Goblin

Tevvy's page

37 posts. Organized Play character for FedoraFerret.


Classes/Levels

Male NG Goblin Sorcerer 2 | HP 24/24 | AC 16 | F: +5, R: +6, W: +5 | Perc: +3 | Speed 25ft | Focus 1/1

About Tevvy

Tevvy, NG goblin sorcerer 2 (2003)
Background: Emissary
Traits: Goblin, Good, Humanoid
Perception +3 (T), Senses Darkvision

Statistics
Str 16, Dex 14, Con 12, Int 10, Wis 8, Cha 18
Ancestry: +Str, +Dex, +Cha, -Wis
Background: +Cha, +Str
Class: +Cha
Flex: +Str, +Dex, +Con, +Cha
Level: N/A

Defenses
Hit Points: 24
Armor Class: 17
Fort +5 (T), Ref +6 (T), Will +5 (E)

Offenses
Speed 25’
Bastard Sword +7; Damage 1d8+3 s (two-hand, d12)
Longbow +5; Damage 1d8 P (deadly d10, volley 30 ft.)

Proficiencies
Weapons: Simple (T), Martial (T), Unarmed (T)
Armor: Unarmored Defense (T)
Casting/Class: Arcane (T), Fighter
Skills: Absalom Lore +4 (T), Acrobatics +6 (T), Arcana +4 (T), Athletics +7, Diplomacy +8 (T), Goblin Lore +4 (T), Intimidation +8 (T), Nature +3 (T), Society +4 (T), Stealth +6 (T), Warfare Lore +4 (T)
Languages: Common, Goblin, Hallit, Jotun

Feats
Ancestry
1st: Goblin Scuttle

Class
2nd: Fighter Dedication

Skill
Background: Multilingual
2nd: Dubious Knowledge

General
3rd:

Features
Heritage: Unbreakable
Bloodline: Draconic (Red)

Equipment
Worn: Gauntlet, bandolier, backpack, belt pouches (2), sheath
Tools: Caltrops, chalk (10), flint and steel, rope (50’), rations (2 weeks), waterskin
Ammo: 20 sling bullets
Other: Bedroll
Money: 27 gp, 9 sp
Bulk: 4.2/8

Spells

Tradition
DC: 18; Spell Attack: +8

Focus
Focus Pool: 1
Dragon Claws (Morph, Sorcerer, Transmutation)
Cast [one-action] verbal
Duration 1 minute
Vicious claws grow from your fingers. They are finesse unarmed attacks that deal 1d4 slashing damage and 1d6 extra damage of a type determined by the dragon in your bloodline (see the table in dragon breath). Your scales from blood magic glow with faint energy, giving you resistance 5 to the same damage type.
Heightened (5th) The extra damage increases to 2d6, and the resistance increases to 10.
Heightened (9th) The extra damage increases to 3d6, and the resistance increases to 15

Cantrips

Detect Magic (Detection, Divination)
Cast [two-actions] somatic, verbal
Area 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highest level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

Electric Arc (Electricity, Evocation)
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 or 2 creatures
Saving Throw basic Reflex
An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4.

Message (Auditory, Illusion, Linguistic, Mental)
Cast [one-action] verbal
Range 120 feet; Targets 1 creature
Duration see below
You mouth words quietly, but instead of coming out of your mouth, they’re transferred directly to the ears of the target. While others can’t hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.
Heightened (3rd) The spell’s range increases to 500 feet.

Produce Flame (Attack, Evocation, Fire)
Cast [two‑actions] somatic, verbal
Range 30 feet; Targets 1 creature
A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target’s AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. On a success, you deal 1d4 fire damage plus your spellcasting ability modifier. On a critical success, the target takes double damage and 1d4 persistent fire damage.
Heightened (+1) Increase the damage by 1d4 and the persistent damage on a critical hit by 1d4.

Prestidigitation (Evocation)
Cast [two‑actions] somatic, verbal
Range 10 feet; Targets 1 object (cook, lift, or tidy only)
Duration sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or
less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk,
made of congealed magical substance. The object
looks crude and artificial and is extremely fragile—it
can’t be used as a tool, weapon, or spell component.
• Tidy Color, clean, or soil an object of light Bulk or less.
You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.

Shield (Abjuration, Force)
Cast [one-action] verbal
Duration until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell.
Heightening the spell increases the shield’s Hardness.
Heightened (3rd) The shield has Hardness 10.
Heightened (5th) The shield has Hardness 15.
Heightened (7th) The shield has Hardness 20.
Heightened (9th) The shield has Hardness 25.

Telekinetic Projectile (Attack, Evocation)
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a ranged attack against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.
Heightened (+1) The damage increases by 1d6.

1st level
4 per day

Burning Hands (Evocation, Fire)
Cast [two-actions] somatic, verbal
Area 15-foot cone
Saving Throw basic Reflex
Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.
Heightened (+1) The damage increases by 2d6.

Feather Fall (Abjuration)
Cast [reaction] verbal; Trigger A creature within range is falling.
Range 60 feet; Targets 1 falling creature
Duration 1 minute
You cause the air itself to arrest a fall. The target’s fall slows to 60 feet per round, and the portion of the fall during the spell’s duration doesn’t count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.

Jump (Move, Transmutation)
Cast [one-action] somatic
Your legs surge with strength, ready to leap high and far. You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action.
Heightened (3rd) The range becomes touch, the target changes to one touched creature, and the duration becomes 1 minute, allowing the target to jump as described whenever it takes the Leap action.

Magic Missile (Evocation, Force)
Cast [one-action] to [three-actions] (somatic, verbal)
Range 120 feet; Targets 1 creature
You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
Heightened (+2) You shoot one additional missile with each action you spend.

True Strike (Evocation, Fortune)
Cast [one-action] verbal
Duration until the end of your turn
A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.