Goblin

Unit 254's page

83 posts. Alias of Whack-a-Rogue.


Full Name

Unit 254

Race

Behind Gorfeen's Ear

Classes/Levels

Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8

Gender

Abilities/Skills:
Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20

Size

Diminutive

Age

Beyond your comprehension

Alignment

NE

Deity

None

Languages

Common, Zalgan, Draconic, Goblin, Necril, Undercommon

Strength 3
Dexterity 16
Constitution 6
Intelligence 18
Wisdom 19
Charisma 11

About Unit 254

NE Diminutive outsider (extraplanar)
Languages: Zalgan, Common, Undercommon, Necril, Draconic, Goblin
Amphibious
Hydrated Vitality: fast healing 1 for 2rounds/day if submerged in water

STR 3
DEX 16
CON 6
INT 18
WIS 19
CHA 11

BAB +0
AC 18; Touch 17; Flat-Footed 15 (+4 size, +3 dex, +1 natural)
CMB -1 (+4 grapple/attached); CMD 5
Fortitude -2; Reflex +3; Will +6
0' reach

Traits
Fast Talker
Student of Philosophy
Beguiling Liar (+4 Bluff when lieing)

Darkvision 60ft
Very Slow (10 ft, 10 climb, 10 swim)
Initiative +3
HP: 9 (11 -2 CON)

Skills
*Acrobatics +8, *Bluff +17 (to lie), *Climb +8 (1 rank), *Knowledge(dungeoneering) +8 (1 rank), *Knowledge(local) +8 (1 rank), *Knowledge (planes) +9, *Perception +8, *Stealth +20, *Survival +8, *Swim +8 (1 rank)

Feats
Skill Focus (bluff)

Melee pseudopod +0 (1pt nonlethal + attach)
Pacify 3/day (DC 17)
Implantation DC 16

Sunlight Powerlessness - Direct sunlight will kill an outsider borne of the Cathexis.

Hypnotic (Ex.): +1 DC to fascinate ability, 1/day you can force a reroll
Pacify (Su): At 1st CR, A Yeerk can use this ability to cause one or more creatures to become fascinated with him. Creature to be fascinated must be within 90 feet, able to see and hear the Hijacker, and capable of paying attention to him. The Hijacker must also be able to see the creature affected. The distraction of a nearby combat or other dangers prevents this ability from working. (Save DC is (10 + level + INT mod).

Implantation (EX.): As a full-round action, a Yeerk can crawl into a fascinated or helpless creature’s auditory canal and attach to its brain. This allows the Yeerk to control the creature (as the spell magic jar). Save DC is (10 + level + INT mod). This is a mind-affecting compulsion effect. Another creature can forcibly remove an implanted Yeerk as a full-round action by making a DC 20 Heal check that inflicts 1d6 bleed damage to the host body. A Yeerk may abandon an implanted creature as a full-round action.

Water Dependency: A Yeerk must submerge itself in water every 3 days or it will begin to dehydrate. Dehydration inflicts 1d2 CON damage per hour until condition is cured.

Gear: