About ZakzakName: Zakzak
Level: 3
Max HP: 39
Background:
Growing up on the streets of Absalom, Zakzak was raised on stories of the heroic goblins of the Crookedtoes tribe. Zakzak relentlessly pestered anyone who might tell him more about those fabled goblins who bravely battled the undead hordes of the Whispering Tyrant. These goblins rescued the hapless humans of Lastwall and escorting them to Absalom, where the humans gratefully rewarded the goblins by giving them the glorious Puddles district, a region of the city already filled with sturdy houses and even a castle for the goblins and their newly proclaimed king. Surrounded by such stories of goblin glory, Zakzak pushed himself constantly, crafting a firearm of unparalleled might in the form of his flingflenser, forged from scraps he scrounged himself from Absalom’s back alleys. But even a mighty goblin with an even-mightier weapon needs an adventure before he can make his name. Hearing the stories of the gunslingers of Alkenstar, Zakzak boarded a ship for the port of Quantium, hoping to find passage from there on to Alkenstar. During the journey, Zakzak made an unlikely friend: an elven sniper named Zindarel. Despite the Jinin elf’s best efforts to discourage the goblin, Zakzak knew a loner in need of a friend if ever he saw one. By the time their ship reached port the two had forged a bond that Zakzak knew was a lifelong friendship and that Zindarel found surprisingly tolerable. Together, the two traveled on to Alkenstar in search of adventure and opportunity
Ability Scores:
Str: 12 (+1) Dex: 18 (+4) Con: 14 (+2) Int: 10 (+0) Wis: 10 (+0) Cha: 14 (+2) Saving Throws:
Perception: expert +7 Fortitude: expert +9 Reflex: expert +11 Will: expert +7 Feats:
Goblin Weapon Familiarity: Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp. You are trained with the dogslicer and horsechopper. In addition, you gain access to all uncommon goblin weapons. For the purpose of determining your proficiency, martial goblin weapons are simple weapons and advanced goblin weapons are martial weapons. Blast Lock ◆: Sometimes taking the shortest distance between two points involves removing an obstacle or two. You shoot your firearm at a lock within 10 feet. Make an attack roll against the DC required to Pick the Lock. Risky Reload ◆: You've practiced a technique for rapidly reloading your firearm, but attempting to use this technique is a dangerous gamble with your firearm's functionality. Interact to reload a firearm, then make a Strike with that firearm. If the Strike fails, the firearm misfires. Toughness: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. Cat Fall: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. Crafter's Appraisal: Your knowledge of items' construction allows you to discern their magical effects as well. You can use Crafting instead of a skill associated with a magic tradition to Identify Magic on magic items, though not on any other sorts of magic.
Abilities:
Raconteur's Reload ◆: Your rapid or forceful words draw the enemy's attention away from your hands long enough to chamber another bullet. Interact to reload and then attempt a Deception check to Create a Diversion or an Intimidation check to Demoralize. Singular Expertise: You have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows. Ten Paces ◇:
Stubborn: You don't like being told what to do, and you don't give up. Your proficiency rank for Will saves increases to expert. When you fail, but don't critically fail, a Will save against an effect that would give you the controlled condition, you can attempt a second save against the effect at the start of your next turn. On a successful second save, the controlled condition ends, though any other effects remain. As normal, failing this second save doesn't allow you to attempt a third save on the subsequent turn.
Skills:
Acrobatics: +9 (Dex) trained Arcana: +0 (Int) untrained Athletics: +1 (Str) untrained Crafting: +5 (Int) trained Deception: +7 (Cha) trained Diplomacy: +2 (Cha) untrained Intimidation: +9 (Cha) expert Lore: +0 (Int) untrained Engineering Lore: +5 (Int) trained Medicine: +0 (Wis) untrained Nature: +0 (Wis) untrained Occultism: +0 (Int) untrained Performance: +2 (Cha) untrained Religion: +0 (Wis) untrained Society: +0 (Int) untrained Stealth: +9 (Dex) trained Survival: +0 (Wis) untrained Thievery: +4 (Dex) untrained Attacks:
Simple Firearms and Crossbows: expert +8, +11 finesse/ranged Martial Firearms and Crossbows: expert +8, +11 finesse/ranged
Spoon Gun Traits
Modular B, P, or S: The weapon has multiple configurations that you can switch between using an Interact action. Typically, switching between configurations of a modular weapon allows it to deal different types of damage (listed in the trait, such as “modular B, P, or S”), though it’s possible for a modular weapon’s description to list more complicated configurations. Scatter 5 ft.: This weapon fires a cluster of pellets in a wide spray. Scatter always has an area listed with it, indicating the radius of the spray. On a hit, the primary target of attacks with a scatter weapon take the listed damage, and the target and all other creatures within the listed radius around it take 1 point of splash damage per weapon damage die. Advanced Firearms and Crossbows: trained +6, +9 finesse/ranged Simple Weapons: trained +6, +9 finesse/ranged Martial Weapons: trained +6, +9 finesse/ranged Unarmed Attacks: trained +6, +9 finesse/ranged
Defenses:
Equipment:
+1 Spoon Gun - Worn Firearm Cleaning Kit - Worn Grappling Hook - Worn Healing Potion (Minor) (2) - Worn Feather Token (Holly Bush) (2) - Worn Leather Armor - Worn Rope (50ft) - Worn Cheap Cutlery (20 shots) - Worn Hand Cannon - Worn Healing Potion (Minor?/Lesser?) - Worn
Cash Left: 13 gp, 9sp - Worn
Botting Instructions:
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