Goblin

Kixzik's page

381 posts. Alias of Elmdorprime.


Full Name

Kixzik Marktwo

Race

M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3

Classes/Levels

Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Gender

Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15

Size

Small

Age

16

Alignment

LG

Deity

Irori

Location

Katapesh

Languages

Auran, Common, Gnoll, Gnome, Goblin, Kelish, Osiriani, Tien, Vudrani

Occupation

Alchemist

Strength 12
Dexterity 20
Constitution 16
Intelligence 20
Wisdom 14
Charisma 12

About Kixzik

Kizxik
Male monkey goblin alchemist (mindchemist) 5/rogue 3/wizard (arcane bomber) 3 (Pathfinder Campaign Setting: Inner Sea Bestiary, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Combat 74, Pathfinder RPG Ultimate Magic 19)
LG Small humanoid (goblinoid)
Init +7; Senses low-light vision; Perception +20
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Defense
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AC 22, touch 19, flat-footed 17 (+3 armor, +3 deflection, +5 Dex, +1 size)
hp 93 (11 HD; 3d6+8d8+38)
Fort +9, Ref +13, Will +8; +2 racial bonus on all saving throws against fear, +4 bonus vs. poison
Defensive Abilities evasion, trap sense +1; Resist poison resistance
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Offense
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Speed 20 ft., climb 30 ft.
Melee cold iron dagger +9/+4 (1d3+2/19-20)
Ranged +1 frost darkwood heavy crossbow +14 (1d8+2/19-20 plus 1d6 cold) or
. . acid bomb +14 (5d6+5 Acid) or
. . bomb +14 (5d6+5 Fire) or
. . frost bomb +14 (5d6+5 Cold) or
. . smoke bomb +14 () or
. . stink bomb +14 ()
Special Attacks bomb 13/day (5d6+5 fire, DC 17), sneak attack +2d6
Alchemist (Mindchemist) Extracts Prepared (CL 5th; concentration +10)
. . 2nd—cure moderate wounds, fire breath[APG] (DC 17), invisibility
. . 1st—bomber's eye[APG], cure light wounds, cure light wounds, disguise self, longshot[UC], targeted bomb admixture[UC]
Wizard (Arcane Bomber) Spells Prepared (CL 5th; concentration +10)
. . 2nd—cat's grace, fox's cunning
. . 1st—enlarge person (DC 16), gravity bow[APG], identify, mage armor
. . Opposition Schools Abjuration, Evocation, Illusion, Necromancy
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Statistics
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Str 14, Dex 20, Con 16, Int 20, Wis 14, Cha 12
Base Atk +6; CMB +7; CMD 25
Feats Brew Potion, Extra Discovery[APG], Extra Discovery[APG], Extra Discovery[APG], Focused Shot[APG], Point-blank Shot, Precise Shot, Scribe Scroll, Splash Weapon Mastery, Throw Anything
Traits indomitable faith, magical knack, reactionary
Skills Acrobatics +20 (+16 to jump), Appraise +12, Bluff +14, Climb +10, Craft (alchemy) +28 (+33 to create alchemical items), Diplomacy +15, Disable Device +22, Escape Artist +9, Knowledge (arcana) +21, Knowledge (dungeoneering) +15, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (nobility) +14, Knowledge (planes) +16, Knowledge (religion) +14, Linguistics +14 (+16 to make forgeries), Perception +20, Spellcraft +18, Stealth +25, Survival +2 (+4 to avoid becoming lost), Use Magic Device +15; Racial Modifiers +2 Acrobatics, +2 Stealth
Languages Auran, Common, Gnoll, Gnome, Goblin, Ignan, Kelish, Osiriani, Tien, Vudrani
SQ alchemy (alchemy crafting +5), cognatogen, discoveries (acid bomb, frost bomb, precise bombs [5 squares], smoke bomb, stink bomb), perfect recall, prehensile tail, rogue talent (combat trick), spellblast bombs, swift alchemy, trapfinding +1
SQ alchemy (alchemy crafting +4), cognatogen, discoveries (acid bomb, precise bombs, smoke bomb, stink bomb), perfect recall, prehensile tail, rogue talent (combat trick), spellblast bombs, swift alchemy, trapfinding +1
Combat Gear cognatogen, oil of daylight, potion of cure light wounds (2), scroll of disguise self, wand of cure light wounds, alchemist's fire (8), antiplague, antitoxin, holy water (3); Other Gear bottle of air, Chain-Reinforced Waist Wrap of Vital Organ Protection, Blizadette, cold iron dagger, clear spindle ioun stone, figurine (onyx dog), Hand-Arm Stabilization Protectors Mark II, Alchemical Concentration Containment Flask with Tripod, Superior Distillation Apparatus v1.3b, Extra-Dimensional Conveyance Container Mark III, Synthesis Inducement Device Mark IV, Muscular Enhancement Harness, Repelling Field Generator - Finger Sized : Field Strength 1, ring of protection +2, Goblin Army Tool, wayfinder, alchemist's lab, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, flour (5 lb), flour (5 lb), folding ladder, forger's kit, grappling hook, hemp rope (50 ft.), ink, black, inkpen, masterwork thieves' tools, mess kit, olive oil (1 lb), olive oil (1 lb), pot, soap, sugar (2 lb), sunrod, torch (10), trail rations (11), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 1,571 gp, 8 sp, 5 cp
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Special Abilities
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Acid Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bomb 5d6+5 (12/day, DC 17) (Su) Thrown Splash Weapon deals 5d6+5 fire damage.
Bracers of steadiness When take 20 on skill primarily used with arms/hands, gain +5 bonus.
Cauldron of brewing (empty) A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.

