Goblin

TukTuk of the Red Hand's page

11 posts. Organized Play character for Sethran.


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Nomad Goblin Barbarian (Spirit Totem) /1 HP: 16 /20 | TEMPS: 3/3 AC: 16[15] TAC: 14[13] | F:+4, R:+3, W:+2 | Perc: +1 Speed 20ft | Darkvision | Resonance] 2/2 | Active Conditions: Rage: 3/3.

Looking around what the humans call a 'barber shop' TukTuk is mesmerised as the mountain of a man gets a cut without much seeming to change on their facial features. Being a goblin, TukTuk isn't well blessed in the head follicles department but they are intrigued. As the woman kicks the little child, the Goblin starts and scowls, remembering their own harsh treatment as a slave.

Deciding to hod their tongue they wait till the group is alone with the boy.

"So these Barbers of the Bloody cut hair and wash it with blood?" they ask innocently.

perception: 1d20 + 1 ⇒ (4) + 1 = 5


Nomad Goblin Barbarian (Spirit Totem) /1 HP: 16 /20 | TEMPS: 3/3 AC: 16[15] TAC: 14[13] | F:+4, R:+3, W:+2 | Perc: +1 Speed 20ft | Darkvision | Resonance] 2/2 | Active Conditions: Rage: 3/3.

With a big grin, TukTuk shakes the 'helpful' citizen's hand, whether they want it or not and thanks them. "TukTuk of the RedHand is eternally in debt to you Longshanks!" says the Goblin, a little too loudly for pleasant company.

Returning back to the group at the Grand Lodge and lets them know what they found. "So, let us go rob a painting!" they suggest helpfully, before realising what everyone had found. "Kidding! TukTuk of the Redhand will go to the docks!"


Nomad Goblin Barbarian (Spirit Totem) /1 HP: 16 /20 | TEMPS: 3/3 AC: 16[15] TAC: 14[13] | F:+4, R:+3, W:+2 | Perc: +1 Speed 20ft | Darkvision | Resonance] 2/2 | Active Conditions: Rage: 3/3.

TukTuk leaves the sewers with a grin, and kicks a few of the downed Kobolds for good measure. The grin never leaves their face as they stand in the Venture Captain's office the next day, he had scrubbed the worst of the muck from them but their armour still had the distinctive smell of the sewer. Their left hand, stained red ruffles their own lank hair as they ask the Venture-Captain a question.

"Bloody Barber...TukTuk of the Redhand what's a barber?"

regardless of the answer, they think about what they know and go off to ask fellow would-be agents. Unfortunately, their methods are atad crude.

Intimidation: 1d20 + 3 ⇒ (19) + 3 = 22


Nomad Goblin Barbarian (Spirit Totem) /1 HP: 16 /20 | TEMPS: 3/3 AC: 16[15] TAC: 14[13] | F:+4, R:+3, W:+2 | Perc: +1 Speed 20ft | Darkvision | Resonance] 2/2 | Active Conditions: Rage: 3/3.

Ducking below the clumsily swung pick of the Kobold, TukTuk sneers and sticks out their tongue, only t be struck by a unerring force arrow from a sorcerer. Spitting, TukTuk rolls their shoulders before drawing their Horsechopper and letting out a blood-curdling roar.

"TUKTUK OF THE RED HAND KILL!"

The Goblin the strikes out at the red Kobold.

1st action: Draw weapon, 2nd: Rage, 3rd:Attack Red

Horsechopper: 1d20 + 4 ⇒ (15) + 4 = 19 for damage, Slashing: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8


Nomad Goblin Barbarian (Spirit Totem) /1 HP: 16 /20 | TEMPS: 3/3 AC: 16[15] TAC: 14[13] | F:+4, R:+3, W:+2 | Perc: +1 Speed 20ft | Darkvision | Resonance] 2/2 | Active Conditions: Rage: 3/3.

Hearing voices of surprised foes, TukTuk grins in glee and darts down the sewer tunnel until they reach the end of the intersection. Pressing themselves flat against the wall, TukTuk peers round the corner to get a better look at the smelly dragon things in the sewer.

"TukTuk of the Red Hand Kill!" they bellow down the tunnel.

Two actions to move and then one action to use ' take cover'

Take cover:
You press yourself against a wall or duck behind an obstacle to take better advantage of cover (see Cover on page 314). If you would gain a +2 circumstance bonus to AC and Reflex saves
due to cover, you instead gain a +4 circumstance bonus to AC
and Reflex saves from the cover while you’re taking cover.
Otherwise, you gain the normal benefits of cover. This lasts until
you move from your current space, use an attack action, become unconscious, or end this effect as a free action triggered by the
start or end of your turn.


