Speed: 30 feet
BAB +2 CMB +0 CMD +15
Languages: Goblin
Str 8 (-1), Dex 20 (+5), Con 10 (+0), Int 10 (+0), Wis 7 (-2), Cha 16 (+3)
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Feats
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Extra Performance: You can use bardic performance for 6 additional rounds per day.
Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
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Traits
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Fate's Favored: The fates watch over you. Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1
Goblin Foolhardiness:
When facing an enemy that’s larger than you are, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 trait bonus on attack rolls with non-reach melee weapons.
Goblin Pirate: Although you might prefer life on board a ship, you often end up in the water for some odd reason. You gain a +1 trait bonus on Profession (sailor) and Swim checks, and Swim is always a class skill for you. You might also have a peg leg or a hook for a hand, but that’s not so helpful.
Power Hungry (Drawback) You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.
Other Gear: masterwork thieves tools, spider silk rope, lucky pet toad ("Bandana"), pet ‘battle toad’ (“Mr. Shell) hollow reed (for hiding underwater), 10 jars of pickled frogs (trail rations), human-sized pirate hat with a hole cut in it for Bandana/Mr. Shell to peek out, extra peg leg, whistle, sack of useless junk retrieved from Brinestump's bog
220 gold
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Special Abilities
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Archaeologist's Luck (Ex) Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level
Bardic Knowledge (Ex) Medge can attempt any Knowledge skill check untrained with a +1 bonus.
Clever Explorer: At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.
Trap Sense: At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge: At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name.
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Magic Items
Daredevil Softpaw Boots :As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves through the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn.
FLUFF:
Timeline
Born in Traveling Circus---Forced to be a Circus Performer --Taken by Pirates---Becomes Master Pirate---Medge V Shark---Picked up By Kindly Merchant Ship---Literally Thrown off Ship Into Swamp---Finds Licktoads, Joins By Threating to Stab Anybody Who Protests---Magical Fireworks Swamp Adventure
Superstitions
-Anybody who doesn’t take good care of a Pet-Friend brings doom and shame upon themselves. They must be exiled before they doom everyone else.
-Being defeated by a Gnome or Halfling turns you into one of them
-Sailing without a Toad on board is very bad luck
-Ear size is a measure of a creature’s greatness. Small eared races are lesser beings. The best way to show your superiority is to stab them
-Stabbing solves all problems. If the problem isn’t fixed you haven’t stabbed it enough
-Wings are good luck. A goblin who has acquired a good pair of insect wings, bird wings, bat wings or even dragon wings will live longer! It's a scientific fact.
- Wish someone ‘Good Luck’. Telling them to ‘Break a Leg’ will cause them to break a leg. Conversely, if you want someone to actually break a leg the best way to do it is to hit them with a heavy object. Yes, you could tell
them to break a leg and wait for it to happen, but why deprive yourself of the fun?
-Writing and Math can steal the words and numbers out of your head, but ONLY if you’re weak. Medge is too strong for that!
Goals
Become biggest, best Pirate Captain ever. Her original plan was to go back to the sea, only now she’s got some good reasons to stay in the swamp….
Medge likes having Pet-Friends. She’d like some more. Everybody’s got a big Pet-Friend except her. Not that she doesn’t love Bandana and Mr.Shell, but it would be fun to ride around on a giant Pet-Friend too. Just not a spider. Or anything too tasty.
Secret
Medge tells everyone she was raised by pirates. She doesn’t want anybody to know about her time in the traveling circus. She was forced to perform for halflings and gnomes and stupid dwarves and it was a stupid awful dumb embarrassing time. The best thing that ever happened was when the circus stopped at a port city and got caught in a pirate raid. The orc pirates were very impressed with Medge’s sneakiness and stabbing abilities so they took her in. She thinks of them as her real family.