Poog

Zooks Pointyteeth's page

13 posts. Alias of Wolfwaker (RPG Superstar 2013 Top 8).


Full Name

Zooks Pointytooth

Race

Goblin

Classes/Levels

Druid 2 (HP 16 | AC 19 | T 15 | FF 15 | CMD 14 | F +3 | R +4 | W +7 | Init +4 | Per +7)

Gender

Male

Size

Small

Age

20

Alignment

Chaotic Neutral

Languages

Goblin, Druidic, Common

Strength 11
Dexterity 18
Constitution 10
Intelligence 12
Wisdom 16
Charisma 8

About Zooks Pointyteeth

Combat and Saves:

Defense
HP: 16 (max(2d8))
Armor: Hide Shirt (Light,+4 AC, +4 max dex, -3 ACP)

AC: 10 +4 DEX +1 size+4 Armor=19
Touch: 10 +4 DEX +1 size =15
Flat-footed: 10 +4 armor+1 size=15
CMD 10 +1 BAB -1 size +0 STR +4 DEX = 14

Fort +3 base +0 Con = +3
Ref +0 base +4 Dex = +4
Will +3 base +3 Wis = +7

Trait:Bouncy (Goblin) First 1d6 falling damage are nonlethal; +2 Reflex saves vs unexpected falls.

Offense
BAB +1
Melee attacks: +1 BAB +1 size = +2
Finesse/Ranged attacks: +1 BAB +4 DEX +1 size = +6
CMB +1BAB -1 size +0 STR =0

Scimitar +6, d4+4, crit 18-20, x2, S
Sling (+6 ranged) +6,d3, crit x3, range 20', B
Spear (+6 thrown, +2 melee), d6, brace, range 20', P
Dagger (+6 thrown, +6 melee), d3, crit 19-20 x2, range 10', P/S
Lasso (+2 thrown (not proficient))

Trait: Foul Belch (Goblin) 1x/day 5 foot, DC 12 Fort save or sickened for 1d6 rounds.
Feat (starting): Weapon Finesse (DEX instead of STR to hit with light weapons)
Feat (bonus): Dervish Dance (DEX to hit and damage with scimitar; no weapon or shield in off hand)

Speed: 30 feet

Proficiencies
Armor: light and medium, non-metal
Weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, spear, natural attacks
Shields: Wooden only

Skills:

Skills (12 ranks):
Acrobatics 1 rank + 4 DEX+3 class -3 ACP =5
Climb 1 rank + 4 DEX + 3 class -3 ACP=5
Craft (ropes): 1 rank +3 WIS +3 class =7 (for making stuff out of vines)
Handle Animal 1 rank -1 CHA +3 class=3 (+4 more with companion)
Heal 1 rank +3 WIS +3 class-7
Kn. Nature 1 rank +1 INT +3 class+2 druid=7
Perception 1 rank+3 WIS +3 class=7
Perform: Dance 2 ranks-1CHA=1 (boogie, yeah!)
Ride 1 rank +4 DEX +3 class +4 race -3 ACP=9 (add -5 for no saddle)
Stealth 1 rank +4 DEX +3 class +4 race+4 size -3 ACP=13
Survival 1 rank +3 WIS +3 class+2 druid=9

Magic:

Spells per day:
5 at level 0
3 at level 1

Prepared:
Level 0:
Spark
Light
Detect Magic
Mending
Create Water

Level 1:
Mudball (see info from ARG in spoiler below)
Goodberry
Speak With Animals

(Spontaneous Option: Summon Nature's Ally I)

Druid Features:

Animal Companion (see below)
Nature Sense (+2 survival/kn. nature)
Wild Empathy: d20 + level + CHA to improve animal attitude
Woodland Stride (move unimpeded through natural growth)

Companion:

Axe Beak
Name "Hatchit"
Size: Medium
Level 2
Speed: 50 feet
STR 10 (load 33 lbs light, 67 medium, 100 heavy)
DEX 17
CON 12
INT 2
WIS 11
CHA 10
low-light vision

3 HD (d8)
HP=13
BAB=+2
Attack: Bite +2 (+2 BAB) 1d6

Fort +3 +1 CON=4
Ref +3 +3 DEX=6
Will +1 +0 WIS=1
skills: 3
...Perception 1 +1 WIS +3 class=+5
...Intimidate 1 + 0 CHA=+1 (+4 if larger than target)
...Stealth 1 + 3 DEX +3 class=7 (-3 ACP if carrying Zooks and full load)
feats: 2
...Light Armor Proficiency
...Medium Armor Proficiency (this is so he can carry a medium load unencumbered)

tricks: 6 (int 2) + 1 bonus = 7
Attack (humanoid/animal)
Attack (other)
Come
Defend
Down
Guard
Heel

