Chuffy Lickwound

Zakgrob Quickblade's page

39 posts. Alias of ignuspyre.


Full Name

Zakgrob Quickblade

Race

Goblin

Classes/Levels

Unchained Rogue (Knife Master,Scout) 1 | HP 11/11 | AC 18/FF 13/Touch 16 | Init + 6 | Fort +2 | Ref +7 | Will +2 | Darkvision 60' | Perception +7

Gender

Male

Size

Small

Age

14

Alignment

Chaotic Neutral

Deity

Besmara

Languages

Goblin. Common, Polyglot.

Occupation

Pirate! No, wait, thief! Ah, wait, COOK!

Strength 8
Dexterity 20
Constitution 14
Intelligence 10
Wisdom 14
Charisma 8

About Zakgrob Quickblade

CHARACTER SHEET:

Name: Zakgrob Quickblade
Race: Goblin
Class: Rogue (Unchained) 1
Archetypes: Knife Master/Scout
Deity: Besmara
Favored Class: Rogue
Alignment: Chaotic Neutral
Ht/Wt: 3'/34 lbs.
Hair/Eyes: Black/Red
Age/Gender: 14/Male

STR: 08 (-1)
DEX: 20 (+5)
CON: 14 (+2)
INT: 10 (+1)
WIS: 14 (+2)
CHA: 08 (-1)

BAB: +0
CMB: -2
CMD: 13

FORT: +0(2)
RFLX: +2(7)
WILL: +0(2)

Armor Class: 18
Flat-Footed: 13
Touch Armor: 16

Hit Points: 11
Initiative: +6
Base Speed: 30ft

Light Load : 19.5 lbs. (22.5 lbs. w/backpack)
Medium Load: 39.75 lbs. (45 lbs. w/backpack)
Heavy Load : 60 lbs. (67.5 lbs. w/backpack)
Overhead : 120 lbs. (135 lbs. w/backpack)
Push/Drag : 300 lbs. (337.5 lbs. w/backpack)

RACIAL FEATURES
+4 Dexterity, –2 Strength, –2 Charisma: Goblins are fast, but weak and unpleasant to be around.
Goblinoid: Goblins are humanoids with the goblinoid subtype.
Small: Goblins are Small creatures and 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.
Fast: Goblins are fast for their size, and have a base speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
Skilled: +4 racial bonus on Ride and Stealth checks.

CLASS FEATURES
Finesse Training
Hidden Blade
Sneak Stab (+1d8/+1d4)

SKILLS
Acrobatics (Dex): 1(9)
Appraise (Int): 0(2)
Bluff (Wis): 1(6)
Climb (Str): 1(3)
Craft (Int): --
Diplomacy (Cha): 0(-1)
Disable Device (Dex): --
Disguise (Cha): --
Escape Artist (Dex): 0(5)
Intimidate (Cha): 0
Knowledge (dungeoneering) (Int): --
Knowledge (local) (Int): 1(4)
Linguistics (Int): --
Perception (Wis): 1(7)
Perform (Cha): --
Profession (cook) (Wis): 1(6)
Profession (sailor) (Wis): 1(7)
Sense Motive (Wis): 1(6)
Sleight of Hand (Dex): 1(9)
Stealth (Dex): 1(17)
Swim (Str): 1(3)
Use Magic Device (Cha): --

LANGUAGES
Goblin. Common, Polyglot.

FEATS
Level 1: Quick Draw
Class 1: Weapon Finesse

TRAITS

Campaign Trait: Besmara’s Blessing
You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon.
You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
You came to a tavern in Port Peril called the Formidably Maid in search of your fate. You’re not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all...

Trait 2: Bloody-Minded (Combat)
You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks.

Trait 3: Cunning Liar (Region)
Requirement(s) Any City
You were forced into hiding or willingly went on the run at a young age, and learned to reading others’ interests to inform your lies. You can use your Intelligence or Wisdom modifier in place of your Charisma modifier on Bluff checks.

