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Goblin-a-day
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<blockquote data-quote="MavrickWeirdo" data-source="post: 421436" data-attributes="member: 107"><p><strong>Weirdo's Wizards</strong></p><p></p><p><strong>Burnum, Goblin Evoker </strong></p><p>Wizard L3; small humanoid; AL CE </p><p></p><p>HD 3d4+3 (+3 tough); hp 13; </p><p>Init +6; Spd 30 ft; AC 13 (24 with <em>mage armor</em> and <em>shield</em> spells)</p><p>Atk +0 melee or +4 ranged;</p><p>SQ: Darkvision 60 ft; </p><p>SV Fort +3, Ref +3, Will +4;</p><p> </p><p>Str 6, Dex 15, Con 12, Int 15, Wis 14, Cha 8.</p><p> </p><p><strong>Skills:</strong> (24 points)</p><p>Concentration +6, Hide +1 (+4*), Knowledge: Arcana +4, Listen +1 (+2^), Move Silently +1 (+4*), Spot +1 (+2^), and Spellcraft +6 (+2 Evoc).</p><p>(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Familiar Bonuses)</p><p></p><p><strong>Feats:</strong> Alertness (from familiar), Improved Initiative, Scribe scroll, and Toughness</p><p></p><p><strong>Spells:</strong> Per day (5/4/3)</p><p>Chosen School: Evocation (*), Prohibited School: Illusion and Enchant</p><p>Spells Known; L0 all except <em>daze, </em>and<em> ghost sound </em>; L1 <em>burning hands, mage armor, magic missile*, ray of enfeeblement, shield, shocking grasp, </em>and<em> tenser’s floating disk* </em>; L2 <em>flaming sphere* </em>and<em> shatter*</em>. </p><p></p><p><strong>Languages:</strong> Common, Goblin, Draconic</p><p></p><p><strong>Armor:</strong> None</p><p></p><p><strong>Weapons:</strong> Daggers (2): Atk +0 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft</p><p></p><p><strong>Possessions:</strong></p><p>Backpack, bedroll, flint and steel, sack, trail rations (1 days), traveler’s clothes, and water skin. 4gp 8sp 16cp.</p><p></p><p>Scrolls:</p><p><em> Darkness, fireball, flare, lightning bolt, magic missile</em> (3), and <em>ray of frost</em>.</p><p></p><p>Wands:</p><p><em>Burning hands</em> (Caster level 3, 10 charges), and <em>ray of enfeeblement</em> (Caster level 3, 12 charges)</p><p></p><p><strong>Familiar:</strong></p><p>Bat, Smokey</p><p>Diminutive Magical Beast</p><p>HD 1 (6 hp)</p><p>Init +2 (Dex)</p><p>Speed 5 ft., fly 40 ft. (good)</p><p>AC 17</p><p>Atk --</p><p>Face/Reach 1 ft. by 1 ft. /0ft.</p><p>SQ Blindsight, Grant Alertness, improved evasion, share spells, empathic link</p><p>Fort +2, Ref +4, Will +4</p><p>Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 4.</p><p>Skills Listen +8, Move Silently +10, Spot +8</p><p>Feats Blindsight</p><p></p><p><strong>Background:</strong></p><p>Burnum apprenticed at a young age to a goblin wizard. He came to learn that the reason goblins take apprentices is to use them as scroll-factories. The wizard will give the apprentice a spell to learn. Once he learns the spell, the apprentice must make 2 scrolls of that spell to repay his master.</p><p></p><p><strong>Tactics:</strong></p><p>Burnum 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. Burnum is not subtle like most goblins. He has been known to make enemies aware of his presence before attacking.</p></blockquote><p></p>
[QUOTE="MavrickWeirdo, post: 421436, member: 107"] [b]Weirdo's Wizards[/b] [b]Burnum, Goblin Evoker [/b] Wizard L3; small humanoid; AL CE HD 3d4+3 (+3 tough); hp 13; Init +6; Spd 30 ft; AC 13 (24 with [I]mage armor[/I] and [I]shield[/I] spells) Atk +0 melee or +4 ranged; SQ: Darkvision 60 ft; SV Fort +3, Ref +3, Will +4; Str 6, Dex 15, Con 12, Int 15, Wis 14, Cha 8. [b]Skills:[/b] (24 points) Concentration +6, Hide +1 (+4*), Knowledge: Arcana +4, Listen +1 (+2^), Move Silently +1 (+4*), Spot +1 (+2^), and Spellcraft +6 (+2 Evoc). (* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Familiar Bonuses) [b]Feats:[/b] Alertness (from familiar), Improved Initiative, Scribe scroll, and Toughness [b]Spells:[/b] Per day (5/4/3) Chosen School: Evocation (*), Prohibited School: Illusion and Enchant Spells Known; L0 all except [I]daze, [/I]and[I] ghost sound [/I]; L1 [I]burning hands, mage armor, magic missile*, ray of enfeeblement, shield, shocking grasp, [/I]and[I] tenser’s floating disk* [/I]; L2 [I]flaming sphere* [/I]and[I] shatter*[/I]. [b]Languages:[/b] Common, Goblin, Draconic [b]Armor:[/b] None [b]Weapons:[/b] Daggers (2): Atk +0 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft [b]Possessions:[/b] Backpack, bedroll, flint and steel, sack, trail rations (1 days), traveler’s clothes, and water skin. 4gp 8sp 16cp. Scrolls: [I] Darkness, fireball, flare, lightning bolt, magic missile[/I] (3), and [I]ray of frost[/I]. Wands: [I]Burning hands[/I] (Caster level 3, 10 charges), and [I]ray of enfeeblement[/I] (Caster level 3, 12 charges) [b]Familiar:[/b] Bat, Smokey Diminutive Magical Beast HD 1 (6 hp) Init +2 (Dex) Speed 5 ft., fly 40 ft. (good) AC 17 Atk -- Face/Reach 1 ft. by 1 ft. /0ft. SQ Blindsight, Grant Alertness, improved evasion, share spells, empathic link Fort +2, Ref +4, Will +4 Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 4. Skills Listen +8, Move Silently +10, Spot +8 Feats Blindsight [b]Background:[/b] Burnum apprenticed at a young age to a goblin wizard. He came to learn that the reason goblins take apprentices is to use them as scroll-factories. The wizard will give the apprentice a spell to learn. Once he learns the spell, the apprentice must make 2 scrolls of that spell to repay his master. [b]Tactics:[/b] Burnum 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. Burnum is not subtle like most goblins. He has been known to make enemies aware of his presence before attacking. [/QUOTE]
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