
ReNoid |

Any Restrictions on buying equipment/gear ?
(i.e. can't spend more then 50% of 13,250gp on a single item)
I would say "it's your money, spend it how you want" but just remember that Padded Armor only handles so much when you've got a +5 Dancing Keen Vorpal Ostritch Bane Punching Dagger of Bubblebaths to fend off enemies.
My advice: if it sounds like you've spent too much, you've spent too much.

Hat-Trick |

I don't have much of a backstory written just yet, but here is Neeral, The Thrower, fishing enthusiast and tailor by trade, assuming Background Skills are okay. Someone mentioned them earlier but I didn't see any confirmation on the matter.

Vrog Skyreaver |

Here is my completed submission.
CG Human Bard 2/Fighter 4
STR 9
DEX 18/20
CON 13
INT 11
WIS 13
CHA 16
HP 36
AC 22 (+5 dex, +3 cha, +3 dodge, +1 deflection), Touch 22
BAB 5
Init +5
Fort +6
Ref +10
Will +6
Speed 30'
Rapier (normal): +12 to hit; 1d6+8 damage; 18-20/x2 crit
Rapier (Archeologist's Luck): +13 to hit; 1d6+9 damage; 18=20/x2 crit
Skills: Acrobatics r6 +14, Disable Device r5 +14, Knowledge (Nobility) r4 +7, Perception r5 +10, Perform (Sing) r6 +12
Feats: Fencing Grace, Weapon Finesse, Weapon Focus (Rapier), Weapon Specialization (Rapier)
Class Features:
Bard: Archetype (Archeologist), Archeologist's Luck (+1; 7 rounds/day), Uncanny Dodge, Clever Explorer (+1), Uncanny Dodge, Bardic Knowledge (+1), Well-Versed
Fighter: Archetype (Warlord), Evasive Dueling (+4), Bravery (+1), Battle Bravo
Equipment:
Permanent: +1 Adamantine Rapier, +1 Ring of Protection, +1 Cloak of Resistance, +2 Belt of Dexterity, Masterwork Tools
Consumables: Wand of Mage Armor
Kaven was born the 17th son of the Dragare Noble household. Like most noble sons in Cormyr who have no chance of inheriting anything, Kaven was equipped as a knight and sent into the world to "defeat evil". The first thing he did when he got to Suzail was to sell off the weapons and armor his parents gave him and use the money to get training as a professional singer.
It was during his training that he met Alyssa. She was beautiful, smart, witty, and strong. Kaven was in love.
After asking around about her, he found out that she was an adventurer. Determined to prove that he could be her equal (in order to woo her better), Kaven took up the study of the sword. He found that he had a deft hand, and so added the title of duelist to his growing list of skills. Satisfied with his training and believing himself to be invincible, he joined an adventuring company on a foray into a nearby dungeon. Like him, most of the young adventurers he worked with believed their skills to be equal to the task. They were wrong.
In one of the chambers deep inside, they found an orb of darkness. The paladin strode forth and attempted to smite it. His power was reflected back into his body, and he died. Moments later, his body began to move...and so did a great many other bodies, the sounds of their moans echoing off the walls. The rest of his group ran, but Kaven knew one thing for sure: You never turn your back on an enemy. So he began a slow, methodical, slog of a battle back towards the enterance of the dungeon. While he was able to kill a great deal of the mindless undead, the more intelligent ones simply passed him and entered the world.
Once he passed back outside, Kaven found a countryside ravaged by the angry dead. Though the army was destroyed thanks to the help of the Cormyrean army, Ultimately Kaven was held responsible as the sole survivor of the adventuring company. Exiled from his home, he now wanders the countryside as a mercenary, his desire to woo Alyssa subsumed by his shame.

