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Oddly enough Every Free RPG day I spend enough just by myself to cover the price for the kits at the least at our local store. That said that is not the case every where.
Only 1 year I did not, when we played at a Local store that did not normally carry RPG products, mostly just MtG.
Edit: Sorry for adding to the off topic for the Product thread. How about those Pregens? Any news? Would be useful to know if they are being worked on at the least so the GMs know if they have to get them Photocopied or written up on their own.

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Drogon wrote:Without decent participation from major vendors like Wizards of the Coast and Fantasy Flight Games, spending the money on the kits this year wasn't worthwhile at all.Though I am surprised that Fantasy Flight Games did not participate, I think this is the first time in awhile, has Wizards of the Coast ever participated in free rpg day?
Wizards definitely has. I have a 4e adventure from Free RPG Day from them. Something involving the far realms IIRC.

knightnday |

Too bad our local (Denver Area) venture officers are too busy running their own con to coordinate ANY sessions of We Be Goblins or ANY PFS scenarios.
Except, you know, at their own very special little convention... that they're letting languish and canceling tables. Gotta love that.
You can always try the Springs. Two of the stores there are running games that I know of -- hopefully I'll get to drive up myself and get to play this year. :)

C Shepard |

Drogon wrote:Without decent participation from major vendors like Wizards of the Coast and Fantasy Flight Games, spending the money on the kits this year wasn't worthwhile at all.Though I am surprised that Fantasy Flight Games did not participate, I think this is the first time in awhile, has Wizards of the Coast ever participated in free rpg day?
Yeah they put out a tile and fig one year and a 4E Eberron adventure and something else.
But they are doing a World Game Day or some such on the exact same day!
Edit: Found at the Acaeum
WoTC
2008 - Treasure of Talon Pass (inc. miniature & dungeon tile)
2009 - Khyber's Harvest
2010 - Bloodsand Arena (Dark Sun)
2011 - Domain of Dread: Histanen
2012 - Dead in the Eye

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Drogon wrote:Without decent participation from major vendors like Wizards of the Coast and Fantasy Flight Games, spending the money on the kits this year wasn't worthwhile at all.Though I am surprised that Fantasy Flight Games did not participate, I think this is the first time in awhile, has Wizards of the Coast ever participated in free rpg day?
They both "participate." They both put in what amounts to leaflets telling you about their latest and greatest. So, no actual content. When Free RPG Day first started each company that participated put in adventures, or pocket sized rule books, or cool accessories for their games. Now, half of them put in advertising.
And that $160 price that was quoted up there was for the bare minimum, by the way. If you want to have an appreciable quanitity of things to give out you need to buy more than that one kit (so double or triple that amount). And if you want to have the "cool kids" kit (a single kit with more interesting items like actual books) you're looking at a near $450 layout. And then you STILL have to buy another $160 kit to have enough stuff to hand out for free.
No thanks.

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Dragnmoon wrote:Drogon wrote:Without decent participation from major vendors like Wizards of the Coast and Fantasy Flight Games, spending the money on the kits this year wasn't worthwhile at all.Though I am surprised that Fantasy Flight Games did not participate, I think this is the first time in awhile, has Wizards of the Coast ever participated in free rpg day?They both "participate." They both put in what amounts to leaflets telling you about their latest and greatest. So, no actual content. When Free RPG Day first started each company that participated put in adventures, or pocket sized rule books, or cool accessories for their games. Now, half of them put in advertising.
And that $160 price that was quoted up there was for the bare minimum, by the way. If you want to have an appreciable quanitity of things to give out you need to buy more than that one kit (so double or triple that amount). And if you want to have the "cool kids" kit (a single kit with more interesting items like actual books) you're looking at a near $450 layout. And then you STILL have to buy another $160 kit to have enough stuff to hand out for free.
No thanks.
Yeah, that's a bit much. Nothing screams "FREE" like paying $610 to bring people into your store and hand out items that you don't see any profit off of.

