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About Zooks PointyteethCombat 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
Fort +3 base +0 Con = +3
Trait:Bouncy (Goblin) First 1d6 falling damage are nonlethal; +2 Reflex saves vs unexpected falls. Offense
Scimitar +6, d4+4, crit 18-20, x2, S
Trait: Foul Belch (Goblin) 1x/day 5 foot, DC 12 Fort save or sickened for 1d6 rounds.
Speed: 30 feet Proficiencies
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 1:
(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)
Fort +3 +1 CON=4
tricks: 6 (int 2) + 1 bonus = 7
Link (handle as free action, push as move action)
Equipment:
Strength 11: light load to 38 lbs. (med 76, heavy 115) 250 gp to spend On body:
Scimitar (15 gp, 2 lbs.)
Odds and ends pouch:
Weight carried: 24 lbs. On Hatchit/in saddlebags
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
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:
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
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)
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