Construction
Requirements Craft Wondrous Item, trained in Craft (Alchemy); Cost 1,500 gp
Climbing (30 feet) You have a Climb speed.
Cognatogen (DC 17) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.

This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Focused Shot +5 Make a single bow or crossbow attack, adding your INT modifier to the damage roll as precision damage.
Formula alembic Allows user to learn alchemist formula from potions. Potion is unharmed.
Hybridization funnel DC 25 Craft (alchemy) to combine two alchemical splash weapons into one.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Ioun stone (clear spindle) Sustains bearer without food or water.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Wizard [Arcane Bomber]) +2 CL for a specific class, to a max of your HD.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.

Construction
Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Precise Bombs (5 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail (Ex) Can retrieve small stowed objects as a swift action.
Smoke Bomb (5 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spellblast Bombs (Su) Sacrifice a spell to gain a bonus to hit and damage with your next bomb.
Stink Bomb (5 rds) (Su) Smoke bombs also nauseate living in area for d4+1 rds after leave, as stinking cloud.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp

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In Combat:

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Init +9; Senses low-light vision; Perception +20
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Defense
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AC 30, touch 25, flat-footed 23 (+3 armor, +3 deflection, +7 Dex, +2 natural, +1 size, +4 untyped bonus)
hp 93 (11 HD; 3d6+8d8+38)
Fort +9, Ref +15, Will +8; +2 racial bonus on all saving throws against fear, +4 bonus vs. poison
Defensive Abilities evasion, trap sense +1; Resist poison resistance
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Offense
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Speed 20 ft., climb 30 ft.
Melee cold iron dagger +8/+3 (1d3+1/19-20)
Ranged +1 frost darkwood heavy crossbow +16 (1d8+2/19-20 plus 1d6 cold) or
. . acid bomb +16 (5d6+9 Acid) or
. . bomb +16 (5d6+9 Fire) or
. . frost bomb +16 (5d6+9 Cold) or
. . smoke bomb +16 () or
. . stink bomb +16 ()
Special Attacks bomb 17/day (5d6+9 fire, DC 21), sneak attack +2d6
Alchemist (Mindchemist) Extracts Prepared (CL 5th; concentration +14)
. . 2nd—cure moderate wounds, fire breath[APG] (DC 21), invisibility
. . 1st—bomber's eye[APG], cure light wounds, cure light wounds, disguise self, longshot[UC], targeted bomb admixture[UC]
Wizard (Arcane Bomber) Spells Prepared (CL 5th; concentration +14)
. . 2nd—cat's grace, fox's cunning
. . 1st—enlarge person (DC 20), gravity bow[APG], identify, mage armor
. . Opposition Schools Abjuration, Evocation, Illusion, Necromancy
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Statistics
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Str 12, Dex 24, Con 16, Int 28, Wis 14, Cha 12
Base Atk +6; CMB +6; CMD 30
Feats Brew Potion, Extra Discovery[APG], Extra Discovery[APG], Extra Discovery[APG], Focused Shot[APG], Point-blank Shot, Precise Shot, Scribe Scroll, Splash Weapon Mastery, Throw Anything
