The Mighty Wup's page

51 posts. Alias of dien (RPG Superstar 2015 Top 16).

Full Name

Ranger 2


| AC 17, T 13, FF 15, | HP 24 | F +5, R +5, W +2 | CMD 16 | P +6, I +2

About The Mighty Wup

Male Goblin Ranger (Shapeshifter) 2 (Pathfinder RPG Advanced Player's Guide 0)
NG Small humanoid (goblinoid)
Init +2; Senses Low-light Vision; Perception +6
xp 1450 (1350 + 100 (hippos) )
AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 24 (2d10+4)
Fort +5 (+2 circumstance bonus vs. cold weather), Ref +5, Will +2
Speed 20 ft.
Melee 2 claws +6 (1d3+3) and
. . (M) lucerne hammer +6 (1d12+4)
Ranged (M) sling +5 (1d4+3)
Special Attacks favored enemy (reptilian humanoids +2)
Str 17, Dex 14, Con 14, Int 12, Wis 14, Cha 11
Base Atk +2; CMB +4; CMD 16
Feats Aspect of the Beast (Claws of the Beast), Exotic Weapon Proficiency (Early Firearms), Power Attack, Scat Collector (trait)
Skills Climb +7, Handle Animal +4, Intimidate +4, Knowledge (geography) +5, Knowledge (nature) +5, Perception +7, Ride +5, Stealth +10, Survival +7 (+9 to avoid becoming lost when using this), Swim +6;
Draconic, Common
SQ combat styles (natural weapon), track +1, wild empathy +2
Combat Gear potion of cure light wounds, acid (4), alchemical grease (2), alchemist's fire (2); Other Gear masterwork chain shirt, lucerne hammer, sling, sling bullets (20), backpack, masterwork, bedroll, butterfly net, cage (tiny), compass, earplugs, flint & steel, furs, grappling hook, magnet, marbles, powder, silk rope (50 ft.), string or twine, torch, waterskin, 2 gp, 0 sp, 4 cp
Special Abilities
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Low Light Vision)
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Favored Enemy (Reptilian Humanoids +2) (Ex) +2 to rolls vs Favored Enemy (Reptilian Humanoids).
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Perplexing Tenacity Once per day (per Hit Die) any Goblin that fails a Skill Check, Ability Check, Saving Throw, or To Hit roll, can apply a positive modifier to the next similar roll equal to the difference between what was rolled that produced the failure and what was needed to succeed. The decision to apply this modifier may be made after the roll is made.
Mostly Dead Goblins tend to die with alarming regularity, but at the same time, “death” is a state that for Goblins is very different from other races. First, Goblins never stabilize on their own and do not make Constitution Checks to stabilize when reduced to a negative hit point total. Only First Aid, or Healing (Magical or otherwise) of some kind administered to a Goblin with a negative hit point total will stabilize the character. Second, a Goblin that “dies” (reaches a negative hit point total equal to their Constitution Score) is only “Mostly Dead” and can be returned to life by any Magical healing that can return their hit point total to a positive number (if reduced to this “Mostly Dead” condition, there is no possibility of natural healing or recovery and only magical healing will do the job). Finally, a Goblin Dies (really, really dies, dead, like a doornail) if they are reduced to being “Mostly Dead” and stay that way for a number of days equal to one half their Constitution Score (rounded up).
“I was going to do that” Once per day (per Hit Die) any Goblin that witnesses a fellow Goblin (enemy or friend) succeed at a Skill Check, Ability Check, Saving Throw, or To Hit roll, may substitute that roll (exactly the roll, not necessarily the success) for their own roll for a similar attempt if done within one round of witnessing the success.
“Say your Right Words” Goblins have a peculiar gift for rhyme. Once per day (per Hit Die) a Goblin that attempts any Skill Check, Ability Check, Saving Throw, or To Hit roll, and prefaces the attempt with a spoken rhyme, may roll two dice and select from the better roll to determine the results.

WUP-WUP-WUPPY! is the call through the night to strike dread into the hearts of stinky kobolds! And also dogs! Stupid, stupid dogs!

Wuppy is a fierce hunter who is on a search for his 'speared animal', whatever that is. He says it might be a cat or a bird or a snake or a bear, he's not really sure yet, but he'll probably figure it out one of these days.

Wuppy drags around a hammer that is much too big for him, as well as a pack bulging with butterfly nets, string, dragon poo, sticks, little bottles of stuff that goes boom, and anything else he can find.

After one of Wuppy's deaths, he came back with dog-like claws on his fingers. Good Chief Vodde says it's probably something he ate.