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Goblin

Maysalkirii Weyog's page

537 posts. Alias of Alexander Kilcoyne.


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Full Name

Maysalkirii Weyog

Race

Goblin

Classes/Levels

Gestalt 7 (Rogue/Inquisitor)

Gender

Male

Size

Small

Age

21

Special Abilities

Judgements, Spells, Sneak Attack

Alignment

Chaotic Good

Deity

Cayden Cailean

Location

Taldor

Languages

Goblin, Taldane, Draconic, Gnoll, Giant, Sylvan, Elf, Halfling

Occupation

Adventurer

Strength 15
Dexterity 20
Constitution 14
Intelligence 10
Wisdom 16
Charisma 5

About Maysalkirii Weyog

Vital Statistics:

Name: Maysalkirii Weyog (Originally known as Feek)
Race: Goblin
Gender: Male
Age: 21
Homeland: A dungeon in Taldor
Height: 3"8
Base Weight: 55 lbs
Size: Small
Hair: Black.
Eyes: Bright Blue
Favoured Class: Inquisitor/Rogue
Levels: Gestalt 7(Inquisitor & Rogue 7)
XP-
Alignment: Chaotic Good
Deity: Cayden Cailean
Carrying Capacity: Light Load: 56lbs or less, Medium Load: 57-115lbs, Heavy Load: 116-173 lbs.
Starting Gold: 10,500
Languages: Common, Goblin, Draconic, Gnoll, Giant, Sylvan, Elf, Halfling

Ability Scores

Strength- 15 (+2 enhancement)
Dexterity- 20
Constitution- 14
Intelligence- 10
Wisdom- 16
Charisma- 5


HP, Speed & Initiative:

Max HP: 60 (8,5,5,7,8,3,3 + Con x6 + Favoured Class x6)
Current HP: 54
Death Value: -14
Speed: 40 feet (30 base + Travel domain)
Initiative: +8

Skills, Feats, Traits, Racial & Class Features:

Class skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Heal, Intimidate, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Local), Knowledge (Nature), Knowledge (Planes), Knowledge (Religion), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim, Use Magic Device

Armour Check Penalty: -1

Skill Modifiers
Acrobatics= +17 (+7 ranks, +3 trained, +5 Dexterity, +2 Morale)
Conditional: +5 competence when jumping. +10 racial when jumping.

Appraise= +4 (+1 Rank, +3 Trained, +0 Intelligence)
Bluff= -3 (-3 Charisma)
Climb= +2 (+2 Strength)
Craft= +1 (+1 Intelligence)
Disable Device= +17 (+7 Ranks, +3 Trained, +5 Dexterity, +2 Masterwork Tools)
Diplomacy= -3 (-3 Charisma)
Disguise= -3 (-3 Charisma)
Escape Artist= +15 (+7 Ranks, +3 Trained, +5 Dexterity)
Fly= +5 (+5 Dexterity)
Heal= +3 (+1 Rank, +3 Trained, +3 Wisdom)
Intimidate= +0 (-3 Charisma, +3 Morale)
Knowledge (Arcana)= N/A
Knowledge (Dungeoneering)= N/A
Knowledge (Local)= N/A
Knowledge (Nature)= N/A
Knowledge (Planes)= N/A
Knowledge (Religion)= N/A

Conditional +3 (Wisdom Bonus) when identifying the weaknesses and abilities of creatures.
Linguistics= +10 (+7 Ranks, +3 Trained, +0 Intelligence)
Perception= +18 (+7 Ranks, +3 Trained, +3 Wisdom, +5 Enhancement)
Profession= N/A
Ride= +11 (+2 Rank, +3 Trained, +2 Dexterity, +4 Racial)
Sense Motive= +16 (+7 Ranks, +3 Trained, +3 Wisdom, +3 Morale)
Spellcraft= +4 (+1 Rank, +3 Trained)
Sleight of Hand= N/A
Stealth= +23 (+7 Ranks, +3 Trained, +5 Dexterity, +4 size, +4 racial)
Survival= +8 (+2 Rank, +3 Trained, +3 Wisdom) (+3 when following Tracks)
Swim= +5 (+1 Rank, +3 Trained, +1 Strength)
UMD=-3 (-3 Charisma)

Class Features:

