"You better hope you die from my fire or his sword, otherwise I will use my books to steal your souls you ignorant Horse-lovers!"
BACKGROUND:
The azure-skinned Gob was beaten and ostracized for his intelligence, curiosity, and more civilized disposition than his sadistic goblin kin. Eventually, after scraping by, he met the psion, Master Quar who took him under his wing in secret, teaching him to expand his latent psionic powers.
From his history of evading beatings and surviving where he could, Gob's powers were naturally inclined toward the Nomad disciplines, and Master Quar did his best to give the inquisitive blue goblin as much information on the path as possible. Studying in secret with the knowledgeable and eccentric gnome, Parooh, Gob digested every book he could get his hands on, taking a particular fascination with the gnome's books on obscure languages, such as Draconic and Gnoll.
Recently, Master Quar mysteriously disappeared after arranging to introduce young Gob to his allies. Gob aided them in finding their kidnapped friends in the hopes that they'll help him find Master Quar.
DESCRIPTION:
The wiry, awkward-walking blue goblin's eyes betray his keen intellect. When he speaks, his well-articulated speech (and verbosity) surprises most civilized folks, though an air of humbleness permeates his speech. Even though Gob is a highly intelligent individual, his upbringing in a goblin tribe still leads him to think along unconventional lines, and occasionally draw vastly different conclusions about things than most others.
Bookish and not yet worldly, Gob often pursues goals with single mindedness, often missing the forest for the trees; due to his upbringing, he's still learning how to trust others, but opens up quickly once he gets to know new folks, still eager for external validation. He despises his goblin kin with a fury few barbarians can match.
Dressed in simple black and dark blue robes which disguise his mithral armor underneath, Gob carries a leather backpack, a dagger at his waist, and a light crossbow slung over his back.
GAME STATISTICS
Initiative: +5 [+3 Dex, +2 Exile Trait]
Senses: Darkvision 60 ft.; Perception +8
Speed: 30 ft. (40 ft. any time he uses a swift action to manifest burst)
Psion Powers Known (7)—
1st – (DC 16, 1PP) entangling ectoplasm, ectoplasmic sheen, energy ray, force screen, mind thrust
2nd - (DC 17, 3PP) dimension swap, swarm of crystals
Psionic Focus Stuff:
When Psionically Focused, Gob can detect psionics at will as a psi-like ability, can manifest burst (swift) or catfall (immediate) as psi-like abilities, and can teleport up to 20 ft away (standard, LOS) as a supernatural ability.
Regaining his Psionic Focus is a full-round action that provokes attacks of opportunity.
POWERS KNOWN (for reference):
Ectoplasmic Sheen
Discipline: Metacreativity (Creation)
Level: Psion/wilder 1
Display: Visual and olfactory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One object or a 10-ft. square
Duration: 1 round/level (D)
Saving Throw: See power text; Power Resistance: No
Power Points: 1
You draw forth ectoplasm in an area, causing the surface to become slick. Any creature in the area when the power is manifested must make a successful Reflex save or fall. A creature can walk within or through the area of ectoplasm at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat- footed.
The power can also be used to create a greasy coating on an item. Material objects not in use are always affected by this power, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that
the creature attempts to pick up or use the affected item. A creature wearing affected armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
Augment: If you spend 6 additional power points, each target that fails a Reflex save to remain standing and falls must first make a Strength check (with the same DC as the Reflex save) to stand.
In addition, for every two additional power points you spend augmenting this power, the power’s save DC increases by 1.
Energy Ray
Discipline: Psychokinesis [see text]
Level: Psion/wilder 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None; Power Resistance: Yes
Power Points: 1
You create a ray of energy of your active energy type (cold, electricity, fire, or sonic) that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray.
Cold: A ray of this energy type deals +1 point of damage per die.
Electricity: Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target iswearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A ray of this energy type deals +1 point of damage per die.
Sonic: A ray of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment: You can augment this power in one of the following ways.
1. For every additional power point you spend, this power’s damage increases by one die (d6).
2. If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0), but the damage is reduced to 1d3 and it cannot be further augmented.
Entangling Ectoplasm
Discipline: Metacreativity (Creation)
Level: Psion/wilder 1
Display: Material and visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Medium or smaller creature
Duration: 5 rounds
Saving Throw: None; Power Resistance: No
Power Points: 1
You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack at any creature in range. On a successful hit, the subject is covered in goo and becomes entangled. The goo evaporates at the end of the power’s duration. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to 11 + the manifester’s key ability modifier.
Augment: For every 2 additional power points you spend, this power can affect a target one size category larger and the DC to break free increases by 1.
Force Screen
Discipline: Psychokinesis [Force]
Level: Psion/wilder 1, psychic warrior 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 1
You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it.
Augment: For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1.
Mind Thrust
Discipline: Telepathy [Mind-Affecting]
Level: Psion/wilder 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates; Power Resistance: Yes
Power Points: 1
You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it.
Augment: For every additional power point you spend, this power’s damage increases by 1d10 points. For each extra 2d10 points of damage, this power’s save DC increases by 1.
Dimension Swap Discipline: Psychoportation (Teleportation)
Level: Nomad 2, psychic warrior 2
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: You and one ally in range, or any two allies in
range; see text
Duration: Instantaneous
Saving Throw: Will negates (harmless, object); Power
Resistance: Yes (harmless, object)
Power Points: 3
You instantly swap positions between your current
position and that of a designated ally in range.
