Elf

the Grand Goblin's page

363 posts. Alias of ToniTakalo.


Full Name

Lupi the Grand Goblin

Race

Elf

Classes/Levels

Wiz3|HP 17/17, AC 18/14/14, Init +8|Per +6, SM +6|F+1, R+4, W+4|CMB+0, CMD 12| Spells 1: 5/5, 2: 3/3| Pre 8/8

Gender

female

Size

medium

Age

150

Alignment

Chaotic Good

Deity

Dol Dorn

Location

Sharn

Languages

Goblin, Common, Draconic, Gnoll, Gnome, Orc

Occupation

Carpenter

Strength 8
Dexterity 16
Constitution 10
Intelligence 20
Wisdom 12
Charisma 7

About the Grand Goblin

Lupi The Grand Goblin
Level 3 Elf wizard
Init +8 (+3 Dex, +2 Fleet-Footed, +1 Forewarned, +2 Reactionary); Perception +6
Darkvision 60ft., dazzled in bright light and Daylight spell

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DEFENSE
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AC 14 (18), touch 14 (14), flat-footed 10 (14), (mage armor)
HP 17/17 (1st lvl max. ave +1 other levels, 3x +1 favored class bonus)
BAB +1
Fort +1 Ref +4, Will +4 (+2 racial vs. enchantment spells and effects)

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OFFENSE
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Speed 30 ft.
Melee
Dagger +0, Dam 1d4-1, 19-20x2

Ranged
Magic Missile 2pcs 1d4+1 each, 120ft.
Acid Splash ranged touch +3, 1d3, 30ft.

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STATISTICS
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Stat pts Abil. racial total
STR -2 8 0 8
DEX 5 14 +2 16
CON 2 12 -2 10
INT 17 18 +2 20
WIS 2 12 0 12
CHA -4 7 0 7
Total 20
Str 8, Dex 16, Con 10, Int 20, Wis 12, Cha 7
Base Atk +1; CMB +0; CMD 12

SKILLS (7/lvl, 2/lvl bkgrnd)
Skill +sp +bgsp +stat +cs +trait = total
Acrobatics +0 +0 +3 +0 +0 = +3
*#Appraise +1 +1 +5 +3 +0 = +10
Bluff +0 +0 -2 +0 +0 = -2
Climb +0 +0 -1 +0 +0 = -1
*#Craft(Carp.) +1 +1 +5 +3 +0 = +10
Diplomacy +0 +0 -2 +0 +0 = -2
Disguise +0 +0 -2 +0 +0 = -2
Escape Artist +0 +0 +3 +0 +0 = +3
*Fly +0 +0 +3 +0 +0 = +3
#Handle Animal +0 +0 -2 +0 +0 = -2
Heal +0 +0 +1 +0 +0 = +1
Intimidate +0 +0 -2 +0 +0 = -2
*Know(Arc.) +3 +0 +5 +3 +1 = +12
*Know(Dung.) +1 +0 +5 +3 +0 = +9
*#Know(Eng.) +1 +1 +5 +3 +0 = +10
*#Know(Geo.) +1 +1 +5 +3 +0 = +10
*#Know(Hist.) +1 +1 +5 +3 +0 = +10
*Know(Local) +1 +1 +5 +3 +0 = +10
*Know(Nature) +1 +0 +5 +3 +0 = +9
*#Know(Nob.) +1 +1 +5 +3 +0 = +10
*Know(Planes) +1 +0 +5 +3 +0 = +9
*Know(Rel.) +1 +0 +5 +3 +0 = +9
*#Linguistics +0 +0 +5 +0 +0 = +5
*Perception +1 +0 +1 +3 +1 = +6
#Perform +0 +0 -2 +0 +0 = -2
*#Profession +0 +0 +1 +0 +0 = +1
Ride +0 +0 +3 +0 +0 = +3
*Sense motive +1 +0 +1 +3 +1 = +6
#SleightofHand +0 +0 +3 +0 +0 = +3
*Spellcraft +3 +0 +5 +3 +0 = +11
Stealth +1 +0 +3 +0 +0 = +4
Survival +0 +0 +1 +0 +0 = +1
Swim +0 +0 -1 +0 +0 = -1
# - background skills
* - class skills