knightnday |

Drogon wrote:Yeah, that's a bit much. Nothing screams "FREE" like paying $610 to bring people into your store and hand out items that you don't see any profit off of.Dragnmoon wrote:Drogon wrote:Without decent participation from major vendors like Wizards of the Coast and Fantasy Flight Games, spending the money on the kits this year wasn't worthwhile at all.Though I am surprised that Fantasy Flight Games did not participate, I think this is the first time in awhile, has Wizards of the Coast ever participated in free rpg day?They both "participate." They both put in what amounts to leaflets telling you about their latest and greatest. So, no actual content. When Free RPG Day first started each company that participated put in adventures, or pocket sized rule books, or cool accessories for their games. Now, half of them put in advertising.
And that $160 price that was quoted up there was for the bare minimum, by the way. If you want to have an appreciable quanitity of things to give out you need to buy more than that one kit (so double or triple that amount). And if you want to have the "cool kids" kit (a single kit with more interesting items like actual books) you're looking at a near $450 layout. And then you STILL have to buy another $160 kit to have enough stuff to hand out for free.
No thanks.
Hm, that may explain one of the stores I visited last year or the year before. They were only giving out the items for Free RPG Day if you bought something else in the store. I was buying things anyway, so it wasn't a problem for me, but it was curious at the time. Could only have 1 item as well.

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Hm, that may explain one of the stores I visited last year or the year before. They were only giving out the items for Free RPG Day if you bought something else in the store. I was buying things anyway, so it wasn't a problem for me, but it was curious at the time. Could only have 1 item as well.
That could be a violation of their agreement.
So, the rule is this: if someone comes into your store on Free RPG Day and asks for something, you have to give them at least one item from the kit (until you run out, of course).
They don't have to give you your choice of item, but they do have to give you something.

knightnday |

knightnday wrote:Hm, that may explain one of the stores I visited last year or the year before. They were only giving out the items for Free RPG Day if you bought something else in the store. I was buying things anyway, so it wasn't a problem for me, but it was curious at the time. Could only have 1 item as well.That could be a violation of their agreement.
Free RPG Day wrote:They don't have to give you your choice of item, but they do have to give you something.
So, the rule is this: if someone comes into your store on Free RPG Day and asks for something, you have to give them at least one item from the kit (until you run out, of course).
Yeah, I went home and checked the Free RPG Day site to see what the rules were. I got the item I wanted, so it didn't cause me any grief but I imagine there were those that were a little put out. Of course if it costs as much as Drogon has quoted I'm not surprised they were being cautious not to just have it sitting out (as I've seen elsewhere.) Some visitors to the stores in the past have taken handfuls "for a friend" that couldn't make it or some such. Which is probably a booming business on ebay. :(

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The pregens are now available for download in the product description above :)
Awesome!
Hey, it looks like Poog has an animal companion now (on page 11!) but the stats for said animal companion didn't make it into the pregen document. Is that something someone could post for us?

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Chris Lambertz wrote:The pregens are now available for download in the product description above :)Awesome!
Hey, it looks like Poog has an animal companion now (on page 11!) but the stats for said animal companion didn't make it into the pregen document. Is that something someone could post for us?
I don't have a polished version that I can send you, but I have included the statistics in a spoiler below in case you want to print out a few copies. Adding the whole page with the animal on it didn't make a lot of sense because it appears on the same page as part of the adventure.
SQUEALY NORD
Boar animal companion
N Small animal
Init +1; Senses low-light vision, scent; Perception +5
DEFENSE
AC 18, touch 12, flat-footed 17 (+1 Dex, +6 natural, +1 size)
hp 13 (2d8+4)
Fort +7, Ref +4, Will +1
OFFENSE
Speed 40 ft.
Melee bite +3 (1d6+1)
STATISTICS
Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4
Base Atk +1; CMB +1; CMD 12 (16 vs. trip)
Feats Great Fortitude
Skills Perception +5, Stealth +9
SQ link, share spells, tricks (attack [any creature], come, down, fetch, guard, track)

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This was a great game. Our table had one minor gripe though...

Mulgar |

Brother Fen wrote:It's not that it's a free RPG module, but a goblin one. My PFS table's no different. It was one where they could use their own characters, not unoptimized pregens, then they wouldn't have any arguments. As such, if a scenario requires a pregen, they'll skip it. If there are no available scenarios to play at their level and they have to play a pregen, they'll go home instead, but not before loudly complaining about it. It's pretty standard at this point.Berselius wrote:Sigh, greeeaaattt...another goblin module for Free RPG Day...(rolls eyes).Not happy with a free RPG module? I bet your table is a barrel of laughs.
Geez.
ROLLS EYES.
After both running this an gm'ing this yesterday, I saw a table having a blast with "unoptimized pregens" and a table where every one walked away with a bad taste in their mouth due to a stupidly optimized goblin caster at the table. The only time when other characters shined was when he was in low init or listening to harpy songs. And then they brought out their most powerful options just to feel not useless.
So yeah bring those optimized characters out in a module that was supposed to be a fun intro to bring in new players. I'm sure they will come back for more setting at a table while your optimized characters curb stomp the fun.

