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Ixy "Needles" Keller, Female, Goblin, Street Urchin, Rogue (Eldritch Trickster) 1


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Ixy "Needles" Keller
The Verminator
Ixy
"Sure I can clean out your cellar. Can I keep whatever I find in their nests?"
Ancestry: GoblinCommon, Humanoid

Hit Points 6

Size: Small

Speed: 25 feet

Ability Boosts: Dexterity, Charisman, Free

Ability Flaw(s): Wisdom

Languages Common, Goblin, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).

Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Heritage: Tailed GoblinYou have a powerful tail, likely because you descend from a community of monkey goblins. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain Combat Climber as a bonus feat, and you reduce the number of free hands required to Climb or Trip by one.

LO: CG

Class: Rogue 1
Archetype: None
Background: Street UrchinYou eked out a living by picking pockets on the streets of a major city, never knowing where you'd find your next meal. While some folk adventure for the glory, you do so to survive.

Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost.

You're trained in the Thievery skill and a Lore skill for the city you lived in as a street urchin. You gain the Pickpocket skill feat.

CRB

Deity: ----
Alignment: Neutral Good
Gender: Female
Age: 23 years
Height: 2' 4"
Weight: 31 lbs
Eyes: Pale Gray, Highly Reflective
Skin: Pale, Gray, Indigo tinted
Hair: Thin layer of black fur
Hit Points: 15
Armor Class: 18
Size: Small
Speed: 25 ft
Senses: Darkvision
Perception: +4 T
 
STR
10 (+0)
Athletics T
+3
 
 

 
 
 
 
DEX
18 (+4)
Acrobatics T
+7
Stealth T
+7
Thievery
+7
Reflex T
+9

 
 
 
CON
12 (+1)
Fortitude T
+4
 
 

 
 
 
 
INT
14 (+2)
Arcana
+2
Crafting T
+5
Lore: <city>T
+5
Occultism
+5
Society
+5

 
 
WIS
08 (-1)
Medicine
-1
Nature T
+2
Religion
-1
Survival T
+2
Willpower E
+4

 
 
CHA
16(+3)
Deception
+6
Diplomacy 
+6
Intimidation
+6
Performance
+6

 
 
 
 
Proficiencies
Features
Feats
Armor: Light Armor T, Unarmored Defense T
Weapons: Simple T, Rapier T, Sap T, Shortbow T, Shortsword T, Unarmed Attacks T
Languages: Common, Goblin
Rogue's RacketEldritch Trickster Racket

When it comes to a big heist, every rogue worth their salt knows that magic can throw meticulous plans into chaos, whether in the form of arcane wards or pesky divinations. You dabble in magic just enough to help handle these problems by jury-rigging spells and throwing a bit of your own magic into the mix. You might be a solitary thief, performing burglaries that can't be explained by skill alone, or a specialist called in by other rogues to deal with magical security measures. You might even be on the up-and-up, hired to test magical defenses or even build them yourself.

Choose a multiclass archetype that has a basic, expert, and master spellcasting feat. You gain that archetype's dedication feat as a bonus feat even though you don't meet its level prerequisite, though you must meet its other prerequisites. For you, the Magical Trickster rogue feat has a prerequisite of 2nd level instead of 4th level. You can choose the spellcasting ability score for the multiclass archetype you chose as your key ability score.

APG
Class ProficienciesPerception E
Saves:
- Fortitude T
- Reflex E
- Will E
Skills: Trained in Stealth, One determined by racked, and 7 + Int mod skills
Attacks:
- Simple Weapons T
- Rapier, Sap, Shortbow, and Shortsword T
- Unarmed Attack T
Defenses:
- Light Armor T
- Unarmored Defense T
Class DC
- Rogue T
Bloodline: Elemental (Air)Elemental: Air

A genie ancestor or some other elemental influence has imbued your blood with primal fury, affecting how the bloodline spells and granted spells marked with an asterisk (*), as well as your blood magic, function.

Spell List primal
Bloodline Skills Intimidation, Nature
Granted Spells cantrip produce flame*, 1st: burning hands*, 2nd: resist energy, 3rd: fireball*, 4th: freedom of movement, 5th: elemental form, 6th: repulsion, 7th: energy aegis, 8th: prismatic wall, 9th: storm of vengeance
Bloodline Spells initial: elemental toss*, advanced: elemental motion, greater: elemental blast*
Blood Magic Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning or fire, according to your elemental type (see below). If the spell already deals that type of damage, combine it with the spell's initial damage before determining weaknesses and resistances.
Elemental Type
At 1st level, choose the type of elemental that infiuenced your bloodline: air, earth, fire, or water. If your element is air, you buffet your foes with powerful winds; if it's earth, you toss huge chunks of rock; if it's fire, you incinerate your foes with fiame; and if it's water, you inundate your foes with torrents of water. For fire, all marked spells deal fire damage. For other elements, they deal bludgeoning damage. Replace any existing elemental traits with the trait of the element you chose.

