Goblin

TukTuk of the Red Hand's page

11 posts. Organized Play character for Sethran.


Full Name

TukTuk of the Red Hand

Race

HP: 16 /20 | TEMPS: 3/3 AC: 16[15] TAC: 14[13] | F:+4, R:+3, W:+2 | Perc: +1

Classes/Levels

Speed 20ft | Darkvision | Resonance] 2/2 | Active Conditions: Rage: 3/3.

Gender

Nomad Goblin Barbarian (Spirit Totem) /1

Size

Small

Age

15

Special Abilities

Rage

Alignment

N

Deity

Pharasma

Location

Absalom

Languages

Common, Goblin

Occupation

Defender of Abasalom!

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 12

About TukTuk of the Red Hand

Perception: + 1
Dark Vision

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DEFENSE
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HP: 20

AC: 16 TAC: 14

FORT: +4 REF: +3 WILL: +2

Defensive abilities:

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OFFENSE
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Speed: 25ft

Melee: Horsechopper; +4 1d8 +3 (+5) S OR P 2 Bulk 2 Hands reach, trip

Greatclub; +4 1d10 + 3 (+5) B 2 Bulk 2 Hands Backswing, shove

Ranged: Trident +3 1d8 +3 P 1 Bulk 1 Hand Thrown 20'

Special:

Rage:
Requirements You can’t be fatigued, raging, or wearing heavy armor.

You begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier (+3) and enter a state of pure rage that Lasts for 3 rounds. While you are raging, you are affected in these ways:

• Gain a +2 conditional bonus to damage rolls with melee weapons and unarmed Strikes. The bonus is halved if your weapon or unarmed Strike is agile. This bonus increases by 1 at level 3 and every 4 levels thereafter.
• Take a –1 penalty to AC.
• You can’t use actions that have the concentrate trait unless they also have the rage trait. The Seek basic action gains the rage trait while you’re raging.

After you have stopped raging, you lose any remaining temporary Hit Points from using the Rage action, you can’t use Rage again for 1 round, and you are fatigued for 1 round. You can’t voluntarily stop raging. If you stop raging before its usual duration expires, you are fatigued and can’t Rage again until after the end of your next turn.

Totem: When you are raging, you can make your conditional bonus to damage deal negative or positive damage, rather than your weapon or unarmed attack’s usual damage type (you choose which type each time you Rage). If you choose to do this, your weapon or unarmed attack affects material and incorporeal creatures and objects equally.

This makes your weapon overcome incorporeal creatures’ resistance to physical attacks (as the ghost touch property rune). If you choose to deal negative or positive damage, your Rage action gains the divine and necromancy traits, plus the negative or positive trait, as appropriate.

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STATISTICS
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Background: Nomad (You gain the Assurance skill feat with Survival, and you’re trained in a Desert Lore).

Background Feat:

Assurance (Survival): You can forgo rolling a skill check for your chosen skill to instead receive a result of 10 (do not apply any of your bonuses, penalties, or modifiers). If you’re an expert in your chosen skill, you receive a result of 15; if you’re a master, you receive a result of 20; and if you’re legendary, you receive a result of 30.

Ancestry Feats:

Weapon Familiarity (Goblin): 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 proficiencies, you treat martial goblin weapons as simple weapons and exotic goblin weapons as martial weapons.

Class feat:

1st: Sudden Charge; With a quick sprint, you dash up to your foe and swing. Stride up to double your Speed. If you end the move within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Skills: Athletics (Signature): +4 , Acrobatics (Signature) +3, Intimidate (Signature) +3, Desert Lore +1

Equipment: Horsechooper (9sp), Greatclub (12sp), Scale mail (35sp), Backpack (1sp), Climbing Kit (5sp), Rations (2 days) 1sp, Wooden Holy Symbol (1sp), Minor Potion of healing x2 (6gp), 26gp

Anathema: Disrespecting corpses or spirits that are in your presence is anathema to your totem; however, defending yourself against undead creatures is not.