Gogmurt Pathfinder 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
8 STR 10 -2 8 11- HTH Damage 1 1/2d6 END [1]
14 DEX 10 12 14 12- OCV 5 DCV 5
14 CON 10 8 14 12-
8 BODY 10 -4 8 11-
10 INT 10 0 10 11- PER Roll 12-
15 EGO 10 10 15 12- ECV: 5
12 PRE 10 2 12 11- PRE Attack: 2d6
8 COM 10 -1 8 11-
2 PD 2 0 2/6 2/6 PD (0/4 rPD)
3 ED 3 0 3/7 3/7 ED (0/4 rED)
3 SPD 2.4 6 3 Phases: 4, 8, 12
5 REC 5 0 5
28 END 28 0 28
20 STUN 19 1 20
6" Running 6 0 6"
2" Swimming 2 0 2"
1 1/2"/0 1/2" Leaping 2 0 1 1/2" 32 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 1 1/2"
V. Leap (1") 0 1/2"
EXPERIENCE
Total earned: 45
Spent: 38
Unspent: 7
Base Points: 50
Disad Points: 100
Total Points: 188
CHALLENGES
Cost  Disadvantage
5 DF: Evil (Concealable with Magic; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
10 DF: Goblin (Concealable w/ Magic; Noticed and Causes Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
5 DF: Nature Magic Caster (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
20 Goblins Characteristic Maxima
5 Phys. Lim.: Small (3 ft - 3.5 ft; 40 to 45 lbs average) (Infrequently, Slightly Impairing)
15 Psych. Lim.: Evil (Common, Strong)
20 Psych. Lim.: Loyal to Thistletop Goblin tribe (Common, Total)
10 Psych. Lim.: Strong Sense Of Self Preservation (Uncommon, Strong)
Notes: Will retreat if reduced to 50% BODY or STUN; Will flee / surrender if reduced to 25% BODY or STUN.
5 Rivalry: Professional (Nualia; Rival is As Powerful; Seek to Supplant Rival; Rival Aware of Rivalry)
5 Susceptibility: Good 1d6 damage Instant (Uncommon)
100 Total Disadvantages Cost

Gogmurt Pathfinder 
DEFENSES
Type Amount Notes
Physical Defense 2/6 Current BODY:
Res. Phys. Defense 0/4 (8)
Energy Defense 3/7 Current END:
Res. Energy Defense 0/4 (28)
Mental Defense 15 Current STUN:
Power Defense 2 (20)
COMBAT INFORMATION
OCV: 5 DCV: 5
Combat Skill Levels:
+2 with DCV
+2 with DCV (10 Active Points); Only When Casting A Spell In Combat Conditions (-1/2)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

Gogmurt Pathfinder 
SPELLS, GIFTS, AND HEROIC KNACKS
Cost  Power END
Goblin
3
1) +1 PER with all Sense Groups
0
5
2) Nightvision
0
Druid
25
1) Animal Companion: Follower
Notes: Tangletooth; leopard / cougar
4
2) Brew Potion Feat: KS: Alchemy 13-
7
3) Combat Casting Feat: +2 with DCV (10 Active Points); Only When Casting A Spell In Combat Conditions (-1/2)
5
4) Nature Sense: Detect Plants, Animals, Pure Water A Class Of Things 11- (Unusual Group), Discriminatory (10 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Only Usable While In Good Standing w/ Faith (Cannot be removed; -1/4)
0
4
5) Resist Natures Lure: MD (15 points total) (10 Active Points); Only vs. Woodland Creatures (-1 1/4), Only Usable While In Good Standing w/ Faith (Cannot be removed; -1/4)
0
2
6) Trackless Step: Trackless Stride Talent
4
7) Wild Empathy: +2 with Animal Handler
4
8) Woodland Stride: Environmental Movement (no penalties in natural terrain)
51 Animine Magic: Variable Power Pool (Animine (135/135)), 45 base + 6 control cost, (67 Active Points);
  • Very Limited List of Spells (-1),
  • Nature Magic Only (-1/2),
  • Variable Limitation (requires -1 worth of Limitations; each Spell must take -1 of Limitations from Focus, Extra Time, Concentration, Incantation, Gesture, or RSR: Magic Skill vs. Spell Resistance in any combination at a MINIMUM; -1/2),
  • Only Change Spells With Meditation (Requires unmodified Natural Faith Skill Roll and 1 hour of Meditation) (Requires unmodified Faith Roll and 1 hour of Meditation; -1/2),
  • All Spells Must Have 1 Charge (-1/4)
    Notes: 45 Active Point / 135 Real Cost Limit
0