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SPELLS
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Cantrips (prepared: 4/day), DC=15
--- Acid Splash
--- Detect Magic
--- Daze
--- Message

Level 1 (prepared: 4/day + 1/day specialty school), DC=16
--- Mage Armor (used)
--- Burning Hands
--- Snowball
--- Color Spray
ss- Magic Missile (used)

Level 2 (prepared: 2/day + 1/day specialty school), DC=17
--- Acid Arrow
--- Burning Arc
ss- Detect Thoughts

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SPELLBOOK
--------------------
Level 0 (all, except opposed schools)
- Acid Splash, Drench, Detect Fiendish Presence, Detect Magic, Detect Poison,
Read Magic, Daze, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of
Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Jolt, Mage Hand,
Mending, Message, Open/close, Root, Scrivener's Chant, Arcane Mark,
Prestidigitation.

Level 1 (3+5(Int)+2(lvl2)) = 10 spells)
- Magic Missile, Mage Armor, Burning Hands, Color Spray, Unseen Servant,
Detect Secret Doors, Heightened Awareness, Silent Image, Alarm, Snowball

Level 2 (2(lvl3) = 2 spells)
- Acid Arrow, Burning Arc, Detect Thoughts

Pages (42/100)

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ELVEN RACIAL TRAITS
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Ability Score Modifiers: +2 Int, +2 Dex, -2 Con
Size: Medium
Type: humanoid(elf)
Base speed: 30ft.
Languages: due to background this is Goblin list of languages: Goblins begin
play speaking Goblin. Goblins with high Intelligence scores can choose from
the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc.
- Goblin, Common, Draconic, Gnoll, Gnome, Orc
See the Linguistics skill page for more information about these languages.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial
saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to
overcome spell resistance. In addition, elves receive a +2 racial bonus
on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses and Weapon Familiarity replaced by Alternate racial trait "Fleet-Footed":
Fleet-Footed: While all elves are naturally lithe and agile, some also are
naturally speedy and have a strong desire to rush into situations rather than
worrying about looking ahead. Elves with this racial trait receive Run as a bonus
feat and a +2 racial bonus on initiative checks. This racial trait replaces keen
senses and weapon familiarity.
Low-Light Vision replaced by Alternate racial trait "Darkvision":
Darkvision: Though uncommon, some groups of elves are born with darkvision,
rather than low-light vision. In many cases this is taken as a sign of a drow in
the elf’s ancestry, and can lead to persecution within the elf’s home community.
Elves with this racial trait gain darkvision with a range of 60 feet, but also
gain sensitivity to light and are dazzled in areas of bright light or within the
radius of a daylight spell. This racial trait replaces low-light vision.

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FEATS, TRAITS AND FAVORED CLASS
--------------------
Feats (2):
- Run (bonus feat from Fleet-Footed)
- Scribe Scroll (wizard bonus feat)
- Dodge (lvl1)
- Additional Traits (lvl3): You gain two character traits of your choice. These
traits must be chosen from different lists, and cannot be chosen from lists from
which you have already selected a character trait. You must meet any additional
qualifications for the character traits you choose — this feat cannot enable you
to select a dwarf character trait if you are an elf, for example.

Traits (2):
- Eyes and Ears of the City (Religion): You gain a +1 trait bonus on Perception
checks, and Perception is always a class skill for you.
- Outcast's Intuition (Magic): You gain a +1 trait bonus on Sense Motive checks,
and Sense Motive is always a class skill for you. In addition, your caster level
is treated as 1 level higher for the purposes of any attempts to dispel your magic.
- (AT) Outlander (Campaign) (Lore Seeker(Mage Armor, Burning Hands, Burning Arc):
You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a
class skill for you. If you cast arcane spells, pick three spells on your spell list.
You are particularly adept at casting these spells, so they function at +1 caster
level when you cast them, and their save DCs (if any) gain a +1 bonus.
- (AT) Reactionary (Combat): You gain a +2 trait bonus on initiative checks.