Malleus The Grim |

Final submission for Ariel the Swift:
Ariel was born in Waterdeep in a prosperous family. Her father, Linthariel Del’a’win, an exiled Moon Elf, was known for his wonderfull work as an alchemist and apothicary. It was a blessed time for Ariel’s parents, despite her mother difficulties to live in a city of Humans.
But things never stay the same, and sometimes one who was once happy can be broken. A few days before Ariel’s birth, her mother discovered that Linthariel did not only create remedies and potions, but also that he was a poison supplyer for the dread organization known as the Zentharim. When she confronted her husband about his shady buisness, Linthariel decided that it was indeed a good idea to stop his partenership with them.
But you don’t quit on the Zentharim. They warned Linthariel that there will be consequences. Exactly three weeks after Ariel’s birth, her mother was killed in the middle of the street by a powerful blast. Ariel have no memories at all of her.
This awful act broke Linthariel, and he quickly started to work for the Zentharim again, knowing that his daugther could be next. He tried in anyway he could to protect Ariel by marrying her as soon as possible, and making her stay away from his buisness. But the young Elf had a bright spirit, an inquisitive mind and good reflexes.
Ariel felt like she was trapped in a golden cage, and quickly learnt how to disapear at night from her bedroom. She red her father’s books, ran into the streets at night and even took swordplay lessons from one on the finest blade in the city. And as she grew older, she realized that she will never be free from her father’s good intentions and guilt. Once day, leaving a letter behind, she just did not come home.
If the first weeks on the road were difficult, she quickly enjoyed her new lifestyle. She worked as a mercenary, and then a private detective for a few nobles along the Sword Coast, from Luskan to Calimsham. It was during one of these mission that she encountered her companions.
Since then, it’s adventure time !
Ariel The Swift
Female Elf Investigator (Empiricist) 6
CG Medium Humanoid (Elf)
Init +3; Senses Perception +15; Low-Light Vision
--------------------
Defense
--------------------
AC 18, Touch 13, Flat-footed 15 (+5 Armor)
HP 43 (6d8+12)
Fort +4, Ref +9, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longsword +1 : +8, 1d8+4, 19/20 x2
Ranged
Investigator Extracts Known (CL 6th)
. . 2nd (4/day) Alchemical Allocation, Invisibility, See Invisibility
. . 1st (5/day) Cure Light Wounds, Disguise Self, Enlarge Personn, Heightened Awareness, Long Arm, Shield
--------------------
Statistics
--------------------
[b]Str 8, Dex 16, Con 13, Int 18, Wis 11, Cha 11
Base Atk +4; CMB +3/+6; CMD 16
Feats Weapon Finesse, Weapon Focus (Longsword), Slashing Grace (Longsword)
Traits Accelerated Drinker
Skills Acrobatics +12 (6r), Disable Device +13 (6r), Perception +15 (6r), Stealth +12 (6r), Use Magic Device +13 (6r), Sense Motive +10 (3r), Escape Artist +9 (3r), Knowledge (Arcana, Dungeoneering, Plane, Nature, Religion) +10 (3r/each), Knowledge (History, Local, Nobility) +8 (1r/each), Craft (Alchemy) +14 (1r), Climb +5 (3r), Linguistics +8 (1r)
Languages Common, Elf, Draconic, Goblin, Orc, Sylvan, Undercommon
[b]SQ Inspiration (10/day), Studied Combat (MA, 4 rounds, +3), Studied Strike (+2d6), Unfailling Logic (+2), Elven Immunities, Trap Sense (+2), Mutagen (6 hours)
Combat Gear Longsword +1, Mithral Chain Shirt +1 ; Other Gear , Belt of Mighty Constitution (+2), Cloack of Resistance (+1), Formula Book, Alchememist's Kit (10 Torches, 5 Rations), Masterwork Thieve's Tools, 3535 gc
--------------------
Special Abilities
--------------------
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Silent Hunter: Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
Ceasless Observation: At 2nd level, an empiricist uses his Intelligence modif ier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.
Alchemy: When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Inspiration: As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Investigator Talents: - Alchemist Discoveries (Infusion, Mutagen)
NB: Sorry if I did any mistakes, my English is still far from perfect but I'm working on it. And I'll spend the rest of the gold once the group is full, if I'm selected.

Arknight |

As part of an idea bouncing around, would you allow a Marksman with the Kaigun archetype? I'm thinking that blended with a Gunslinger (Musket Master).
Raised by the priests of Gond, he's taken to using his skills to protect others and show the usefulness of firearms. And, he's got a crate of firearms parts in the caravan for demonstrating and selling along the way.