Traits indomitable faith, magical knack, reactionary
Skills Acrobatics +22 (+18 to jump), Appraise +16, Bluff +14, Climb +9, Craft (alchemy) +32 (+37 to create alchemical items), Diplomacy +15, Disable Device +24, Escape Artist +11, Knowledge (arcana) +29, Knowledge (dungeoneering) +23, Knowledge (engineering) +22, Knowledge (geography) +22, Knowledge (history) +22, Knowledge (local) +22, Knowledge (nature) +22, Knowledge (nobility) +22, Knowledge (planes) +24, Knowledge (religion) +22, Linguistics +18 (+20 to make forgeries), Perception +20, Spellcraft +22, Stealth +27, Survival +2 (+4 to avoid becoming lost), Use Magic Device +15; Racial Modifiers +2 Acrobatics, +2 Stealth
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Special Abilities
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Acid Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
Bomb 5d6+9 (17/day, DC 21) (Su) Thrown Splash Weapon deals 5d6+9 fire damage.
Focused Shot +9 Make a single bow or crossbow attack, adding your INT modifier to the damage roll as precision damage.
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Smoke Bomb (5 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Spellblast Bombs (Su) Sacrifice a spell to gain a bonus to hit and damage with your next bomb.
Stink Bomb (5 rds) (Su) Smoke bombs also nauseate living in area for d4+1 rds after leave, as stinking cloud.
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History:

Kixzik was born a normal goblin in the Mosswood tribe, with the normal goblin desires - to destroy or burn everything he could find and eat pickled meat. Indeed, if he not for an ill-fated raid into a hamlet in the outskirts of the wilderness in Varisia he would have died like most of his kin: at the age of eight, impaled on a spear or a sword of an outraged soldier sent on a punitive raid.

Kixzik had just reached the age of goblin maturity, five, when he and his pen-mates decided to celebrate their coming of age by attempting to prove which one of them was most suitable for the prettiest female goblin of the tribe, Blizdiette, whom Kixzik had loved since they were both four, by murdering the hamlet of a small village and bringing back heads of the bigfolk.

Their plan was like all great goblin plans: full of fire and wargs. Sadly the village was actually dominated by two retired adventurers who ruled the hamlet with an iron fist - the brilliant alchemist Alika and her husband Skender, a wizard of some repute. Loathsome though they were they defended the hamlet and easily killed Kixzik's kin. Wounded in the battle when his warg slipped in a pool of acid and he flew head first into a wall in it's wild bucking, Kixzik awoke to find himself in a cage inside Alika's laboratory.

Bored with teaching mice and other animals to improve themselves, Alika had desired to play goddess with something more cunning and Kixzik was a prime specimen.

At first the training was simple - they would teach him to select food and water from certain bowls by shocking him with magic or poking him with knifes if he picked incorrectly. As a reward they promised him his freedom as long as he swore to avoid the city forever. Kixzik agreed, afraid he'd end up frozen or worse - fed to horses.

