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About Foul VaghdraDM Kor's Goblin Adventure LINK Quick View Stats for Combat:
Initiative: +6 (Wis +3, Dex +3 - Cunning Initiative)
SPELLS
1st level spell slots: (_)(_)(_) (Listed or for spontaneous use (_),(_), to represent open slots and (X),(X), to represent used slots) Inquisitor Spells Known: 5/3
Prepared Spells/day 3 Orisons, 4 1st +1 Domain spell
Spontaneous Inflict Light Wounds: 4/day Abilities: Channel Energy, Monster Lore, Eat Anything, Judgment 1/day, Eat Sin, Stern Gaze, Cunning Initiative, Detect Alignment, Track, Spontaneous Inflict Light Wounds Consumables: Foul Vaghdra's Tale:
Within the circle, Vaghdra sat with her mentor. The sacred fire burned smoky and smelly, "speshul-speshul" herbs from the marsh burnt acridly - and poorly. Stars wheeled slowly bearing witness to Vaghdra's vigil.
Ghoup-eye had been her mentor, her "frend", her bullying master. None of the Muckeaters appreciated his power, the prescience that saved the tribe the time the fly-bugs had swarmed the camp, or his tending to the sick in his horrid way or his meting out of tribal punishment for Tunnelbrine. Even less did they care for Foul Vaghdra, his somehow even more terrifying pupil. The older goblins came close to giving her the respect that she felt was accorded her as a Sin Eater, a knower of the "sekrit-sekrit", but the young-uns just made fun of her or set her on fire for sport. Vaghdra would show them, Vaghdra would go out into the Big World and learn it's mighty sekrit-sekrit-sekrits Ghoup-eye would be proud. He had given her almost everything he could, taught her all. Only one last gift remained. She reverently lifted his arm and commenced chewing. Old Ghoup-eye had been a reluctant teacher, but nevertheless he had acquitted himself admirably. Vaghdra was said to be a child of the chief, but really, how could one tell, and Chigg Tunnelbrine was none too eager acknowledge the mewling, pitiable thing. Still, there was no denying Vaghdra's tenacity or burgeoning mind. So Ghoup-eye had taken her under his palsied and misformed care, entrusting to her the secrets of Hadregash and Venkelvore, and the "sekrit-sekrit" arts of his own mastery. As a Sin Eater, Ghoup-eye had eaten his fair share of miscreant goblins as well as the Muckeater's more varied and larger enemies - Vaghdra took to her new calling with surprising acumen. Less enamoured of fire than most goblins, Vaghdra knows she is little liked and cares only for the gathering of knowledge and power for the glory of Hadregash. She has little ambition for leadership and takes a dim view of most of the pastimes of her fellows. Deep within her tortured heart, Vaghdra yearns for a real connection with a living creature, until then, chewing on their remains sustains her. Crunch/Character Sheet:
Ability Scores
Initiative: +6 DEFENSE:
OFFENSE:
+4 Longspear 1d6 x3 (+1 str, +2 BAB, +1 small) +7 Masterwork Heavy Crossbow 1d8, 19-20 x2 (+3 Dex, +1 masterwork, +2 BAB, +1 small) Base Atk: +2 (+1 Inq, +1 size) CMB: 2 (+2 BAB, +1 str, -1 small) CMD: 15 (+2 BAB, +1 str, +3 dex, -1 small) [CMB 0/CMD 13 with Paingiver] Favored Class Bonus Hit points
Skills: (15 ranks - 12 inquisitor, +2 int, +1 campaign) +1 Class skill (Escape Artist)
RACIAL TRAITS
CLASS ABILITIES
Languages: Goblin, Gnoll
Paingiver:
+1 ominous, defiant vile flail. Additionally, as a swift action you receive the benefits of a Bull’s Strength spell, as if cast by a 7th level caster. Vile Flail Stats: 1d10, 19-20 x2 Special: -2 to CMB and CMD Ominous: An ominous weapon trails a shadowy haze behind every stroke, and moans a menacing dirge in battle. An ominous weapon adds its enhancement bonus on Intimidate checks made by the wielder. In addition, when an ominous weapon confirms a critical hit, the target is shaken for 1 minute (DC 13 Will negates); if the weapon's critical multiplier is greater than x2, this condition lasts 1 additional minute per multiple over x2. A creature that gains the shaken condition from an ominous weapon cannot gain that condition again from the same weapon for 24 hours. Defiant: A defiant weapon helps its wielder stay alive in desperate conditions. It stays in its wielder's hand even if she is panicked, stunned or unconscious She adds the weapon's enhancement bonus as a bonus on checks to stabilize when dying and on saving throws to end ongoing conditions such as disease, poison and hold person. Items held by Chief:
Weapons: ”Meatmaker” Masterwork Flail (5 lbs), Rusty Dagger (1 lb) Armor: Hide Armor (filthy and smelly) (12.5 lbs) |