1) Animal Messenger: Mind Control 7d6 (Animal class of minds), {[Natural]~[Compulsion]~[Mind-Affecting]}, Telepathic (+1/4) (44 Active Points); 1 Charge (-2), Only To Command Creature To Carry Something Small To Specific Location And Allow Recipient To Acquire (-1), Extra Time (Full Phase, Delayed Phase, -3/4), Limited Class Of Minds Tiny Untamed Animals (-1/2), Concentration (1/2 DCV; -1/4), Does Not Provide Mental Awareness (-1/4) Real Cost: 8
[1]
0
2) Briarpatch: CE 2" radius, +1 Points of Damage, -6" Running, Long-Lasting 1 Hour, Multiple Combat Effects, {[Natural]} (45 Active Points); 1 Charge (-2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4) Real Cost: 11
[1]
0
3) Charm Animal: +30 PRE ({[Natural]}), 1 Continuing Charge lasting 1 Week (+0) (30 Active Points); Only vs 1 Animal (-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4) Real Cost: 11
0
4) Cure Light Wounds: Healing 2d6, {[General]~[Healing]}, Ranged (+1/2) (30 Active Points); 1 Charge (-2), Extra Time (Full Phase, Delayed Phase, -3/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) Real Cost: 7
[1]
0
5) Cure Light Wounds: Healing 2d6, {[General]~[Healing]}, Ranged (+1/2) (30 Active Points); 1 Charge (-2), Extra Time (Full Phase, Delayed Phase, -3/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) Real Cost: 7
[1]
0
6) Cure Minor Wounds: Healing 1d6, {[General]~[Healing]}, Ranged (+1/2) (15 Active Points); 1 Charge (-2), Extra Time (Full Phase, Delayed Phase, Character May Take No Other Actions, -1), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) Real Cost: 3
[1]
0
7) Cure Moderate Wounds: Healing 3d6, {[General]~[Healing]}, Ranged (+1/2) (45 Active Points); 1 Charge (-2), Extra Time (Full Phase, Delayed Phase, -3/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) Real Cost: 10
[1]
0
8) Entangle: Entangle 1d6, 2 DEF ({[Natural]}), AOE (2" Radius; +1) (30 Active Points); 1 Charge (-2), Extra Time (Full Phase, Delayed Phase, -3/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4) Real Cost: 7
[1]
0
9) Faerie Nimbus: Sight Group Images 1" radius, {[Natural]}, Accurate (+0), 1 Continuing Charge lasting 1 Day (+1/4), LOS Not Required To Maintain (+1/2), Uncontrolled (+1/2), UAA (+1), Damage Shield (Affects Mental And Physical Attackers; Offensive; +1 1/4) (45 Active Points); Only To Create Light (-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4) Real Cost: 15
Notes: Those who attack or are attacked by the caster are ringed by an Aura of Glowing Light
[1 cc]
0
10) Flame Blade: HKA 2d6-1 (vs. ED) ({[Natural]~[Fire]}), Lingering up to 1 Minute (+3/4) (44 Active Points); 1 Continuing Charge lasting 1 Minute (-1 1/4), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4) Real Cost: 15
[1 cc]
0
11) Flare: Sight Group Flash 3d6 (15 Active Points); 1 Charge (-2), Extra Time (Full Phase, Delayed Phase, -3/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 3
[1]
0
12) Improved Light: Sight Group Images Increased Size (8" radius; +3/4), +2 to PER Rolls, {[General]~[Light]} (28 Active Points); Only To Create Light (-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Gestures (-1/4), Concentration (1/2 DCV; -1/4), 1 Continuing Charge lasting 1 Hour (-1/4) Real Cost: 9
Notes: No Light penalty to PER checks is -2 for normal darkness, and -4 for total darkness. This offsets the penalty by -2 in a large area; roughly equivalent to a lantern
[1 cc]
0
13) Lesser Restoration: Healing 3 1/2d6, {[General]~[Healing]}, any Ability Damage one at a time (+1/4) (44 Active Points); 1 Charge (-2), Extra Time (Extra Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 10
[1]
0
14) Light: Sight Group Images 1" radius, +1 to PER Rolls, {[General]~[Light]} (13 Active Points); Only To Create Light (-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Gestures (-1/4), Concentration (1/2 DCV; -1/4), 1 Continuing Charge lasting 1 Hour (-1/4) Real Cost: 4
Notes: No Light penalty to PER checks is -2 for normal darkness, and -4 for total darkness. This offsets the penalty by -1 in a small area; roughly equivalent to a low quality candle
[1 cc]
