Goblin Witch

Torch - the flame singer's page

44 posts. Alias of Typhina Blightsworn.


Race

| HP 6/10 | AC 12, FF 12, T 12 | CMB: -2 CBD: 8| F 2, R 0, W -1 (+4 vs Catching Fire)| Init +0 | Per +4

Classes/Levels

Active conditions: none.

Gender

Male CE goblin commoner 1

About Torch - the flame singer

Torch – the Flame holder
Male Commoner 1
CE Tiny Goblinoid (Goblin)
Init +0; Senses Dark vision 60 Ft. Perception +4

==DEFENSE==
AC 12, touch 12, flat-footed 12 ( +2 size)
HP 10 (1d8+2)
Fort +2 Ref +0 Will -1; +4 vs catching on fire

==OFFENSE==
Spd30 ft; 6 Squares
Space/Reach ½ ft., 0
Melee Torch +3 (1d2+0)+(1d4(fire)), Dagger +2 (1d4) 19-20 x2 +2d6 Vs animals

Supernatural Abilities
Raging Song 4/day - affected allies gain a
+2 morale bonus to Strength and Constitution and a +1
morale bonus on Will saving throws, but also take a –1
penalty to AC

==STATISTICS==
Str 12 (10), Dex 11, Con 14, Int 12, Wis 10 (8), Cha 13
BAB +0, CMB -2(0+0-2), CMD 8 (10+0-1+0-2)

=====Traits=====:

Rude Songs:
Providing an opponent can hear and understand you, the lyrics of your songs are so personally insulting that you gain a +2 trait bonus on all Perform (Song) checks. Perform is always a class skill for you

=====Feats=====:

Commoner Bonus Feat – Fire Hand (Combat, Goblin)
Born with a torch in your hand, you have a gift with anything that burns.
Prerequisites: Goblin.
Benefit: You can wield a torch as a weapon without taking the nonproficient penalty and gain a +1 bonus on attack rolls with melee weapons that deal fire damage.

1st – Burn! Burn! Burn! (Goblin)
You take the goblin love of arson and fire play to a whole new level.
Prerequisites: Disable Device 1 rank, Goblin.
Benefit: You deal an extra 1d4 points of fire damage when you attack with fire from an alchemical or non-magical source (such as with alchemical fire or torches) and gain a +4 competence bonus on Reflex saving throws made to avoid catching on fire or to put yourself out when on fire. Additional damage caused by this feat does not apply to magical attacks (such as an alchemist's bomb) or to splash damage.

=====Skills=====:

Commoner 2+INT (+1) = (3), Favored Bonus +1, total (4)
*Climb:
*Craft
Disable Device +1 (1+0)
*Handel Animal:
Intimidate: +0 (1-1)
Perception: +4 (1-1+4)
*Perform (Sing): +7/+5 (1+3+1+2)
Stealth 4 (0+0+4)

Languages Goblin, Common

Armor check penalty (+0)

=====Class features=====:

Raging Song (Su): A skald is trained to use music,
oration, and similar performances to inspire his allies to
feats of strength and ferocity. At 1st level, a skald can use
this ability for a number of rounds per day equal to 3 + his
Charisma modifier. For each level thereafter, he can use
raging song for 2 additional rounds per day.
Starting a raging song is a standard action, but it can
be maintained each round as a free action. A raging song
cannot be disrupted, but it ends immediately if the skald
is killed, paralyzed, stunned, knocked unconscious,
or otherwise prevented from taking a free action each
round to maintain it. A raging song counts as the bard’s
bardic performance special ability for any effect that
affects bardic performances. A skald may learn bard
masterpieces (Pathfinder RPG Ultimate Magic 21).
A raging song has audible components, but not visual
components. Affected allies must be able to hear the
skald for the song to have any effect. A deaf skald has a
20% chance to fail when attempting to use a raging song.
If he fails this check, the attempt still counts against his
daily limit. Deaf creatures are immune to raging songs.
If a raging song affects allies, when the skald begins a
raging song and at the start of each ally’s turn in which
they can hear the raging song, the skald’s allies must
decide whether to accept or refuse its effects. This is not an
action. Unconscious allies automatically accept the song.
If accepted, the raging song’s effects last for that ally’s
turn or until the song ends, whichever comes first.
At 7th level, a skald can start a raging song as a move
action instead of a standard action. At 13th level, a skald
can start a raging song as a swift action instead.
Inspired Rage (Su): At 1st level, affected allies gain a
+2 morale bonus to Strength and Constitution and a +1
morale bonus on Will saving throws, but also take a –1
penalty to AC. While under the effects of inspired rage,
allies other than the skald cannot use any Charisma-,
Dexterity-, or Intelligence-based skills (except Acrobatics,
Fly, Intimidate, and Ride) or any ability that requires
patience or concentration. At 4th level and every 4 levels
thereafter, the song’s bonuses on Will saves increase by 1;
the penalty to AC doesn’t change. At 8th and 16th levels,
the song’s bonuses to Strength and Constitution increase
by 2. (Unlike the barbarian’s rage ability, those affected
are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian’s
rage, bloodrager’s bloodrage, or skald’s inspired rage), she
may use the Strength, Constitution, and Will saving throw
bonuses, as well as AC penalties, based on her own ability
and level instead of those from the skald (still suffering no
fatigue afterward). However, inspired rage does not allow
the ally to activate abilities dependent on other rage class
abilities, such as rage powers, blood casting, or bloodrager
bloodlines; the ally must activate her own rage class ability
in order to use these features.

Gear:

Gear
Dagger (Small) +1 Animal Bane
Torches (9)
Flint and steel

Carry Weight
Size: Tiny (1/2)
Total weight from gear –10 lbs.
Str 12;
Light Load = 22.5 lbs or less,
Medium Load =22.6-43 lbs,
Heavy Load = 44- 65 lbs

Wealth
PP – 0
GP - 8
SP – 9
CP – 0

Goblin Racial traits:

Goblin Racial Traits
Standard Racial Traits
•Ability Score Racial Traits: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
•Type: Goblins are humanoids with the goblinoid subtype.
•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.
•Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
**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.
•Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.
•Darkvision: Goblins see perfectly in the dark up to 60 feet.

- **Took some substitutions from ARG

Campaign Additions:

laughter points. (0)
Each laughter point can be spent to gain a +5 bonus to one roll, after you have seen the result.

Baby goblins have the following changes from normal goblins.
They are tiny size, and so have all the advantages and disadvantages of that, not including the dexterity increase.
Baby goblins get only a +2 bonus to ride and stealth checks from their race. They also take -2 wisdom.

Tiny sized
Using the reduced person mechanic for this didn’t have the Bestiary on me :P
Space and reach: 1/2ft, 0
+2 Dexterity.
-2 Strength
+1 attack rolls, and AC

Description:

A goblin with a fine ear for music and songs, that rile up the other goblins into a frenzy.

Concept:

Will be taking Skuld when Core classes are unlocked

History:

While his other caged siblings were busy playing with each other, Torch always looked at the fire. It was from this that he sang his first song.
Fire Burns and fire spreads, may my songs fill you with dread.
This seemed to tame the other young goblins to leave him alone.
Another time was when a few of his “Siblings” found the entertainment in hurting the smaller goblins. He was inspired to sing again
Your flesh will bleed your bones will crack, But all I see is another snack.
This seemed to Rile up the other in a frenzy almost clearing out the other cages in their bloodlust.
The older gobbling found it wise to let him practice his songs only when he was away from the more influential goblins .