Weirdo's Wizards Part II
Flare, Goblin Illusionist
Wizard L3; small humanoid; AL CE
HD 3d4+3 (+3 tough); hp 11;
Init +2; Spd 30 ft; AC 13;
Atk +0 melee or +4 ranged;
SQ: Darkvision 60 ft;
SV Fort +1, Ref +3, Will +7;
Str 6, Dex 14, Con 10, Int 15, Wis 14, Cha 11.
Skills: (24 points)
Bluff +2, Concentration +5, Disguise +2, Hide +0 (+4* +2^), Knowledge: Arcana +2, Listen +1 (+2^), Move Silently +0 (+4*), Spot +1 (+2^), and Spellcraft +5 (+2 Ill).
(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Familiar Bonuses)
Feats: Alertness (from familiar), Iron Will, Scribe scroll, and Toughness
Spells: Per day (5/4/3)
Chosen School: Illusion (*), Prohibited School: Divination, and Necromancy
Spells Known; L0 all except detect poison, disrupt undead; L1 change self*, color spray*, magic missile, nystul’s magical aura*, nystul’s undetectable aura*, silent image*, and ventriloquism*; L2 blur* and hypnotic pattern*.
Languages: Goblin, Draconic, and Gnome
Armor: None
Weapons: Daggers (2): Atk +0 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft
Possessions:
Backpack, bedroll, flint and steel, sack, trail rations (1 days), traveler’s clothes, and water skin. 4gp 8sp 16cp.
Scrolls: Color spray, daze, displacement, invisibility, magic missile (2), major image, and ray of frost.
Wands: Burning hands (Caster level 3, 14 charges), and reduce (Caster level 3, 10 charges)
Familiar:
Chameleon, Wary
Tiny Magical Beast
HD 1 (5 hp)
Init +3 (Dex)
Speed 15 ft., climb 15 ft.
AC 22 (+3 size, +3 Dex, +4 camouflage, +2 natural)
Atk Bite +5 melee
Dmg Bite (1d3-2)
Face/Reach 2.5 ft. by 2.5 ft. /0ft.
SQ Grant Alertness, grant +2 Hide, camouflage, improved evasion, share spells, empathic link
Fort +2, Ref +3, Will +0
Str 6, Dex 17, Con 11, Int 7, Wis 12, Cha 2
Skills: Balance +11, Climb +12, Hide +22, Listen +8, Spot +8
Feats: Weapon Finesse (bite)
Camouflage: Chameleon’s have a natural ability to blend into their surroundings. This gives them +4 AC and +4 to Hide. This camouflage affects normal and low light vision, but not darkvision.
Background:
The goblin tribe was at war with the Kobolds. They needed magic to assist their efforts. The tribal leader ordered the tribe to capture a wizard. Shortly after that, some warriors brought in an unconscious Gnome Illusionist who was part of an adventuring party. When the gnome came to, he tried to escape using his illusions, but one of the leader’s sons, Flare, saw through the illusions and prevented the escape.
The tribe leader decided that the gnome should teach his strong-willed son to be a wizard. With a combination of intimidation, appealing to the gnomish hate for kobolds, and outright torture, the goblins were able to get the gnome to teach Flare magic. An illusionist is not exactly what the tribal leader wanted, but his son’s magic has helped some in the war against the kobolds.
Flare also makes extra money selling fake magic weapons to goblins from other tribes, (well mostly from other tribes).
Tactics:
Flare stays out of melee if possible. He will typically cast spells before using wands and scrolls (they are easier to replace) unless faced with a serious threat. Flare usually uses his spells to distract opponents so goblin rogues can get their sneak attacks.
When using his change self spell he will usually disguise himself as, another goblin, a kobold, or the gnome who “taught” him magic.
------------------------------------------------------------------
Kellard, Goblin Abjurer
Wizard L3; small humanoid; AL LE
HD 3d4+9 (+6 Con +3 tough); hp 17;
Init +2; Spd 30 ft; AC 14 (+1 size, +2 Dex, +1 natural armor^); (25 with mage armor and shield spells)
Atk +0 melee or +4 ranged;
SQ: Darkvision 60 ft;
SV Fort +3, Ref +3, Will +4;
Str 6, Dex 15, Con 14, Int 15, Wis 12, Cha 8.
Skills: (24 points)
Concentration +6, Hide +1 (+4*), Knowledge: Arcana +4, Listen +1 (+2^), Move Silently +1 (+4*), Spot +1 (+2^), and Spellcraft +6 (+2 Abj).
(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Familiar Bonuses)
Feats: Alertness (from familiar), Combat Casting, Scribe scroll, and Toughness
Spells: Per day (5/4/3)
Chosen School: Abjuration (*), Prohibited School: Illusion
Spells Known; L0 all except ghost sound; L1 alarm*, endure elements*, hold portal*, mage armor, magic missile, protection from chaos/good*, and shield*; L2 protection from arrows* and resist elements*.
Languages: Common, Goblin, and Draconic
Armor: None
Weapons: Daggers (2): Atk +0 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft
Possessions:
Backpack, bedroll, flint and steel, sack, trail rations (1 days), traveler’s clothes, and water skin. 4gp 8sp 16cp.
Ring: ring of read magic
Scrolls: Daze, dispel magic, magic circle against chaos, magic missile (2), obscure object, endure acid, and ray of frost.
Wands: Burning hands (Caster level 3, 15 charges) and ray of enfeeblement (Caster level 3, 16 charges)
Familiar:
Turtle, Mail
Diminutive Magical Beast
HD 1 (8 hp)
Init +0 (Dex)
Speed 5 ft., swim 15 ft.
