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About Ozzie EighteenDescription:: Due to his tiny size while in his native goblin form, Ozzie is often in other forms thanks to Greater Hat of Disguise. As a personal quirk, as chooses to keep his the numerical tattoo of his namesake on him in all forms.
Human Form:The human form appears at first glance to be a sharply dressed young man in his mid-20s, manicured nails, freshly slicked-back hair, and a casual sneer. He frequently wears an iridescent gem-color vest over a charcoal wool shirt and matching pants. His shirt sleeves are frequently rolled back to reveal a number of intricate tattoos along his.arms that look vaguely arcane or alchemical. A close inspection reveals a backpack built into the rear lining of the vest, allowing discrete storage. Goblin Form: The form is.frequently adopted when social niceties are over and it's time to play. It's mottled corrugated skin marks it as unnatural and possibly extraplanar. Despite the nearly endless pockets and hooded cape, there's no indication of armor. Shadows seem to flow inconsistently over the fabric making it occasionally difficult to focus on Ozzie. Background:: Eighteen was your typical goblin kid, running, stealing stuff, setting things on fire, killing small animals until he became a prisoner of Victor Osborne. His earliest memories are almost non-existent, but he remembers little scraps, like the first time he learned his numbers and discovered what the mark on his arm meant. He remembers being so relieved to be chosen for his magical ability because it meant he could forgo the burning and electrocution that was so commonplace. He remembers the months that his skin itched nonstop, turning different colors from almost translucent alabaster to the violet granite that it currently sported. He remembered the constant lectures on topics who hadn't quite understood, followed by violent demonstrations and the punishments for failing to in some way.
Eighteen’s sense of time and memory finally crystallized his final year at the Institute. By then, he had a clear kinship with Thirteen. While Thirteen saw the more practical (and usually fiery) solutions, Eighteen loved to try each and every combination and variation of magic and alchemy. At some point their abilities and vicious hate started to exceed their master near omnitent hold. They would die here if the good wizard had his way, so they killed him. It turned out that it wasn't much harder than sneaking into the kitchen that first time. The wild festivities and wanton destruction following was an event for the ages. In the aftermath Eighteen discovered a hideous mask that caught his fancy, along with a number of research notes. The goblinoid mask turned out to be an inspiration for some of their master’s experimentation. The festivities were unfortunately short lived. The outside world turned out to be almost as difficult, if a bit less painful. Being mistaken for demons or monsters typically made the villagers violent. Surprisingly, the most understanding were the people who typically kept out of sight and dealt with less than legal business. It was here that Eighteen finally found his second family, and picked up the name Ozzie. Although no one would be closer than Thirteen and his other goblinoid brothers, Ma Sting was a not too distant second. She helped him put his many talents to use. He was both her eyes and ears on many jobs, as well as the cleaner when it came time to wrap up. His last job turned tits up. He was accused of a theft at a nobles house, for which he was guilty, but there was little evidence. In exchange for letting him go and not making the life of his associates difficult, he was signed up for a new team. 10-minute background:: Write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1. He was modified by a mad scientist and overall jerk. 2. He was trained to be a magical problem solver and assistant. 3. He loves magic of every kind. It doesn’t get to try it, it’s not worth using 4. Life has punished him too many times for standing out. He’s not going to let that happen again. 5. He has no scruples if it gets him what he wants Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