Alternatively, you can swap the positions of any two
allies in range. This power affects creatures of Large or
smaller size. You can bring along objects, but not other
creatures.
Special: A psychic warrior can manifest this power
to swap positions with an ally, but not to swap the
positions of two allies.
Augment: For every 2 additional power points you
spend, this power can affect a target one size category
larger.
Swarm of Crystals Discipline: Metacreativity (Creation)
Level: Psion/wilder 2
Display: Material
Manifesting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: None; Power Resistance: No
Power Points: 3
Thousands of tiny crystal shards spray forth in an
arc from your hand. These razor-like crystals slice
everything in their path. Anyone caught in the cone
takes 3d4 points of slashing damage.
Augment: For every additional power point you
spend, this power’s damage increases by 1d4 points.
PSI-LIKE ABLITIES:
Burst (Ps)
Display: Auditory
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
This power increases your land speed by 10 feet. This adjustment counts as an enhancement bonus to speed.
Catfall (Ps)
Display: Auditory
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Until landing or 1 round/ level
You recover instantly from a fall and can absorb some damage from falling. You land on your feet no matter how far you fall, and you take damage as if the fall were 20 feet shorter than it actually is. This power affects you and anything you carry or hold (up to your maximum load). You can manifest this power with an instant thought, quickly enough to gain the benefit of the power while you fall. You can manifest this power even when it isn’t your turn.
PSION CLASS ABILITIES:
Max Power Known: 1st, Bonus Feat, detect psionics, Nomad discipline
Detect Psionics (Ps): All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.
Nomad Discipline Talents (Ps):
As long as Gob maintains psionic focus, he may manifest either catfall or burst without paying a power point cost, but the power may not be augmented or affected by metapsionic feats.
The effect of catfall only treats Gob’s fall as 20 ft. shorter than it is.
Nomad’s Step (Su): (20 ft)
As long as Gob maintains psionic focus, as a standard action he may teleport to a location up to 15 feet away. He must have line of sight to the location and he can bring along possessions that amount to as much as a medium load. The distance increases by 5 feet every psion level thereafter.
WITCH CLASS ABILITIES:
Centipede Familiar: grants Alertness within 5ft and +3 on Stealth
Cantrips
Hex:Healing Hex (1d8+2), Slumber Hex (DC 16), Evil Eye (DC 16 Will reduces to 1 rd; -2 on one: AC, atks, saves, or skills for 3+Int rds)
Spells Per Day: 0- 4/day; 1st- 4/day
Spells Stored:
0- ALL; 1st- beguiling gift, burning hands, charm person, command, comprehend languages, cure light wounds, enlarge person, obscuring mist, restore corpse, sanctify corpse
Spells Prepared:
0- spark, detect magic, daze (DC 15 Will, 4 or less HD no action 1/rd, 5 or more HD unaffected), light (10 min/lvl, light as torch)
1st- cure light wounds x2 (1d8+2), burning hands (15ft cone burst DC 16 Ref for 1/2, 1d4 fire/level), enlarge person
Psionic Aptitude: When a blue takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Pariah: The appearance of the blue can affect the reactions of those nearby. A blue takes a -1 penalty to Charisma-based skill checks when dealing with non-goblinoid humanoids, but gains a +1 bonus to Charisma-based skill checks while interacting with goblins.
Repletion (Su): A blue can sustain his body without need of food or water. If he spends 1 power point, a blue does not need to eat or drink for 24 hours.
Keen Senses: Blues receive a +2 racial bonus on Perception skill checks.
Stealthy: Blues receive a +2 racial bonus on Stealth and Ride checks, and blues always treat Stealth as a class skill
Weapon Familiarity: Blues treat any weapon with the word “goblin” in its name as a martial weapon.
Starting Ability Scores: Str (8 base – 2 race = 6), Dex (14 base + 2 race = 16), Con (14 base = 14), Int (18 base + 2 race = 20), Wis (12 base = 12), Cha (8 base = 8)
EQUIPMENT:
2603 gp, 11 sp, 15 cp (stored/invested with Mr. Parooh)
[2] Potion Cure Light Wounds (-)
Potion Expeditious Retreat (gift from Aylmora) (-)
Spectacles (Mw Tool, +2 Perception) (?lbs)
Dagger (.5 lbs)
Signal Whistle [on leather thong around neck, salvaged from trash heap](-)
Mw Small Light Crossbow (2 lbs)
[30] bolts (1.5 lb)
Small +1 Mithral Breastplate [Gob crafted this in his downtime studying psionics] (7.5 lbs)
→ (+7 AC, +5 max Dex, 0 armor check penalty, 15% arcane spell failure, 30ft speed)
Weight Subtotal: (12 lbs)
BACKPACK (1lb)
>Flint & Steel (-)
>Journal and lead stylus (1 lb)
>Vial of ink and 3 inkpens (-)
>[4] Trail Rations (2 lbs)
Backpack + Contents Weight Subtotal: (4 lbs)
At Mister Parooh’s: Artisan’s Tools (Armor smithing) (5 lbs), 200 gp (4 lbs)
Total Weight:(16 lbs)
Carrying Capacity:
Light: 20 lbs. or less
Medium: 21–40 lbs.
Heavy: 41–60lbs.