| Full Name |
Zazou Elfear |
| Race |
Goblin |
| Classes/Levels |
Bard (Dawnflower Dervish) 1 |
| Gender |
male |
| Size |
small |
| Age |
17 |
| Special Abilities |
darkvision |
| Alignment |
NG |
| Deity |
Saerenrae |
| Location |
Kaer Maga |
| Languages |
Common, Goblin, Halfling |
| Occupation |
Underground instigator |
| Strength |
6 |
| Dexterity |
20 |
| Constitution |
14 |
| Intelligence |
10 |
| Wisdom |
10 |
| Charisma |
13 |
About Zazou Elfear
present for your selection pleasure Zazou Elfear a Goblin Dawnflower Dervish (Bard Archetype).
As to party role he can function fairly well at the frontline due to good AC to hit and damage output, paired with the very useful role with it feat. He also offers some utility thanks to skills and spells. With his kick ass stealth and perception scores as well as darkvision he should make for an awesome scout.
Background:
Zazou lived a peaceful life, peaceful for a Goblin that is. His Clan the longears was at home in the Mindspin mountains in a secluded valley and were safe from pesky longshanks, Elves and mountain men and their rotten dogs and horses. Being the nosy Goblin that he is Zazou was always keen to explore what lay outside the valley and on one unfortunate day he got lost when straying too far from home and was promptly fetched up by Orcish slavers. While he was able to convince them he was not well suited for food this only ended him in being sold to Kaer Maga where the small goblin boy was condoned to servitude in a cleaning squad responsible for clearing out drainage tunnels.
Fortunately for the drain cleaning squad a Halfling follower of Sarenrae was among them who as was operating as a covert operative and looking to free Kaer Maga slaves. After a successful escape mission Zazou decided to join the ranks of the order Sarenrae as he did not like slavery and was impressed with the goddess of lights control of fire.
A decade later Zazou is similarly working in the name of Sarenrae to free slaves in Kaer Maga. His most popular routine being disguising himself as Halfling Cleric of Pharsma and disposing of the corpses of feigned dead slaves. This has caused a bit of irritation with the church of Pharsma as of late and there are rumors the priesthood is on the lookout for a Halfling imposter.
Personality:
Having grown up in a Goblin tribe Zazou is still what most Varisians would consider a savage. Another defining trait he shares with most goblins is a profound curiosity. However what he has left behind in the Mindspin mountains is the cruelty so typical of his kind. Also in his years in the civilized world Zazou has learned much, not only the fluent command of the common and Halfling tongue but also how to behave around longshanks and how to deal with the animosities his race is faced with outside of Kaer Maga. Currently I'm still misisng a trait and equipment was a bit sporadic but should be covered both weight and wealth wise.
Crunch:
NG Goblin Bard 1 (Dawnflower Dervish)
Str: 6 (-2 Pts)
Dex: 20 (10 Pts)
Con 14 (5 Pts)
Wis 10 (0 pts)
Int 10 (0 pts)
Cha 13 (7 pts)
Stats:
Initiative +7
AC 19 (+3 armor +5 dex +1 size) HP:11 CMB-2 CMD: +3
Wil: +2 Fort +2 Ref+7
Attack +6 Scimitar(1d4+5)
Attack (Battle Dance) +8 (1d4+7)
Feats:
Roll with it (1st)
Dervish Dance (Bonus)
Traits:
Big Ears: +2 trait bonus to perception
Reactionary +2 trait bonus to initative
Racial Abilities:
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
Darkvision: Goblins see perfectly in the dark up to 60 feet.
Big Ears: Golins with this racial trait gain a +4 racial bonus to perception.
Class Abilities:
Battle Dance
Dervish Dance
Countersong
Distraction
Fascinate
Spells Known:
0
Detect Magic
Spark
Mage Hand
Read Magic
1
Cure light Wounds
Disguise Self
Skills:
Acrobatics +9
Stealth +13
Perception +10
Perform (Sing) +5
Disguise +5
Climb
Linguistics +5
Languages:
Common, Goblin, Halfling
Equipment:
Scimitar
Studded Leather armor
Dagger
Priest's robes
Travellers clothes
MW backpack