0
15) Mend: Minor Transform 0 1/2d6 (Broken Object to Whole Object (Repair Only)), {[General]}, Improved Results Group (Broken (Mundane) Items; +1/4), Lingering up to 6 Hours (+1 3/4) (15 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), Concentration (1/2 DCV; -1/4), 1 Continuing Charge lasting 6 Hours (-1/4) Real Cost: 7
[1 cc]
0
16) Summon Natures Ally II: Summon 112-point Natural Animal ({[Natural]~[Summoning]}), Loyal (+1/2), Expanded Class of Beings Limited Group (Natural Animals; +1/2) (44 Active Points); 1 Charge (-2), Extra Time (Full Phase, Delayed Phase, Character May Take No Other Actions, -1), Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2), Concentration (1/2 DCV; -1/4) Real Cost: 8
[1]
114 Total Powers Cost
BELONGINGS
Equipment END
Cloak of Resistance + 1: Force Field (2 PD/2 ED/2 Mental Defense/2 Power Defense), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Hardened (x2; +1/2), Invisible Power Effects (Fully Invisible; +1) (28 Active Points); Independent (-2), Activation Roll 13- (-3/4), IIF (-1/4)0
Leathers +1: Armor (4 PD/4 ED) (12 Active Points); Independent (-2), OIF (Armor; -1/2)
Notes: Body 7
0
Potion of Cure Light Wounds: Healing BODY 1d6 (10 Active Points); 1 Charge which Never Recovers (-4), OAF Fragile (-1 1/4), Restrainable (-1/2), Extra Time (Full Phase, -1/2)[1 nr]
Potion of Cure Light Wounds: Healing BODY 1d6 (10 Active Points); 1 Charge which Never Recovers (-4), OAF Fragile (-1 1/4), Restrainable (-1/2), Extra Time (Full Phase, -1/2)[1 nr]
Potion of Speak with Animals: Beast Speech ({[Natural]}) (15 Active Points); 1 Charge which Never Recovers (-4), OAF Fragile (-1 1/4), Restrainable (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)
Potion of Speak with Animals: Beast Speech ({[Natural]}) (15 Active Points); 1 Charge which Never Recovers (-4), OAF Fragile (-1 1/4), Restrainable (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)
Potion of Tree Shape: Shape Shift (Sight, Smell/Taste, Hearing, Touch and Mental Groups, limited group of shapes), {[Natural]} (32 Active Points); 1 Continuing Charge lasting 1 Day which Never Recovers (-1 3/4), OAF Fragile (-1 1/4), Restrainable (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)[1 cc]
Potion of Tree Shape: Shape Shift (Sight, Smell/Taste, Hearing, Touch and Mental Groups, limited group of shapes), {[Natural]} (32 Active Points); 1 Continuing Charge lasting 1 Day which Never Recovers (-1 3/4), OAF Fragile (-1 1/4), Restrainable (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)[1 cc]
Wand of Produce Flame: RKA 2d6-1 (vs. ED) ({[Natural]~[Fire]}), Requires A Nature Magic Skill Roll (No Active Point penalty to Skill Roll; +0) (25 Active Points); Independent (-2), 34 Charges which Never Recover (-1 3/4), OAF (Wand; -1), Gestures (Make Gestures With Wand; -1/4)
Notes: DEF 5
[34 nr]
Shortspear: Killing Attack - Hand-To-Hand 1 1/2d6 (vs. PD), Reduced Endurance (0 END; +1/2) (37 Active Points); Independent (-2), OAF (-1), STR Minimum 12 (-1/2), Real Weapon (-1/4)0
Sling: RKA 1d6+1 (vs. PD), +1 Increased STUN Multiplier (+1/4), 10 Recoverable Charges (+1/4) (30 Active Points); OAF (-1), STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -1), Extra Time (Extra Phase, -3/4), Required Hands Two-Handed (-1/2), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4), Beam (-1/4)
Notes: Body 2 Def 2 Range 150", Range Penalty -1
[10 rc]

Gogmurt Pathfinder 
TRADE LORE
Cost  Name
Goblin
10
1) +2 with DCV
3
2) Concealment 11-
3
3) Riding 12-
3
4) Stealth 12-
3
5) Teamwork 12-
3
6) WF: Goblin Druid Group (Spear, Sling, Dagger), Makeshift Weapons
Druid
3
1) Druidic: Language: Druidic (fluent conversation; literate)
5
2) Animal Handler 12-
2
3) KS: Nature 11-
7
4) Survival 13-
42 Total Skills Cost
Character created with Hero Designer (version 2006111006)        Pathfinder, published by Paizo