About Bucko Rackingclaw
Tribal medicine man! Often in trouble for magicses and prankses gone wrong.....
Has made jewlery and necklaces from teeth, bones and feathers.
Uses spark and tindertwigs to give hotfoot prankses
Uses Putrify food & drink for jokeses....
Witch 8// Init +5/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +5// F +3/R +7/W +6 /CMB +0 - CMD 13/ Speed 30
Current Hit points
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Swamp Hag (Sp): While traveling through swamps, mires, bogs, and similar terrain, the witch leaves no trail and cannot be tracked, as the trackless step druid ability. The witch can walk through mud and even quicksand as if it were normal ground. Source: Ultimate Magic
Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
Cauldron (Ex): The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks
Tongues (Su): A witch with this hex can understand any spoken language for a number of minutes per day equal to her level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments.
bracers are armor +3
amulet of natural armor +2
Typical spells prepared:
Potions! 300 gold spent
1-Cure light wounds +1*
2-Cure light wounds
3-Pass without trace
4-Hide from animals
5-Cure Light wounds
Elixir of love
Morningstar (8 gold)
Dagger (2) (2 gold)
Crossbow, light, masterwork
Bolts 30 (3 gold)
Bolts 20, weapon blanch silver, (11 gold)
Bolts 20, weapon blanch cold iron (101 gold)
Bolts flaming (20)
Tindertwigs 10 (10 gold)
*Caltrops (2 bags) 2 gold
Animal Gear, Falconry Gauntlet
Skeleton key (85 gold) Disable device [dice] 1d20+10[/dice]
Acrobatics [dice] 1d20+8[/dice]
Climb [dice] 1d20+1[/dice]
Craft (alchemy) [dice] 1d20+17/dice]
Heal [dice] 1d20+4[/dice]
Intimidate [dice] 1d20-1[/dice]
Knowledge arcane [dice] 1d20+8[/dice]
Knowledge goblinkind [dice] 1d20+3[/dice]
Knowledge nature [dice] 1d20+9[/dice]
Perception [dice] 1d20+7 [/dice]
Ride [dice] 1d20+8 [/dice]
Sense Motive [dice]1d20+3[/dice]
Spellcraft [dice] 1d20+7[/dice]
Stealth [dice] 1d20+20[/dice]
Swim [dice] 1d20+5[/dice]
Bouncy: You bounce when you fall down. First 1d6 falling damage converted to nonlethal because you scared wimpy bouncy goblin! You get +2 Reflex to avoid unexpected falls, because you need it, rubber-head.
Color Thief: Your skin is an odd tint that somehow absorbs background colors. Maybe because your mother drank a lot of potions when you were still inside her belly.
Any alignment (same as creator) Tiny construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +3
DEFENSE AC 18, touch 14, flat-footed 16 (+2 Dex, +2 size, +4 na)
OFFENSE Speed 20 ft., fly 50 ft. (good)
STATISTICS Str 8, Dex 15, Con —, Int 10, Wis 12, Cha 7
SPECIAL ABILITIES:Poison (Ex)
Bite—injury; save Fort DC 13; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
putrify food and drink
touch of fatigue
First level spells known:
Second level spells known
Third level spells
Fourth level spells
N Medium animal
Init +2; Senses low-light vision, scent; Perception +1
A goblin dog's dander is highly irritating to all creatures save those with the goblinoid subtype. A non-goblinoid creature damaged by a goblin dog's bite, who deals damage to a goblin dog with a natural weapon or unarmed attack, or who otherwise comes into contact with a goblin dog (including attempts to grapple or ride the creature) must make a DC 12 Fortitude save or break out in an itching rash. A creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). Remove disease or any magical healing removes the rash instantly. This is a disease effect. The save DC is Constitution-based.
Loathed by men and beasts alike, goblin dogs are ugly, stinking, craven, and foul-tempered. It's no surprise that goblins find kindred spirits in these shunned, disgusting beasts. Constantly itching, afflicted with a species-wide mange exacerbated by prolific dander, even the healthiest goblin dog looks sickly and starved.
