Goblin

Zorg the Creepy's page

159 posts. Alias of Doug Maynard.


Full Name

Zorg the Creepy

Race

goblin

Classes/Levels

witch (sea witch) 2

Gender

(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5)

Size

small

Age

13

Alignment

CN

Deity

Zogmugot

Languages

common, goblin, draconic, dwarven

Strength 10
Dexterity 20
Constitution 10
Intelligence 17
Wisdom 8
Charisma 10

About Zorg the Creepy

Backstory:
Zorg was born into the Dark Hook goblin tribe, a seafaring bunch who sail ships that look more like ramshackle mounds of debris than actual vessels. They also have the habit of mimicking real pirates in their dress and talking in nautical gibberish which they believe is how pirates actually talk.

It wasn’t long after being released out of the standard goblin child-pen that Zorg began to frighten the rest of the tribe (hence his nickname). Though it could be argued that Zorg has always been somewhat less vicious than most of his kind, those who got on his bad side often suffered bad luck in short order – ears would catch on fire, pet toads would suddenly die of heart failure, and prized pickle jars would suddenly explode.

Combined with Zorg’s tendency to be a little too intellectual for most goblins’ tastes (true, the bar is low), these incidents eventually led to his expulsion from the tribe. Specifically, the chief declared that Zorg would be executed by forcing him to walk the plank. Unfortunately for the Dark Hooks, they didn’t realize that the plank was supposed to hang over the side of the ship. When the tribe got restless after nothing happened when Zorg safely walked off the far end of the plank, they picked him up and tossed him in the sea. This also failed to have the desired effect, as their ‘ship’ was merely 100 feet from land. Zorg shouted a curse and made an obscene gesture before turning to swim for shore.

That shore was Port Peril, and it soon became apparent that Zorg was in over his head (both literally and figuratively) here. Half of the citizens looked at him with a mix of disgust and ill will. The others sized him up for various unfortunate ends. While hiding in an alleyway, a rat scampered up to him and regarded him with twitching whiskers and beady black eyes. Something mystical and unexplainable passed between them, and Zorg had found his familiar and arcane guide, whom he named Yalla.

Buoyed by his good fortune, Zorg tucked his familiar into one of his many pockets and headed to the first tavern he could find to celebrate – the Formidably Maid.

ZORG THE CREEPY
Male Goblin Witch (Sea Witch) 2
CN Small Humanoid (goblinoid)
Hero Points 3
Init +5; Senses darkvision; Perception +6
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Defense
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AC 17, touch 17, flat-footed 11 (+5 Dex, +1 size, +1 dodge)
hp 10 (2d6)
Fort +2, Ref +5, Will +2
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Offense
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Speed 30 ft.
Melee Masterwork Dagger +3 (1d3/19-20/x2)
Spell-Like Abilities Feather Fall (self only) (At will)
Witch (Sea Witch) Spells Prepared (CL 2):
1 (3/day) Remove Sickness (DC 14), Touch of the Sea (DC 14), Sleep (DC 15)
0 (at will) Daze (DC 14), Read Magic, Detect Magic, Message
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Statistics
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Str 10, Dex 20, Con 10, Int 17, Wis 8, Cha 10
Base Atk +1; CMB +0; CMD 16
Feats Dodge, Point Blank Shot, Spell Focus (Enchantment), Spell Focus (Necromancy)
Traits Advantageous Distraction (1/day), Besmara's Blessing (1/week)
Flaws Frail
Skills Acrobatics +10, Climb +5, Fly +7, Heal +3, Intimidate +4, Knowledge (arcana) +8, Perception +6, Profession (sailor) +5, Sense Motive +1, Spellcraft +8, Stealth +13, Swim +5
Languages Common, Draconic, Dwarven, Goblin
SQ +2 to fortitude saves, empathic link with familiar, hero points, hexes (flight), know direction, patron spells (water), sea creature empathy, share spells with familiar
Other Gear Masterwork Dagger, 30 GP
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TRACKED RESOURCES
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Advantageous Distraction (1/day) - 0/1
Besmara's Blessing (1/week) - 0/1
Feather Fall (self only) (At will) (Sp) - 0/0
Masterwork Dagger - 0/1
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Special Abilities
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+2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Advantageous Distraction (1/day) Like most goblins, you're easily distracted. Unlike most goblins, though, you have a knack for being distracted at the right time, especially when it comes to avoiding pain. Once per day as a swift action, you can be momentarily distracted in combat
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Know Direction (Sp) So long as she near a sizable body of water (at least a lake with a diameter of 1 mile or more), a sea witch may cast know direction at will as a spell like ability.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sea Creature Empathy +2 (Ex) Improve the attitude of a sea animal, as if using Diplomacy.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.

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