Malgrim

Zobmaggle Ronk's page

129 posts. Organized Play character for eleazzaar.


Full Name

Zobmaggle Ronk

Race

Half-Orc "Goblin" Alchemist 2 —

Classes/Levels

HP 16/19 — AC 17, T 12, FF 15 — Fort +5, Ref +5, WIl +2 —Init +4, Perc +5 (+7 hidden objects) — Bombs 5/6 — Extracts 3/3.

Strength 17
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 10
Charisma 8

About Zobmaggle Ronk

CONSUMABLES:

Bombs Per Day 6/6
Extracts Per Day 2/3
Enlarge Person NOT Prepared
Mutagen
STR Mutagen NOT Prepared

Wand of Cure Light Wounds (39/50)

PERSONAL:

Zobmaggle Ronk
Chaotic Good
Male
Race: Half-Orc (Goblin)
Age: Unknown
Deity: Nethys
Height: 6’4’’
Weight: 192 lbs.
Home Region: Irrisen
Faction: Dark Archive

DESCRIPTION:

A hulking half-orc with an oddly round head and an abundant set of large goblin-like teeth notices that you are looking at him. He comes up to you and initiates conversation.

"You notice Zobmaggle is strangely strong and big for goblin? Zobmaggle tell you epic story of Zobmaggle."

Ignoring your polite excuses, he energetically continues.

"Once Zobmaggle ordinary goblin: little and stupid and not civilized. Pathfinders want Zobmaggle and other goblins to tell about shadow lodge. Goblins say will go, Pathfinders take away. You a guard! We kill ice fangs! Bottle gnome give Zobmaggle mutagen. It make Zobmaggle sick. Bleatch!

But slowly Zobmaggle change. After travel done, Zobmaggle think of better tricks. Other goblins can't trick Zobmaggle. Mutagen make Zobmaggle better, smarter.

Zobmaggle must have more! Zobmaggle ask many people. Finally Bottle gnome agree to teach Zobmaggle ALCHEMY. Zobmaggle apprentice, learn very hard, long time. Zobmaggle learn stupid 'Common' talk a little. Zobmaggle learn words and books.

Then Zobmaggle ready, make own mutagens. Zobmaggle grow big and strong!"

The creature crouches down and suddenly stands up, then flexes his impressively thick arms to demonstrate.

"Now Zobmaggle Pathfinder too! Zobmaggle work hard to make better mutagen and get stronger! And bigger! Zobmaggle go on adventures and get much gold.

Story of Zobmaggle ALL done."

DEFENSE:

AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex, -1 Armor Check)
HP 19
Fort +5, Ref +5, Will +2

CMD 16

OFFENSE:

Speed 30 ft.

UNALTERED
Melee
Attack Bonus +4

Greataxe (mwrk) 2H +5 (1d12+4) Crit 3x
Bite after Greataxe ,Full Attack -1 (1d4+1)
Bite Only +4 (1d4+4)

Ranged
Attack Bonus +3
Bomb 20ft +4 — 40ft +2 — 60ft +0 — (1d6+2, splash 3, DC 13)

STRENGTH MUTAGEN
STR 21 (+5)
DEX 14 (+2)
INT 12 (+1)

AC 19, T 12, FF 17

Melee
Attack Bonus +5

GreatAxe (mwrk) 2H +7 (1d12+7)
Bite after Greataxe ,Full Attack +1 (1d8+2)
Claw, Claw, Bite
Claw 2x +6 1d6+5
Bite +6 1d8+5

Ranged
Attack Bonus +3
Bomb 20ft +4 — 40ft +2 — 60ft +0 — (1d6+2, splash 3, DC 13)

CMB +6
CMD 18

ENLARGE PERSON
STR 19 (+4)
DEX 12 (+1)
INT 14 (+2)

AC 15, T 10, FF 14

Melee
Attack Bonus +4

Greataxe (mwrk) 2H +5 (3d6+6) Crit 3x
Bite after Greataxe ,Full Attack -1 (1d6+2)
Bite Only +4 (1d6+6)

Ranged
Attack Bonus +1
Bomb 20ft +2 — 40ft +0 — 60ft -2 — (1d6+2, splash 3, DC 13)

CMB +6
CMD 17

STRENGTH MUTAGEN & ENLARGE PERSON
STR 23 (+6)
DEX 12 (+1)
INT 12 (+1)

AC 17, T 10, FF 16

Melee
Attack Bonus +6

Greataxe (mwrk) 2H +7 (3d6+9) Crit 3x
Bite after Greataxe ,Full Attack +2 (2d6+3)
Claw, Claw, Bite
Claw 2x +6 1d8+6
Bite +6 2d6+6

Ranged
Attack Bonus +1
Bomb 20ft +2 — 40ft +0 — 60ft -2 — (1d6+2, splash 3, DC 13)

CMB +8
CMD 19

Natural Attacks
Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks.
• Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls.
• Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls.
• If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 times the creature’s Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type.

Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their available natural attacks as secondary attacks during that attack, regardless of the attack’s original type.

STATISTICS:

Str 17, Dex 14, Con 14, Int 14, Wis 10, Cha 8

Base Attack +1
CMB +4
CMD 16

Feats
Extra Bombs
Iron Will
Throw Anything

Languages
Abyssal, Infernal, Common, Goblin, Orc

SKILLS:

• Acrobatics +1
• Appraise +8
• Bluff -1
• Climb +2
• Craft (Alchemy) +7 (+9 crafting)
• Diplomacy -1
• Disguise -1
• Escape Artist +1
• Heal +0
• Intimidate -1
• Knowledge Arcana and Nature +6
• Linguistics +3
• Perception +5 (+7 hidden objects, determins spoiled)
• Perform -1
• Ride +1
• Sense Motive +0
• Spellcraft +6
• Stealth +1
• Survival +4
• Swim +2
• Use Magic Device +7

Armor Check Penalty -1 (included above)

GEAR:

Purchase History: http://tinyurl.com/hhy3ce5

Consumables
Bombs Per Day: 6
Extracts Per Day: 3
Wand of Cure Light Wounds (47/50)
7x Acid Flask
1x Alchemical Grease (Each pot has sufficient contents to cover one Medium or two Small creatures. If you coat yourself in alchemical grease, you gain a +5 alchemical bonus on Escape Artist checks, on combat maneuver checks made to escape a grapple, and to your CMD to avoid being grappled; this lasts 4 hours or until you wash it off.)
3x Bags of Flour

Other Gear
Formula Book
Peasant’s Outfit
Smoked Goggles: You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You have a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).
2x Bandoleers
Spring-loaded Wrist Sheath with Wand of CLW
+1 Chain Shirt

Masterwork Greataxe

50 ft Silk Rope
Grappling Hook
4x Sacks
Waterskin (full)
Winter Blanket
Crowbar
Chalk
Flint and Steel
Signal Whistle
5.7 gp

FEATS & TRAITS:

Alchemy
• When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check.
• In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.

Extra Bombs
You can throw two additional bombs per day.

Iron Will
+2 Will Save

Mutagen
• It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time.
• It’s a standard action to drink a mutagen.
• Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level.

Throw Anything
• You do not suffer any penalties for using an improvised ranged weapon.
• You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Traits
Pragmatic Activator
You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Reactionary
You gain a +2 trait bonus on Initiative checks.

CLASS ABILITIES & DISCOVERIES:

Alchemy
• When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check.
• In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.

Mutagen
• It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time.
• It’s a standard action to drink a mutagen.
• Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level.

Discovery: Feral Mutagen
Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack.
• These are primary attacks and are made using the alchemist’s full base attack bonus.
• The claw attacks deal 1d6 (1d8 large) points of damage and the bite attack deals 1d8 (2d6 large) points of damage.
• While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.

ARCHETYPE
Beastmorph (not yet relevant)

RACIAL ABILITIES:

Darkvision (Ex)
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all.

Orc Blood (Ex)
Half-orc count as both humans and orcs for any effect related to race.

Scavenger
Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.

Toothy
Some half-orcs' vestigial tusks are massive and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage.

Weapon Familiarity
Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

FORMULA BOOK:

Crafter's Fortune
The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check.

Comprehend Languages
The drinker can understands all languages he reads or hears for 10 minutes, though he can’t speak them.

Enlarge Person
The drinker becomes Large for 1 minutes, gaining +2 Strength, –2 Dexterity, reach, +1 size bonus to CMB and CMD, –1 size penalty to hit and AC, –4 size penalty to Stealth, –2 size penalty to Fly. Melee weapons increase in damage (Quinn’s sword cane goes up to 1d8).

Expeditious Retreat
The drinker’s base speed increases by 30 ft. for 1 minutes.

Shield
The drinker gains a +4 shield bonus to AC for 1 minutes and becomes immune to magic missile.

[spoiler=CHRONICLES]
1 Song of the Sea Witch (as Quinn pregen)

2 Quest for Perfection 1

3 Quest for Perfection 2