Nomad Goblin Barbarian (Spirit Totem) /1 HP: 16 /20 | TEMPS: 3/3 AC: 16[15] TAC: 14[13] | F:+4, R:+3, W:+2 | Perc: +1 Speed 20ft | Darkvision | Resonance] 2/2 | Active Conditions: Rage: 3/3.

"Ooh, you can smash them that easy? Good big man!"

TukTuk thinks about sneaking but moves awkwardly through the sewer, their armour and weapons making it difficult to keep their footing light. Drawing their horsechopper, he grips it tightly and keeps their eyes peeled.

TukTuk will search

Perception: 1d20 + 1 ⇒ (15) + 1 = 16


Nomad Goblin Barbarian (Spirit Totem) /1 HP: 16 /20 | TEMPS: 3/3 AC: 16[15] TAC: 14[13] | F:+4, R:+3, W:+2 | Perc: +1 Speed 20ft | Darkvision | Resonance] 2/2 | Active Conditions: Rage: 3/3.

TukTuk looks down at the sewage, about to hop in when they realise it might drown them, instead the push their way towards the front of the travelling group, keeping an eye out.

TukTuk will go for the front or second position and is indeed searching


Nomad Goblin Barbarian (Spirit Totem) /1 HP: 16 /20 | TEMPS: 3/3 AC: 16[15] TAC: 14[13] | F:+4, R:+3, W:+2 | Perc: +1 Speed 20ft | Darkvision | Resonance] 2/2 | Active Conditions: Rage: 3/3.

TukTuk swells their chest as the Kobold chieftain mentions the hated Dragon Sharks, but then deflates slightly as the realisation dawns that it is just orher Kobolds and not some mythical beast. ”Oh, right. I wanted a Dragon Shark cloak...” they sigh, pouting.

Setting off after the Big man and the trapmaster, taking the higher ground where possible to be taller than Mellikim, TukTuk keeps their eyes sharp, their natural dark-sight piercing the gloom.

society: 1d20 - 1 ⇒ (2) - 1 = 1

”TukTuk of the Red hand don’t know nothing!”

perception: 1d20 + 1 ⇒ (15) + 1 = 16


Nomad Goblin Barbarian (Spirit Totem) /1 HP: 16 /20 | TEMPS: 3/3 AC: 16[15] TAC: 14[13] | F:+4, R:+3, W:+2 | Perc: +1 Speed 20ft | Darkvision | Resonance] 2/2 | Active Conditions: Rage: 3/3.

As we left

Shrugging as the Gnome makes the decision for allies and happily strides towards the indicated sewer grate, falling in step with the lightly armoured Gnome and straightening up to try and seem taller. ”So, what are we doing?” TukTuk asks absent mindedly.

In the Sewers

Relishing the dark and damp place, TukTuk grins up at the Kobold chieftain, standing proud and trying to look tough. They listen to the speech given by Engashez and nod along, as if listening. Finally when they finish, the Goblin claps their hands.

”A Dragon shark? Cool! Wait what’s a dragon shark?” they ask enthusiastically at Galondor.


Nomad Goblin Barbarian (Spirit Totem) /1 HP: 16 /20 | TEMPS: 3/3 AC: 16[15] TAC: 14[13] | F:+4, R:+3, W:+2 | Perc: +1 Speed 20ft | Darkvision | Resonance] 2/2 | Active Conditions: Rage: 3/3.

Standing next to the towering Half-Orc, a powerfully built goblin holds themselves in flattering mimicry of the brutish looking warrior. They wear battered scalemail over ill-fitting clothing, with heavy linen wraps over the wrists neck and ankles, clearly hiding something. Across their back is a halberd made from junk with a wicked edge and a thick tree limb reinforced with iron.

Their right hand seems to be stained a dark red,which has also discoloured the grips of their weapons.

"TukTuk of the Red Hand sides with the big man!" the Goblin states with a grin up at Galondor. "Fight now, who needs allies with TukTuk of the Red Hand and Big man!"


TukTuk of the Red Hand is a poor abused soul *audience is meant to say ‘awww’*. They were caught in Katapesh by slave traders who thought the prospect of a muscular Goblin slave an interesting commodity. TukTuk was chained in Absalom’s Slaver’s row during the ‘Siege of fiends’ around a year ago, meaning a fortunate by product of the Siege master’s decree meant they were free from captivity as long as they fought for the city.

TukTuk hails from a shamanic tribe that worships the Lady of Graves (albeit a little smaller than usually depicted) and fought the Undead gladly, earning their freedom. TukTuk is now loyal to the city of Absalom and spends much of their time trying to harass the guard’s known as the ‘Muckruckers’ to let them join. So far they haven’t been quite successful.

Stats are on a word doc, will input them when i manage to get on my computer next. Spirit Totem Barbarian, with the Nomad background