Link (handle as free action, push as move action)
Share Spells (target animal with "self" spells at touch range)

Equipment:

Strength 11: light load to 38 lbs. (med 76, heavy 115)
250 gp to spend

On body:
Hide Shirt (90 gp, 12.5 lbs)
Travel cloak

Scimitar (15 gp, 2 lbs.)
Dagger (2gp, .5 lbs)
Spear (2 gp, 3 lbs.)
Sling (0 gp, 0 lbs!!)
Bullet x10 (1 sp, 2.5 lbs)
Lasso (1 sp, 2.5 lbs)
Waterskin (1gp, 1 lb)

Odds and ends pouch:
String, fishhook, button, mouse skull, button, whetstone, whistle, flint and steel (1 gp)

Weight carried: 24 lbs.

On Hatchit/in saddlebags
Bag of caltrops (1gp, 2 lbs)
Hatchet (handaxe) (6 gp, 1.5 lbs)
Blanket (2 sp,1 lb)
cookpot (8 sp, 2 lbs)

Total weight on Mount: 6.5 lbs, + 35 lbs for Zooks + 24 lbs above = 65.5 lbs, medium load for STR 10.

Money spent: 118.2 gp of 250
Money remaining: 111.8 gp

Goblin Abilities:

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.

Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.

Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.

Darkvision: Goblins see perfectly in the dark up to 60 feet.

Story:

Personality: Zooks loves animals, the more powerful and more destructive the better. He is extremely curious and fearless (most would say foolhardy), except of course when facing horses (who wouldn't be scared of those unearthly beasts?). His goal was always to tame some large beast and ride it.

Backstory:
Zooks was always fascinated by the beauty of nature, whether it was the intense smell of a skunk, a mother bird feeding worms to her babies, or a vulture ripping the flesh off a dead animal. Once in the forest he found a giant egg and took it home and slept on it. When it hatched, it was a rather large and ugly bird. The bird, thinking Zooks to be his mother, began to follow him around. Zooks enjoyed feeding it slugs and worms. When the bird grew big enough to scare all the other goblins, the chief told him that it would have to leave the village. Zooks said "If Hatchit goes, I go." which is how he found himself dumped in the middle of the forest with nothing but a few possessions and a large riding bird.

Notes(Handle Animal):

Handle Animal DC 10 (known tricks) (move action)
Push Animal DC 25 (unknown tricks) (full round action)
Teach Trick (15 to 20)

INT 2 animal can learn 6 tricks (+ bonus)

Known trick (7):

(2x) Attack (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Come (DC 15) The animal comes to you, even if it normally would not do so.

Defend (DC 20) The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.

Down (DC 15) The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

Guard (DC 20) The animal stays in place and prevents others from approaching.

Perform (DC 15) The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.

Description:

(randomly generated)
Age: 20
Height: 3'0" (average)
Weight: 35 lbs. (average)

Info from Advanced Race Guide:

Mudball Spell

School conjuration [earth]; Level druid 1, magus 1, sorcerer/ wizard 1, witch 1
Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Effect single fist-sized blob of sticky mud Duration instantaneous
Saving Throw Reflex negates; see text; Spell Resistance no When you cast this spell, you conjure a single ball of sticky mud and launch it at an enemy’s face as a ranged touch attack. If the mudball hits, the target is blinded. Each round at the beginning of its turn, a creature blinded by this spell can attempt a Reflex saving throw to shake off the mud, ending the effect. The mudball can also be wiped off by
the creature affected by it or by a creature adjacent to the creature affected by it as a standard action.

Mellowroot: Sneaky goblin chieftains give this orange paste to the tribe’s warriors before proposing a particularly bold raid. Consuming mellowroot causes a euphoric feeling that makes you feel invulnerable. For 1 hour after consuming mellowroot, you gain a +5 alchemical bonus versus fear effects. However, while under the effects of mellowroot, you must make a DC 15 Will saving throw when you try to leave the threatened area of an opponent. If you fail the saving throw, you cannot leave the threatened area with that action but do not lose the action. (25 gp)

Stillgut: Drinking a vial of this bland, bluish liquid grants you a +5 alchemical bonus on Fortitude saves to avoid nausea or sickness for 1 hour. If you are already nauseated, you can drink stillgut as a move action. Drinking it in this fashion grants you a second saving throw (without the +5 bonus). Goblins often use stillgut so they can choke down meat or other foods in advanced stages of rot or decay. (50 gp)

Rules shortcuts:

Ride: http://www.d20pfsrd.com/skills/ride

Work space:

Ignore this

Feat (bonus): Mounted Combat (Ride check to avoid damage to mount)
Sickle (6 gp, 1 lb.) (at side)