| Race |
Goblin Shadow Oracle 14 | HP: 143/143 | AC: 34 (20 T, 28 FF) | CMD: 27 | Fort: +12, Ref: +14, Will: +12 | Init: +10 | Perception +13 |
| Classes/Levels |
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About Beetly
Beetly
Male Goblin oracle 14
LG Small humanoid (goblinoid)
Init +10, Senses darkvision (60 ft.); Perception +13
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DEFENSE
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AC 34, touch 20, flat-footed 28 (+8 armor, +2 deflection, +6 Dex, +1 insight, +2 natural, +4 shield, +1 size )
hp 143 ((14d8)+70)
Fort +12, Ref +14, Will +12, +4 on Fort saves vs. poisons from insects, scorpions, and spiders, and distraction ability of swarms of such creatures.
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OFFENSE
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Speed 30 ft., fly 40 ft.
Melee +1 dueling spiked gauntlet +11/+6 (1d3)
Oracle Spells Known (CL 15th; concentration +21 (cast defensively +26)
7th (3/day)-summon monster VII, mass invisibility, mass cure serious wounds, greater shadow conjuration (DC 23)
6th (6/day)-greater dispel magic, heal (DC 22), swarm skin, shadow walk, mass cure moderate wounds, baleful shadow transmutation (DC 22)
5th (7/day)-breath of life, summon monster V, wall of stone, mass cure light wounds, vampiric shadow shield
4th (7/day)-dimensional anchor, fleshworm infestation (DC 20), freedom of movement, restoration, shadow step, cure critical wounds (DC 20), shadow conjuration (DC 20)
3rd (7/day)-invisibility purge, magic vestment, prayer, resist energy (communal)), cure serious wounds(DC 19), deeper darkness
2nd (8/day)-alter summoned monster, burst of radiance (DC 18), protection from evil (communal), remove paralysis, undetectable alignment, cure moderate wounds (DC 18), vomit swarm, invisibility, haunting mists (DC 18)
1st(8/day)-blend with surroundings, comprehend languages, liberating command, remove fear, shield of faith, cure light wounds (DC 17), blurred movement
0th (at will)-create water, detect magic, detect poison, guidance, mending, read magic, spark, stabilize
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STATISTICS
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Str 9, Dex 22, Con 18, Int 12, Wis 8, Cha 22
Base Atk +10; CMB +8; CMD 27
Feats Augment Summoning, Evolved Summon Monster, Summon Guardian Spirit, Extra Revelation, Extra Revelation, Quicken Spell, Roll With It, Signature Skill (Stealth), Skill Focus (Stealth)
Skills Acrobatics +29, Bluff +10, Knowledge (Dungeoneering) +18, Knowledge (Planes) +5, Knowledge (Religion) +5, Perception +13, Sense Motive +3, Spellcraft +19, Stealth +43
Traits Reckless,
Languages Common, Goblin
Other Gear amulet of natural armor +2, headband of alluring charisma +4, gloves of elvenkind, ring of protection +2, +1 dueling spiked gauntlet, belt of physical might +4 (dex, con), cloak of resistance +4, boots of elvenkind, mithral buckler (small), dusty rose prism ioun stone, orange prism ioun stone, handy haversack, lesser extend metamagic rod, lesser persistent rod , 20690.0 gp
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SPECIAL ABILITIES
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Racial
Darkvision Goblins can see in the dark up to 60 feet.
Fast (Ex) Goblins have a base speed of 30 ft.
Skilled (Ex) Goblins gain a +4 racial bonus on Ride and Stealth checks.
Oracle
Curse: Infested Insects, spiders, grubs, and other vermin plague you constantly. They crawl in your hair, fill your clothes, and fly or crawl into your mouth, nose, and ears. You take a -4 penalty on Diplomacy checks, and when you first meet someone, the person's initial attitude toward you starts one level lower than normal. Animals shy away from you-you take a -4 penalty on Handle Animal checks. You gain a +4 bonus on Fortitude saves versus poisons from insects, scorpions, and spiders, as well as the distraction ability of swarms of such creatures. You gain DR 10/- against all swarm damage.
Army of Darkness (Su) Whenever you cast a summon monster spell and summon a creature that normally has the celestial or fiendish template, you can instead summon it with the shadow creature template (Bestiary 4 p.238). This revelation counts as having the Spell Focus (conjuration) feat for the purpose of meeting the prerequisites of the Augment Summoning feat, as well as any feat that lists Augment Summoning as a prerequisite.
Cloak of Darkness (Su) You conjure a cloak of shadowy darkness that grants you a +8 armor bonus and a +6 circumstance bonus on Stealth checks. You can use this cloak for 14 hours per day. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Dark Secrets (Su) You learn the hidden secrets surrounding the casting of shadow spells. You can add 6 spells from the sorcerer/wizard spell list to your spell list and your list of spells known as divine spells. These have a spell level equal to their sorcerer/wizard spell level. You can add only illusion spells from the shadow subschool or spells with the darkness descriptor to your list of spells known in this manner. Each time you gain an oracle level after taking this revelation, you can choose to replace one of these spells for a new appropriate spell on the sorcerer/wizard spell list.
