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Fryc Blarm

GOBLIN HUMANOID

Played by Gerald

Class
Alchemist (Bomber)
Size
Small (3' 3")
Alignment
Chaotic Neutral
XP
Level
  2  
Hero Points
Deity
Goblin Scrounger/Snarecrafter (APG 190/194), Anvil Dwarf (CG 19)
Scrounger & Snarecrafter archetypes
25ft
+0
Str
Modifier
Strength
Score
10
+3
Dex
Modifier
Dexterity
Score
16
+3
Con
Modifier
Constitution
Score
16
+4
Int
Modifier
Intelligence
Score
18
+1
Wis
Modifier
Wisdom
Score
12
-2
Cha
Modifier
Charisma
Score
6
Total
18
Base
10
Key
4
Item
0
Prof
4
U T E M L
  +2      

 
Common, Dwarven, Elven, Gnomish, Goblin, Orcish
HP
24/24
Temp. HP
0
Total
5
Prof. Mod
4
Att. Mod (Wis)
1
Item Mod
0
U T E M L
  +2      

 
Senses
Darkvision
Total
17
AC Base
10
Dex Bonus (or AC Cap)
3
Item
0
Prof
4
U T E M L
  +2      

 
Unarmored
U T E M L
  +2      

 
Light
U T E M L
  +2      

 
Medium
U T E M L
+0        

 
Heavy
U T E M L
+0        

 
Shield AC
+0
Hardness
0
Shield HP
0 / 0
BT
0
Save Total Mod Prof Item Prof. Bonus
Fortitude (CON) 9 3 6 0 4
Reflex (DEX) 9 3 6 0 4
Will (WIS) 5 1 4 0 2
Simple Weapons
U T E M L
  +2      

 
Martial Weapons
U T E M L
+0        

 
WeaponLevel
Alchemical BombsTrained
WeaponAttackDamageType
Unarmed Attack 1d20+4 1d4 Bludgeoning
Gauntlet 1d20+4 1d4 Bludgeoning
Dagger 1d20+7 1d4 Piercing
Sickle 1d20+7 1d4 Slashing
WeaponAttackDamageType
Crossbow 1d20+7 1d8 Piercing
Acid Flask, Lesser 1d20+7 1 splash + 1d6 persistentAcid
Alchemist Fire, Lesser 1d20+7 1 splash + 1 persistent + 1d8 fire damageFire
Bottled Lightning, lesser 1d20+7 1 splash + 1d6 electricity damageElectricity, Flat-Footed
Tanglefoot Bag, lesser 1d20+7 -10' speedEscape DC 19
Thunderstone, lesser 1d20+7 1 splash + 1d4 sonic damage, DC 17 Fortitude or deafenedSonic
Total Prof. Mod Ability Mod Item Mod Armor Mod
+3 Acrobatics (dex)   3 0
+8 Arcana (int) 4 4 0
+0 Athlethics (str)   0 0
+8 Crafting (int) 4 4 0
-2 Deception (cha)   -2 0
-2 Diplomacy (cha)   -2 0
-2 Intimidation (cha)   -2 0
+10 Lore: engineering 6 +4 0
+5 Medicine (wis) 4 1 0
+1 Nature (wis)   1 0
+8 Occultism (int) 4 4 0
-2 Performance (cha)   -2 0
+5 Religion (wis) 4 1 0
+8 Society (int) 4 4 0
+7 Stealth (dex) 4 3 0
+1 Survival (wis)   1 0
+7 Thievery (dex) 4 3 0
Ancestry Anvil Dwarf

Ancestry Feat Junk Tinker

Ancestry Feat City Scavenger

Archetype Scrounger

Archetype Snarecrafter

Skill Feat Crafter's Appraisal

Skill Feat Snare Crafting

Class Feat Alchemical Crafting

Class Feat Quick Bomber

Class Feat Demolition Charge
Adventurer's Pack : (2 blk) bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin

Leather Armor: (1 blk) gray leather

Dagger

Sickle

Crossbow (1 blk)

Gauntlet
Spell Attack Roll
Total Key Prof
4 4 0
Spell DC
Total Base Key Prof
14 10 4 0
Magic Tradition
Arcane
Spells Per Day
Per Day
Level 1 2 3 4 5 6 7 8 9 10
Current
© Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

Statblocks for your Feats and Ability.

Ancestry Feats & Abilities

Junk Tinker - Ancestry Feat 1
ANCESTRY FEAT

Requirements Goblin
Description You can make useful tools out of even twisted or rusted scraps. When using the Crafting skill to Craft, you can make level 0 items, including weapons but not armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don't take this penalty when using shoddy items you made.   You can also incorporate junk to save money while you Craft any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM's discretion, this might affect the item's resale value depending on the buyer's tastes.
City Scavenger - Ancestry Feat 1
ANCESTRY FEAT

Requirements Goblin
Description You know that the greatest treasures often look like refuse, and you scoff at those who throw away perfectly good scraps. You gain a +1 circumstance bonus to checks to Subsist, and you can use Society or Survival when you Subsist in a settlement.   When you Subsist in a city, you also gather valuable junk that silly longshanks threw away. You can Earn Income using Society or Survival in the same time as you Subsist, without spending any additional days of downtime. You also gain a +1 circumstance bonus to this check.
Scrounger - Archetype
ARCHETYPE

