Sea Goblin Aesthetic

SEA GOBLIN AESTHETIC 

CR 13

LE Small humanoid (goblinoid) (aquatic)

Init +8; Senses Darkvision (60 ft.), Perception +4,

Aura Selective Anti-magic, 10'

DEFENSE
AC 29, touch 26, flat-footed 24 (+3 *Ring of Protection +3, +4 Dex, +3 deflection, +1 dodge, +1 size, +7 misc, ), Combat Expertise

hp 140 (14d8)+28

Fort +11, Ref +14, Will +14

Defensive Abilities Improved Evasion,

OFFENSE
Speed 70 ft., Fast Movement, High Jump

Melee kama +2 (small/throwing) +16/+11 (1d4+5)

Ranged kama +2 (small/throwing/thrown) +17/+12 (1d4+5)

Melee handaxe +2 (small) +16 (1d4+3/x3)

Ranged tanglefoot bag +13/+8 (/none/x0)

Ranged crossbow +2 (heavy/small) +17/+12 (1d8+2/19-20)

Melee flurry of blows +14/+14/+14/+9/+4 (1d10+3/19-20)

Special Attacks Flurry of Blows, Stunning Fist,

Magic Item Spell-Like Abilities: charm animal ( DC 10, at will)

STATISTICS
Str 16, Dex 18, Con 13, Int 15, Wis 18, Cha 11

Base Atk +10; CMB +16 (+18 trip); CMD 37 (39 vs. trip)

Feats  Combat Expertise, Combat Expertise (Flurry), Combat Reflexes, Deflect Arrows, Dodge, Gorgon's Fist, Improved Initiative, Improved Trip, Improved Unarmed Strike, Mobility, Scorpion Style, Snatch Arrows, Spring Attack, Stunning Fist

Skills  Acrobatics +21, Appraise +2, Climb +20, Craft (Untrained) +2, Escape Artist +21, Fly +6, Heal +4, Perception +4, Ride +8, Sense Motive +21, Stealth +29, Survival +4, Swim +20,

Languages Draconic, Goblin, Orc

Archetypes  Martial Artist,

SQ AC Bonus, Alignment, Bonus Feat, Defensive Roll, Exploit Weakness, Extreme Endurance, Fast, Fast Movement, High Jump, Maneuver Training, Martial Arts Master, Pain Points, Physical Resistance, Skilled, Water Breathing, Weapon and Armor Proficiency,

Possessions  golembane scarab;  ring of protection +3;  ring of animal friendship;  kama +2 (small/throwing);  handaxe +2 (small);  bracers of armor +3;  cloak of resistance +1;  potion of spider climb;  potion of protection from energy (acid);  potion of jump;  potion of cure light wounds;  potion of bear's endurance;  potion of aid;  bolts +1 (crossbow/10/small/unholy);  tanglefoot bag;  necklace of fireballs (type ii);  amulet of natural armor +1;  flurry of blows;  Crossbow +2 (Heavy/Small) ;

SPECIAL ABILITIES
AC Bonus (Ex)  When unarmored and unencumbered, you add +7 to your AC and your CMD.

Alignment  A martial artist may be of any alignment.

Bonus Feat (Ex)  At 12th level, a martial artist gains an additional bonus feat, selected from those available in the monk class feature. This ability replaces abundant step.

Darkvision  Goblins can see in the dark up to 60 feet.

Defensive Roll (Ex)  At 13th level, a martial artist may use the defensive roll advanced rogue talent (Core Rulebook 69) once per day, plus once per three levels beyond 13th (to a maximum of 3 times a day at 19th level). This ability replaces diamond soul.

Evasion

Exploit Weakness (Ex)  At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object's hardness or the target's CR. If the check succeeds, the martial artist gains a +2 bonus on attack rolls until the end of his turn, and any attacks he makes until the end of his turn ignore the creature or object's DR or hardness. A martial artist may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent equal to 1/2 his monk level until the start of his next turn. This ability replaces ki pool.

Extreme Endurance (Ex)  At 5th level, a martial artist gains immunity to fatigue. At 10th level, he also gains immunity to exhaustion. At 15th level, he gains immunity to stunning. At 20th level, he gains immunity to death effects and energy drain. This ability replaces purity of body, diamond body, and perfect self.

Fast (Ex)  Goblins have a base speed of 30 ft.

Fast Movement (Ex)  You gain an enhancement bonus to your land speed.

Flurry of Blows (Ex)  You can make a flurry of blows as a full-attack action.

High Jump (Ex)  You can adds +14 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps.

Improved Evasion (Ex)  You can avoid damage from many area-effect attacks.

Improved Evasion

Maneuver Training (Ex)  You use your monk level in place of your base attack bonus when calculating your combat maneuver bonus.

Martial Arts Master (Ex)  At 4th level, a martial artist may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality. This ability replaces slow fall.

Monk Bonus Feat

Pain Points (Ex)  At 3rd level, a martial artist's advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1. This ability replaces still mind.

Physical Resistance (Ex)  At 7th level, if a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum reduction of 5 at 19th level). This ability replaces wholeness of body, timeless body, and tongue of sun and moon.

Skilled (Ex)  Goblins gain a +4 racial bonus on Ride and Stealth checks.

Stunning Fist (Ex)  You gain Stunning Fist as a bonus feat.

Water Breathing (Ex) Sea Goblins can breathe underwater.

Weapon and Armor Proficiency  Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.