Joshua9093 |
Howdy,
I am submitting Domsa, I have an alias ready, but not updated.
Domsa
Half-elf (Half Drow) sorcerer (wildblooded) 6 (Pathfinder RPG Ultimate Magic 70)
CG Medium humanoid (elf, human)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +18
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 41 (6d6+9)
Fort +4 (+2 racial bonus to resist poison and disesases, mundane and magical), Ref +7, Will +11 (+2 vs. channeled negative enrgy and inflict spells)
Resist acid 5, cold 5, negative energy 5
--------------------
Offense
--------------------
Speed 30 ft.
Ranged darkwood light crossbow +8 (1d8/19-20)
Spell-Like Abilities (CL 6th; concentration +6)
. . 3/day—acid splash
Sorcerer Spell-Like Abilities (CL 6th; concentration +11)
. . 8/day—heavenly fire (1d4+3 divine energy)
Sorcerer (Wildblooded) Spells Known (CL 6th; concentration +11)
. . 3rd (4/day)—haste
. . 2nd (6/day)—arrow eruption[APG], glitterdust (DC 18), resist energy, stone discus[ACG]
. . 1st (8/day)—bless, gravity bow[APG], grease, liberating command[UC], mage armor, shield, snowball (DC 17)
. . 0 (at will)—breeze[UM], daze (DC 15), detect magic, detect poison, mending, prestidigitation, read magic
. . Bloodline Empyreal
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 12, Int 11, Wis 20, Cha 11
Base Atk +3; CMB +2; CMD 16
Feats Eschew Materials, Point-Blank Shot, Precise Shot, Skill Focus (Perception), Spell Focus (conjuration), Varisian Tattoo[ISWG]
Traits reckless, seeker
Skills Acrobatics +14, Heal +7, Perception +18
Languages Common, Elven
SQ elf blood, illustrious urbanite, poison use, thinblood resilience
Combat Gear lesser extend metamagic rod, scroll of hold portal, invisibility, knock, protection from evil, web (CL 4th), wind wall; Other Gear darkwood light crossbow, belt of incredible dexterity +2, cloak of resistance +1, dark life ring, handy haversack, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], soap, trail rations (5), waterskin, 967 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Empyreal Your heavenly power derives from insight rather than force of personality.
Associated Bloodline: Celestial.
Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Heavenly Fire (1d4+3 divine energy, 8/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
Illustrious Urbanite You may leave buildings & structures undamaged when casting spells of the chosen school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Thinblood Resilience Darkborn are accustomed to torture at the hands of their drow forebears, and gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. Darkborn also gain the poison use ability and never risk accidentally poiso
Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.
I'm not the best writer, sorry. Trying to get better at Role-Playing versus Roll-Playing if you know what I mean. Domsa grew up as the unfortunate result of her Drow mother taking too much interest in Varisian politics. Her childhood was spent being tortured, cast-upon, and in relative slavery to her half brothers and sisters. In addition to being a thin-blood, she lacks the beauty and force of personality of her drow parentage. Unkept black hair an gray skin aside, her scars are her only distinguishing features. As she grew to maturity, she found her ability with force of will to effect the world around her. Whats more, her particular talents seemed to harm her siblings despite their inherent resistances to magic. This won her the reprieve needed to escape her family home and seek refuge in human cities. Despite her odd appearance, she found no immediate hostility in Varisia. This was certainly a relief, but she desired to continue learning the magics that saved her life, if not her livelihood. Varisia, she found, was full of those with an understanding of magic, and when she learned the value of magical tattoos, she could not wait to earn one. After tutelage of an old mage Korma, she was able to refine and safely use her magics to the point that she was granted the right to have a Varisian Tattoo. Though she did spend some considerable time attempting to find out her her father is, she feared it would bring her in close proximity to her old family, and decided to adventure instead. She still looks over her shoulder constantly, and is more reckless than a wise relatively soft woman should be, she is happy to continue growing as a person, finding herself, and helping her companions.

ElterAgo |

Here is Gronk a Lizardfolk hunter. I haven't picked his gear yet, but he mostly fights with the tools Gozreh (or whoever in your campaign) has provided.
he is a scout and light infantry. He has a small monitor lizard animal companion and tiny lizard familiar to help him with his scouting duties.
Male lizardfolk hunter (primal companion) 4 (Pathfinder Player Companion: Animal Archive, Pathfinder RPG Advanced Class Guide 26, 97, Pathfinder RPG Bestiary 195)
N Medium humanoid (reptilian)
Hero Points 1
Init +1; Senses Perception +12
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 49 (6d8+16)
Fort +9, Ref +5, Will +5
--------------------
Offense
--------------------
Speed 30 ft., swim 15 ft.
Melee bite +9 (1d4+5), 2 claws +9 (1d4+5)
Hunter (Primal Companion) Spells Known (CL 4th; concentration +6)
. . 2nd (2/day)—barkskin, chill metal (DC 14), summon nature's ally II
. . 1st (4/day)—liberating command[UC], magic fang, produce flame, shillelagh (DC 13), summon nature's ally I
. . 0 (at will)—create water, detect magic, detect poison, guidance, light, mending
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 15, Int 11, Wis 15, Cha 8
Base Atk +4; CMB +9; CMD 20
Feats Familiar Bond, Improved Familiar Bond, Iron Will, Outflank[APG], Stealth Synergy[UC]
Traits child of nature, dedicated defender, seeker
Skills Acrobatics +5, Climb +12, Diplomacy -1 (-3 vs. creatures of a different race or culture), Handle Animal +8, Heal +6, Knowledge (dungeoneering) +6, Knowledge (geography) +4, Knowledge (nature) +7, Linguistics +1, Perception +12, Ride +5, Sense Motive +2 (+0 vs. creatures of a different race or culture), Stealth +10, Survival +11 (+13 to find food and water), Swim +17; Racial Modifiers +4 Acrobatics
Languages Common, Draconic
SQ able assistant, animal companion (monitor lizard named Scale), hero points, hold breath, hunter tactics, improved empathic link, nature training, primal transformation, track +2, wild empathy +3, xenophobic
Other Gear 1,202 pp, 5 gp
--------------------
Special Abilities
--------------------
Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.
Cooperative Casting
Your assistance makes item crafting f
Animal Companion (animal companion (monitor lizard named Scale)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Climb checks You gain the Alertness feat while your familiar is within arm's reach.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Primal Transformation (4 minutes/day) (Su) As a swift action, activate eidolon evolutions on animal companion (or self if companion dies).
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Swim (15 feet) You have a Swim speed.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Xenophobic -2 diplomacy and sense motive vs. those of a different race or culture
So he has been hunter and scout for this new moving den.
Although he misses the swamps, he admits the armor he picked up recently is much nicer than anything back home. He is even beginning to believe some of these upright mammal things are almost like real people!?!
If chosen, will need to decide which other of the party he is following to discharge the life debt.