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kevin_video wrote:Brother Fen wrote:It's not that it's a free RPG module, but a goblin one. My PFS table's no different. It was one where they could use their own characters, not unoptimized pregens, then they wouldn't have any arguments. As such, if a scenario requires a pregen, they'll skip it. If there are no available scenarios to play at their level and they have to play a pregen, they'll go home instead, but not before loudly complaining about it. It's pretty standard at this point.Berselius wrote:Sigh, greeeaaattt...another goblin module for Free RPG Day...(rolls eyes).Not happy with a free RPG module? I bet your table is a barrel of laughs.
Geez.
ROLLS EYES.
After both running this an gm'ing this yesterday, I saw a table having a blast with "unoptimized pregens" and a table where every one walked away with a bad taste in their mouth due to a stupidly optimized goblin caster at the table. The only time when other characters shined was when he was in low init or listening to harpy songs. And then they brought out their most powerful options just to feel not useless.
So yeah bring those optimized characters out in a module that was supposed to be a fun intro to bring in new players. I'm sure they will come back for more setting at a table while your optimized characters curb stomp the fun.
Even with the regular goblins, we had people show up and leave because they felt playing PFS was too intimidating. We explained the rules, showed them how it worked, welcomed them in, but one guy just put in his ear buds, got up, and walked away with his head hung. Hopefully we managed to convince his friends to try bring him back for a regular PFS game where he can create his own characters once he's looked over the rules.
Still, we had a grand time at our two tables. There was even a chime of "Poog too strong!" during the first fight, followed by "Squealy Nord greatest there is!" at the end of the final encounter.
I can't wait to see what comes next. I hope it involves Ekkie.

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We had a blast in Columbus. We Be goblins free all day, and a table of Silverhex running to lure in new players and the store did well.
Great for both our community and the reputation in it. :-)
1) In the fireworks contest, the GM had set figures up on the table. When it was Ploog's turn, I stepped my mini back 10 feet and layed down the 20' template, catching all the remaining targets, and two chieftans. (Chuffy made his save, darn it!) "Ploog get ALL points!"
2) The bandit battle. Everyone goes invisible and stealth and sneaks in. Ploog "I delay." Fight breaks out when Chuffy sneak attacks a bandit. "I delay." Bandits and dogs all come in and surround Chuffy. "I come off delay." *fireball*. Bonus to goblin alchemist for targeting chuffy with a bomb right after that to finish off the rest of the bandits with splash damage. I then played 'cleric goblin game' with a longshanks. "stabalize then bleed. Repeat."
3) The Harpy. Chuffy Reta and Squeely Nord are all enthralled. Harpy just hit Ploog with flyby attack and is 25 feet up. I check the range. Perfect. sound burst. Harpy fails save, is stunned, stops singing and falls 25'.

Uncle Teddy |

I missed getting my free copy. :(
The store my friends and I hit up on Free RPG Day (taking a noontime break from our game) has three branches. We hit the closest one to us - they had no Free RPG stuff. Seems the owner had decided to 1. order slightly less this year and 2. send all of the stuff to one of the stores rather than splitting it among all three. By the time we got to the second store (which opens an hour before the other 2) all of the Paizo stuff was gone. The young lady behind the counter said they were the first to go.
At least I can still buy it here. Can't wait to finally get my hands on a copy.

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cartmanbeck wrote:I'm also curious about PP for GMs.... if I'm running the game on Free RPG Day, does the character I apply the credit to get the extra PP as if he/she were one of the characters playing? Or does he/she need to fulfill one of the other requirements?Anyone participating in the event on Free RPG Day 2015—as a player or a GM—qualifies for the Prestigious Goblin boon whether or not she meets any of the other conditions.
What is this? What? Because we had more than 4 interested we ended up playing another module instead. I think it was Way of the Bloodstone. As it was also my first ever PFS game (and a higher level module) I played a pregen (Lirianne)... will I get Prestigious Goblin boon, or was it only if you were actually playing the goblins module itself?
If I do qualify, how do I make sure that I get credited properly, or is that already done because I played a game on Free RPG Day, everyone is credited?

