We’re starting Wrath of the Righteous in a couple of weeks. In between Skull & Shackles and WotR, we played the adventure We Be Goblins. Here’s my character from that adventure.
AC 17, touch 14, flat-footed 14 (+3 armour, +3 Dex, +1 size)
hp 42 (3d12+6)
Fort +5, Ref +4, Will +0
Defensive Abilities uncanny dodge
Speed 30 ft.
Melee unarmed +6 (1d2+2), bite +6 (1d6+3 plus grab)
Special Attacks grab, rage (10 rounds/day)
Str 14, Dex 17, Con 14, Int 8, Wis 8, Cha 5
Base Atk +3; CMB +4; CMD 17
Feats Improved Grapple, Improved Unarmed Strike, Throw AnythingB
Skills Acrobatics +2, Climb +2, Escape Artist +2, Fly +4, Intimidate +3, Perception +5, Ride +2, Stealth +6, Survival +6, Swim +1
Traits cliff-master, goblin foolhardiness, restless hunger
Archetype feral gnasher
SQ bonus critical hit confirmation ×3, hard head, big teeth, impromptu armament, lockjaw, savage bite
Gear fangfile, goblin felt, tossglove, +1 dogslicer, crocodile tooth necklace, long hairpin with red pearl (150 gp)
Guile’s Notes: The PC goblins for this adventure used a 10-point build. The GM gave us three traits instead of the normal two. Yes she has a magic dogslicer; no she has doesn’t know how to use it.