Like most goblins, Kixzik had a very short attention span but like any vicious animal Kixzik could learn. Soon they were teaching him to do more - dances for their amusement, running through conjured mazes and fighting summoned monsters. He learned to tumble, sneak and ambush much to the delight of Alika. So Alika decided that a simple goblin was only going to go so far and she began to ply him with alchemical concoctions secreted in his meals that would change him little by little.

Alika succeeded beyond her wildest dreams, as Kixzik was soon stronger, heartier, smarter, more agile and even less prone to spitting and trying to burn the straw of his cage. Kixzik himself noted some of the changes, gradual though they were, as a side effect of the changes were to make his ears quite larger and more sensitive, not to mention bleaching his once beautiful moss-colored skin a bright white. His features got quite a bit more handsome however so it was almost a trade-off.

But with increased awareness came the terrible realization of what he was being forced to do to survive. Most goblins yearn for the sky, but Kixzik's battles with fighting dogs and giant spiders forced him to realize the battles, and the experiments, would continue until he was dead. Soon he began to work on a plan, letting the terrible weapons he fought with get damaged to create small scraps of metal he could turn into crude tools to open the lock to his cage.

After a long, drawn out year he was given his worst test. He was pitted against a young boy whose parents had displeased Alika and Skender with a tiny gladius in his hand. The child had been given a stick, not even a club, to fend Kixzik off.

Staring at the terrified child's eyes and shaking legs, to Kixzik's astonishment he felt something he hadn't realized he possessed: compassion. He realized that the boy was a victim of the viciousness of his own captors and through several wild attempts to attack in a show of false zeal, he maneuvered the boy into knocking him senseless.

While he was unconscious, Alika and Skender let the boy go in disgust and then left Kixzik in his cage to rot. Having finally created his crude lock picks, it took him three days to open the cage and he crept out into the house of his captors. Finding them arguing about how to further terrify the town, and perhaps find better goblins to continue their experiments, Kixzik struck. After several frantic minutes of chopping he realized he'd killed his captors. Kixzik was free.

Knowing from long overheard conversations that the evil humans were as brutal to the townsfolk as to him, he emerged from the house to tell the people of the village that they were free as well, expecting their gratitude. Sadly most of them fled from the blood-covered white-skinned goblin clad in a loincloth and waving a sword as he announced in broken Varisian that the village was free. Kixzik didn't realize that they thought he was claiming it for himself and was heartbroken when they began to pelt him with rotten fruit - including the boy he'd saved at some cost to himself.

He returned to scavenge food and Alika and Skender's treasure - books - from the house, and left by the cover of night to return to the Mosswood and, hopefully, Blizadette.

His return was joyous at first - any goblin who can kill two powerful bigfolk are to be celebrated - but soon Kixzik realized he didn't fit in with his tribe anymore. After a year of captivity he no longer reveled in the chaos of goblin life, craving order and stability. When he saw the young kept in pens he unsuccessfully tried to campaign to have goblin children raised by their parents, or suitable littermates, to spare them the horrors of his own life behind bars. Worse, Blizadette had mated with the tribe's chief and wouldn't give him the time of day.

Driven to virtual seclusion he began to pour over the complex symbols and runes of the items he took from the alchemist and wizard. Overtime they began to make sense and soon he was no longer a simple goblin raider but a budding intellectual and skilled alchemist. But goblins hate and fear writing. Discovering the deviancy of their wayward returnee, the Mosswood drove Kixzik from the forest and onto the road.

Kixzik’s wanderings went at first from tribe to tribe, never fitting into any of them, as he mastered the arts of alchemy and turned to Skender’s slim volumes of arcane theory. He managed to blend the powers of his alchemical art with arcane power to a certain extent in his varied attempts to find a home. But he never quite succeeded, always being driven from settlements and forced to wander – not even being able to stay in place long enough to put his food in brine like a proper goblin.

Kixzik was undaunted however – he had a brilliant realization when attempting to fuse his mutagenic skills with magic to heighten his own intellect and discovered that he could make his own home, everywhere: by conquering the world and ruling as benevolent dictator!

