Goblin

Polly Brainsucker's page

15 posts. Alias of garabbott.


About Polly Brainsucker

Polly Brainsucker, CE Goblin
Class: Witch 2
Age: 16

Str: 7
Dex: 14
Con: 14
Int: 18
Wis: 10
Cha: 7

Description and Information:

Stats:
Init: +2, Senses: Perception +6 (+8 w/ Scratchy)
Languages (5): Goblin, Common, Orc, Gnoll, Draconic
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=====================DEFENSE=====================
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AC 13, Touch 13, Flat-footed 11, CMD 10
HP 18 (2d6+4, +2 favored class)
Fort: +2, Ref: +2, Will: +3
Spell Resistance: NA
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=====================OFFENSE=====================
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Speed: 30ft (6 Squares)
Orisons DC 14: Spark, Message, Detect Magic, Putrefy Food & Drink
1st Level Spells DC 15: Burning Hands, Mage Armor, Ear-Piercing Scream
Patron Spells: Memory Lapse
Melee:
Sickle +0 (1d4-2)
Ranged:
Javelins +3 (1d4-2)
Space: 5 ft. Reach: 5 ft.
Base Atk: +1, CMB: -2
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====================STATISTICS====================
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Abilities: Str 7 (-2), Dex 14 (+2), Con 14 (+2), Int 18 (+4), Wis 10 (+0), Cha 7 (-2)
Feats (2): Ability Focus (Slumber Hex), Extra Hex (Cackle)
Skills (18): +6 Appraise (2 ranks), +7 Fly (2 ranks), +5 Heal (2 ranks), +3 Intimidate (2 ranks), +9 Knowledge (arcana) (2 ranks), +9 Knowledge (nature) (2 ranks), +6 Perception (2 ranks), +6 Ride (0 ranks), +9 Spellcraft (2 ranks), +15 Stealth (2 ranks),
Class Skills (6 Ranks per Level): The witch’s class skills are Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge(Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int),Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
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=================SPECIAL ABILITIES=================
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Small: 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.
Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.
Trait: Color Thief
Your skin is an odd tint that somehow absorbs background colors. Maybe because your mother drank a lot of potions when you were still inside her belly. Maybe because you’ve been blessed by the barghests. Maybe because you’re just better than the other boring goblins. You gain a +2 trait bonus on Stealth checks, providing you wear only light armor or no armor.
Trait: Balloon Headed
Your head is particularly wide and large, even for a goblin. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Any Escape Artist checks that requires you to squeeze your head through a tight space take a –8 penalty.
Witches Familiar: At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1stlevel spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Slumber Hex (DC 17): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Evil Eye Hex (DC 15): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.
Cackle: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Equipment and Possessions:
Light Load: 23 lbs. or less
Medium Load: 24-46 lbs.
Heavy Load: 47-70 lbs.

Possessions,
Ragged Shirt, 1/2 lb
Patched Burlap Trousers, 1/2 lb
Cold Iron Sickle, 12 gp, 1 lb
Javelin (x4), 4 gp, 4 lbs
Sack, 1 sp, 1 lb
Alchemist's Fire (x4), 80 gp, 4 lbs
Tanglefoot Bag (x2), 100 gp, 8 lbs
Money Pouch, 1 gp, 1/2 lb
53 gp
Total Weight: 19.5

Scratchy the Cat:

N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
--DEFENSE--
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 Nat)
HP 9 (2HD)
Fort +1, Ref +4, Will +1
--OFFENSE--
Speed 30 ft.
Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
--STATISTICS--
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth
--SPECIAL ABILITIES--
Familiar: The master of a cat familiar gains a +3 bonus on Stealth checks.
Natural Armor Adj:The number noted here is in addition to the familiar's existing natural armor bonus.
Alertness: While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link: The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Store Spells: Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
0 Level Spells Stored: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Tough of Fatigue
1st Level Spells Stored: Burning Hands, Cause Fear, Ear Piercing Scream, Mage Armor, Ray of Enfeeblement, Enlarge Person, Cure Light Wounds, Beguiling Gift, Identify
1st Level Spells Stored: