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About PartichePhysical Description:: Partiche is one of the ugliest goblins you’ve seen, or at least one of the most bizarre. If a troll had a child with a goblin, and he inherited all of his mother’s skin, and father’s everything else, you’ll find something resembling this creature.
When traveling to certain areas, you’ll find him covering up in masses of cloth, and rags to vaguely resemble a local. Otherwise, he seems extremely harmless. No weapons. No armor. You could just break him in half. He seems to talk fast when he’s nervous and you can’t seem to quite make up your mind if it’s annoying or endearing. Probably both. Background: Partiche is a former slave. A massive tunnel collapse gave him the break he needed to find his freedom, but the tunnels weren’t much better. He eventually found ‘it’, his savior, his reason for being, the tetrahedron of POWER!
So far the tetrahedron has only ever deigned to glow, but clearly such power over destiny deserves reverence and to be raised on a gilded altar surrounded by riches. Race: Goblin (20 RP)
Ability Score Racial Traits: Goblins gain +2 Dex, -2 Con, +2 Cha [0RP] Type: Goblins are humanoids with the goblinoid subtype. [0RP] Size: 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: Goblins have a base speed of 30 feet [0RP] Languages: Goblins begin play speaking Goblin. [0RP] Darkvision: Goblins see perfectly in the dark up to 60 feet [2RP] Focused Study: At 1st, 8th, and 16th level, a Goblin gains Skill Focus in a skill of her choice as a bonus feat. [4 RP] Gift of Tongues: Goblins gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. [2 RP] Over-Sized Ears: While goblins’ ears are never dainty, these goblins have freakishly large ears capable of picking up even the smallest sounds. Goblins with this racial trait gain a +4 bonus on Perception checks. This racial trait replaces skilled. [6 RP] Spell-like abilities: Goblins have the following spell-like abilities: At-will — Alchemical Allocation [4RP] Character: Glune
TN Tiny Goblin Craven//Bard (Knave, Negotiator, Sound Striker) 8 Init +3, Senses Darkvision 60’ Perception +19, Scent 130’ (only for objects 500gp+) -------------------- Defense -------------------- AC 14, Touch 14, Flat Footed 11 (10+4[ability]+1[size]) HP 96(8d10+16) Fort 5 (6[class]+2[ability]-3[buff]) Reflex 6 (6[class]+3[ability]-3[buff]) Will 5 (6[class]+2[ability]-3[buff]) Defensive Abilities None -------------------- Offense -------------------- Speed 30’ Special Attacks bardic performance 21 rounds/day (Fool’s Play, Quiet Lullaby, Fascinate, Weird Words, Fast Talk, Wordstrike, Dirge of Doom, Pageant of the Peacock (Act, Dance)) Sphere Casting (CL 6, concentration +9) Spell-Like Abilities At will—Alchemical Allocation (self only) -------------------- Statistics -------------------- Str 11, Dex 16, Con 14, Int 16, Wis 14, Cha 16 BAB +8; CMB +7; CMD 18 (10+8[bab]+2[ability]) Feats Skill Focus (Diplomacy, Bluff) (racial), Extra Combat Talents: x(6), Dreamspace (Bonus), Extradimensional Shadow, Persuasive (Bonus), Call Truce, Pageant of the Peacock, Ascendant (Story) (Bonus) Traits Gift for Magic (Magic)(Warp), Accelerated Drinker (Combat), Indomitable Faith (Faith), Secret Shame (drawback) (Slave)
Morning Buffs: 3 SP: Cups (motif, arcana): 8h, (1h per CL) +2 bonus on Intelligence-, Wisdom-, and Charisma-based skill checks. The caster may discharge this effect as an immediate action and roll 3d20, retaining the results of each die roll. For the next 8 minutes (1 minute per CL), whenever the target attempts a skill check, instead of rolling a d20, the caster can instead use one retained die roll (using a retained die roll expends it). The World (motif): Whenever the caster takes 10 or takes 20 on a skill check, they gain a +3 insight bonus to the result. (2+1 per 5 CL)
The Fool (motif): The caster takes a -3 to all saving throws, but rolls each saving throw twice and chooses the better roll.
Passive: The caster has an extradimensional space that can carry up to 240 lbs (30 per CL). Items can be removed as a free action. This cannot be stolen.
While sleeping, the caster can choose to project their mind into a quasi-real space, or dreamspace. This dreamspace is two adjacent 10-foot cubes in size. The caster can choose to bring up to a heavy load of unattended, inanimate objects within touch range into the dreamspace with them. They can also choose to bring them back when they awaken. The dreamspace and any items left within it persist even while the caster is not in it, though they enter stasis until they return. There is no weight limit to the dreamspace. Abilities: Spell Point Pool (11)
CL 6, CL 8 Fate, (Knave ability), CL 8 Warp, (trait) Alchemy(formulae): You can craft up to 3 formulae at a time, by spending 30 minutes, or 15 minutes at an alchemy station. You can have up to 5 active unused formulae. They are unstable and expire after 24h. ...Universal Alcohol. A set of 2 (Wis) drinks of the same type count as one formulae, for all purposes, including crafting, and unused remaining. Stealth: Normal stealth rules.
