Goblin

Bannog the Great and Powerful's page

72 posts. Alias of dwilhelmi.


Full Name

Bannog the Great and Powerful

Race

Goblin Aerokineticist 7 VMC Wizard | HP 87-21NL/87 (66 HP) | 3/9 burn | AC 22, T 17, FF 17 | 40% miss chance vs ranged | Fort +12, Ref +11, Will +4 | Perception +22 | Init +12

About Bannog the Great and Powerful

Appearance:

Bannog is a short and stout goblin, at a height of just under 3 feet but looking very solid. When he looks at you, he often tilts his head slightly to the side like a dog who has heard an interesting noise, and his ears flop about to match the dog look. He is usually showing a toothy grin, and his beady yellow eyes focus on you with his full attention. He wears a vulomtuous wizard's robe that tends to flop down past his hands, almost looking like a child playing pretend in an adult's robe. Out of one of the deep pockets of his robe pops out the white furred head of a beautiful white rabbit, wholly inconsistent with the offputting ugliness of the goblin that holds him.

Background:

Bannog liked to pretend he was a wizard, even though he was nothing of the sort. Do you know how hard it is to become a goblin wizard? Even for a goblin of above-average intelligence (for a goblin), it just seems to be a joke to most people. Well, Bannog didn't need their fancy schools and their books and their learning. Right from the beginning of his career he was able to lob lightning bolts left and right, without ever having to study a scroll. Nobody believed a goblin could be a wizard (and by and large, they are right), but that didn't mean that Bannog couldn't act like a wizard. So he took the tricks he knew and tried to expand on them, adding in all sorts of fun things with air manipulation, and eventually even took to the sky. And he somehow managed to win the loyalty of Caer, a familiar of above-average intelligence (for anybody) who for reasons far beyond any understanding became loyal to a pretend wizard goblin. Once Bannog and Caer had made enough money, they added in certain magical items that completed the look, and by and large became an almost-believable wizarding act. Now he, his floppy ears, his pointy hat, and his fluffy rabbit were going to take up the call to be a Hero Wizard and go into the dark lands and make them not-dark. After all, he wasn't called Bannog the Great and Powerful for nothing!

Daily Resources:

Burn: 3/9
Prescience: 0/3
Detect Secret Doors: 0/1
True Strike: 0/1
Reroll failed Acrobatics, Climb, or Stealth check: 0/1

Bannog the Great and Powerful:

Bannog the Great and Powerful
Goblin aerokineticist 7 VMC wizard
CN Small humanoid (goblinoid)
Init +11; Senses darkvision 60 ft.; Perception +22
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Defense
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AC 21, touch 16, flat-footed 17 (+5 armor, +1 deflection, +4 Dex, +1 size)
hp 80 (7d8+42)
Fort +11, Ref +10, Will +4
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Offense
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Speed 30 ft.
Special Attacks kinetic blast, metakinesis (empower)
Kineticist Spell-Like Abilities (CL 7th; concentration +6)
. . Constant—feather fall, fly
Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—extended range, spindle (DC 17), thundering infusion (DC 18) [+1 to DCs with EO]
. . Blasts—electric blast +10 (4d6+2 electricity), telekinetic blast +10 (4d6+9)
. . Blasts with EO—electric blast +13 (4d6+7 electricity), telekinetic blast +13 (4d6+14)
. . Utility—air cushion, air's reach, basic aerokinesis, basic telekinesis, wings of air
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Statistics
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Str 8, Dex 19, Con 20, Int 10, Wis 12, Cha 8
Base Atk +5.25; CMB +8; CMD 18
Feats Alertness, Combat Expertise, Deadly Aim, Roll With It, Power Attack, Precise Shot
Traits child of the streets, trap finder
Skills Acrobatics +16, Disable Device +17, Disguise +9, Fly +15, Linguistics +1, Perception +22, Profession (Magician) +10, Sense Motive +3, Sleight of Hand +15, Stealth +14
Languages Common, Goblin
SQ burn (2 points/round, max 8), elemental overflow +2, expanded element (aether), finesse weapon attack attribute, forewarned, gather power, infusion specialization 1, internal buffer 1, prescience (3/day), specialized school (foresight[APG])
Combat Gear cloak of the hedge wizard (divination)[UE]; Other Gear mwk mithral chain shirt, cat burglar's boots, eyes of the eagle, ring of sustenance, masterwork backpack, belt pouch, blanket[APG], masterwork thieves' tools, hat, traveling spellbook, 987 gp, 4 sp
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Special Abilities
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Air Cushion (Sp) Constantly under the effects of feather fall.
Air's Reach (Su) Air talents have range doubled.
Burn 2/round (7 nonlethal/burn, 8/day) Burn HP to gain greater effects on your wild talents.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Electric Blast (Sp) Level 3; Burn 0
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Extended Range Kinetic blast has range of 120ft.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Foresight Associated School: Divination
Forewarned 3 (Su) Can always act in surprise rounds.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Infusion Specialization 1 (Ex) Reduce burn cost of blasts with infusions by 1
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prescience (3/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Telekinetic Blast (Sp) Level 3; Burn 0
Thundering Infusion (DC 18) Blast deafens its targets
Wings of Air (Sp) You are constantly under the effects of fly.

Caer the Mighty:

Caer the Mighty CR –
Rabbit (sage) (Ultimate Wilderness 204)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +1
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Defense
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AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 40 (1d8-1)
Fort +4, Ref +8, Will +3
Defensive Abilities improved evasion
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Offense
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Speed 50 ft.
Melee bite +10 (1d3-4)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 3, Dex 16, Con 9, Int 12, Wis 12, Cha 5
Base Atk +5.25; CMB +6; CMD 12
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Run
Skills Acrobatics +3 (+7 to jump with a running start, +11 to jump), Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +8, Knowledge (planes) +9, Knowledge (religion) +9, Stealth +15
Languages Common (can't speak); speak with animal (same kind only), speak with master
SQ empathic link, finesse weapon attack attribute, sage’s knowledge +3
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Sage’s Knowledge +3 (Ex) Attempt all Knowledge checks untrainted and gain bonus on all Knowledge checks.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.