So he set out again, this time to the far reaches of the world, distant Katapesh, where he would use his talents as wizard and alchemist to gain enough money to fuel his schemes which required many servants. The distillation of pesh and the acquisition of slaves from the teeming flesh markets would be the beginning of his first of many schemes to gain control.

Kixzik’s plans haven’t worked out as he’d hoped however and he’s gone through several “identities” in Katapesh. His latest is as an exiled Andoran businessman come recently to Katapesh to find legitimate uses for the pesh cactus – he hopes to destroy the crop’s value as a drug, thus depressing prices and allowing him to purchase the land the cactus is based on, then become a monopoly sending pesh to all corners of the globe and demanding the fealty of users as payment hence controlling the world. Sadly his schemes and identities, many blown over the course of only one night, have cost him much of his ill-gotten fortunes.

At the end of his rope he travels to Absalom in order to obtain backing for a scheme in Katapeshi trade to begin his world conquest anew. When he reaches Absalom he heads to the Pathfinder Society's Grand Lodge hoping to find fellow visionaries, but is disappointed when they fail to take him seriously. He is about to despair when a gnome arrives, handing him a letter summoning him to a meeting. Mistaking the handwriting of the letter's Venture-Captain signature to be from a venture capitalist, he believes he's found backers to help him purchase the land. The pie was good, but the raccoon looked tastier to Kixzik so the gnome retreated before he could correct his mistaken impression.

Appearance:

Kixzik is an unusual goblin, with the usual red eyes, but a body that is surprising muscular and with white skin and no hair. He is not, however, an albino as his skin pigment has been altered by his time being experimented on. He currently wears what he believes to be Andoran clothing - a frock coat with a vest festooned with pockets for his many alchemical components, trousers, sturdy shoes with brass buckles on top and a undersized powdered wig. He has been unable to locate a tricorn that fits his head.

He believes this costume gives him a look of great dignity, especially when he pulls out his reading spectacles to review his copious notes and plans.

Unlike most goblins he doesn't have a high-pitched voice, but speaks with a deep, rich bass that would be perfect for selling wine, peas or fish to a discerning crowd.

Personality:

Kixzik is an outsider and feels like one, but he takes comfort in his massive intellect and hides behind convoluted plans for taking over the world.

However he's surprisingly not evil for a being bent of domination - he's seen some cruel things and seen people ground underneath the heel of evil and wishes to rescue people from such foolishness under his own enlightened rulership.

He has little patience for silliness and doesn't understand the inherent comedy of his own situation, or his actions and has determined that magic is a natural phenomenon that can be controlled through rational analysis that he has dubbed "science" - one of many tools he uses in his quest for conquest. He's perfectly willing to go the edge of his capabilities and comfort zone as long as he can come up a little bit farther ahead in his goals, and if he found people willing to accept him as a goblin he'd be very loyal to them.

Equipment Key:

Kixzik considers mystical beliefs the hallmark of an undeveloped or primitive mind. The idea that supernatural forces like "magic" exist is undeniable, but he believes arcane magic to be a naturally occuring ambient energy field that can be controlled through proscribed actions or equations known to wizards as "spells" that respond to alchemical changes in the minds of the casters. Divine Magic is simply a being of sufficient power channeling the same equations spontaneously through a chosen channel known variously as "clerics," "paladins," or the more mysterious-and-in-need-of-further-study "druids" or "oracles" in the same way as a wizard might use a wand.

Hence, his magical equipment so far has been produced by an eccentric wizard willing to humor his diminutive client. His gear appears different from the standard versions created and purchased by most.

Blizadette - +1 frost darkwood heavy crossbow: Blizadette is not too different from most crossbows - well, crossbows designed for a goblin. The fixtures are fairly ordinary even if the crossbow is expertly made of darkwood to reduce its weight. However Kixzik has designed a special friction plate for the crossbow that helps channel magical energy to reduce the heat created by the mechanisms of the crossbow to allow for more reliable functionality. It works too well however, and imparts an aura of intense cold on an average crossbow bolt that is damaging to most targets.

