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<blockquote data-quote="MavrickWeirdo" data-source="post: 316739" data-attributes="member: 107"><p><strong>Wippit Guud's Crazy Goblins</strong></p><p></p><p>Grako, Inventor</p><p>Expert L3; small humanoid; AL NE </p><p>HD 3d6+3; hp 14; </p><p>Init +1; Spd 30 ft; AC 12; </p><p>Atk +0 melee or +3 ranged;</p><p>SQ: Darkvision 60 ft; </p><p>SV Fort +1, Ref +2, Will +5; </p><p>Str 9, Dex 12, Con 12, Int 16, Wis 11, Cha 7. </p><p></p><p>Skills: (54 points)Alchemy +9, Appraise +8, Craft(Mechanical devices) +9(+2^), Decipher script +7, Disable device +9, Gather information +2, Hide +1(+4*), Knowledge(Technology) +9(+2^), Listen +0(-4"),Move siently +1(+4*), Open lock +7, Profession(Carpenter) +6, Speak language 5(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Skill foci. " Disability penalty, -4 dur to hearing damage.) </p><p></p><p>Feats:Skill Focus: Craft, Skill Focus: Knowledge Alchemy </p><p></p><p>recipies: alchemist's fire, flash powder, gunpowder, plaster of paris, paint, thunderstones </p><p></p><p>Languages:Common, Goblin, Draconic, Gnomish, Dwarven, Elven, Halfling, Undercommon, Giant, Infernal </p><p></p><p>Armor:None </p><p></p><p>Weapons:</p><p>Krakka: Atk +3 ranged, dmg 1d8, crit 19-20 x3, range 30, misfire on 5 or less, fire rate 1/2</p><p>Kaboom: Atk +3 ranged, dmg 2d6 + 1d6 following round, range 10, fumble on hit roll of 1. </p><p></p><p>Possessions:3 kabooms, 10 doses krakka powder in pouch, 10 krakka shots in pouch, alchemist lab, backpack, bedroll, flint and steel, miscelaneous trinkets, sack, trail rations (1 days), vestments, and water skin. 2 of each Quaal's feather token. </p><p></p><p>Goblin Virtues:Curious: They say curiosity killed the cat. Well, hundred of goblins die trying new ways to survive in the world. </p><p></p><p>Flavor:Grako is a living timebomb. Anything that's mechanincal in nature, he trys to aquire, take apart, re-assemble, and improve. His improved alchemist's fire, Kabooms, explode for 2d6 damage, but are very delicate, and have been known to break in his hand. The krakka, his preferred 'weapon' is noise, explosive, and prone to shoot backwards. If the world inclused tinker gnomes, even THEY are afraid of this guy. Due to the number of explosions he's been involved in, Grako is hard of hearing. </p><p></p><p>Tactics: Grako is never hesitant to add to combat, it's an excuse to try out a new invention! more often than not, however, he does just as much damage to his own side as the enemy.</p><p>------------------------------------------------------</p><p>Meskut, Hydra hunter</p><p>L1 Fighter, L3 Ranger; Small humanoid, AL N</p><p>HD 4d10+4; 30 hp; Init +2; Spd 30ft; </p><p>AC 17 (+4 studded leather armor +1, +2 Dex, +1 size) </p><p>Atk +6 melee or +6 rangedSQ: Darkvision 60ft, Favored enemy</p><p>SV: Fort +6, Ref +2, Will +1</p><p>Str 14, Dex 14, Con 12, Int 12, Wis 13, Cha 11 </p><p></p><p>Skills: (27 points)Animal empathy +1, Climb +4, Hide +2(+4*), Intuit direction +4, Knowledge(Nature) +4, Knowledge(Hydras) +4, Listen +3, Move silently +2(+4*), Spot +3, Wilderness lore +7(* goblin racial skills, +4 to hide and move silently) </p><p></p><p>Feats:Ambidexterity*, Cleave, Great Cleave, Power attack, Track*, Two-weaponfighting*(* virtual ranger feats, availabl only when wearing light or no armor) (NOTE- House rule: Due to hyrda heads being independant to each other, cleave and great cleave will work when one has been killed) </p><p></p><p>SQ- Favored enemy: Beasts - Meskut gains +1 to Bluff, listen, sense motive, spot, wildernes lore, and damage when used against beasts. </p><p></p><p>Languages: Common, draconic, goblin </p><p></p><p>Armor:+1 Studded leather, +4ac </p><p>Weapons: +1 Long sword: Atk +7 melee, Dmg 1d8+4 crit 19-20 x2</p><p>Short Sword: Atk +5 melee, Dmg 1d6+2 crit 19-20 x2</p><p>Dagger: Atk +5 melee or +5 ranged, Dmg 1d4+1, crit 19-20 x2, range 10ft </p><p></p><p>Possessions:5 daggers, 2 potions of swimming, 2 potions of haste, backpack, bedroll, belt pouch, flint and steel, 30 ft rope (silk), 2 sacks, 2 dozen hydra teeth, 15gp, 11sp, 6cp </p><p></p><p>Behind the Curtain:Meskut prefers to use a long-sword two-handed, as it gives him a better change to take out one head per hit, using great cleave to it's maximum potential. As Meskut advances, he will seleect magical beasts as his second favored enemy, to gain bonuses against the magical hydras. </p><p></p><p>Flavor:Meskut was once a member of a goblin tribe that lived in a swamp. Most of that tribe was wiped out one day with a 9 headed hydra attacked the village. As one of the few survivors, meskut has dedicated his life to eradicating hydras and their subtypes. </p><p></p><p>Goblin Virtues:Vengeful. If something happens to a goblin that pushes him over the edge, he will spend every moment of his life, every copper of his funds, and dedicate himself to destrying that which he hates the most.</p></blockquote><p></p>
