll, *Blanket, *Compass, Steel Mirror, Silk Rope (x2), Signal Whistle, Dog Whistle, *Waterproof Bullseye Lanturn, Sack (x2), Flint and Steel, *Dwarven Trail Rations (x4)
(all things with a * are marked with the Regalia Device patterned somewhere distinct over it)
1496gp

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TRACKED RESOURCES
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Advantageous Distraction (1/1)
Assassinate (3/3)
Psionic Focus (1/1)
Reconfigure (1/1)
Rope (100ft)
Rations (3)

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Special Abilities
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Advantageous Distraction 1/day as a swift action gain +2 Dodge bonus to AC.
Armor Master -1 ACP.
Assassinate 3/day study a target as a standard action then make an Oppertune Strike. Target dies or is helpless for 1d6+10 rounds (DC 21 (melee) or 17 (ranged) Fort negates and immune for 24 hours). If used during the surprise round you may make a stealth check opposed by everyones perception check to remain undetected. You may spend 2 uses to do so without studying the target and may hold the charge for 3 rounds.
Astral Repair standard action to repair an object of 2hp. Negates broken condition if above half hp.
Big Boned +1 CMB to overrun, +1 CMD against trip.
Craftsman +1 to Craft ().
Customizations
Evasion grants evasion.
Fortification 25% chance to negate critical hits and sneak attacks.
Improvised Defense +1 shield bonus to AC when using an improvised weapon. Lose the bonus when you attack.
Nimble +2 Dex.
Powerful Build count as one size larger for CMB and CMD and can wield Medium weapons.
Speed +10 base land speed.
Stalwart on a successful will or fort save, negate the effect if it would allow a partial effect.
Damage Reduction gain DR 2/-
Defender of the Society +1 AC when wearing medium or heavy armor.
Duergar Immunities immune to paralysis, phantasms, and poison. +2 against spells and SLAs.
Dwarven Weapon Familiarity treat all weapons with the word Dwarf in their name as martial weapons.
Invigorating Suit +4 to the following skill checks and saves;
Swim checks made from exhaustion. Con checks: to run, forced march, hold breath, starvation or thirst. Fort from hot or cold environments, suffocation.
Lore +1 (1/2 level) to all Knowledge checks and can make them untrained. If trained, can take 10.
Murderous Training +5 saves vs poison and disease. +5 to Slight of Hand and can nake it untrained. Opponets frisking Stone do not get a bonus. Can use Stealth while being observed (hide in plain sight).
Oppertune Strike "Sneak Attack for 2 damage." if opponet is flanked, has a detramental effect, or denied their Dex bonus to AC take +2 damage.
Oversized Ears +4 to Perception.
Poison Use cannot accidentally poison himself.
Proficency gain Imp Unarmed Strike as a bonus feat. Proficent with all improvised weapons, you count as having Catch Off Guard and Throw Anything in regards to prerequesites. After you use a weapon that you are not proficent with, the penalty is reduced by 2. The penalty for using improvised tools/skills is reduced by 2.
Psychoactive Suit counts as a psychoactive skin. Grants him the nimble, speed and evasion customizations for free.
Reconfigure Can change 2 customizations as a standard action 1/day.
Spirit Dwarf Military heavy crossbow Mwk Ironwood/Darkwood Composite, repairs at 2hps per day (half if broken), hardness 10, hps 10
Ranged: 120ft, Blocking, Deadly. 40ft range underwater.
Melee: Blocking, Deadly, Brace, Distracting, Disarm, treated as a 2-handed double weapon.
Uncanny Dodge cannot be caught flat-footed.

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Encumbrance 139.5lb
Light 76lb, Medium 153lb, Heavy 230lb
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