Favored class bonuses: lvl1: +1hp, lvl2: +1hp, lvl3 +1hp

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WIZARD CLASS FEATURES
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Weapon and Armor Proficiency: Wizards are proficient with the club, dagger,
heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor
or shield. Armor interferes with a wizard’s movements, which can cause his spells
with somatic components to fail.
Spells:
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages
available to the character because of his race.
Arcane Bond (Ex or Sp) is replaced by Spellbinder Archetype
Arcane School: (Specialist school Divination(Foresight), forbidden schools
Abjuration, Necromancy)
- Forewarned (Su): You can always act in the surprise round even if you fail to
make a Perception roll to notice a foe, but you are still considered flat-footed
until you take an action. In addition, you receive a bonus on initiative checks
equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll
initiative, assume the roll resulted in a natural 20.
- Prescience (Su): At the beginning of your turn, you may, as a free action,
roll a single d20. At any point before your next turn, you may use the result of
this roll as the result of any d20 roll you are required to make. If you do not
use the d20 result before your next turn, it is lost. You can use this ability
a number of times per day equal to 3 + your Intelligence modifier.
Cantrips:
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Archetype: Spellbinder
Spell Bond (Su):
At 1st level, a spellbinder selects any one spell that he knows as a bonded spell.
As a full-round action, the spellbinder may replace a spell of the same or higher
level as his bonded spell with his bonded spell. For example, a spellbinder who
selects magic missile as his bonded spell could spend a full-round action to
exchange any 1st-level or higher spell that he has prepared with magic missile.
At 3rd level, and every two levels thereafter, a spellbinder may select another
spell he knows and add it to his list of bonded spells, to a maximum of nine
bonded spells at 17th level.
Upon reaching 4th level, and every two levels thereafter, a spellbinder can choose
to select a new spell as a bonded spell in place of one with which he is already
bonded. In effect, the spellbinder loses the bond with the old spell (though it is
still one of his spells known) in exchange for forging a spell bond with a new spell.
The new spell’s level must be the same as that of the spell being exchanged.
A spellbinder may swap only one spell bond at any given level, and must choose
whether or not to swap the spell bond at the same time that he gains two new spells
known for the level.
This ability replaces arcane bond.
- level1: Magic Missile
- level2: Burning Arc

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GEAR/POSSESSIONS
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Starting wealth: 120 gp (1st level max.)
Current wealth: 0 gp
Carrying capacity 26lbs. or less for light load, currently 23lbs.

Weapons/Armour:
Dagger, 2gp, 1lb.

Adventuring gear:
Scholar's outfit (5gp), 6lbs.
Spellbook (15gp), 3lbs.
Scroll case 1gp, 0,5lb
- Scroll of Alarm 12,5gp
- Scroll of Silent Image 12,5gp
- Scroll of Snowball 12,5p
- Scroll of Color Spray 12,5gp
Spell components pouch 5gp, 2lbs.
Scroll case 1gp, 0,5lb
- Scroll of Mending 6,25gp
- Scroll of Mage Hand 6,25gp
- Scroll of Open/Close 6,25gp
- Scroll of Penumbra 6,25gp
3 flasks of Holy Water 75G, 3lbs.
Potion of Cure Moderate Wounds (2d8 + 3)
Wand of Hold Person (13 charges, Will DC 13)

Misc gear:
Waterproof Bag 0,5gp, 0,5lbs.
ID papers 2gp, 0,5lb.
Ink (1oz. vial, black) 8gp
Inkpen 0,1gp
Parchment 0,2gp
Waterskin 1gp, 4lbs.
2x Trail rations 1gp, 2lbs.
Scarf, head 0,2gp.

Home:
Artisan's Tools 5gp, (5lbs.)
Signet ring with letters GLM (Green Lives Matter) for activist movement letters 5gp
Memberhip (13gp/year) in Clifftop Adventurer's Guild

Renting a Room: 2gp a week (poor residence, unfurnished, no amenities, single room)
in Sharn Middle Dura/Tumbledown
Dining: 4,2gp a week for common quality meals and acceptable drinks.
Craft(carpentry) averaging 26,6gp/week.
Any extra money from crafting goes to charity and political activism.