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It was only for actually playing We Be Goblins Free. Don't worry, you probably got 2 prestige points anyway, which is all the Prestigious Goblin boon gives you. :)
Ah, okay. Yeah we had 5 players (plus the GM) so they decided to run another module instead since there is only 4 goblin pregen, but we all still got the free copies of the book so still a win!

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Mosaic wrote:PDF is up (thanks!), any thoughts on when the print version will be available for purchase?Does now work? :D
Bing! Thanks.

VestOfHolding |

I've been trying to create character sheets for the goblins, and I'm having a lot of trouble with their skill ranks, let alone the fact that two of them don't have the proper weapon proficiency to be wielding the weapons they are.
Starting with Reta: How does she have +8 Perception? I see:
+1 from WIS
+3 from Skill Focus
+1 from Balloon Headed
Sums to 5
This means that as soon as I put one skill rank into it, I'll get +9 because it's a class skill thanks to Balloon Headed.
Now let's try her Stealth. The PDF says +10. I see:
+3 from DEX
+4 racial bonus because Goblin
+4 for Small size
-2 ACP because of the breastplate
Sums to +9
So one skill rank will gets me +13
But, let's say I go ahead and use both of those skill points, because why not? Since Reta is listed as having 38 HP, that means that if the average was used, then Reta used two of her favored class bonuses on skill points. Between that and matching up the other skills listed for her, I have 5 skill points left to use. So I guess I'm just going to distribute those wherever and give Reta more powerful skill checks? But why is it so off?
I have the same problem with Poog (2 skill points left, using all four FCBs on skill points), Mogmurch (5 skill points left, using 2 FCBs on skill points), and Chuffy (2 skill points left, but I also used 2 FCBs on skill points, so at least there he can get 2 extra HP and be done with it).
Am I doing something really wrong? It's tough to believe that all four of them are off like that.

