Gobbo

Once known as Koap Fireslinger, now known only as Gobbo.

Description:
Gobbo
Goblin (P), Alchemist (P) 16th, Rogue (P) 2nd
Small Humanoid (Goblinoid) 
Alignment: Chaotic Neutral
Hit Dice: 16d8+96, 2d8+12 (214 hp)
Initiative: +9
Speed: 40' (8 sq), fly 40' (average) (light enc.)
Space/Reach: 5 ft./5 ft.
AC: 34 (+7 Armor, +6 Dex, +1 Size, +1 Dodge, +6 Natural Armor, +3 Deflection), 
Touch 21, Flat-Footed 27
Saves: Fort +20, Ref +26, Will +12
Abilities: Str 14, Dex 28, Con 22, Int 26, Wis 12, Cha 10
Base Att/CMB/CMD: +13 / +14 / 42

******
Single Attack:
Bomb: +24 thrown (8d6+8/20/x1)
Bomb: +24 ranged (8d6+8/20/x1)
Bomb (Force): +24 ranged (8d4+16/20/x1)

******
Full Attack:
Bomb: +24 thrown (8d6+8/20/x1)
Bomb: +24/+19/+14 ranged (8d6+8/20/x1)
Bomb (Force): +24/+19/+14 ranged (8d4+16/20/x1)

******
==| FEATS |==
Dodge, Iron WIll, Wpn Focus: Bomb, Close-Quarters Thrower: Bomb, Extra Bombs, 
Extra Discovery, Extra Discovery, Brew Potion, Throw Anything, Splash Weapon Mastery, 
Extra Discovery, Extra Discovery.

==| SKILLS |==
Acrobatics +35+9, Appraise +22, Bluff +14, Climb +15, Cr:Alchemy +28+16, Diplomacy +0, 
Disable Dev +32+1, Disguise +0, Escape Art +51, Fly +28, Heal +1, Intimidate +0, 
Kn:Arcana +20, Kn:Dungeon +26, Kn:Geo +26, Kn:Nature +26, Linguistics +20, Perception +22+1, 
Ride +13, Sense Mot +1, Slt of Hand +30, Spellcraft +29, Stealth +45, Survival +1, Swim +2, 
Use Mag Dev +18.

==| ALCHEMIST (P) SPELLS |==
Spells per Day: (7/7/7/6/4/2; save DC 18+spell level): 
Level 1: Ant Haul, Bomber's Eye, Cure Light Wounds, Endure Elements, Enlarge Person, 
Expeditious Retreat, Jump, Reduce Person, Shield, Targeted Bomb Admixture, Touch of the Sea,
 True Strike. 
Level 2: Aid, Alchemical Allocation, Barkskin, Bear's Endurance, Blood Transcription, 
Blur, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Darkvision, Delay Poison, 
Eagle's Splendor, Fox's Cunning, Invisibility, Levitate, Owl's Wisdom, 
Protection from Arrows, Resist Energy, Restoration (Lesser), Spider Climb, 
Undetectable Alignment, Vomit Swarm.  
Level 3: Water Breathing, Amplify Elixir, Absorbing Touch, Cure Serious Wounds, 
Displacement, Fly, Gaseous Form, Haste, Heroism, Lightning Lash Bomb Admixture, 
Nondetection, Rage, Remove Blindness/Deafness, Remove Disease, Tongues, Burst of Speed
Level 4: Echolocation, Freedom of Movement, Neutralize Poison, Universal Formula, Air Walk, 
Death Ward, Restoration, Greater Invisibility
Level 5: Delayed Consumption, Overland Flight, Beast Shape III, Magic Jar, Elude Time, Sending, 
Spell Resistance
Level 6: Caging Bomb Admixture, Eyebite, Form of the Dragon I, Giant Form I, Heal, Shadow Walk, 
True Seeing, Walk through Space, Wind Walk

==| EQUIPMENT |==
ARMOR WORN: Shadow Bonless Leather +4.
Alchemist's Lab (portable), Alchemist's Kit, 
Masterwork Thieves' Tools, Quicksilver & powdered platinum 1000gp worth, Diamond Dust 5000gp,
Vilitile Vaporizer (lvl 1)x3, Elixir of Life, Javelin of Lightning x3, 
Preserving Flask (Lvl 4: Echolocation), Preserving Flask (Lvl 4: Universal Formula), 
Preserving Flask (Lvl 4: Restoration), Boro Beads (Lvl 3 & Lvl 4)