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Stats: 4d6 ⇒ (4, 6, 1, 6) = 17 16 (10 pb)
Stats: 4d6 ⇒ (4, 1, 2, 4) = 11 10 (0 pb)
Stats: 4d6 ⇒ (4, 4, 5, 4) = 17 13 (3 pb)
Stats: 4d6 ⇒ (4, 6, 4, 3) = 17 14 (5 pb)
Stats: 4d6 ⇒ (3, 1, 3, 4) = 11 10 (0 pb)
Stats: 4d6 ⇒ (5, 2, 4, 3) = 14 12 (2 pb)
Wow, 20 point buy exactly. Alright, let me think on what to build...

Yokaiboy |

I present:
PHOEBE BLACKROSE /MOON BAT
Dhampir Vigilante 6;
Chaotic Good/Chaotic Good Medium
Init: +3 Senses: +11, darkvision 60ft, lowlight
DEFENSE
AC: 21(10+3 dex, 5 armour, 2shield: 14Flat-Footed: 18
HP: roll
Fort: 5 Ref: 9 Will: 6
OFFENSE
Speed: 30 ft
Melee: +8 Rapier(+1, cruel) 1d6+6
Ranged: +7
STATISTICS
Str 15 Dex16 Con14 Int14 Wis11 Cha 18
Base Atk: 4 CMB 6 CMD 20
Skills: Acrobatics +11; Appraise +7; Bluff +11; Climb +6; Craft (a) +6; Diplomacy +11; Disable Device +7; Disguise +11; Escape Artist +8;
Heal +1; Intimidate +13; Knowledge (dungeoneering) +7; Knowledge (engineering) +6; Knowledge (geography) +3; Knowledge
(history) +3; Knowledge (local) +7; Knowledge (nobility) +3; Linguistics +3; Perception +11; Perform (a) +8; Sense Motive +7; Sleight
of Hand +9; Stealth +12; Survival +4; Use Magic Device +10;
SPECIAL ABILITIES
Feats: Masked Symbol; Natural Charmer; Shadows of Fear; Weapon Finesse;
Specials: Dual Identity; Hidden Strike +3d8; Seamless Guise; Startling Appearance; Unshakable; Social Talents: Many Guises; Renown; Social
Grace; Talents: Eerie Disappearance; Lethal Grace; Rogue Talent; Stalker; Twisting Fear;
Traits: princess ,dirty fighter
Equipment: Cloak of resistance +1; Ring of Protection +1; tumbling belt, more if selected
DESCRIPTION
A PFRPG character build.
When Phoebe's started showing the symptoms of bearing a dhampir she wasn't to surprised, as having been a vampire was the reason she met her husband, who as a longtime adventurer had been one from time to time. With the necessary preparations taken she gave birth to a beautiful if pale baby girl.
The dhampir girl grew up both in the villa in the city and the mansion in the countryside. Her mother taught her all the things a lady needs to know, her father on the other hand taught her many things he learned while adventuring.
When the rules and regulations of the courtly live started to suffocate her she decided, inspired by her father's stories, she decided to go on an adventure herself. Finding some boys to accompany her on the adventure proved to be trivial, but most of them decided after the first fight, that the live of a carpenter or smith or whatever wasn't so bad after all.
Travelling in this style Phoebe made her way to Waterdeep. Having enough of the live on the road she decided to settle down for a bit and instead of fighting monsters she decided to fight crime and injustice on the streets of Waterdeep, becoming a symbol of Fear, for the criminals to fear the night even more than the good citizens do because of them.