Requirements Trained in Crafting
Description You have spent countless hours disassembling and rebuilding complex items to learn how they work, giving you the skill to create just about anything from the most unlikely materials. While your improvised items don't last long, they tend to be just what you need in a pinch, and your enemies find that while they might be able to disarm you, the real challenge is keeping you that way. Locked rooms, diabolical traps, and desperate situations are each their own sort of puzzle to you, and the mundane objects around you are the pieces you use to improvise your own solution. Create any item 0 level or lower from whatever you find laying around.
Snarecrafter - Archetype
ARCHETYPE

Description You're able to take ordinary materials and use them to create deadly snares, special traps that you can rig up quickly when the situation demands. While traps might grant you less brute force to apply in a fair fight than weapons would, you rarely allow your fights to be fair. Instead, when a battle takes place at a location of your choice, you have a major advantage thanks to your well-placed snares. Once your foes come to realize that you may have trapped any location on the battlefield, their fear of walking into another trap can help you corral them toward the waiting blades of your allies, or even make them too paranoid to move at all, locking them in place.

Skill Feats

Snare Crafting - Skill Feat 1
GENERAL SKILL

Requirements Trained in Crafting
Description You can use the Craft activity to create snares. When you select this feat, you add the formulas for four common snares to your formula book.
Applications Alarm Snare: You create an alarm snare by rigging one or more noisy objects to a trip wire or pressure plate. When you create an alarm snare, you designate a range between 100 to 500 feet at which it can be heard. When a Small or larger creature enters the square, the snare makes a noise loud enough that it can be heard by all creatures in the range you designated.   Hampering Snare: You arrange brambles, wires, sticky goo, or other materials to interfere with a creature’s movement. The square with this snare, as well as three adjacent squares (to form a 10-foot-by-10-foot area), become difficult terrain when the first creature enters the snare’s square. The difficult terrain affects the creature’s movement right away, including its movement into the triggering square, and it lasts for 1d4 rounds after the snare is triggered. A creature can use an Interact action to clear the difficult terrain out of a single square early.   Signaling Snare: A subtle snare used in hunting or tracking, a signaling snare often consists of carefully prepared earth, piled sand or stones, specific arrangements of vegetation, and so forth. When a creature enters a square of a signaling snare, nothing happens to the creature, but instead it causes a small, unobtrusive disruption to the terrain that allows the snare’s creator or another creature who knows what to look for to determine whether a creature of the appropriate size entered the square.   Spike Snare: This basic snare consists of hidden spikes that rely on a creature’s momentum to lacerate or potentially impale it as it enters the snare’s square, dealing 2d8 piercing damage. The creature must attempt a DC 17 basic Reflex saving throw.
Crafter's Appraisal - Skill Feat 1
GENERAL SKILL

Requirements Trained in Crafting
Description Your knowledge of items’ construction allows you to discern their magical effects as well. You can use Crafting instead of a skill associated with a magic tradition to Identify Magic on magic items, though not on any other sorts of magic.

Class Feats & Abilities

Alchemical Crafting - Class Feat 1
GENERAL SKILL

Requirements Trained in Crafting
Description You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
Applications Bestial Mutagen, Lesser Your features transform into something bestial and you take on muscle mass, but your lumbering form is clumsy. Benefit: You gain a +1 item bonus, your claw deals 1d4 slashing damage, your jaws deal 1d6 piercing damage, and the duration is 1 minute. Drawback: You take a –1 penalty to AC and a –2 penalty to Reflex saves.   Cheetah's Elixir, Lesser Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. Benefit: Speed bonus of +5 feet, and the duration is 1 minute.   Eagle-Eye Elixir, Lesser After you drink this elixir, you notice subtle visual details. For the next hour, you gain a +1 to perception, or +2 to find secret doors and traps.   Smokestick, Lesser: With a sharp twist of this item, you instantly create a 5' screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Quick Bomber - Class Feat 1
CLASS FEAT

Description You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it.
Demolition Charge - Class Feat 2
CLASS FEAT


Trigger Activate reaction fire in the hole. A creature moves into the hazard's space.

Action

The hazard explodes, dealing the bombs' damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, similarly combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply.
Description You can rig your bombs to inanimate objects in order to cause destruction to the surrounding area. As an activity that takes 1 minute, you attach between one and four bombs to an inanimate object within your reach, such as a chest, door, wall, or column. This creates a hazard in one square occupied by or adjacent to the inanimate object, and the hazard's Stealth DC to detect it and Thievery DC to disable it are equal to your class DC. The hazard has the following reaction, which you can also trigger as a single action so long as you are within 30 feet of the hazard. The hazard retains its potency until it's triggered, until the inanimate object moves from its space, or until you make your next daily preparations, whichever comes first.

Statblocks for your spells.


Created by

bibliopathologist.

System

Pathfinder 2e

Statblock Type

Character Sheet

Link/Embed