==| Potions |==
Cure Light Wounds, Endure Elements, Jump, Enlarge Person, Reduce Person, Aid, Barkskin, 
Bear's Endurance, Blur, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Darkvision, 
Delay Poison, Eagle's Splendor, Fox's Cunning, Invisibility, Lesser Restoration, Levitate, 
Owl's Wisdom, Protection from Arrows, Resist Energy, Spider Climb, Undetectable Alignment, 
Cure Serious Wounds, Displacement, Fly, Gaseous Form, Haste, Heroism, Nondetection, Rage, 
Remove Blindness/Deafness, Remove Disease, Tongues, Water Breathing, Neutralize Poison.

==| MAGICAL ITEMS WORN |==
Headband of Intellect +6
Vest of Stable Mutation
Boots of Striding & Springing
Ring of Protection +3
Belt of Physical Perfection +4
Cloak of Resistance +4
Handy Haversack
Apparatus of Explosive Mixology: Full round action, combine effects of up to 4 bombs. Make
1 attack roll at highest bonus, target suffers effects of all bombs at once. 1d3 temporary
CON damage for each bomb. Bombs count against daily total. Usable twice per day.

==| Languages (x16) |==
Goblin, Common, Draconic, Ignan, Abyssal, Terran, Sylvan, Infernal, Gnoll, Giant, Elven, 
Celestial, Auran, Aquan, Abyssal, Orc, Dwarven

******
==| Racial Traits: Goblin (P) |==
+4 racial bonus on Stealth & Ride Checks

==| Class Features: Alchemist (P) 16th |==
Brew Potion (Ex): Gain 'Brew Potion' as a bonus feat
Throw Anything (Ex): Gain the 'Throw Anything' feat as a bonus feat
Alchemy (Su): Use Craft: alchemy to identify potions as if using detect magic
   • Allows for 3 types of magical items: Extracts, Bombs, and Mutagens
Extracts (Su): Extracts behave like spells in potion form, as such they can be dispelled 
using your level as the spell level.
   • An extract immdiately becomes inert if it leaves your possesion, reactivating as soon 
as it returns to your keeping
   • You can draw and drink an extract as a std action
   • An extract, once created, remains potent for 1 day before becoming inert.
   • Mixing an extract takes 1 minute of work
Bombs (Su):    26/day   < OOOOOOOOOOOOOOOOOOOOOOOOOO >
   • Bombs are unstable, must be used within 1 rnd of creation or they go inert
   • Creation requires a small vial with an ounce of liquid catalyst (created in alchemy lab, 
which can be restocked as per a spell component pouch)
   • Creating and throwing a bomb is a std action that provokes AoO
   • Detonation (throwing) is a std action that uses the 'Throw Splash Weapon' special attack 
(CRB p202), with a range increment of 20'
   • On a hit, the bomb inflicts 8d6+8 fire damage, and splash damage is 16 points of fire damage,
 REF DC26 for half
Persistant Mutagen (Su):
   • Brewing time is 1 hour for a dose, can only have one dose active at once.
   • Imbibing the mutagen is a std action that lasts for 16 hours
   • STR Mutagen: +4 to Strength, +2 Nat. Armor, -2 to Intelligence
   • DEX Mutagen: +4 to Dexterity, +2 Nat. Armor, -2 to Wisdom
   • CON Mutagen: +4 to Constitution, +2 Nat. Armor, -2 to Charisma
Poison Immunity (Ex): Completely immune to Poisons
Swift Alchemy (Ex): You need half the normal amount of time to create alchemical items and 
you can apply poison to a weapon as a move action
Swift Poisoning (Ex): Apply a dose of poison to a weapon as a swift action
Discovery (Su): 12x discoveries
   • Precise Bomb: Up to 8 squares are not affected by the Splash damage
   • Acid Bomb: Bomb deals acid dmg, and +1d6 acid dmg on the next round
   • Frost Bomb: Bomb deals cold dmg. Target is staggered on his next turn unless FORT DC26
   • Fast Bombs: Prepare / throw as many bombs as your base attack allows
   • Force Bomb: Bomb deals force dmg. REF DC26 or knocked prone
   • Greater Mutagen: Bonuses become +6 primary, +4 secondary +4 to Natural Armor and -2 
to associated mental ability scores
   • Infusion: Extracts persists if set down and other can imbibe it
   • Elixir of Life: 1/day brew, in 1 hour, a 25,000 gp elixir which can:
      • act as a 'True Resurrection' spell OR
       • protect you with a resurrection spell if you die within 8 days
   • Rag Doll Mutagen: Gain bonus on Escape Artist checks equal to class level while mutagen 
in effect. All fall damage nonlethal, can squeeze to two size categories smaller.
   • Scrap Bomb: Bomb deals pierce dmg. Target bleeds on his next turn unless REF DC26
   • Lingering Spirit: Treat Con as 10 higher when determining how much hitpoint dmg it takes to 
kill him.
   • Grand Mutagen: Bonuses become +8 primary, +6 secondary, +4 tertiary +6 to Natural Armor,
 -2 to all mental ability scores

