About CrunkCRUNK
Fate Points
Crunk's Story:
They usually escape notice. Forgotten vermin unworthy of attention from the mighty lords and ladies of the Great Houses. Worthless pests that the least of the Lesser Houses tower high above. But the goblins know a secret. Sometimes hidden offers its own power. There are secrets in the shadows of Gloomnight. Old secrets. Dark secrets. And if you know where to look or listen, you might find them. So it was for a young goblin with the unfortunate name of Crunk. The goblin now known by that name was birthed and quickly forgotten someplace in the cracks between Gloom and Night. A place you don’t grow up and no one gets old. You live or you die. Most die. He lived. Perhaps it was luck. Perhaps it was fate. Or perhaps just the right b~%+$ was f*cked in just the right alley under just the right phase of the blood red moon before having her throat cut over a crumb of food, but the young goblin who came to be known as Crunk possessed the ability to vanish from the time he first stepped out of the cracks. To disappear and to be forgotten. Two different ways to vanish. Two very important talents in Gloomnight. It wasn’t long before Crunk demonstrated other talents. Knowing where to be when. Finding things others thought lost. Navigating paths that don’t exist. And secrets. Most of all secrets. Crunk came to know Gloomnight. And some might say Gloomnight came to know Crunk too. At times, it seemed the city itself protected him or yielded treasures to his beseeching eyes that she would release to no other. Goblin Market. Troll Bridge. River Port. Hag Market. Old Court. Nightingale Street. Slave Market. Old Dungeon. Even Despot’s Hold. He knows them all. And many of their secrets, especially the ways in between. Though one legendary place proved elusive. The Inn of Lost Souls. Until today.
Calculations and Trait/Feat Descriptions:
Midnight Traits (3) Ambidexterous You are equally skilled in using either hand. Your penalties on attack rolls for fighting with two weapons are reduced by 4. Child of the Streets You can make Survival checks in the city with a +2 bonus, even if you lack any ranks in that skill. You can use Survival to track down any specific dealers and informants. When searching for a specific item, you can make a Survival check (DC equal to the cost of the item you seek divided by 50 gp) to uncover a dealer who offers it. In addition, select one of the following trait abilities:
Weapon Bond: Kukri (Dexterity) Select a single simple, martial, or exotic weapon. You are automatically proficient with this weapon, even if your class does not normally grant access to it. You feel so comfortable with the weapon, it feels like an extension of your body, personality, and intellect. You may choose an ability score other than Strength to modify your attacks and damage with the bonded weapon; consider the chosen ability score’s bonus your Strength bonus for these purposes. For example, you still gain 1.5 times the ability’s bonus to damage when using a two-handed weapon. You do not gain the bonus for Strength and your chosen ability when using your bonded weapon type. You gain the benefits of only one of them, and you may switch between the two as a free action. Alternate Racial Trait Hard Head, Big Teeth Goblins are known for their balloon-like heads and enormous maws, but some have even more exaggeratedly large heads filled with razor-sharp teeth. Goblins with this trait gain a bite attack as a primary natural attack that deals 1d4 points of damage. This racial trait replaces skilled. Feats by Level
Two-Weapon Fighting
Canny Defense (Combat)
Improved Initiative
Rogue Talents by Level
Weapon Finesse
Weapon Focus
Heroic Path
Ability Scores
Skills
Favored Class Bonus
Hit Points
Armor Class
Initiative
Attacks
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