Custom Race:: Experimental Goblins
Ability Score Racial Traits: Experimental goblins gain +2 Str, +4 Dex, +2 Con, +6 Int, and -2 Wis. [8RP] Type: Experimental goblins are humanoids with the goblinoid subtype. [0RP] Size: Experimental goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. [0RP] Speed: Experimental goblins have a base speed of 40 feet.They also have a fly speed of 30 feet with clumsy maneuverability. [5RP] Languages: Experimental goblins begin play speaking Common. [0RP] Damage Reduction: Experimental goblins have DR10/magic. [6RP] Defensive Training: Experimental goblins have a +2 dodge bonus to Armor Class. [4RP] Lucky: Experimental goblins have a +2 racial bonus on all saving throws. [4RP] See in Darkness: Experimental goblins can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. [4RP] Focused Study: At 1st, 8th, and 16th level, a experimental goblin gains Skill Focus in a skill of her choice as a bonus feat. Spell-like abilities: Experimental goblins have the following spell-like abilities: At-will — alchemical allocation 1/day — Visualizations of the Mind The caster level for this ability equals the experimental goblin's class level. Character: Eighteen N Tiny Experimental Goblin Primary Class:Conscript 11 Secondary: Scholar 10 Tertiary: Witch (Sphere) 10 [b[Init[/b] +5+4, Senses See in Darkness, Blindsight 50’ Perception +14 -------------------- [/b[Defense[/b] -------------------- AC 27, Touch 26, Flat Footed 14 (10+5[ability]+6[armor/unarmored]+2[enhancement]+3[deflection]+5[natural]+2[dodge/racial] HP 132(11d10+11+11) Fort 17 (7[class]+1[ability]+2[racial]+3[resistance]-2[Fool]+1[Emperor]+3[Hanged_man]+2[Heroism]) Reflex 17 (7+5+2+3-2-2+2+2) Will 18 (7+1+2+3-2+1+3+2+1[trait]) Defensive Abilities Improved Evasion, Uncanny Dodge (Elixir, Spirit Rush), Invisible, Blur (50%), Spell Disruption (50%) DR 10/Magic Energy Resistance 30, fire, cold, electric, acid, sonic SR 20 (limited) -------------------- Offense -------------------- Speed 40’+15 base, Fly 55’ (half base) Ranged Longbow +2 26 (11[bab]+5[dex]+2[enhancement]+2[size]+2[morale,Heroism]+2[untyped Swords/Fate]+2[invis]) …0 damage, vs touch, Vial Arrow, Itching Powder, Fort save (DC 24), limited (2) ...4d4 vs touch, Vial Arrow Cherry Bomb ...Deadly Shot, (see text) ...Cone Of Death (see text) ...Chemical Coating (see text) …Reroll Nat 1 1/turn, Does not auto miss [b]-------------------- Statistics -------------------- Str 12, Dex 20, Con 12, Int 26+2, Wis 14, Cha 12 BAB +11; CMB +11; CMD 27 (10+11[bab]+6[ability]-2[Size]+2[deflection]) Feats Traits Pragmatic Activator, Accelerated Drinker, Indomitable Faith Alchemical Adept FCB (1 scholar imposition, 1 magic talent, 1 combat talent) Languages: Common, Read Lips, Battle Language (sign), Sylvan, Goblin, Ignan, Elven, Abyssal, Aquan, Terran, Draconic, Infernal, Celestial ------------------------------ Equipment: Fogcutting Lenses (8K) Decoy Ring (12k) Gloves of Shaping (10k) Ring of Sustenance (1,5k) Monocle of Flawlessness (8.75k) Potions (33.45k) (Potion of Barkskin CL 20 (2k) Potion of Heroism CL 20 (2k) Potion of Resist Energy x5 CL 20 (5K) Potion of Penumbral Disguise (3k) Potion of Life Bubble (3k) Potion of Remove Curse (3k) Potion of Crafter’s Fortune (50gp) Potion of Lesser Restoration (1k) Potion of Remove Disease (3k) Potion of Neutralize Poison (3k) Potion of Delay Poison (1k) Potion of Remove Fear (1k) Potion of Water Walk (3k) Elixir of Spirit Sight (1k) Elixir, Spirit Rush (2.4k) ) Gloves, Healer’s (2.5k) 4,910 gp Simulacrum of succubus(+2 Int) Healer's Satchel x4 (6k) ----------- Summary of abilities: 12/20 Spell points
Motifs: Standard action, 1 SP, gain one of these effects for 10h (All active
Illusion(Figment): 1SP standard action, can create a visual/magic illusion up to Gargantuan (20’ cube), Range: Close (50’). Duration: Concentration up to 11min CL 10 DC 24
Illusion(Glamer): 1SP standard action, up to Gargantuan, Range: Close (50’). Duration: Concentration up to 10min CL 10
Illusion(Trick): Standard action, 11/minutes/level
Alchemy(formulae): You can craft up to 3 formulae at a time, by spending 15 minutes. You can have up to 10 active unused formulae.