==| Class Features: Rogue (P) 2nd |==
Sneak Attack: +1d6 damage
Evasion (Ex): Take no damage on successful Reflex save
Rogue Talents: 1x talent available.  *: Affects sneak att, max. one per sneak
   • Fast Stealth (Ex): Move at full speed using Stealth without penalty

==|  Conditional Bonuses - Armor  |==
+5 bonus on Acrobatics to reduce damage from falls (Boneless Leather)

==|  Conditional Bonus - Alchemist (P) Class  |==
+1 to Craft (alchemy) to create an alchemical items [Alchemy]

==|  Conditional Bonus - Rogue (P) Class  |==
+1 to Perception to locate Traps [Trapfinding]
+1 to Disable Device versus Traps [Trapfinding]

==|  Conditional Skill and Synergies  |==
+4 on Acrobatics checks made to jump [Base Speed]

******
==|  Spell Effects in Place  |==
Overland Flight (16 Hours)
Ant Haul (32 Hours)
Grand Mutagen (16 Hours)
Delayed Consumption: Freedom of Movement (16 days)
Elixir of Life (16 days)

==|  Contingencies |==
1. (Used) If target takes enough hit point damage to knock him unconscious (-1 HP): Heal (Cl 11)
2. (Used) If target takes enough hit point damage to get him halfway to death (-11 HP)
Bio:

This goblin was born like many other goblins. Shortly after he was born, he was thrown into a holding pin with all the other young goblins and was left to fend for himself. Only given scraps occasionally, he was forced to eat and drink whatever he could find, which occasionally included the younger and weaker goblin young in the cage. Just before Koap Fireslinger, as he was called then, was big enough to escape the pin, a group of slavers swept through his tribe, killing many of the tribe, especially those that resisted, and capturing the young.

Koap, being smarter than the average goblin, kept his head down and bided his time to escape. While the young goblins were on display for people to inspect and bid on, Koap carefully picked the locks holding him in place and started to sneak away, however he was quickly caught and punished. These escape attempts happened several more times, before the slavers beat him within an inch of his life, before placing him back to where he was. Eventually Koap was bought by someone, who saw his many escape attempts as a positive.

Koap’s new master spent much of his time making Koap into the perfect servant. Koap resisted the best he could, but eventually he broke and started to do as his master commanded. After the master was pleased with Koap and trusted that he wasn’t going to try to escape or kill him, the master started to send him to gather materials. After years of the master calling out, “Gobbo, go do this” and “Gobbo, do that!” and being thoroughly broken, Gobbo wanted nothing more than to please his master and started to learn some basic alchemy, in order to assist his master further in pursuits.

One day, the master decided to break off a deal with a mysterious woman, thinking that she was simply a crazy lady and not anyone that could do anything about it. The master was greatly mistaken on who he was dealing with and paid the ultimate price for his arrogance. Gobbo, upon returning from a task the master sent him on, looked upon the broken body of his master and the mysterious woman who killed him. Seeing little other options, he immediately placed himself in her service and since has faithfully served his new Mistress.