The World of Tel-Avi
Gyxx "The Dingo"
A barbaric burabar goblin from the Savage North of Talingarde. Recently thrown into Branderscar prison when he was found snacking on a deliciously plump child.
Maybe the dingo ate your baby?
Class (level): Gourmand 1st
Favored Class: Gourmand
Alignment: Neutral Evil
Age: 45 years
- Born Chattel
- Slave of the Dark
- Knower of Secrets
- Master of Blood
- Blood Summoner
Hit Points: (1d8+2) 10
Cash: 0gp, 0sp
Languages: Kargi, Përbashkët
AC: 12 (1 size, 1 Dex, 0 shield)
CMD: 13 (3 Str, 1 Dex, -1 size)
Attack: +4 melee, +2 ranged
- BAB: +0
- CMB: +2
- Bite: +4 melee
- Damage: 1d4+4 damage, x2 Crit
- Bite: +4 melee
- Fort: +3
- Ref: +1
- Will: -1
- +2 vs. Ingested poisons
- Land Speed: 30-ft.
- Initiative: +1
Skill Points: 11
- All Simple Weapons
- Trident, Dogslicer, Horsechopper
- Light Armor
- Medium Armor
- Craft [cooking] (1 rank): +11
- Escape Artist (1 rank): +2
- Fly (1 rank): +7
- Handle Animal (1 rank): +4
- Intimidate (1 rank): +6
- Knowledge [religion] (1 rank): +7
- Perception (1 rank): +3
- +2 to Taste things
- Ride (1 rank): +6
- Spellcraft (1 rank): +7
- Stealth (1 rank): +10
- Survival (1 rank): +3
Appraise (Int), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), and Use Magical Device (Cha).
Prerequisite: Goblin, Escape Artist 1 rank.
Benefit: If you are the target of a combat maneuver you can, as an immediate action, attempt to bite your opponent in addition to any attacks of opportunity or other consequences your opponent might incur from attacking you. This bonus natural attack does not provoke an attack of opportunity itself. If grappled or pinned, you can continue to make this additional bite attack each round as swift action on your turn. You gain a bonus on any attempt to break the grapple equal to the damage you dealt with your bite that round.
Special: You cannot make this bite attack when you are the aggressor, including if you manage to reverse a grapple or make any other attack of opportunity.
Cannibalism [Crime Trait]
While the eating of human flesh may be considered normal in certain parts of the world, and even encouraged by some religions, it is an abomination to Mitra and a practice greatly feared by the people of Talingarde. Even the rumor of cannibalism is enough to get a person arrested in Talingarde, you however, were actually caught in the act, landing you quickly in the worst prison in the land awaiting your death.
Punishment: Death by beheading
Benefit: Once per day, when you eat the flesh of a human (a full-round action), you gain +1 natural armor and a +1 trait bonus on all saving throws for 1 minute per character level.
Foul Belch [Racial Trait]
Benefit: Once per day as a standard action, you can force a particularly odious belch at a single opponent within 5 feet. The character affected must make a DC 13 Fortitude save or be sickened for 1d6 rounds. The save DC is Constitution-based.
Restless Hunger [Religion Trait]
Benefit: If you have a piece of food (or something a goblin might consider food), you can quickly eat it as part of a charge attack once per day. Doing so increases your speed by 10 feet for 1 round.
- +2 Dexterity, +2 Intelligence, –2 Strength: Goblins are agile and clever, but their small size makes them weak.
- Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to CMD, and a +4 size bonus on Stealth checks.
- Fast: Goblins are fast for their size, and have a base speed of 30 feet.
- Darkvision: Goblins can see in the dark up to 60 feet.
- Sneaky Rider: Goblins gain a +4 racial bonus on Ride and Stealth checks.
- Dying Curse: Once per day, when a goblin is reduced below his wound threshhold, he can choose to utter a curse as an immediate action, this curse has the effect of two random 2nd level spell from the witch spell list. The curse acts in all ways as the spell cast at the goblin’s character level, but only affects the goblin’s slayer. Any saving throws allowed are based on the goblin’s Charisma score (DC 12).
- Pariah: The appearance and manerisms of the goblin can affect the reactions of those nearby. A goblin takes a -1 penalty to Charisma-based skill checks when dealing with non-goblinoid humanoids, but gains a +1 bonus to Charisma-based skill checks while interacting with goblins.
- Fire Affinity: Goblins are treated as 1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and when determining the damage of alchemist bombs that deal fire damage. This ability does not give the goblin early access to level-based powers; it only affects powers that they could already use without this ability
- Weapon Familiarity: Goblins are proficient with dogslicers, horse-choppers, and morningstars, and treat all weapons with the words “Orc” or “Goblin” in their name as martial weapons.
Bite (Ex): At 1st level, a gourmand gains a bite attack as a primary natural weapon. This bite attack deals 1d6 + your Str modifier damage (if Medium sized) and threatens a critical hit on a 20. If you attack with a weapon in a round, you can also make a bite attack as part of a full-attack action.
The damage from your bite attack increases by 1 die type at 8th level and again at 16th level. For a medium-sized creature, these increases are to 1d8 at 8th level and 2d6 at 16th.
Epicurean (Ex): At 1st level, the gourmand gains a +4 competence bonus on all Craft (cooking) skill checks and on Perception checks related to taste, due to her broad palate and appreciation for cuisine.
Gourmand’s Gluttony (Ex): Through regular gorging and general gluttony, all gourmands tend to be larger and stockier than most characters. At 1st level, the gourmand gains a permanent +2 bonus on Constitution and a -2 penalty on Dexterity at 1st level. In addition, her immense size grants her a +2 bonus on saving throws against ingested poisons and on all Intimidate skill checks.
Poison Use (Ex): Bloodletters are trained in the use of poison and cannot accidentally poison themselves when applying poison to a weapon.
Encumberance: X lbs. (Light Load)
- Carrying Capacity:
- Light Load: 0-60 lbs.
- Medium Load: 61-120 lbs.
- Heavy Load: 121-180 lbs.
- Contact: profession, how you know them