Tangaroa |

Here is my best shot at making "fixed" pregens.
The easiest solution for the weapon problem is to switch the short sword and the dogslicer for the rogue and cleric - each is proficient in the other - and they are otherwise identical weapons.
Female Goblin fighter 4
NE Small humanoid (goblinoid)
Init +3, Senses darkvision (60 ft.); Perception +10
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DEFENSE
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AC 21, touch 14, flat-footed 18 (+7 armor, +3 Dex, +1 size )
hp 38 (4d10+12)
Fort +6, Ref +4, Will +2, +1 Will vs. fear
Defensive Abilities bravery +1
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OFFENSE
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Speed 30 ft.
Melee +1 dogslicer +9 (1d4+3/19-20)
Ranged mwk. shortbow +9 (1d4/x3)
Special Attacks +1 attack and +2 damage vs. canines
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STATISTICS
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Str 14, Dex 17, Con 14, Int 10, Wis 12, Cha 6
Base Atk +4; CMB +5; CMD 18
Feats Dog-Sniff Hate, Point-Blank Shot, Rapid Shot, Skill Focus (Perception), Weapon Finesse
Skills Intimidate +3, Perception +10, Ride +10, Stealth +14
Traits Balloon Headed
Languages Goblin
SQ armor training 1
Combat Gear +1 animal bane arrows (6), +1 flaming arrows (6)
Other Gear +1 breastplate, +1 dogslicer, mwk. shortbow with 15 arrows, small mirror, rope (20 ft.)
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SPECIAL ABILITIES
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Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Balloon Headed Your head is particularly wide and large, even for a goblin. You gain a +1 bonus on Perception checks, and Perception is always a class skill for you. You take a –8 penalty on any Escape Artist check that requires you to squeeze your head through a tight space.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Dog-Sniff Hate You gain the scent ability, but only against canines (including dogs, goblin dogs, wolves, worgs, yeth hounds, and any similar creatures, subject to GM approval). Against these creatures, you gain a +1 morale bonus on attack rolls and a +2 morale bonus on weapon damage rolls.
Fast (Ex) Goblins have a base speed of 30 ft.
Skilled (Ex) Goblins gain a +4 racial bonus on Ride and Stealth checks.
Male Goblin cleric 4
NE Small humanoid (goblinoid)
Init +6, Senses darkvision (60 ft.); Perception +3
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DEFENSE
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AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size )
hp 28 (4d8+6)
Fort +6, Ref +6, Will +8
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OFFENSE
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Speed 30 ft.
Melee mwk. dogslicer +5 (1d4/19-20)
Ranged javelin +6 (1d4)
Special Attacks +1 when no allies adjacent, Channel Negative Energy (2d6, DC 13, 4/day)
Spell-like Abilities (CL 4th; concentration +5)
At-will - speak with animals (7 rounds/day)
6/day - fire bolt (1d6+2)
Cleric Spells Prepared (CL 4th; concentration +7)
2nd-cure moderate wounds(DC 15), hold person(DC 15), produce flame, sound burst(DC 15)
1st-burning hands(DC 14), command(DC 14), cure light wounds(DC 14), divine favor, shield of faith(DC 14)
0th-bleed(DC 13), detect magic, guidance(DC 13), stabilize(DC 13)
*:Domain spell.
Domains Animal, Fire
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STATISTICS
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Str 10, Dex 14, Con 13, Int 8, Wis 16, Cha 12
Base Atk +3; CMB +2; CMD 14
Feats Improved Initiative, Lightning Reflexes
Skills Handle Animal +3, Ride +6, Spellcraft +5, Stealth +9
Traits Goblin Bravery
Languages Goblin
SQ animal companion, aura, spontaneous casting
Combat Gear wand of cure light wounds (43 charges), wand of fireball (3 charges), elixir of fire breath
Other Gear +1 chain shirt, javelin, mwk. dogslicer, cloak of resistance +1, pearl of power (1st level), rations (1 day), tindertwig (5), wooden holy symbol
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SPECIAL ABILITIES
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Animal Companion (Ex) You gain the service of an animal companion.
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 2d6 points of negative energy damage to living creatures or to heal undead creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 13 Will save to halve the damage. You can use this ability 4 times per day.
Fast (Ex) Goblins have a base speed of 30 ft.
Fire Bolt (Sp) As a standard action, you can unleash a scorching bolt of divine fire from your hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6+2 points of fire damage. You can use this ability 6 times per day.
Goblin Bravery You have a worrying propensity for overconfidence in combat. When facing an enemy that’s larger than you, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 trait bonus on attack rolls with non-reach melee weapons.
Skilled (Ex) Goblins gain a +4 racial bonus on Ride and Stealth checks.
Speak with Animals (Sp) You can Speak with Animals, as per the spell, for 7 rounds per day.
Spontaneous Casting You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).
Male Companion Boar animal 2
N Small animal
Init +1, Senses low-light vision; scent, Perception +5
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DEFENSE
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AC 18, touch 12, flat-footed 17 (+1 Dex, +6 natural, +1 size )
hp 13 (2d8+4)
Fort +7, Ref +4, Will +1
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OFFENSE
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Speed 40 ft.
Melee gore +3 (1d6+1)
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STATISTICS
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Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4
Base Atk +1; CMB +1; CMD 12 (16 vs trip)
Feats Great Fortitude
Skills Perception +5, Stealth +9
SQ link, share spells, tricks(attack[any creature], come, down, fetch, guard, track)
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SPECIAL ABILITIES
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Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
