About Ozzie Eighteen
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.
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 t@+@ 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.
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.
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]
Blindsense: Using nonvisual senses such as acute smell or hearing, experimental goblins notice things they cannot see. Experimental goblins usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that the experimental goblin cannot see still has total concealment against her, and the experimental goblin still has the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of experimental goblins. Experimental goblins are still denied their Dexterity bonus to AC against attacks from creatures they cannot see. [4RP]
Prehensile Tail: Experimental goblins have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. [2RP]
Mask of the Goblin.Demon
This mask looks like a caricature of every nightmarish children's story goblin. It has cruel, almost glowing, eyes with a mouth permanently open in a bite, teeth too long to fit. It fits uncomfortably on anyone but an actual goblin. Although it has a faint evocation aura, this mask has no magical abilities until any alchemical extract or mutagen is drunk. When that happens the warped oily skin travels down, covering the body, also searching and absorbing magical/alchemical items and reforming them into twisted and darker shapes.
Notably, among them are the alchemist's bombs.
Any magic ranged weapons are reformed to allow bombs to be used as ammunition. If bombs are used as ammunition, the weapon damage is replaced with the bomb damage and targets touch AC. Range is reduced to 30'. The mask automatically forms bombs as the Fast Bomb discovery and reloads the weapon with a thought as a free action.
Magic items that are reformed do not benefit allies. This includes resizing items like a carpet of flying to fit the rider’s size in addition to other visual changes. Any magic items that are not active remain absorbed until called forth. When the alchemist regains his daily use of extracts, the mask returns to its original form and all items are returned to their normal forms.
Primary Class: Bloodrager 6 (Primalist, Urban, Spelleater, Untouchable) / Unchained Rogue 4 (Underground Chemist)
Secondary: Alchemist (Alchemical Sapper) 10
Tertiary: Magus(Eldritch Archer) 10
Init +7, Senses See in Darkness, Blindvision 30’ Perception +14
AC 28, Touch 22, Flat Footed 20
HP 122 (7d10+4d8+20)
Fort 13 Reflex 18 Will 10
Defensive Abilities Uncanny Dodge, Fast Healing 1, Danger sense +1, Spell Resistance (14)
Speed 55’ base, 30’ fly
Ranged Pelletbow+2, Bombs (see Artifact), +18/+18/+13 (5d6+11) fire, splash 5’, 19/day and/or
. . Force Bomb (5d4+11) force splash 5’, DC 24 Reflex or be knocked prone on direct hit and/or
. . Tanglefoot Bomb DC 24 Reflex entangled/stuck to the ground/loses flying per tanglefoot bag[/b] or only entangled if hit my splash and/or
. . [i]Stink Bomb Splash 10’, 1 Round, DC 24 Fort (poison) nauseated per stinking cloud after leaving per stinking cloud and/or
. . Confusion Bomb -2 dice damage, DC 24 Will or be confused per confusion spell 10 rounds and/or
Controlled Rage, Arcane Rage: +4 Dex, no penalties including to use of skills, apply blur, protection from arrows, resist energy, or spider climb for the duration and/or
. . Demolition Bomb ignore 5 hardness 3/day and/or
. . Delayed Bomb Bomb explode up to 10 rounds after released for more than 1 round. Can be picked up and timer defused and/or
. . Camouflaged Bomb DC 29 Percept to detect bomb and/or
. . Trip Mines costs two bombs, deals splash damage only, if an enemy enter the square, it triggers, can ignore up to 9 allies
Moonlight Stalker: +2 Attack, +2 Damage under the effects of concealment
Feint: Feint as a move action. If successful, Dex is denied until start of next turn
. . Moonlight Stalker Feint If concealed, can feint as an swift action
Ranged Spellstrike, Spell combat Can cast a spell and full attack, at the same time. If spell is a touch or ranged touch, attack again at full bonus. If the attack(s) hit, the spell also hits. Each ray/bolt of the spell is applied to a different attack. Attacks with spell riders must be at close range.
Arcane Pool: 19/day Can spend one as a swift action to gain +3 enhancement bonus to a weapon for 1 minute. Enhancement bonus can be replaced with flaming, flaming burst, frost, icy burst, shock, shocking burst, speed up to +3.
[b]Sneak Attack: Vs flanked opponent or opponents denied dex, 2d6 sneak damage
. . Precise Splash Weapons Sneak damage applies to splash weapons
. . Debilitating Injury Additional effects are applied when sneak damage is dealt for 1 round. No more than one effect per opponent. Sneak damage can extend effects by 1 round.