AC 20 (+4 size, +6 natural)
Atk Bite +4 melee
Dmg Bite 1 hp
Face/Reach 1 ft. by 1 ft. /0ft.
SQ Grant Alertness, grant +1 natural armor, improved evasion, share spells, empathic link
Fort +2, Ref +2, Will +4
Str 1, Dex 10, Con 11, Int 7, Wis 14, Cha 4.
Skills: Hide +22, Listen +8, Move Silently +10, Spot +8, Swim +10
Feats: Weapon Finesse (bite)
Background:
Kellard was exploring some ruins when he made the find of his life, a wizard’s lab. Probably the most important item he found was a “ring of read magic” which allowed him to read, and learn the spells he found. His natural cowardice led to the decision to specialize in Abjuration spells.
In appearance, Kellard is of average (goblin) height, but he is chubby for a goblin.
He will cast defensive spells on other goblins only when he is “safe enough” (in other words; rarely)
Tactics:
Kellard would like to stay out of melee, but the other goblins won’t let him. Even compared to a 2nd level goblin warrior (AC16, 9hp) Kellard is a tank.
He typically casts mage armor well before combat (duration is 3 hours). During the surprise round, he casts a shield spell (assuming goblins surprise the party). Then during the first round he will cast either protection from arrows, protection from chaos or resist fire, depending on the foes. Second round is when he finally casts an offensive spell (magic missile or ray of frost). After that, he alternates defensive and offensive spells. When he runs out of memorized offensive spells, he will typically use scrolls before wands (they are easier to replace) unless faced with a serious threat.
Behind the Curtain:
He typically fights alongside either: 3 goblin warriors and 2 goblin rogues (EL4); or 2 worgs and riders (EL5).
---------------------------------------------------------------------------
Kasha, Goblin Enchantress
Wizard L3; small humanoid; AL CE
HD 3d4+3 (+3 tough); hp 11;
Init +2; Spd 30 ft; AC 13; (20 with shield spell)
Atk +0 melee or +4 ranged;
SQ: Darkvision 60 ft;
SV Fort +1, Ref +3, Will +4;
Str 6, Dex 14, Con 10, Int 15, Wis 13, Cha 12.
Skills: (24 points)
Bluff +2, Concentration +4, Disguise +2, Hide +0 (+4*), Knowledge: Arcana +2, Listen +1 (+2^), Move Silently +0 (+4*), Spot +1 (+2^), and Spellcraft +4 (+2 Ench).
(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Familiar Bonuses)
Feats: Alertness (from familiar), Scribe scroll, Still spell, and Toughness
Spells: Per day (5/4/3)
Chosen School: Enchantment (*), Prohibited School: Divination and Necromancy
Spells Known; L0 all except detect poison and disrupt undead; L1 change self, charm person*, color spray, hypnotism*, magic missile, shield, and sleep*; L2 hypnotic pattern and tasha’s hideous laughter*.
Languages: Common, Goblin, and Draconic
Armor: None
Weapons: Daggers (2): Atk +0 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft
Possessions:
Backpack, bedroll, flint and steel, sack, trail rations (1 days), traveler’s clothes, and water skin. 4gp 8sp 16cp.
Scrolls: Daze, hold person, invisibility, magic missile (2), ray of frost, sleep, and suggestion.
Wands: Burning hands (Caster level 3, 12 charges), and reduce (Caster level 3, 14 charges)
Familiar:
Viper, Sweetie
Tiny Magical Beast
HD 1 (5 hp)
Init +3 (Dex)
Speed 15 ft., climb 15 ft., swim 15 ft.
AC 19
Atk Bite +5 melee
Dmg Bite poison
Face/Reach 2.5 ft. by 2.5 ft. /0ft.
SA Poison
SQ Grant Alertness, improved evasion, share spells, scent, empathic link
Fort +2, Ref +5, Will +3
Str 6, Dex 17, Con 11, Int 7, Wis 12, Cha 2.
Skills Balance +11, Climb +12, Hide +18, Listen +8, Spot +8
Feats Weapon Finesse (bite)
Poison: Initial and secondary dmg: 1d6 Con. DC 11
Background:
An evil wizard needed a war. He needed the population in conflict. The only likely candidates were some bands of goblins who were more of a nuisance that an army. He considered approaching one of the goblin battle leaders and helping to make him Goblin King, but the price would be to high. The goblin would demand hoards of treasure, magical arms, and armor, before agreeing to work for the wizard. Unless…
The wizard spent some time among the goblins until he found the one he was looking for, A goblin female intelligent and ambitious enough to learn magic. Once he found her, he taught her enchantments and illusions, to beguile a tribal leader into declaring war.
Kasha knows the wizard is using her to start a war. As long as he continues to teach her, she won’t turn on him. Until then, she is living a better life than she ever dreamed. Four tribal leaders have died over her (not to mention the number of mistresses who have died).
Behind the Curtain:
When using her change self spell she will usually disguise herself as, a “sweet” young goblin female, a beautiful human woman, or a crone of in-determinant race.
Tactics:
Kasha stays out of melee if possible. She will sometimes use her human guise and call out “Help I’m being Attacked by Goblins” to lure heroes into traps. In combat, her job is to freeze opponents (color spray, hypnotism, hypnotic pattern, and sleep) so goblin warriors and rogues can get the jump on them. She will typically cast spells before using wands and scrolls (they are easier to replace) unless faced with a serious threat.