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ANIMAL TRICKS
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Attack 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. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
Down 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.
Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Guard The animal stays in place and prevents others from approaching.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)
Male Goblin alchemist 4
NE Small humanoid (goblinoid)
Init +4, Senses darkvision (60 ft.); Perception +6
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DEFENSE
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AC 18, touch 16, flat-footed 14 (+2 armor, +1 deflection, +3 Dex, +1 dodge, +1 size )
hp 30 (4d8+8)
Fort +7, Ref +8, Will +0, +2 vs. poison, +2 vs. unexpected falls
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OFFENSE
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Speed 30 ft.
Melee mwk. club +4 (1d4-1)
Ranged bomb +9 (2d6+3 fire)
Special Attacks bomb 7/day (2d6+3, fire)
Alchemist Extracts Prepared (CL 4th)
2nd-elemental touch(DC 15), invisibility
1st-cure light wounds(DC 14), enlarge person, expeditious retreat, shield
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STATISTICS
=================================================
Str 8, Dex 18, Con 13, Int 16, Wis 8, Cha 10
Base Atk +3; CMB +1; CMD 17
Feats Brew Potion, Dodge, Great Fortitude, Throw Anything
Skills Craft (alchemy) +10 (+4 to craft items), Heal +6, Knowledge (nature) +10, Perception +6, Ride +7, Sleight of Hand +8, Stealth +14, Survival +6
Languages Common, Goblin, Orc, Varisian
Trait bouncy
SQ alchemy (alchemy craft +4, identify potions), , discoveries (explosive bombs, precise bombs [3 squares]), mutagen (+4/–2, +2 natural, 40 minutes), poison use, skilled, swift alchemy
Combat Gear potion of cure light wounds (4), potion of barkskin, potion of fly, alchemist's fire(4), tanglefoot bag (2), thunderstone,
Other Gear leather, mwk. buckler, mwk. club, defoliant polish, elixir of hiding, ring of protection +1, salve of slipperiness, belt pouch, formula book, rations (1 day)
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SPECIAL ABILITIES
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Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +4 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.
Bomb (Su) You can use 7 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+3 points of fire damage. Your bombs also inflict an additional 1d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (5). Those caught in the splash damage can attempt a DC 15 Reflex save for half damage.
Bouncy Your bones and flesh are more elastic than those of most goblins—when you fall, you tend to bounce a little better than they do as a result. Whenever you take falling damage, the first 1d6 points of lethal damage taken in the fall are automatically converted to nonlethal damage. You also gain a +2 bonus on all Reflex saves to avoid unexpected falls.
Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.
Darkvision Goblins can see in the dark up to 60 feet.
Explosive Bomb* The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
Fast (Ex) Goblins have a base speed of 30 ft.
Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 40 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 15 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Mutagen (Prime Stat Selection)
Mutagen (Second Stat Selection)
Mutagen (Third Stat Selection)
Poison Resistance (Ex) You gain a +2 bonus on all saving throws against poison.
Poison Use (Ex) You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
Precise Bombs Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
Skilled (Ex) Goblins gain a +4 racial bonus on Ride and Stealth checks.
Swift Alchemy (Ex) You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
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Formula Book
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Alchemist Spells
2nd -elemental touch, invisibility
1st -bomber's eye, cure light wounds, enlarge person, expeditious retreat, jump, shield
Male Goblin rogue 4
NE Small humanoid (goblinoid)
Init +9, Senses darkvision (60 ft.); Perception +8
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DEFENSE
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AC 21, touch 17, flat-footed 21 (+4 armor, +5 Dex, +1 dodge, +1 size )
hp 33 (4d8+12)
Fort +3, Ref +9, Will +2, +1 Reflex to avoid traps
Defensive Abilities evasion, trap sense +1, uncanny dodge
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OFFENSE
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Speed 30 ft.
Ranged mwk. hand crossbow +10 (1d3/19-20)
Melee +1 short sword +10 (1d4/19-20)
Special Attacks Sneak Attack 2d6
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STATISTICS
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Str 8, Dex 20, Con 14, Int 12, Wis 13, Cha 6,
Base Atk +3; CMB +1; CMD 17
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +12, Bluff +5, Disable Device +16, Escape Artist +12, Knowledge (Local) +8, Perception +8, Perception (Trapfinding) +10, Ride +13, Sleight of Hand +12, Stealth +20,
Languages Common, Goblin
SQ rogue talents (bleeding bttack +2, combat trick) trapfinding +2
Combat Gear +1 flaming bolts (3), potion of cure moderate wounds (2), potion of invisibility, medium spider venom (4)
Other Gear +1 studded leather, +1 short sword, mwk. hand crossbow with 10 bolts, rations (1 day), rope with grappling hook (50'), mwk. thieves' tools, tindertwigs (4)
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SPECIAL ABILITIES
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Bleeding Attack (Ex) You can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 2 additional points of damage each round. Bleeding creatures that that amount of damage every round at the start of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Fast (Ex) Goblins have a base speed of 30 ft.
Skilled (Ex) Goblins gain a +4 racial bonus on Ride and Stealth checks.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Trapfinding (Ex) You add +2 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.