Divination (Sense): Logos: 1 SP, to understand any spoken and written languages for up to 6 hours(as Comprehend Languages). 2 SP to also be able to speak any languages (as Tongues) Freedom (word): 1SP Freedom of movement, concentration up to 8 rounds (+1 SP to negate concentration). Personal only Divine: You may spend a minute meditating to gain this ability, or spend 1 SP to initiate it as a standard action. This requires a full round concentration to keep up. Divine information for one of the follow abilities within medium range (160’)
Suggestion: You may place a suggestion on a humanoid creature. The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 6 hours (1 hour per caster level), whichever comes first. (Will save DC 16, range close 40’) Call Truce: While in combat, as a 1-round action, you can call for a truce with any creatures that have an Intelligence score of 4 or greater and can understand you. When doing so, you can’t be wielding a weapon or threatening implement, such as a charged spell, wand, or anything else the creatures you are entreating might consider threatening. You must also be in plain sight of most the creatures you are entreating. Once you’ve called for a truce, if any of your allies attack or take any threatening action against those you are entreating before the start of your next turn, your call is unsuccessful. At the start of your next turn, attempt a single Diplomacy check (DC = 30 + the Charisma modifier of the creature with the highest Charisma modifier in the opposing group). If you are successful, combat ceases for 1 minute, or until any creature in the opposing group is threatened or attacked If anyone in your group instead plans to use the parley to gain a combat advantage, the opponents can attempt a Sense Motive check against each such member of your group to get a hunch, with a DC equal to either 20 or the result of that character’s Bluff check, whichever is higher. Special: If the parley would inherently result in the opponents surrendering or losing, if the opponents are mind-controlled or fanatics, or if there are other appropriate circumstances at the GM’s discretion, you might not be able to use this feat. For instance, if the opponents’ main advantage over your group comes from a short-duration spell that would end during a parley, you cannot use this feat. Circumstances could potentially increase the check’s DC by 5, 10, or even up to 20. Rogue Talents
Bardic Performance
Weird Words (Su) [Sound Striker] May speak up to two words. Make a ranged touch attack to a target within 30’. Deal 4d6 per word. Add Charisma to the damage rolls. Each words costs 1 BP.
Greedy (Ex): Partiche receives a -4 penalty to any save where 400gp (50gp/level) or more is offered, as part of the ability. Partiche must also make a DC 13 Will save to try to willingly give away money to charity Sell-Sword (Su): Can sacrifice 8gp to gain +8 to a single damage roll. Limit 1/round, 7 (+½ level) per day. Gain 1 discount token every use. Detect Money (Ex): Scent ability 130’ (50+10/level) for objects over 500 gp. Can be adjusted for objects of greater worth. Gold Rush (Su): Throw up to 8 gp as a ranged weapon attack.+1 Enhancement per coin. Can’t be combined with Sell-Sword. Miserly (Ex): Profession or Craft check to earn money with one week’s worth of work, return 5x resulting check in gold. Armor of Gold (Su): As a free action, pay up to 6 gp, for DR 6/- until the end of his next turn. Grave Robber (Su): When reduced to 0 hp, spend 8 gp to auto-stabilize. Kleptomania (Sp): Mage Hand, at will (Range close 45’, speed 15’, up to 5 lbs, limited to objects 500+ gp) Consume Currency (Su): Consume up to 40gp. Heal 1d8 per 5gp. Limit 160 gp or 32d8 per day. Craven Talent: Detect Horde: The craven may use Create Treasure Map on dead creatures as a spell-like ability a number of times per day equal to his Intelligence modifier by sacrificing 10 gp each time. (He does not require the normal material component). The caster level for this ability is equal to his craven level. Supply and Demand (Ex): Gain a 25% discount on non-magical goods over 5k gp. Skills: Full list of skills on character sheet below.
Can and will always take 10 on Bluff, Diplomacy, Intimidate, Knowledge (local), or Sense Motive. 1/day can take 20. Due to morning buffs gains +3 on abilities taking 10 or 20 with. (included in always-take-10 bonuses listed) As a standard action you can gain +4 to Bluff & Disguise checks for 10 minutes, and use Bluff instead of Int based checks. (Bluff check only applies if impersonating a person of higher standing.) Bluff: +26 (Up to +30 taking 10 with pageant of the peacock) Diplomacy: +26 Intimidate: +26 Knowledge (local): +26 Sense Motive: +22 Perception: +19 Character Sheet:
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