Tindertwig&Dirtbag's page

425 posts. Alias of Dorian 'Grey'.

Full Name

Tindertwig & Dirtbag


Goblin & Lucky Toad


Ranger [Trapper] 1 Ac 20(18 w/o shield) Hp 12/10 Init +7 Fort +4 Ref +7 Will +3 Perception +11(+3 traps)







Special Abilities







Goblin, common

Strength 12
Dexterity 20
Constitution 14
Intelligence 8
Wisdom 16
Charisma 8

About Tindertwig&Dirtbag

Tindertwig & Dirtbag

Tindertwig is a sneaky, curious, big-eared Goblin. His Lucky Toad--Dirtbag--is his personal adviser as he talks to Dirtbag constantly. Tindertwig dresses in all browns and greens to help blend into his forest surroundings. He despises being bored and he constantly tries to entertain himself ( & Dirtbag)! He is 3'2 36 lbs with a solid, but wiry frame. He likes to sneak up on his prey and shoot them from behind--of course. He is also fond of new things and he isn't afraid of using 'experimental' gadgets.

Male goblin Ranger [trapper] 1
CN Medium humanoid (goblinoid)
Init +7; Senses Perception +11(+3 traps); darkvision 60'
AC 20, touch 15, flat-footed 15 (+2 armor, +2 shield, +1 size, +0 deflection, +5 Dex, +0 natural, +0 dodge)
hp 12 (1d10+2)
Fort +4, Ref +7, Will +3

Speed 30 ft.
Melee: dogslicer +7(1d4+1/19-20 x2); crowbar +8(1d4+1/x2)
Ranged shortbow, composite(str+1) +7(1d4+1/x3 ) 20/

Special Attacks
Special Abilities
Favored Enemy (longshanks)

. . .....

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hvy wood shield

Str 12, Dex 20, Con 14, Int 8, Wis 16, Cha 8
Base Atk +1; CMB +1; CMD 15
Feats weapon finesse
Skills The Ranger's class skills are Climb (Str)+5(1), Craft (Int) traps +3(1), Disable device (Dex) +12(1)(+1 traps), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis) +11(1) (+3 traps), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex)+13(1), Survival (Wis)+7(1), and Swim (Str).

Skill Points at each Level 6+Int modifier
Trait: excitable, Kobold's Neighbor, rough and ready
Languages Common, goblin
Favored Class: +1 skill rank x1
Other Gear
Thieves tools(mw)
Rogues kit
Tracked Resources

Wealth 300/0 gp

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.
Darkvision: Goblins see perfectly in the dark up to 60 feet
Over-Sized Ears While goblins' ears are never dainty, these goblins have freakishly large ears capable of picking up even the smallest sounds. Goblins with this racial trait gain a +4 bonus on Perception checks. This racial trait replaces skilled

A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills.

A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps
favored enemy-Longshanks
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
wild empathy
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Combat Style Feat (Ex)
At 2nd level, a ranger must select one combat style to pursue.

The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

A ranger gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex)
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Weapon Finesse

Excitable [Link]

Source Gnomes of Golarion pg. 14 (Amazon)
Requirement(s) Gnome
You demand that everything must happen right now, no matter what, and are too impatient to wait for everyone else to catch up. You finish people’s sentences, blurt out the punch lines to slowly-told jokes, rarely make plans, and leap headlong into anything that looks like it might get interesting. While this has sometimes gotten you in trouble, it’s also trained you to start moving a split second before everyone else, and that’s saved your hide a few times as well. You gain a +2 trait bonus on all Initiative checks.

Kobold's Neighbor

Source Andoran, Spirit of Liberty pg. 9 (Amazon)
Requirement(s) Andoran
You grew up in wilderness where kobolds make their homes. You learned early on how to find traps before they find you, how to disable them, and when you should just walk away. You gain a +2 trait bonus to Perception checks to discover traps and a +1 trait bonus to Disable Device checks.

Rough and Ready [Link]

Source Adventurer's Armory pg. 31 (Amazon)
Your intense familiarity with the tools of your trade allows you to use them in combat as if they were actual weapons and makes them more effective for that purpose than they would normally be. When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack. This trait is commonly used with shovels, picks, blacksmith hammers, and other sturdy tools—lutes and brooms make terribly fragile weapons.

Attached-Dirtbag(Lucky Toad)
You have a strong emotional attachment to a person or object that you’re terrified of losing.

Effect: The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback

Source Ultimate Equipment pg. 9 (Amazon), PRPG Core Rulebook pg. 151 (Amazon)
Cost 10 gp Weight 15 lbs.
Armor Bonus +2; Max Dex Bonus +6; Armor Check Penalty 0
Arcane Spell Failure Chance 10%; Speed 30 ft./20 ft.
Leather armor is made up of multiple overlapping pieces of leather, boiled to increase their natural toughness and then deliberately stitched together. Although not as sturdy as metal armor, the flexibility it allows wearers makes it among the most widely used types of armor.

Heavy wooden
Source Ultimate Equipment pg. 9 (Amazon), PRPG Core Rulebook pg. 151 (Amazon)
Cost 7 gp Weight 10 lbs.
Armor Bonus +2; Max Dex Bonus —; Armor Check Penalty -2
Arcane Spell Failure Chance 15%; Speed —/—
A heavy wooden shield is essentially the same as a heavy steel shield, except that it responds differently to some spells and effects (such as rusting grasp). A druid can use a heavy wooden shield, but not a heavy steel shield.

Source Ultimate Equipment pg. 18 (Amazon), Rise of the Runelords Player's Guide pg. 11 (Amazon), Pathfinder Campaign Setting pg. 209 (Amazon), Inner Sea World Guide pg. 290 (Amazon), Adventurer's Armory pg. 0 (Amazon), Advanced Race Guide pg. 1 (Amazon)
Cost 8 gp Weight 1 lb.
Damage 1d4 (small), 1d6 (medium); Critical 19-20/x2; Range —; Type S; Special fragile
This short, curved blade was created by goblins, who often drill numerous holes into it in an attempt to reduce its weight. Most dogslicers are sized for Small creatures.

Shortbow, comp. (Str +1)
Source Ranged Tactics Toolbox pg. 0 (Amazon), Ultimate Equipment pg. 19 (Amazon), PRPG Core Rulebook pg. 143 (Amazon)
Cost 30 gp Weight 2 lbs.
Damage 1d4 (small), 1d6 (medium); Critical x3; Range 60 ft.; Type P; Special —
A shortbow is made up of one piece of wood about 3 feet in length. You need two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow, but not a regular shortbow. A shortbow fires arrows.
arrows 20/

Rogue's kit
Source Ultimate Equipment pg. 57 (Amazon)
Price 50 gp; Weight 37 lbs.
Category Kits
This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.

Source Ultimate Equipment pg. 56 (Amazon), PRPG Core Rulebook pg. 158 (Amazon)
Price 2 gp; Weight 5 lbs.
Category Adventuring Gear
This versatile tool is designed to help pry open whatever the user desires. A crowbar grants a +2 circumstance bonus on Strength checks made to force open a door or chest. If it is used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.

Trap junk:
you pick up two bags of caltrops, a bag of crushed glass, a bag of marbles, and about enough parts to make a trap or two.