Drawback: Paranoid
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

GEAR (1 gp 6 sp)

Pickpocket's Outfit
-Belt Pouch (1 gp/Wt 0.125 lbs.)

Leather Armor (10 gp/AC +2/Max Dex +6/ACP 0/Wt 7.5 lbs.)

Daggers (2) (8 gp/Dmg 1d3/Crit 19-20,x2/Range 10ft/Type P or S/Wt 1 lb.)
-Wrist Sheath (2) (2 gp/Wt 0.5 lb.)

Light Crossbow (35 gp/Dmg 1d6/Crit 19-20,x2/Range 80ft/Type P/Wt 2 lbs.)
-Quiver of 10 Bolts (1 gp/Wt 0.5 lbs.)

Backpack (Masterwork) (50 gp/Wt 1 lb.)
-Ball (2 in.) (8 cp)
-Chalk (2) (2 cp)
-Flint and Steel (1 gp)
-Hammock (1 sp/Wt 0.75 lbs.)
-Mess Kit (2 sp/Wt 1 lb.)
-Thieves’ Tools (30 gp/Wt 1 lb.)

DESCRIPTION:

Like most of his kind, Zakgrob is short, standing exactly three feet tall, and to put it bluntly is, well, ugly. His beady little eyes are red, and and he has no hair to speak of. His oversized head sits atop a scrawny body, agile but not strong. His skin is a grayish-green in color, and marked with scars, boils, pustules, and other grossness. He has a wicked smile full of jagged teeth and a love of small pointy things. He wears clothing that is mismatched, mis-sized in some places, and colorful (also, easy to hide things in).

PERSONALITY:

Zakgrob is a wily and cunning goblin, but as is common amongst his kind, not very smart. And the thing he is most definitely NOT is charismatic (or handsome). He likes shiny things, and cooking for some reason is a favorite pastime for him. He is not evil, per se, just more that he likes to do things when he thinks of them and doesn't think the consequences through all the time - especially in regards to things that belong to other people. If he wants something more than someone else, why shouldn't he have it? Clearly, he wants it more than them and if they didn't stop him from being able to take it from them, then they shouldn't have had it in the first place. He tends to mix up saying "I" for saying his name or "me". He is also BARELY literate. He likes water and being on boats more than most of his kind, and isn't as keen on fire as they.

BACKGROUND:

Zakgrob was born in the cargo hold of a ship, amidst a small group of goblin stowaways who had been planning a takeover of the ship - for over a week with no headway. Every plan had flaws and no plan could be agreed upon by all. The ship came in to port without a goblin takeover, and Zakgrob was born on a day of celebration to Besmara, a festival in Port Peril that the goblins were able to sneak off in to.

As a goblin, Zakgrob and his kind had to stay hidden in the city much of the time, as many of the inhabitants assumed the worst of goblins and/or tried to kill them. Along with hiding, Zakgrob learned he had to be fast and agile to keep from getting spotted or killed, and to look over his shoulder all the time. Of course, it's only paranoia if they AREN'T out to get you, right?

One of his favorite pastimes growing up was hiding in the rafters of taverns at the docks listening to the pirates and sailors telling their stories once he learned the Common tongue. Many stories were exaggerated, some tellers were too drunk to really tell the tales, but they were all exciting and filled with treasure and killing, which were things Zakgrob liked! So he would sneak some of the ale from patrons too drunk or too asleep to notice, and listen to the tales, wishing it was he on the decks of the ships.

He tried signing up with several ships, one he was laughed off of, the other he was chased off of. Finally, he was accepted on the third ship, where he learned not only how to sail, but got to put his cooking skills to the test. When the ship sailed in to port, he went to the Formidably Maid tavern, proud that he was now a pirate! That drink was really strong, though! He woke up on a ship, he could feel the movement, though he didn't remember boarding one whether as crew or passenger.