HedwickTheWorldly |

Quick question while I'm fleshing this out - I'm looking at making a Druid with the Eagle Shaman archetype. It calls out a number of domains I can take, but doesn't mention the Eagle Domain. Which seems silly. Is that a possible option? Or would I have to stick with Air, Animal, Nobility, or Weather?

Gobo Horde |

Hia! Dotting and rolling :)
4d6 - 1 ⇒ (6, 6, 1, 6) - 1 = 18
4d6 - 1 ⇒ (1, 1, 4, 1) - 1 = 6
4d6 - 1 ⇒ (1, 2, 1, 4) - 1 = 7
4d6 - 1 ⇒ (3, 2, 1, 6) - 1 = 11
4d6 - 1 ⇒ (3, 1, 5, 1) - 1 = 9
4d6 - 1 ⇒ (1, 4, 4, 3) - 1 = 11
Lol dem stats :) Thats... a 10pb, with an 18 stat ^_^
So I am going to build a very sad character with everything else dumped. Should be fun!

Gobo Horde |

So going through and trying to figure out what to play, something keeps getting stuck in my mind, and that is to create a stat-dumped Wizard who's goal is to collect "all the Knowledge in the world."
So I am going to be going with some iteration of that. Note; I have not played a Wizard before so I am bound to make mistakes and pick sub-optimal choices, oh well :)
I am also seriously considering going a Universalist Wizard despite it being a sub-optimal School (Because of the loss of 1 spell per level) but I want to be able to cast any of the spells I find so if I can, I don't want opposition schools.
Edit: May look into the Fire Elemental School for reasons below, and having a small, water-focused opposition school may be tolerable.
I also remembered I have an old character that I would like to adapt for this, the basic gist of it is that there was a Wizard once who wanted test subjects to take back to his lab and experiment on. One of those happened to be a goblin who was being used as a test subject for an Intelligence boosting concoction, with the reasoning "If this works on the most stupid of creatures then it should surely work on the rest".
Experiment succeeds, but the Wizard has gone missing. Goblin breaks out and finds himself in an abandoned Wizard tower with a new-found and insatiable desire for knowledge.
The first thing the goblin lost was his fear of words... The second thing he lost was a fair few books as he realized paper burns really, really easily....
A few years later and the goblin has learnt most of what he can from what books and tomes survived his own "experiments" in the Wizards tower and now he seeks to explore the outside world and learn about every bit of knowledge he can, and get his hands on as many spells as he can!
(As he levels up, the free bonus spells that a Wizard gets will be spells he had previously written down from within the tower but was unable to comprehend)
The original goblin was known as the Burning Intellect and he was a Goblin Mindchemist/Fire Bomber Alchemist with an intense love of both fire and knowledge, and an eternal problem of having to preserve his knowledge and precious books from the flames :p
Eventually he would have taken Eternal Potion with a potion of Elemental Body and turned into a full fledged elemental but he never got that far.
So with this character I intend on trying to preserve as much of the previous characters mannerisms and whatnot as I can, he will have a few fire based evocations and a lot of slots for other spells (no idea which ones right now :p) most likely aiming for more of a battlefield control and/or buffing role.
Since he has such a fascination with both fire and books he will then also have a very strong dilemma of utilizing fire while not destroying his beloved books. As such he is often searching out ways of preserving his writings and especially fire-proofing them.
He also is a collector of books, especially spellbooks and any other pieces of literature he can find.
He will also has a bat familiar with the Sage and Figment archetypes as he has this little menace that flits around his head that knows more then he does, and, in fact, does not actually exist :p
I am planning on giving him the Cypher Script and Fast Study feats, giving him a lot more focus on his spellbook and his ability to acquire more spells. And its mostly thematic :p while giving him a chunk of utility, being able to prepare a spell in 1 minute of preparation.
One of his biggest goals will be to get his hands on a Blessed Book asap, but he will probably craft a few scrolls along the way.
So with that in mind, I am going to start building up this character :)
Oh, I just thought of this;
Would I be able to use the Human's FCB despite being a goblin? It grants me +1 spell known in my spellbook, which fits the idea I have of him quite nicely. If not, I will just take +1 Skill Point and buy the extra spells known normally...