Despite its name, the goblin dog is in fact a species of rodent grown monstrously large. Their long-legged shape and proclivity to hunt and run in packs earned them their popular name, a name that many goblins take issue with, as it galls the average goblin to consider these, their favored mounts, having anything at all to do with actual dogs. Of course, being goblins, they haven't bothered to come up with alternate names for goblin dogs. Perhaps they don't realize they can.
Contact with a goblin dog's infested, mangy hide causes most other creatures to break out into hives, a condition known as “goblin rash.” Goblinoids seem to be immune to this affliction, and are fond of keeping goblin dogs as guardians and mounts.
Despite their skin conditions and disorders, goblin dogs are highly resistant to disease. Their favored food is carrion—the riper, the better. That many goblin tribes let their goblin dogs run free in their lairs is the single reason most goblin dens aren't filthier than they actually are; constantly hungry, a goblin dog eats anything it can chew that it finds left behind by other, more discerning palates.
A goblin dog is 5 feet long but weighs only 75 pounds.
Goblin Adept 5 NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception
AC 17, touch 17, flat-footed 18 (+2 Dex, +1 dodge, +1 size)
bracers are armor +1
Class Skills: Craft, Alchemy 5(1 rank+3class, +1int), handle animal 2( 1 rank, -2 cha, +3 class), heal 7(1 rank, +3 Wis, +3 class), knowledge (local) 7(3 ranks, +3 class, +1 int) , profession (herbalist)7(1 rank, +3 Wis, +3 class), ride 11(1 rank, +3 dex, +3 class, +4 race), spellcraft 5(1 rank, +3 class, +1 Int), stealth 14 (5 ranks, +3 dex, +1 size, +2 trait, +3 class), swim 6(1 rank, -2 str, +3 class, +4 race), survival 8(2 rank, +3 Wis, +3 class),
Other skills: perception 6(3 ranks, +3 Wis), linguistics (1 rank), use magic device 2(5 ranks, -3 Cha)
Languages: Goblin, Draconic
Spells per day
Color Thief: Your skin is an odd tint that somehow absorbs background colors. Maybe because your mother drank a lot of potions when you were still inside her belly. Maybe because you’ve been blessed by the barghests. Maybe because you’re just better than the other boring goblins. In any case, you gain a +2 trait bonus on Stealth checks, providing you wear only light armor or no armor.
Wolf Cub (Zarongel): Your body has clumps of ugly fur, a sure sign of wolf blood! You win! Once per day as a standard action, you can take a deep breath through your nose to gain the scent ability for 1 minute.
Kookie: adp 1/ exp1/ war 3
Class skills: all adept skills, warrior skills, and 10 others of Kookie's choice, 19 total before assigning.
Spells: 0: 3/day, 1: 2/day Prepared: 0: detect magic, mending, stabilize. 1: cure light wounds, sleep.
Adept Spell List
Cauldron of Brewing
Feats x-tra hexes
Aura faint transmutation; CL 5th
Slot none; Price 3,000 gp; Weight 5 lbs.
A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.
Craft Wondrous Item, trained in Craft (Alchemy); Cost 1,500 gp
Ring of counterspells - loaded to counter glitterdust
Ring of Sustenance
Aura faint conjuration; CL 5th
Slot ring; Price 2,500 gp; Weight —
This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Wand daze monster, Charges, CL 3, 31/50
Wand Cure Light wounds (750) Charges 40/50
Wand Sleep (750) Charges 50/50
Troll Styptic *3
A witch’s brew of troll blood, powdered plant extracts, and alchemical binders, troll styptic is intended as a field treatment for wounds and bleeding, particularly where magical healing is not available. This powder is stored in small packets, and when applied directly to wounds grants a living creature fast healing 2 for 2d4 rounds, as well as closing any open wounds the subject has or receives while the styptic is active, preventing ongoing damage from bleeding. This is a painful cure and requires the target to make a DC 15 Fortitude save to avoid being sickened for the duration of the fast healing.
Cloak of goblinkind!