Simple Weapon Proficiency

Rogue Weapon Proficiencies (Hand Crossbow, Rapier, Sap, Shortbow, Shortsword)

Inquisitor Weapon Proficiencies (Longbow, Shortbow, Rapier, Repeating Crossbow)

Swashbuckler Martial Proficiency (Greatsword)

Evasion

Finesse Rogue (Grants Weapon Finesse Feat)

Combat Trick (Two-Weapon Fighting)

Combat Trick (Double Slice)

Swashbuckler
A paragon of mobile swordplay, the swashbuckler is a
rogue who focuses almost exclusively on honing her
skill at arms and perfecting daring acrobatic moves and
elaborate flourishes that border on performance.

Martial Training (Ex): At 1st level, the swashbuckler
may select one martial weapon to add to her list of
weapon proficiencies. In addition, she may take the
combat trick rogue talent up to two times. This ability
replaces trapfinding. (Greatsword chosen)

Daring (Ex): At 3rd level, a swashbuckler gains a +1
morale bonus on Acrobatics checks and saving throws
against fear. This bonus increases by +1 for every 3 levels
beyond 3rd. This ability replaces trap sense.

Scout’s Charge (Ex): At 4th level, whenever a scout
makes a charge, her attack deals sneak attack damage
as if the target were flat-footed. Foes with uncanny
dodge are immune to this ability. This ability replaces
uncanny dodge.

Sneak Attack +4d6

Armour Proficiency (Light, Medium)

Shield Proficiency

Domain (Travel)- Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 6 Rounds Total

Monster Lore

Stern Gaze

Orisons

Cunning Initiative

Detect Alignment

Track

Teamwork Feat (by default set to Outflank, but can switch around)

Discern Lies (Sp): At 5th level, an inquisitor can discern
lies, as per the spell, for a number of rounds per day equal
to her inquisitor level. These rounds do not need to be
consecutive. Activating this ability is an immediate action.

Bane- At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the
duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Judgement 3/day

Judgement-

Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. The bonuses granted by the judgment continue to improve on following rounds, reaching a maximum bonus that lasts until the judgment ends.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end.

The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in
the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore- The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze- Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Racial Features:

# Small

# Fast- 30 feet movement speed (50 feet)

# Darkvision: Goblins can see in the dark up to 60 feet. See Vision and Light.

# Skilled- +4 racial bonus on Ride and Stealth checks

Feats:
Weapon Finesse (Rogue Talent), Two-Weapon Fighting (Rogue Talent), Precise Strike (Permanent Teamwork Feat), Outflank (Teamwork feat, switchable), Dodge, Power Attack, Exotic Weapon Proficiency (Sawtooth Sabre), Double Slice (Rogue Talent), Weapon Focus (Sawtooth Sabre).

Traits:
Dirty Fighter- Extra point of damage when flanking

Heirloom Weapon- Sawtooth Sabre (small sized) chosen.

Spells Known/Spells per Day:

Spells Known
Level 0= Read Magic, Detect Poison, Guidance, Light, Disrupt Undead, Acid Splash
Level 1= Cure Light Wounds, Shield of Faith, Divine Favor, Wrath (APG), Burst Bonds
Level 2= Invisibility, Flames of the Faithful, Weapon of Awe, Spiritual Weapon
Level 3= Greater Magic Weapon, Invisibility Purge

Wrath
School enchantment (compulsion) [mind-affecting];
Level Inquisitor 1
Casting Time 1 standard action
Components V, S, M (a thorny vine)
Range personal
Target you
Duration 1 minute
You focus your anger against an enemy. Choose one
enemy creature that you can see. You gain a +1 morale bonus on attack rolls and weapon damage rolls against that
designated creature for every three caster levels you have (at
least +1, maximum +3). You also receive this bonus on caster
level checks made to overcome the creature’s spell resistance, if
any. At 12th level, you gain the benefits of the Improved Critical
feat on attack rolls made against the designated creature. This
effect doesn’t stack with any other effect that expands the threat
range of a weapon.