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BACKGROUND
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Lupi was born in 848 YK, now she is 150 years old. At 5ft. 8in. and 100lbs. she
is short and thin for an elf. With green hair, brown eyes, greenish tinge on skin and
unusually long ears she could almost pass as something else than an elf. Her
alignment, chaotic good, reflects her willingness to do good deeds, regardless of law.
Lupi was born in Kingdom of Galifar, in an area that is nowadays Valenar to elven
parents. Valenar elves appreciate highly heroic valor, glory in battle and horsemanship
and Lupi's parents were fanatics. They took Lupi onto battle against goblins in area
that is nowadays in the northern Darguun, where the elves very valiantly ... died in battle.
The goblins were baffled. The elves had an almost new-born baby with them. Why would
the elves take one of their babies into battle. Surely the baby must be stolen somewhere...
She could be even a goblin, maybe some distant sub-race... The goblins gave the baby to
the temple of Dol Dorn in Rhukaal Draal for closer examination.
The clerics were also not sure about Lupi's race. She clearly saw in darkness, which
goblins can do, but elves don't. On the other hand she was bigger than an average goblin.
Thus she was named Lupi the Grand Goblin. Since they needed some extra pairs of hands in
the temple, they decided to raise the child to serve the temple later on... They just
did not realize how slowly Lupi grew up... After the first generation of goblins were
dead and buried Lupi was still in diapers (if goblins use them).
Lupi became a sort of family heirloom for the temple. Everybody believed she was a
present from Dol Dorn or something equally important. They pampered her by giving her
everything on (stolen) silver platters. This turned badly as she did not learn how to
negotiate or get strong, but on the other hand she read all the books goblins brought her.
During all this time Kingdom of Galifar fell apart and the Last War raged. In 970 YK
Lhesh Haruuc had taken over Darguun. He needed a way to stabilize his grip on the region
and sent a group to Sharn for peace negotiations. As Lupi was part of the Rhukaan Taash clan, she was taken into this group as an
example on goblin variety. The trip went otherwise well, but shortly after the return trip
begun, the group was attacked by warforged soldiers. Most of the group died in battle,
while Lupi got separated from the others and fleed back to Sharn.
Now separated from her goblin kin Lupi started a new life. She gravitated towards
Malleon's Gate in Lower Dura as the local goblins live there. She started doing
woodcarving to make a living and got herself an apartment in Tumbledown Middle Dura. She
started making friends with the local goblins. The local goblins first were skeptical,
but as she kept on listening their problems and giving charity to them, they slowly
started liking her.
Soon she recognized inequality in Sharn as a big problem. She started doing political
activism and organized demonstrations to improve the status of goblins. She paints signs,
prints leaflets and banners. She calls her movement: "Green lives matter", but so far
the effect has been small. Mostly she has had to run away, when Sharn Watch appears.
Lupi considers she needs to be stronger to get her message through and thinks
adventuring is the way to achieve it, thus she bought a membership in Clifftop
Adventurer's Guild.
Her charity towards goblins has not gone unnoticed. Medusa Gasslak in Malleon's Gate
has approached her and given some money to help the local goblins, which Lupi straight
away donated to goblins. She has some doubts about Gasslak's motives though, but has
failed to learn his poistion in Daask...
Lately carpentry business has been slower, so Lupi got hired into a group that was
supposed to deliver valuable item from Ship's Tower's district Through Fallen District
to The Stores District unnoticed. It turned out the "valuable item" is actually a big
cat. Sadly the group was attacked by monsters and Lupi was knocked unconcious...
Lupi strongly hates warforged, thinking them as machines with no emotions better
to be taken apart and used as spare parts. She is also skeptical about elves as
Valenar elves had raids into Darguun. She strongly claims to be a goblin, or some
goblinoid at least, although deep inside she has doubts about her origin. Some
(filthy bastards) have even called her an elf (what an insult!).