Alchemy(poison): Move action to make a poison. It can also be applied to a weapon as part of this action. Can be applied towards Constructs, Undead or Monstrous Humanoids. Lasts 1 minute. A creature that successfully saves against the poison must attempt new saving throws against the poison at the beginning of their turn for 9 rounds (Int) or until the creature fails their saving throw.
Deadly Shot: Standard action ranged attack. Can apply a [snipe] talent
Ammonium Nitrate: Standard Action Protection extreme heat for 10 minutes. Also increase Fire resist by 11 (stacks)
Howling Herbology: As a Standard all creatures within 30’ take 10d4 sonic damage, DC 24 Fort for half. Affects objects and undead Barrage: Standard action, -2 attack, make two attacks, Spend MF, -4 x3 attacks, -6 x4 attacks.
Scout: As a swift action you can make a Perception check at -5 penalty to identify a creature’s weakness. You also gain listed benefits if you identify a creature using a knowledge check.
Stealth: You are invisible. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any). +40 to stealth while standing still. +20 otherwise.
Hexes: Standard action, Range 30’ Limit 1/day. If target makes it’s save, it targeted 1/day again.
Flashbang: You can improve your flashbang by spending an MF to also apply one of the following effects:
Dowsing rod:The scholar’s studies have taught her how to identify objects that serve as natural dowsing rods capable of leading her towards a person, place, or thing. Conjuration: 1 SP, to summon one of the contracted outsiders listed. Duration concentration (+1SP 11 min w/o concentration) Dark(meld): 1 sp Grant a creature darkvision 60’ or improve existing darkvision by 30’, 11h
Divination (divination) Viewing: Choose a spot within 210’. This cannot be blocked by lead. You can see in any direction from that spot. DC 31 Perception to spot your sensor. Can be dispelled. 1 minute cast (1sp standard action instead) Divination (Sense): Blindfolded Oracle: 1 SP, gain Blindsense up to 50’ range. (+1SP Blindsight instead, Freedom (word): 1SP Freedom of movement, concentration up to 11 rounds (+1sp to negate concentration). Personal only Expert Medical Training: Consume Healing kit uses for various effects. Does not provoke
Breakdown: Eighteen
Experimental Goblin Primary Class: Conscript 11 Secondary: Scholar (Doctor) 11 Tertiary: Witch (Sphere) 11 Init +7, Senses See in Darkness, Blindvision 30’ Perception +14 HP 150 (13d10+20) Fort, Ref, Will +7 Base General 11
Conscript 10
Scholar 11
Knacks: Animal Training, Small, Animal Training, Large, Cunning Attacker, Trick Arrows, Studied Technique + Bonus (Expert Healing)
Witch (Sphere) 11
Feats: (9/18 , 14 [base] + 2[class] +2[race])
Magic Talent (15/14) Conjuration (3)
Dark (3-1)
Divination (3-1)
Fate (7-3)
Illusion (10-6)
Combat Talent (34/26)
Alchemy (13-2)
Athletics (6) (Fly)
Sniper (7-1)
Fencing (3-1)
Scout (7-3)
Barrage (3)
Equipment (3-1)
Pets: Zero N Large Tiger (Large Cat) Animal Companion, Familiar (Shadow) Cat, Big Starting Statistics Size Large; Speed 40 ft.; AC +2+6 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str 24, Dex 20, Con 17, Int 2, Wis 15, Cha 10; Special Attacks grab, pounce, rake (1d6); Special Qualities low-light vision, scent. SR: 16 Init:+3 Sense:low-light vision, scent. Perception +2 -------------------- [/b[Defense[/b] -------------------- AC 22, Touch 14, Flat Footed 17 HP 27 (¼ of Ozzie total) Fort +9 (6[class]+3[ability]) Reflex +11 (6+5) Will +5 (3+2), +4 vs enchantment Defensive Abilities Evasion, Devotion, Link, Adumbral -------------------- Offense -------------------- Speed 