Goblin Witch

Zort's page

88 posts. Alias of Tricord.


Full Name

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Classes/Levels

Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

About Zort

Male goblin witch 1
CN Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 8 (1d6+2)
Fort +4, Ref +2, Will +2 (+2 trait bonus vs. mind-affecting effects)
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Offense
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Speed 30 ft.
Melee dagger +1 (1d3/19-20)
Ranged revolver +3 (1d6/×4)
Special Attacks hexes (cauldron, misfortune)
Witch Spells Prepared (CL 1st; concentration +3)
. . 1st—mage armor, sleep (DC 13)
. . 0 (at will)—daze (DC 12), mending, stabilize
. . Patron Ancestors
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Special Abilities
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+1 Witch's Familiar's Spells Add +1 spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
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.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Tough Minded +2 Will save vs. Mind-affecting.
Misfortune (1 round, DC 12) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
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Statistics
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Str 11, Dex 14, Con 14, Int 14, Wis 10, Cha 10
Base Atk +0; CMB -1; CMD 11
Traits:
Vagabond Child -You gain a +1 trait bonus on Disable Device checks, and it is always a class skill for you.
Tough Minded - You gain a +2 trait bonus on all Will saves made to resist mind-affecting effects.
Feats:
Alertness (When familiar is nearby)
Brew Potion (From Cauldron Hex)
Extra Hex (From Cauldron Hex)
Simple Weapon Proficiency
Skills (4 Points – 2 class, 2 INT)
Craft (alchemy) +10 (1 rank, 2 INT, 3 class, 4 insight from Brew potion feat)
Disable Device +5 (1 rank, 2 DEX, 3 class, -2 no tools, 1 trait)
Handle Animal +1 (1 rank)
Perception +2 (2 alertness feat from familiar)
Ride +6 (2 dex, 4 racial)
Sense Motive +2 (2 alertness feat from familiar)
Spellcraft +6 (1 rank, 2 INT, 3 class)
Stealth +10 (4 racial, 2 DEX, 4 size)
Favored Class: Witch (spells known bonus)
Racial Modifiers: +4 Dexterity, –2 Strength, –2 Charisma
Languages Common, Dwarven, Goblin
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GEAR/POSSESSIONS
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Location: On Person
Carrying Capacity Light: 28.5 lbs. Medium: 57 lbs. Heavy: 86.25 lbs.
Money: 0 GE 4 SS 9 CC
Revolver, 10 fire arm bullets, dagger, canteen, backpack (trail rations x 5, flint and steel, cards, poncho, chalk), belt pouch (coins), spell component pouch
Total Weight: 18 lbs.

Location: Light Wagon (drawn by 4 donkeys)
Carrying Capacity: 1,000 lbs.
Alchemy crafting kit, rope, Feed x60, vial x5, chest, medium; 38 fire arm bullets
Total Weight: 670 lbs.

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FAMILIAR'S SPELLS
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Witch Cantrips

Level 1:

Charm Person
Cure Light Wounds
Damp Powder
Remove Sickness
Sleep

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Description
Ht: 3' 1"
Wt: 35lbs
Age: 14
Hair: none
Eyes: yellow
Skin: dark green

Zort wears a black top hat and a black suit. A rat is constantly shifting around Zort’s body: perched on his shoulder like a pirate’s parrot, climbing under his top hat, hiding in Zort’s coat pocket. Zort sports a smirk and speaks in a grandiose fashion, especially when discussing his products.

Background:

“Whatcha think about this one, Gus?” Zort asked, looking ahead at Crete, Nebraska. A rat climbed out from his coat pocket and then sat upright on his shoulder, shaking its head.

“Yeah, you right. Prolly chase us right on out a here, too. But it’s the humans that have the money. Always the humans.” Zort took a long swig of his canteen. Bet the donkeys are thirsty too.

Zort drove a small wagon led by four stubborn yet stalwart donkeys. Painted in red on the wagon’s cover: ZORT’S ELIXIRS AND HEALTH DRAUGHTS.

When Zort rode into town, things progressed like the seasons. There was spring when he first arrived. Folks would buy small bits here and there. Then summer, when word got out that his potions actually worked. Potions would sell like they was gold laced. Then fall, when the requests would become crazy. Course, his “love potion” worked for an evenin’. But a “permanent infatuation potion” he could not do. But the rich humans don’t get it. They think “can’t” means “won’t” so they offer up enough golden eagles that poor ol’ Zort can’t refuse.

Winter: when the humans bring out their rifles on a Zort hunt. Thankfully enough, Zort’s usually gone by fall when the harvest of all the human coin is through and through.

And Crete, Nebraska was likely to follow the same procession. It wasn’t ideal but life could be worse for a goblin. He could be workin’ for some nasty hobs somewhere. Damn hobs. Damn all hobs to hell.

Zort’s mother slaved for hobs. Workin’ fields and the like. Seems her pay and punishment were ill treatment by hobs. Not a life for Zort. Thankfully, Gus came along and taught ol’ Zort The Way and Zort left the sadistic hobs with their throats gurgling red.

The Way is Zort’s means for a better life. It’s how he makes the potions that work—and don’t—and how he defends himself on the plains. The Way is how ol’ Zort goin’ be better than his ancestors. And it all starts right here in Crete, Nebraska for one last round of seasons.

“Let’s get ‘em, Gus,” Zort said. He stood up on the wagon’s jockeybox and loudly began his well-versed pitch. “Ladies and gentlemen! Do you suffer from aches and pains? Does your belly ache after a night on the whiskey slide? Does that special someone just not pay back your love? Well, I’ve got just the thing for ya’!”