Flames of the Faithful
School transmutation [fire]; Level inquisitor 2
Casting Time 1 standard action
Components V
Range touch
Target weapon touched
Duration 1 round/level
Saving Throw Fortitude negates (object, harmless); Spell
Resistance yes (object, harmless)
With a touch, you cause a glowing rune to appear on a single
weapon, granting that weapon the flaming property (and
allowing it to cause an extra 1d6 points of fire damage on a
successful hit). If you are using the judgment class feature and
all of your judgments are granting the maximum bonus, your
weapon gains the flaming burst property instead. The spell
functions only for weapons that you wield. If the weapon leaves
your hand for any reason, the spell effect ends. The effects of
this spell do not stack with any existing flaming or flaming burst
weapon property that the target weapon may already possess.

Weapon of Awe
School transmutation; Level cleric 2, inquisitor 2, paladin 2
Casting Time 1 standard action
Components V, S, DF
Range touch
Target weapon touched
Duration 1 minute/level
Saving Throw Will negates (harmless, object); Spell Resistance
yes (harmless, object)
You transform a single weapon into an awe-inspiring
instrument. The weapon gains a +2 sacred bonus on damage
rolls, and if the weapon scores a critical hit, the target of that
critical hit becomes shaken for 1 round with no saving throw.
This is a mind-affecting fear effect. A ranged weapon affected
by this spell applies these effects to its ammunition.
You can’t cast this spell on a natural weapon, but you can cast
it on an unarmed strike.

Spells per Day
Level 0= Infinite
Level 1= 5/day
Level 2= 4/day
Level 3= 2/day


Offence:

BAB: +5
CMB: +6 (+5 BAB, +2 Strength, -1 Size)

Common Attack Rolls- Individual Weapons

"Ilyandrosa" Heirloom +1 Sawtooth Sabre- +14 (+5 BAB, +5 Dexterity, +1 Enhancement, +1 Trait, +1 Size, +1 Feat) 1d6+3+2d6 19-20x2 slashing.

"Chianlii"+1 Sawtooth Sabre- +13 (+5 BAB, +5 Dexterity, +1 Enhancement, +1 Size, +1 Feat) 1d6+3+2d6 19-20x2 slashing.

Single attacks using power attack-

"Ilyandrosa" Heirloom +1 Sawtooth Sabre- +12 (+5 BAB, +5 Dexterity, +1 Enhancement, +1 Trait, +1 Size, -2 Power Attack, +1 Feat) 1d6+7+2d6 19-20x2 slashing.

"Chianlii"+1 Sawtooth Sabre- +11 (+5 BAB, +5 Dexterity, +1 Enhancement, +1 Size, -2 Power Attack, +1 Feat) 1d6+7+2d6 19-20x2 slashing.

In a full attack-

"Ilyandrosa" Heirloom +1 Sawtooth Sabre- +12 (+5 BAB, +5 Dexterity, +1 Enhancement, +1 Trait, +1 Size, -2 TWF, +1 Feat) 1d6+3+2d6 19-20x2 slashing.

"Chianlii"+1 Sawtooth Sabre- +11 (+5 BAB, +5 Dexterity, +1 Enhancement, +1 Size, -2 TWF, +1 Feat) 1d6+3+2d6 19-20x2 slashing.

In a full attack using power attack-

"Ilyandrosa" Heirloom +1 Sawtooth Sabre- +10 (+5 BAB, +5 Dexterity, +1 Enhancement, +1 Trait, +1 Size, -2 TWF, -2 Power Attack, +1 Feat) 1d6+7+2d6 19-20x2 slashing.

"Chianlii"+1 Sawtooth Sabre- +9 (+5 BAB, +5 Dexterity, +1 Enhancement, +1 Size, -2 TWF, -2 Power Attack, +1 Feat) 1d6+7+2d6 19-20x2 slashing.

Defence:

AC: 26 (+7 Armour, +1 Size, +5 Dexterity, +1 Dodge, +1 Deflection, +1 Insight)
Flat-Footed: 26 (Uncanny Dodge)
Touch: 19
CMD: 23 (+5 BAB, +2 Strength, +5 Dexterity, -1 Size, +1 Dodge, +1 Insight)
Fort: +8 (+5 Base, +2 Constitution, +1 Resistance)
Reflex: +11 (+5 Base, +5 Dexterity, +1 Resistance)
Will: +9 (+5 Base, +3 Wisdom, +1 Resistance)
Conditional: +2 vs fear fro Swashbuckler

Equipment:

