Goblin

Firetongue's page

28 posts. Alias of Xzaral.


Gender

Lucky Bastard {HP 10/10 | AC15 T15 FF11 CMD12 | F/R/W 4/4/5 | Init +4 Per +8 SM +7} Male Goblin Cleric of Admodeus

About Firetongue

Stats:

HP 10/10
AC 15 T15 FF11 CMD 12
F/R/W 4/4/5
Fire Bolt 4/6
Copycat 6/6
Spells
0th - Bleed, Guidance, Spark
1st - Bless, Cure Light Wounds (Cast), Disguise Self
Effects
None

Name Firetongue

Male, Goblin, Cleric, 1
Lawful Evil, Medium, Humanoid (goblin)
Init +4; Perception +8, Darkness 60'

DEFENSE

AC 15, touch 15, flat-footed 11
hp 10/10 (1d8+2)
Fort +4, Ref +4, Will +5

OFFENSE

Speed 30'

Melee
Unarmed +5, 1d2-1 (20/x2)

Ranged

Combat Options

STATISTICS

Str 8, Dex 18, Con 14, Int 12, Wis 16, Cha 11

Base Attack +0; CMB -2; CMD 12

Feats
Weapon Finesse
Skill Focus (Stealth)

Traits
Arson: You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.
Punishment: Death by burning
Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.
Balloon Headed
Birthmark

Trained Skills
+4 Acrobatics*
+1 Appraise
+0 Bluff
-1 Climb*
Craft
+0 Diplomacy
-- Disable Device
+4 Disguise (1)
+4 Escape Artist*
+4 Fly*
-- Handle Animal
+3 Heal
+0 Intimidate
Knowledge
-> +5 Religion (1)
+5 Linguistics (1)
+8 Perception (1)
Profession
+8 Ride
+7 Sense Motive(1)
+4 Sleight of Hand*
-- Spellcraft
+19 Stealth* (1)
+3 Survival
-1 Swim*
-- Use Magic Device

*Armor Check Penalty -0

Languages
Common, Goblin, Undercommon

EQUIPMENT
Weapons
None

Armor
None

Other Gear
Dirty Loincloth

Wealth
None

Carrying Capacity
Light:
Medium:
Heavy:
Carried:

SPELLCASTING
Concentration +4
Spells per day 1+1+1
Save DC 13 + Spell Level
Spells Memorized
0th - Bleed, Guidance, Spark
1st - Bless, Cure Light Wounds, Disguise Self

Cleric Abilities:

Class Skills The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Spells A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

Domains A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Fire Domain

Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Trickery

Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.

Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

Chaotic, Evil, Good, and Lawful Spells A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Appearance:

Firetongue is a fairly standard goblin with an oversized head. The only noticeable difference is the star shape around his left eye, strangely similar to the symbol of Asmodeus.

Personality:

Firetongue is quiet and sneaky, a trait that has served him well in surviving while being served by the Drow jailers. All he has to do is stay hidden and they provide him with food! Unless they wish to watch him burn something. What more could a goblin want?

Firetongue is subservient to his mistress, if for no better reason than she doesn't mind his predilection for burning things. Particularly when her yelling gets her into trouble. A goblin's job is never done.

Background:

Firetongue was born underground in the care of Drow servants. A king among them, he was given quarters penned with others of his kind for him to lord over, segregated from the drow rabble. He was given exercise, training, not a moment was kept lacking while he maintained his rule. It was glorious.

Then came the day of the culling. His goblin comrades and him were put into a pit together and instructed to kill. Firetongue stood out of the way, knowing only the strongest was worthy to face him. When finally only one stood, Firetongue came up behind him and slit his throat. Truly a grand battle for goblinkind.

Leaving the pit, he was set upon by other goblins, giving him a great scar to commemorate this victory. Screaming at him, the drow scattered them before they got too rambunctious. Goblins will be goblins after all! Washing away the blood, he saw the shape it held, the same as the drow wore. He was indeed to be their greatest king!

Shortly thereafter he was given one of the drow women to serve him as a consort. Her name was mistress, a strange name. He came to understand it was his name for her, another she had for others to speak. He was her king afterall!

Serving her proved to be a chore. She constantly would get herself into trouble. And she always had to pleasure him with that whip of hers. He would never understand drow mating rituals. Besides, her head was way too small for him to be interested.

So in the end when she decided to go to the surface, Firetongue knew he would have to go with her to keep her out of trouble. Which she certainly did. Tried to kill a surface elf all out in the open. Didn't she know the only honorable way to fight was from the shadows? Don't let them see your face, it's disrespectful! Either way, he made sure to set the inn on fire as thanks for the battle.

And look where he is now!! King to these men as well.

It's good to be the King!!