Sewer Goblin

Myrgar's page

23 posts. Alias of SunstonePhoenix.


Full Name

Myrgar

Race

Goblin

Classes/Levels

Cleric of Zarongel 1; HP: 8/8; AC:18 T:15 FF:14; Fort: 2 Ref: 4 Will: 4

Gender

Male

Size

Small

Age

14

Special Abilities

Darkvision

Alignment

N

Deity

Zarongel

Languages

Goblin, Common

Occupation

Vagabond

Strength 12
Dexterity 18
Constitution 10
Intelligence 10
Wisdom 14
Charisma 12

About Myrgar

Stat block is at the bottom of the page.

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A married couple of researchers, magical scientist type people, wanted to conduct a nature vs nurture experiment, and decided to capture a baby goblin to raise from near birth. They plotted out a plan to raise it like a child in a typical human society, and put their plan into action after consulting several experienced child rearers. (What you common folk might call "mothers.") They paid several of the village warriors already combating a local goblin problem to bring back a live goblin baby that they could raise.

The experiment went fairly well for the first few years. The goblin child, Myrgar, though sharing some goblin-like tendencies such as fascination with fire and a ridiculous amount of energy, loved his "parents" deeply and respected their rules. (Although curiosity sometimes got the best of him, he never broke the rules for the simple sake of breaking them.) With that said, the day finally came when Myrgar brought up the topic of leaving the house. The two researchers had thought at one point that exposure to the town's population would provide an unnecessary variable in their study, but little by little came to accept that keeping a growing goblin cooped up in their house would lead to inevitable disaster.

So one day, they agreed that Myrgar could leave, as long as he never left their sight.

Big mistake.

Upon seeing the two researchers walking side by side with a goblin, whispers and rumors ran rampant through the town. Some said that the researchers were aiding the nearby tribe of goblins in ambushing the town. Others thought that the couple had been put under a spell. It was generally agreed that something must be done, but no one could agree upon what. A town guard decided to take it into his own hands.

He seized Myrgar from the couple on one of their walks, not caring about their cries of protest in the slightest. The guard interrogated the goblin fiercely, at several points threatening violence. Myrgar had no idea what was going on, of course, and at one point broke down in tears, begging the guard to explain what was happening to him. Myrgar didn't understand everything that was said, but something about a battle and goblin scum and human deaths... When Myrgar still pled to know nothing, the guard finally gave up and returned the goblin to his home with strict orders not to leave.

The conversation that followed Myrgar's returning to home was the most important turning point in his life. After demanding to be told what was going on, the researcher couple had to inform Myrgar for the first time that he was a goblin, not a human, and was thus treated differently from humans. After a long conversation regarding the difference between different species of humanoid, Myrgar asked the dreaded question. If he wasn't the child of the researchers, who were his parents? Long poking and prodding of his caretakers' minds revealed to him the truth. His mother had been slaughtered so that he could be the test subject for the developmental study. A goblin was the perfect subject, as they were, according to what the researchers stated, "primitive, animalistic creatures" who needed to be taught how to live properly or be executed.

Completely shocked and outraged, Myrgar fled from his first home, never to return.

After fleeing from his home, Myrgar found himself lost in the massive forest surrounding his home town. On the verge of starvation, he learned that his stomach could tolerate food of which he never thought was even digestible. Hard, armored insects, mushrooms (that very likely would have been poisonous to any creature with a stomach not as resilient as a goblin's), even rats were fair game. All through this period of pure survival, Myrgar longed to find goblins that he could call his family; he longed to find out where he came from. The opportunity was much closer than he expected.
Myrgar was introduced to the Bushfire goblin tribe in a very unfortunate manner, involving him being attacked by two goblins and immediately taken prisoner. He was kept in a small den guarded by a goblin dog. While he finally had the opportunity to observe the lives of his own kind, Myrgar was panicked. He had no idea if he was to die in the den, be eventually eaten by the dog, or be executed for trespassing in the Bushfire tribe's land, but a stroke of luck came to him one day. A goblin moved into view of the den's opening one day, followed by several other goblins all holding torches. Myrgar called out to them to ask what was going on, but instead of receiving the expected response of "being burned alive," he instead recieved "being blessed."

