Goblin Savage Skald 2
N Small Humanoid (goblin)
Initiative +4; Senses darkvision; Perception +4
AC 19, touch 15, flat-footed 15 (+4 Dex, +3 Armor, +1 Shield, +1 Size)
hp 15 (2d8+2)
Fort +1, Ref +7, Will +3
Defensive Abilities Well Versed (+4 on saves vs. bardic performance, sonic, and language-dependent effects)
Speed 30 ft.
Melee Scorpion Whip +1 (1d3-1), Cestus +1 (1d3-1/19-20)
Ranged Shortbow +6 (1d4/x3)
Bard Spells Known (CL 2nd; concentration +4)
1st (3/day) — Cure Light Wounds, Feather Fall, Saving Finale
0 (at will) — Message, Detect Magic, Prestidigitation, Mage Hand, Open/Close
Strength 8 (-1), Dexterity 18 (+4), Constitution 12 (+1), Intelligence 10 (+0), Wisdom 10 (0), Charisma 15 (2)
Base Atk +1; CMB -1; CMD 13
Feats Lingering Performance
Disable Device +8
Sleight of Hand +6
Traits Criminal: You gain a +1 trait bonus on Disable Device checks, and it is always a class skill for you.
Rude Songs: Providing an opponent can hear and understand you, you gain a +2 trait bonus on all Perform (song) checks. Perform is always a class skill for you.
Xenobiologist: You’ve devoured every unusual bestiary you could acquire, and your voracious appetite for such knowledge has better informed your ability to determine facts about unfamiliar creatures, drawing parallels to other beasts you already know. As such, you gain a +1 trait bonus on all Knowledge skill checks to identify creatures and their abilities. In addition, the base DC to identify creatures from a planet other than your own is treated as if you were from the location or planet spawned it. For example, if an auroch is normally a very rare creature on your home planet, but common on an alien planet, the Knowledge skill’s DC to identify the auroch would be 10 + its CR.
Drawback Pride: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Languages Common, Goblin
SQ Bardic Performance (10/day), Versatile Performance (Sing: Bluff/Sense Motive), Well Versed, Bardic Knowledge, Cantrips, Sneaky Rider, Fast Movement, Darkvision
Combat Gear Studded Leather Armor, Light Wooden Shield, Scorpion Whip, Shortbow, Cestus, Arrows (20), Wand of Sound Burst (46)
Other Gear Tiefling Skull, Backpack, Waterskin, Spell Component Pouch, Bedroll, Blanket
Carrying Capacity 20lb/40lb/60lb
Favored Class Bonuses 1st — Performs Per Day
2nd — Performs Per Day
Once upon a time, there was a goblin by the name of Globlob Needlefingers. Globlob was a fairly typical goblin who enjoyed tormenting the "longshanks," catching and eating anything slower than him, and generally cavorting with other goblins. He was particularly skilled with the bow, hence his name, and had a keen eye for weaknesses of his foes. He would have made a fearsome foe someday, if not for how easily distracted he was by shiny objects and tasty looking creatures. The little, green monster was never much of a leader and seemed perfectly content to work for any number of devious masterminds. In exchange for good food, better accommodations, and the occasional shiny object, of course.
It was during one such period of servitude that he and his tribe were set upon by a group of adventurers. When the dust settled and the blood pooled, the adventurers had slaughtered his tribe to the man. As the only one standing far enough back to have survived the carnage, Globlob promptly threw down his bow and begged for mercy. The party immediately made use of the prostrate goblin by forcing him to show them where his "big boss" was hiding. He acquiesced without a second thought.
In a bizarre twist of fate, rather than simply dispatching the goblin once he had served his purpose, a tiefling in the group took pity on the creature. Globlob was fitted with a makeshift leash tied around his chest and carted about with the group as they continued their grisly rampage. Either out of some misplaced form of affection or as a cruel joke to another party member, they gave him the name Taruk Jr. after the group's bowman. Said bowman was none too pleased.
Just when it seemed that Globlob was starting to settle into the peculiar but exciting life of an adventurer, fate threw another curveball. The party's sorcerer, in a quest for ever more power, slew the party in their sleep and took control of a local cult. Globlob awoke to find his tiefling captor, as well as the rest of the group sans sorcerer, very much deceased and did the only natural thing. He snatched up the nearest blade and lopped the tiefling's head clean off as a trophy, before taking a bit of their ill-gotten loot. With that, he set out into the world and tried to continue his adventures to the best of his ability. Upon his head continually rests the now-bleached, horned skull of his late master as he wreaks havoc in true goblin fashion.
His current obsession, after happening upon a battle between a particularly large demon and a group of Hellknights, is to join their order in any way possible. Or in his own words, "one day I'mma grow up an' be one'a da big longshanks in black tin can! Den I kill all'a da bigger, redder, hornier longshanks!"