. . . . Bewildered -2 AC, additional -2 versus this character’s attacks.
. . . . Disoriented -2 attack rolls, additional -2 versus this character.
. . . . Hampered Speed halved
Target of Opportunity: When an ally who also has this feat makes a ranged attack and hits an opponent within 30 feet of you, you can spend an immediate action to make a single ranged attack against that opponent.
Returning Throw: Whenever an ally who also has this feat makes an attack with a thrown weapon and misses the target by 4 or less, you can catch the weapon and throw it as an immediate action.You must be aware of the attack and not flat-footed.
Alchemist Extracts Prepared (CL 10th; concentration +19)
. . 4th Freedom of Movement, Echolocation (2/3)
. . 3rd Remove Blindness/Deafness, (1/5)
. . 2nd Alchemical Allotment, See Invisibility (2/8)[3 already consumed)
. . 1st Targeted Bomb Admixture, Shield, Expeditious Retreat, Monkey Fish (6/8)
Magus Extracts Prepared (CL 10th; concentration +19)
. . 4th Black Tentacles , Caustic Blood (3/3)
. . 3rd Haste , Fly, Displacement  (5/5)
. . 2nd Mirror Image , Glitterdust, Stone Discus  [7/8]
. . 1st Shocking Grasp , Obscuring Mist , Color Spray, Vanish, (8/8)
Wanderer’s Fortune: 3/day swift action Freedom of Movement 1 round
Str 12, Dex 20, Con 12, Int 27, Wis 16, Cha 12
BAB +7; CMB +8 (+10 trip/disarm); CMD 28 (30 trip/disarm)
Feats Exotic Weapon Proficiency (pelletbow), Wanderer's Fortune, Returning Throw, Target of Opportunity, Moonlight Stalker Feint, Moonlight Stalker, Blind-fight, Ranged Feint, Greater Feint, Deft Maneuvers, Signature skill (stealth), Rapid Shot, Precise Shot, Improved Critical (crossbow), Scribe Scroll, Quick Draw
Traits Cunning Liar, Pragmatic Activator, Accelerated Drinker, Indomitable Faith
FCB (+1 Magus arcana, +1 Discovery, +5' movement)
Discoveries Smoke Bomb, Tanglefoot Bomb Stink Bomb, Force Bomb, Confusion bomb, Infusion
Arcana Spell Shield Scroll Master Reach Magic, Wand Wielder
Languages: Common, Read Lips, Battle Language (sign), Sylvan, Goblin, Ignan, Elven, Abyssal, Aquan, Terran, Draconic, Infernal, Celestial
Remainder is uninteresting and here https://www.myth-weavers.com/sheet.html#id=1911265
Ozzie prefer a late start and short working days. His preperations include preparing an Amplify Elixir, and several Alchemical Allocation. By drinking these in a methodical manner, along with his potions (and spitting his potions back), he is able to gain Barkskin, Heroism, Protection from Element (Fire, Cold, Acid, Electric) and Tongues, for 400 minutes.
Additionally, Ablative Barrier and Delay Poison are prepared and drank for 10h of application.
Craft (alchemy): 34
Disable Device: 22
Escape Artist: 22
Handle Animal: 4
Knowledge (Arcana): 15
Knowledge (Dungeoneering): 15
Knowledge (Engineering): 29
Knowledge (Local): 15
Knowledge (Nature): 15
Knowledge (Planes): 24
Perform (TBD): 4
Profession (Artist): 11
Profession (cartographer): 12
Sense motive: 7
Sleight of hand: 22
Use Magic Device: 24
Bladesense (3) Uncanny Dodge
Windwalking (6) 30' fly speed, 8 minutes
Destructive Spellstrike(9): Change damage type of Destructive Strike to any type dealt by weapon
Fast Getaway (move action: Withdraw, See comb w/decoy Ring and Trap sphere)
Minor Artifact: Demon Goblin Mask
..Increase DCs by +1
..Consumables can be stored in the second skin of them. These consumables are always considered in-hand and are free actions to consume.
.. As a full round action, spend a spell point or take two ability point damage to recover a use of a daily ability.
Tiny: +2 size bonus AC and attack rolls, a -2 penalty to their CMB and CMD, and a +8 size bonus on Stealth checks.