Chain-Reinforced Waist Wrap of Vital Organ Protection - +2 haramaki: A Tien-Min accessory normally backed with plates of armor or chain mail, Kixzik's haramaki is made of brilliant red silk imperceptibly woven to reflect the mathematical patterns of the Elemental Plane of Earth and backed with brass rings joined together with tiny hinges, inscribed with runes to draw magical power to strengthen the rings and provide great flexibility than standard interlinked mail. Further enhancements could be created by adding runes to the existing chains.

Hand-Arm Stabilization Protectors Mark II - bracers of steadiness: tortoiseshell is an entirely un-scientific source of preventing involuntary hand movements. After the temporary paralyzation caused by the Mark I steel bracers, Kixzik's designed a series of leather straps with brass plates that prevent muscle tremors from being transmitted unnessarily while the wearer concentrates on the movement of his hands.

Alchemical Concentration Containment Flask with Tripod - cauldron of brewing: Most cauldrons of brewing are common camp-stoves enchanted by a wizard, a sort of throwback to the superstitions and hedge-magicians that were the origin of the sublime science of alchemy. Kixzik has obtained a mineral-included glass flat-bottom flask that contains a little less than 34 ounces of liquid, and a tripod that supports it, to brew his extracts and products in. The flask has small etchings that channel ambient magical energy to strength the glass and increase the probability of a good mixture with variable flames used in the field.

Superior Distillation Apparatus v1.3b - formula alembic: This almebic is finely made with green glass and designed with multiple chambers to concentrate the contents of a potion to allow Kixzik's superior goblin tastebuds to separate out the components of a potion to enable him to recreate it alchemically. Versions 0.1 to 1.3a had unfortunate side effects that have been so-far eliminated from the current verison including: vaporization, making potions inert, explosions, causing all potions to taste strongly of tobacco, causing potions to become intoxicants and v0.7b somehow summoned an imp everytime a potion was added to the alembic.

Extra-Dimensional Conveyance Container Mark III - handy haversack: This messenger bag is made of the finest minotaur hide and tooled with designs that have been calculated to channel ambient energy in such a way as to pierce the dimensional barrier and create a pocket of space to store important items. A complex seal on the interior flap allows the space to be organized in harmony with the bearers thoughts so the item needed by the bearer is always to be at the ready.

Synthesis Inducement Device Mark IV - hybridization funnel: This contraption was created by Kixzik to combine two otherwise alchemically incompatible pieces of equipment. Two vials or flasks are suspended at an angle and then a lever is rotated so that the substances are spun at high speed to remove impurities and then once a break is applied to the gears allowing rotation the substances drain into a third flask where they temporarily retain their efficacy.

Muscular Enhancement Harness - muleback cords: This brass and leather harness was cunningly designed to force a goblin's muscles into the ideal position, allowing maximum force to be brought to bear by each muscle without allowing the build up of fatiguing humours, greatly increasing the strength of the wearer.

Repelling Field Generator - Finger Sized : Field Strength 1 - ring of protection +1: A cunning arrangement of metallurigical alloys channels the arcane energy of the Elemental Plane of Air, allowing a slight barrier of wind to be projected around the wearer to disturb items moving at a high rate of speed towards the wearer to allow a deflection. Although not as powerful as other items, the Field Strength 1 Generator doesn't cut off air flow. Further refinement may be possible to increase protection without causing suffocation.

Goblin Army Tool - traveler's any-tool: The crown jewel of Kixzik's inventive mind, the Goblin Army Tool is a metal bar that was created with many folds, levers, extensions and blades to allow it to create any simple tool the mind can imagine. The same dimensional etchings that allow the Extra-Dimensional Conveyance Container Mark III to function also allows the many tools of this device, and Kixzik fully intends to issue them to his minions as part and parcel of their standard equipment once he succeeds in conquering the world.