40’ base Melee 2 claws +12 (1d6+7 plus grab), bite +12 (1d8+7 plus grab) Space 10 ft.; Reach 5 ft. Special Attacks pounce, rake (2 claws +12, 1d6+7) -------------------- Statistics -------------------- Str 24, Dex 20, Con 17, Int 11, Wis 15, Cha 10 BAB +6; CMB +14; CMD 30 (10+6[bab]+7+5[ability]+1[size]) Feats Multiattack (bonus), Basic Magic Training (War Sphere), Squadron Commander, Battlefield Tactics (Squadron), Advanced Magic Training, Extra Magic Talent (Protection Sphere) War Sphere (5-4) …Totem Of Shared Sight (totem) …Impose …Totemic Aura ...Call to Armor ...Drawback: Personal Conflict x2, Commando, Alternate Totem Protection (2-1)
At 7th level, a shadow familiar can attempt a single Stealth check to covertly merge with another creature’s shadow. When merged, it is completely undetectable by non-magical means and may safely travel through bright conditions beyond 100 feet from its master so long as its target casts a shadow to hide in. The shadow familiar travels with the creature even if they teleport. Effects that eliminate the shadow (such as having their shadow stolen) cause the shadow familiar to reappear in an adjacent space, but effects that only obscure the shadow (such as entering a dark room or flying high above the ground) do not. A shadow familiar can merge with a willing target’s shadow without need of a Stealth check. The master always knows the location of his shadow familiar, as if using the Dowsing Divination talent without a range limitation.
Tony
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Artifact:
Shadow Goblin Mask, You can store and retrieve items from your shadow as a move action. If you have Quick Draw, you may do this as a free action.. Attack Actions:
[dice=Attack Debuff]1d20[/dice] Barrage, Standard action + move action + Move action + swift *-3 AC if target recently scouted *+6 to attack if target scouted *Vs flat foot (invis) + Sneak attack 3d6, -2 to all saving throws for 1d4+2 rounds *1x attack may be poisoned as move action *Swift action/MF to apply oil Flashbang 1d8 (B, S, P), DC 24 Fort vs blind+deafened 1d4+1 rounds 1MF. Apply flashbang 22:(10[bab]+5[dex]+2[enhancement]+2[size]+2[morale,Heroism]+2[invis]-2(barrage)+1(Fate/Emperor) vs touch (4d4 Bludgeoning) 22:(10[bab]+5[dex]+2[enhancement]+2[size]+2[morale,Heroism]+2[invis]-2(barrage)+1(Fate/Emperor) vs touch (4d4) -----------------
Skills: Craft_Alchemy:51=(11[ranks]+9[Int]+6[Skill_Focus]+5[luck/Crafter’s_Fortune]+5[competence/equipment]+4[insight/World]+2[morale/Heroism]+5(Untyped/VisualizationsoftheMind)+3(untyp ed/Cups)+2[trait] Heal:53=(11[ranks]+9[Int]+6[Skill_Focus]+5[competence/equipment]+4[insight/World]+2[morale/Heroism]+5(Untyped/VisualizationsoftheMind)+5(untyped/Knack)+4 (circumstance/healersatchel)+3(untyped/Cups) Skills: Combat Spheres bonuses: Craft (Alchemy) 11+ ranks Craft_Alchemy:54=(11[ranks]+9[Int]+6[Skill_Focus]+5[luck/Crafter’s_Fortune]+5[competence/equipment]+4[insight/World]+2[morale/Heroism]+5(Untyped/VisualizationsoftheMind)+3(untyp ed/Cups)+2[trait]+3(CS) Fly 11+ ranks 18 (11 ranks + 5 ability +2 heroism) Climb 11+ ranks 17 (11 ranks + 1 ability +2 heroism +3 CS) Swim 11+ ranks 17 (11 ranks + 1 ability +2 heroism+3(CS)) Sense Motive 11+ ranks 18 (11 ranks + 2 ability +3 Cups +2 heroism) Stealth 11+ ranks 26-86 (11 ranks + 5 ability +2 heroism + 20-40 invis+3(CS)+8(size)+20 Penumbral Disguide) Perception 14+ranks 18 (11 ranks + 2 ability +3 Cups +2 heroism+3(CS)) 13x max rank
Movement:
Climb Keep dex while climbing. Can move at full speed with only -5 Flying
Swim
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