Masterwork Backpack: Worth 50GP, weighs 0.5 lbs
+1 Mithril Breastplate: Worth 5,200GP, weighs 7.5lbs
+1 Vicious Heirloom Sawtooth Sabre: Worth 2,008GP, weighs 2 lbs.
+1 Sawtooth Sabre: Worth 2,320GP, weighs 1 lbs.
Pair of Light Maces- Worth 10GP, weighs 4 lbs.
Pair of Punching Daggers- Worth 4GP, weighs 1 lb.
Longbow- Worth 75GP, weighs 1.5 lbs.
Quiver of 100 Arrows- Worth 5GP weighs 7.5 lbs.
Bedroll- Worth 1SP, weighs 1.5 lbs.
Grappling Hook- Worth 1GP, weighs 0.5 lbs.
Silk Rope- Worth 10GP, weighs 1.5 lbs.
Waterskin- Worth 1GP, weighs 1 lbs.
Masterwork Thieves Tools- Worth 100GP weighs 0.5 lbs.
Royal Outfit- Worth 200GP, weighs 3.5 lbs.
Cloak of Resistance +1- Worth 1,000GP, weighs 1lb.
Potion of Cats Grace x2
Potion of Fly (CL5)
Potion of Cure Light Wounds
Potion of Heroism
Potion of Jump x2
Oil of Magic Weapon x2
One Alertness Potions
Gauntlets of Ogre Power +2
Ring of Protection +1
Ring of Perception (+5 to perception skill)
Dusty Rose Ioun Stone
Boots of Striding and Springing

Cash- 1,045GP,2 platinum, 638 silver, 7 copper
Total Weight- 35.5 lbs (light load)

Background:

Maysalkirii Weyog was once a goblin known only as Feek, captured and held as a slave in a dungeon for much of his young life. Strong and tough for a Goblin, he had endured longer than many other slaves, serving under brutal Hobgoblin masters. The rest of the party cleared out the dungeon, and freed him from his chains. Feek was eternally grateful to the party, and they were surprised to discover that this tough Goblin slave had a very good heart; and he ended up joining the group on their adventures.

As they travelled, Feek developed talents both as a party scout and as an Inquisitor of Cayden Cailean; Feek had a passion for two things- Alcohol and Freeing those who can not free themselves, so venerating this deity was simply a natural step once Feek became aware of him. The group do not let him carry alcohol after an narrow escape from a Rakshasha while the drunk Goblin was on watch.

Recently Feek has learnt Draconic from the party, and fell in love with the Dragon tongue. Renaming himself Maysalkirii Weyog (Nightshade Poison), he also named his signature pair of sawtooth sabre's "Ilyandrosa" (Treachery) and "Chianlii" (Betrayer), and has aided the party many times with these deadly blades. He is utterly loyal to the group, and although he struggles both with the laws of lands he is not familiar with and with the assumptions that people make upon meeting him, he does his best to endure and learn more about Golarion.

Appearance:

Muscular even by human standards, Maysalkirii is garbed in a lavish outfit fit for a king; complete with golden jewellery adorning it. Underneath this lavish robe, the Goblin wears a mithril breastplate. A golden cloak that glows softly with blue light trails him wherever he goes. He has a longbow over his shoulder, and he is rarely seen unless he wants to be; none in the group can match the goblin's stealth. The goblin also moves with incredible grace and agility; and for such a small creature he moves quickly too; faster than an ordinary humanoid.

Extra damage dealt when sneak attacking while flanking per hit- 4d6+1

Group Loot:

(3) potions, bright orange and pasty (true sight, 50gp)
(4) potions, murky blue (CL3, protection from chaos)
Unguent of Timelessness
The Deed to Wrath Keep (taken by Adele)
+1 Rapier
(7) masterwork spear
(7) hide armor
(7) small wooden shield
(7) dagger

+2 rapier
+1 light crossbow
10 crossbow bolts
+1 mithral shirt
darkwood shield
silk rope (50 ft.)
spell component pouch
scrolls: fly
potion of Alertness
potion of Cure Light Wounds
leather map to Vraath Keep
Larkspur (white pony w/ riding saddle & saddlebags)
3 gp, 8 sp, 7 cp
639 gp voucher

You identify the following:

(3) +2 shortsword
(3) +2 bastard sword
(3) +1 silent moves studded leather
(12) spear
(16) javelin
(12) hide armor



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