What followed involved lots of dangerous games involving fire, setting a pile of leaves on fire, and then settling down to pray... around a fire. A few goblins of the Bushfire tribe had reasoned with their leader that if Myrgar could be made to worship Zarongel, he would be redeemed for his trespassing and be set free. Myrgar had no idea of this deal, but was so intrigued by the ceremonies of the goblins that he asked of his own accord to be taught the ways of Zarongel. During the next several months, Myrgar studied under the tribe's resident cleric of Zarongel and found that as he studied, he felt stronger as well. Before long, he was casting several basic clerical spells granted to him by the great Zarongel.

Something still greatly disturbed Myrgar about his relatively happy life at this point, though- humans and goblins were constantly at each other's throats. Having lived amongst both races, Myrgar truly felt for both of them, despite his "parents'" awful deeds.

One day, Myrgar left his tribe with fond farewells. (And a fond bit of fire-play.) He wanted to continue his quest for understanding of himself and the world around him. He wished to travel as far as he could, to the ends of the earth, to try and understand the ways of every race of Golarian, to understand their actions, and to survive in a world full of so much hatred.

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Myrgar's Notable Traits

-Asks lots of questions; very curious and seeks understanding
-Hates sleeping inside houses, or anywhere other than under the open sky, really.
-Can be naive due to his extreme isolation during early development
-Tries his hardest to be kind to those who have shown him kindness, but won't go out of his way to help those who aren't his friends
-Doesn't like those who he finds "boring."
-Like most goblins, he loves fire
-Is more likely to become frightened than angry
-Both fascinated and disturbed by any kind of racial hatred

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HP: 8
Base Speed: 40 ft
Armor Class: 18; Flat Footed: 14; Touch 15
Fortitude Save: 2; Reflex Save: 4; Will Save: 4
BAB: 0; CMB: 0; CMD: 14
Faint Aura of Evil

Feats:
-Additional Traits- Pick two additional traits for your character

Traits:
-Armor Expert- When wearing a suit of armor, reduce the armor's armor check penalty by 1, to a minimum of 0.
-Beast Bond- You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.
-Dog-Sniff Hate- You gain the scent special quality but only against canine creatures, like dogs or wolves, including monstrous hounds such as hell hounds, yeth hounds, and even werewolves. You gain a +2 trait bonus on attack rolls against dogs you can smell.
-Flame-Touched- You gain DR 1/— against creatures and attacks with the fire type.

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Clerical Abilities (Animal/Travel Domains)

Channel Negative Energy 1d6, 4/day, Will Save DC 12
Speak with animals 4 rounds/day

Spells per day:
Level 0: 3
Level 1: 2+1

Spells prepared:
[Lv. 0] Detect Magic
[Lv. 0] Guidance
[Lv. 0] Spark
[Lv. 1] Firebelly
[Lv. 1] OPEN
[Lv. 1] Calm Animals

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Skills:
-Acrobatics: 4
-Appraise: 0
-Bluff: 1
-Climb: 1
-Craft (None): 0
-Diplomacy: 5
-Disable Device (Can't use): 4
-Disguise: 1
-Escape Artist: 4
-Fly: 4
-Handle Animal (Cant's use): 1
-Heal: 2
-Intimidate: 1
-Untrained Knowleges (Can't use): 0
-Linguistics: 4
-Perception: 2
-Perform (None): 1
-Profession (None): 2
-Ride: 9
-Sense Motive: 2
-Sleight of Hand (Can't use): 4
-Spellcraft: 4
-Stealth: 4
-Survival: 2
-Swim: 1
-Use Magic Device (Can't use): 1

Weapons: Light Crossbow, Morningstar
Light Crossbow- Range: 80 feet; Attack Bonus: 5; Damage: 1d6
Morningstar- Attack Bonus: 2; Damage: 1d6

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Carrying Capacity: Light: less than 32.5 lbs; Medium: less than 64.5 lbs; Heavy: less than 97.5 lbs

On person: Studded Leather Armor, Light Crossbow, 10 Bolts, Dog Paw Necklace (holy symbol), Morningstar

CP: 0
SP: 0
GP: 0