Goblin

Lib "Scared-of-Mice" Coalwalker's page

4 posts. Alias of Brass Pigeon.


Full Name

Lib "Scared-of-Mice" Coalwalker

Race

Goblin

Classes/Levels

Sorcerer/1

Gender

Female

Size

S

Strength 10
Dexterity 17
Constitution 14
Intelligence 10
Wisdom 8
Charisma 13

About Lib "Scared-of-Mice" Coalwalker

COPY PASTED INFO, WORK IN PROGRESS

Background:

Lib is mean. She's a nasty little goblin, always boasting about the terrible things she's done and will do. There's hardly anything she likes more than scaring and pestering others. Besides the obvious, quite harmless stuff, that also includes burning hair, clothes and other belongings, breaking fingers and toes and occasionally she uses her twisted magic to bully others.

And then there's her nickname... Scared-of-Mice... Only the strongest goblins dare say it to her face, the rest wisper it behind her back. Lib curses the day someone succesfully pranked her with a fake mouse covered in blood to scare her away from their stuff she was trying to burn. Anyone, who's not her superior, who utters that nickname when she's around better start running or hiding because Lib will risk getting killed in making them shut up.

Appearance:

Lib doesn't stand out much in a group of goblins. She's build like most others except for her slightly purple hair and a sickly looking face. She dresses in a bunch of rags, mostly pieces of ripped clothing she found holding after fighting with other goblins.

Basics:

Init:
HP:
AC:
BAB: 0
CMB:
CMD:
Speed: 20ft
Fort:
Ref:
Will:

Attacks:
Dagger: +0, 1d4

Abilities & Traits:

Abilities:
Accursed Bloodline:

Weapon and Armor Proficiency:
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Traits

Feats & Skills:

Feats:
Eschew Materials (Class)

Skills
Acrobatics:
Disable Device:
Escape Artist:
Perception:
Ride:
Sense Motive:
Sleight Of Hand:
Stealth:
Swim:

Accursed Bloodline:

Accursed Bloodline

Misfortune, pestilence, and nightmares follow your family like vermin drawn to carrion. Somewhere in your family history, a hag’s foul influence entered your bloodline. You may actually be related to the hag, or you may still be suffering the effects of a curse that a hag laid upon your kin in generations past. Now the hag’s powers are part of your heritage.

Class Skill: Perception.

Bonus Spells: ray of enfeeblement (3rd), touch of idiocy (5th), ray of exhaustion (7th), bestow curse (9th), feeblemind (11th), eyebite (13th), insanity (15th), dimensional lock (17th), energy drain (19th).

Bonus Feats: Alertness, Blind-Fight, Combat Casting, Deceitful, Defensive Combat Training, Endurance, Great Fortitude, Mounted Combat.

Bloodline Arcana: You count as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever you are within 30 feet of another sorcerer with this bloodline or a witch with the coven hex, you can use the aid another action to grant a +1 bonus to the other spellcaster’s caster level for 1 round.

Bloodline Powers: The source of your power isn’t pretty, but it does allow you to emulate the preternatural ugliness and toughness of a hag—though doing so won’t help you make friends.

Horrific Visage (Su): At 1st level, you can draw upon your hag ancestor to cause one target to perceive you as having a horrifying appearance. As a standard action, you can force one target within 30 feet to make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be shaken for 1 round for every 2 sorcerer levels you possess (minimum 1 round). This is a mind-affecting, fear-based ability. This fear does not stack with other fear effects. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Wretched Endurance (Ex): At 3rd level, you gain a +2 bonus on all saving throws against charm, cold, fear, fire, and sleep effects. And 9th level, these bonuses increase to +4.

Dread Gaze (Su): At 9th level, you gain a form of the green hag’s evil eye power. As a standard action, you may fix your gaze on any one creature within 60 feet. The target must make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be staggered for 1 round for every 2 sorcerer levels you possess. You may use this ability once per day at 9th level. At 17th level, you can use this ability twice per day. At 20th level, you may use this ability three times per day.

Dream Walking (Sp): At 15th level, you can enter the ethereal plane. This functions like ethereal jaunt, but with a duration of 1 minute for every 2 sorcerer levels you possess. Once during this trip, you may cast nightmare as a spell-like ability on a creature you see on the Material Plane. (This is an exception to the normal rule that ethereal creatures cannot affect targets on the Material Plane).

Fearsome Survival (Su): At 20th level, your hag-blood gives you considerable resilience. You gain DR 10/cold iron, and gain SR equal to 6 + your sorcerer level.

Dice:

[ooc]Initiative[ooc] [dice]1d20+4[/dice]

[ooc]Trip Attempt[ooc] [dice]1d20+2[/dice]

Unarmed Attacks
[ooc]Unarmed Attack[ooc] [dice]1d20+2[/dice]
[ooc]Damage[ooc] [dice]1d3+2[/dice]

Weapons
[ooc]Attack with Net[ooc] [dice]1d20-2[/dice]
[ooc]Control with trailing rope[ooc] [dice]1d20+2[/dice]

[ooc]Attack with Dagger[ooc]
[dice]1d20+2[/dice]
[ooc]Damage[ooc] [dice]1d4+2[/dice]

[ooc]Sneak Attack with Dagger[ooc]
[dice]1d20+2[/dice]
[ooc]Damage[ooc] [dice]1d4+2[/dice]
[ooc]Sneak Damage[ooc] [dice]1d6[/dice]

Saves
[ooc]Fort Save[ooc] [dice]1d20+1[/dice]
[ooc]Reflex Save[ooc] [dice]1d20+6[/dice]
[ooc]Will Save[ooc] [dice]1d20+0[/dice]

Skill Checks
[ooc]Acrobatics[ooc] [dice]1d20+8[/dice]
[ooc]Disable Device[ooc] [dice]1d20+9[/dice]
[ooc]Escape Artist[ooc] [dice]1d20+8[/dice]
[ooc]Perception[ooc] [dice]1d20+4[/dice]
[ooc]Profession[ooc] [dice]1d20+4[/dice]
[ooc]Ride[ooc][dice]1d20+4[/dice]
[ooc]Sense Motive[ooc] [dice]1d20+6[/dice]
[ooc]Stealth[ooc] [dice]1d20+8[/dice]
[ooc]Swim[ooc] [dice]1d20+6[/dice]
[ooc]Use Magic Device[ooc] [dice]1d20+5[/dice]