[QUOTE="MavrickWeirdo, post: 316739, member: 107"] [b]Wippit Guud's Crazy Goblins[/b] Grako, Inventor Expert L3; small humanoid; AL NE HD 3d6+3; hp 14; Init +1; Spd 30 ft; AC 12; Atk +0 melee or +3 ranged; SQ: Darkvision 60 ft; SV Fort +1, Ref +2, Will +5; Str 9, Dex 12, Con 12, Int 16, Wis 11, Cha 7. Skills: (54 points)Alchemy +9, Appraise +8, Craft(Mechanical devices) +9(+2^), Decipher script +7, Disable device +9, Gather information +2, Hide +1(+4*), Knowledge(Technology) +9(+2^), Listen +0(-4"),Move siently +1(+4*), Open lock +7, Profession(Carpenter) +6, Speak language 5(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Skill foci. " Disability penalty, -4 dur to hearing damage.) Feats:Skill Focus: Craft, Skill Focus: Knowledge Alchemy recipies: alchemist's fire, flash powder, gunpowder, plaster of paris, paint, thunderstones Languages:Common, Goblin, Draconic, Gnomish, Dwarven, Elven, Halfling, Undercommon, Giant, Infernal Armor:None Weapons: Krakka: Atk +3 ranged, dmg 1d8, crit 19-20 x3, range 30, misfire on 5 or less, fire rate 1/2 Kaboom: Atk +3 ranged, dmg 2d6 + 1d6 following round, range 10, fumble on hit roll of 1. Possessions:3 kabooms, 10 doses krakka powder in pouch, 10 krakka shots in pouch, alchemist lab, backpack, bedroll, flint and steel, miscelaneous trinkets, sack, trail rations (1 days), vestments, and water skin. 2 of each Quaal's feather token. Goblin Virtues:Curious: They say curiosity killed the cat. Well, hundred of goblins die trying new ways to survive in the world. Flavor:Grako is a living timebomb. Anything that's mechanincal in nature, he trys to aquire, take apart, re-assemble, and improve. His improved alchemist's fire, Kabooms, explode for 2d6 damage, but are very delicate, and have been known to break in his hand. The krakka, his preferred 'weapon' is noise, explosive, and prone to shoot backwards. If the world inclused tinker gnomes, even THEY are afraid of this guy. Due to the number of explosions he's been involved in, Grako is hard of hearing. Tactics: Grako is never hesitant to add to combat, it's an excuse to try out a new invention! more often than not, however, he does just as much damage to his own side as the enemy. ------------------------------------------------------ Meskut, Hydra hunter L1 Fighter, L3 Ranger; Small humanoid, AL N HD 4d10+4; 30 hp; Init +2; Spd 30ft; AC 17 (+4 studded leather armor +1, +2 Dex, +1 size) Atk +6 melee or +6 rangedSQ: Darkvision 60ft, Favored enemy SV: Fort +6, Ref +2, Will +1 Str 14, Dex 14, Con 12, Int 12, Wis 13, Cha 11 Skills: (27 points)Animal empathy +1, Climb +4, Hide +2(+4*), Intuit direction +4, Knowledge(Nature) +4, Knowledge(Hydras) +4, Listen +3, Move silently +2(+4*), Spot +3, Wilderness lore +7(* goblin racial skills, +4 to hide and move silently) Feats:Ambidexterity*, Cleave, Great Cleave, Power attack, Track*, Two-weaponfighting*(* virtual ranger feats, availabl only when wearing light or no armor) (NOTE- House rule: Due to hyrda heads being independant to each other, cleave and great cleave will work when one has been killed) SQ- Favored enemy: Beasts - Meskut gains +1 to Bluff, listen, sense motive, spot, wildernes lore, and damage when used against beasts. Languages: Common, draconic, goblin Armor:+1 Studded leather, +4ac Weapons: +1 Long sword: Atk +7 melee, Dmg 1d8+4 crit 19-20 x2 Short Sword: Atk +5 melee, Dmg 1d6+2 crit 19-20 x2 Dagger: Atk +5 melee or +5 ranged, Dmg 1d4+1, crit 19-20 x2, range 10ft Possessions:5 daggers, 2 potions of swimming, 2 potions of haste, backpack, bedroll, belt pouch, flint and steel, 30 ft rope (silk), 2 sacks, 2 dozen hydra teeth, 15gp, 11sp, 6cp Behind the Curtain:Meskut prefers to use a long-sword two-handed, as it gives him a better change to take out one head per hit, using great cleave to it's maximum potential. As Meskut advances, he will seleect magical beasts as his second favored enemy, to gain bonuses against the magical hydras. Flavor:Meskut was once a member of a goblin tribe that lived in a swamp. Most of that tribe was wiped out one day with a 9 headed hydra attacked the village. As one of the few survivors, meskut has dedicated his life to eradicating hydras and their subtypes. Goblin Virtues:Vengeful. If something happens to a goblin that pushes him over the edge, he will spend every moment of his life, every copper of his funds, and dedicate himself to destrying that which he hates the most. [/QUOTE]
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