Shadow Mastery (Su) Whenever you cast an illusion spell from the shadow subschool, increase the strength of such spells by 14 percent.
Stealth Mastery (Ex) You gain Skill Focus (Stealth). At 8th level, you gain Signature Skill (Stealth), even if you don’t meet the feat’s prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature.
Wings of Darkness (Su) As a swift action, you can manifest a set of translucent, inky wings that grant you a fly speed of 60 feet with good maneuverability. You can use these wings for 14 minutes per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You can use these wings to fly as if with overland flight once per day. Used in this way, the ability lasts for up to 14 hours, and counts as your total use of this ability for the day.
Traits
Reckless You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Misc
Favored Class Bonus 14x HP
Stealth Skill Unlocks
Reduce the Stealth penalty from sniping by 10.
Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.
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BACKGROUND
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Beetly grew up like any other Goblin cub. Stealing, fighting, eating vermin, scavenging. Like anyone else, he was naturally good at stealth and sneaking up on lost travelers. He didn't only sneak up on foreigners, he also harrased his siblings and the rest of his tribe by constantly stalking and startling them. Eventually he got so good that he could sneak into the tribe's elders tents and listen in on their secret discussions.
He even thought it would be fun to take some notes. Only scribbles, of course, but he know, what they meant.
Beetly was cleverer than his peers and knew how to use the information he collected. He started to sell it. First, for food to his siblings, later for gold to strangers. He, thus, unintentionally saved innocent lives by selling them ambush planes etc.
His secret stash grew and he was proud of it, but sad he couldn't tell anyone. Eventually, though, it got discovered and Beetly exiled. Angrily he travelled with no clear goal but sneaking up on people listening in.
Kelinahat, the empyreal lord of spies and stealth saw an opportunity. In a dream he appeared before the Goblin in the form of a black cat, actually a Silvanshee, and made him an offer: Divine power in return for a loyal agent that promised only to spy on evil monsters. As a reminder
Beetly was quite pleased, not seeing anythign wrong with the trade. And because he couldn't care less, who he spied on, he happily went after whatever evil was roaming his country. The Ironfang legion was a favoured target.
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GUARDIAN SPIRIT
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Silvanshee
NG Tiny outsider (agathion, extraplanar, good)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +21
Defense
AC 27, touch 18, flat-footed 21 (+6 Dex, +9 natural, +2 size)
hp 115 (10d10+60)
Fort +20, Ref +20, Will +14; +4 vs. poison
DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 19
Offense
Speed 30 ft., fly 90 ft. (good)
Melee bite +18 (1d3+1), 2 claws +18 (1d2+1)
Special Attacks heroic strength, pounce
Spell-Like Abilities (CL 10th; concentration +12)
Constant—know direction, speak with animals
At will—dancing lights, prestidigitation, stabilize
1/day—dimension door (self plus 5 lbs. of objects only), breath of life, death ward, dispel magic, invisibility, Chill touch
1/week—commune (6 questions, CL 12th)
Statistics
Str 9 [13], Dex 22, Con 18 [22], Int 16, Wis 18, Cha 24
Base Atk +10; CMB +14; CMD 26 (30 vs. trip)
Feats Improved Initiative, Weapon Finesse,
Skills Acrobatics +20, Climb +12, Bluff +20, Fly +15, Knowledge (arcana) +16, Knowledge (planes) +16, Perception +21, Stealth +28; Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ cat’s luck 1/day, lay on hands (1d6, 1/day, always as a 2nd-level paladin), spectral mist, Smite Threat 2/day, Fated Guardian 1/day
Special Abilities
Cat’s Luck (Su) A silvanshee adds its Charisma modifier as a luck bonus on all its saving throws. Once per day as a standard action, it can also grant this bonus to one ally within 30 feet for 10 minutes.
Heroic Strength (Su) Once per day, a silvanshee can grant itself a +8 enhancement bonus to Strength for 1 minute.
Spectral Mist (Su) A silvanshee can assume an eerie, mist-like form roughly the size and shape of a cat. This ability has the same effect as a gaseous form spell, except the silvanshee retains its own DR and supernatural abilities and can move at its normal speed. It can remain in mist form up to 5 minutes per day. This duration does not have to be consecutive, but it must be used in 1-minute increments.
Smite Threat (Su) Once per day as a swift action, the guardian spirit can add its Charisma bonus on attack rolls and its HD on damage rolls against a foe that currently threatens its ward or has attacked the ward within the past 24 hours; this smite persists until the target is dead or the summoning of the guardian spirit ends. If the spirit is summoned by a 6th-level spell, it can use smite threat an additional time per day, and if the spirit is summoned by a 9th-level spell, it can use smite threat a third time per day.
Fated Guardian (Su) When conjured by a 4th-level or higher spell, a guardian spirit can protect the destiny of another creature within 30 feet as a standard action once per day. For 1 round, any time the creature makes an attack or attempts a saving throw, it rolls twice and takes the better result.