CRB

Surprise AttackSpecial Feature Level 1

You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

CRB

Heritage: Tailed GoblinYou have a powerful tail, likely because you descend from a community of monkey goblins. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain Combat Climber as a bonus feat, and you reduce the number of free hands required to Climb or Trip by one.

LO: CG
Sneak AttackSpecial Feature Level 1

When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

CRB

DarkvisionYou can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

CRB

CastingSorcerer - Primal

Cantrips
- Produce Flame ==> Air instead of fire and does bludgeoning damage.
- Needle Darts

 
 

 
Combat ClimberGeneral, Skill
Feat Source Awarded Feat Level 1

Prerequisites trained in Athletics
Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.

CRB

Sorcerer DedicationSorcerer Dedication
ArchetypeDedicationMulticlass
Feat Source Archetype Feat Level 2

Prerequisites Charisma 14
Choose a bloodline. You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You’re trained in spell attack rolls and spell DCs for your tradition’s spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. You don’t gain any other abilities from your choice of bloodline.

Special You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype.
CRB
City ScavengerCity Scavenger
Goblin
Feat Source Ancestry Feat Level 1

You know that the greatest treasures often look like refuse, and you scoff at those who throw away perfectly good scraps. You gain a +1 circumstance bonus to checks to Subsist, and you can use Society or Survival when you Subsist in a settlement.

When you Subsist in a city, you also gather valuable junk that silly longshanks threw away. You can Earn Income using Society or Survival in the same time as you Subsist, without spending any additional days of downtime. You also gain a +1 circumstance bonus to this check.

Special If you have the irongut goblin heritage, increase the bonuses to +2.
CRB

PickpocketGeneralSkill
Feat Source Awarded Feat Level 1

Prerequisites trained in Thievery
You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.
CRB
Nimble DodgeRogue
Feat Source Class Feat Level 1

Requirements You are not encumbered.
Trigger A creature targets you with an attack and you can see the attacker.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
CRB
spacer.png
StreetwiseGeneralSkill
Feat Source Skill Feat Level 1

Prerequisites trained in Society
You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
CRB
Very SneakyGoblin
Feat Source Ancestry Feat Level 1

Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you don’t have cover or greater cover and aren’t concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.

CRB

 
 
OFFENSES
WEAPON
Produce Flame T
Needle Darts T
Dagger T
Shortbow T
 
ATTACK
+6
+6
+7
+7
 
DAMAGE
1d4+3 Fire
3d4 P
1d4 P
1d6 P
 
RANGE
30'
60'
---
60'
 
RELOAD
---
---
---
0
 
BULK
---
---
---
---
 
HANDS
1
1
1
---
 
GROUP
Cantrip
Cantrip
---
Bow
 
TRAITS
2xDmg + 1d4 persistent Fire on Crit
2xDmg + Bleeding 1 on Crit
Agile, Finesse, Thrown 10', Versatile S
Deadly D10
 
 
 
INVENTORY
P
0
G
3
D
0
C
5
Item Name
location
Value
Bulk
Item Name
location
Value
Bulk
Backpack
Worn, Back
1 sp
---
Rope
Worn, On Pack
5 sp
L
Flint and Steel
Stored, Pack
5 cp
---
Soap
Stored, Pack
2 cp
---
Waterskin (4)
Worn, Shoulder (1), Pack (3)
5 cp
L (4)
Torch (5)
Stored, Pack
5 sp
L (5)
Bedroll
Worn, Below Pack
2 cp
L
Artisan's Tools: Bowyer's
Stored, Back
4 gp
2
Clothing, Explorer's
Worn
1 sp
L
Rations (2 weeks)
Stored, Pack
8 sp
L (2)
Chalk (10)
Stored, Pockets
1 cp
---
 
Current Bulk: 3.8 Encumbered: 5 Maximum:  10
MISCELLANEOUS MECHANICS
Climbing: Due to the combat climber feat and being a tailed goblin Ixy can climb without using her hands at all, she can use her feet and tail.
 
Edited by Ryfte (see edit history)
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Posted (edited)
 
Ixy "Needles" Keller
The Verminator
DESCRIPTION

Ixy is a small, slender goblin lass with gray and black shaded skin with a slight hint of indigo, extra long ears that are quite mobile, and a smile that has an abundance of sharply pointed teeth. In other words; a goblin.

Still, she's a bit of an odd goblin being a guttersnipe with a bit of some odd heritage in her bloodline. Her nose is more pronounced, not nearly as flat for one thing and her skin coloring is unusual with distinctively symmetrical patterns and a pale purplish-blue cast to it. Small breezes seem to swirl about the small woman almost continuously and she possesses an accuracy and precision that would be out of place on most goblins but seems fitting on her.

She's not heavily muscled but clearly a fit goblin, lithe and wiry, that is likely no stranger to physical activities. The callouses on her hands and feet are thick and quite tough from years of hard work of some sort. Her clothing lacks frills or decorations of any sort and is quite simple. Despite that fact it is clearly well maintained and meant to be practical above all other things. All of her clothing is mismatched and looks as if it was chosen in a piecemeal manner.

PERSONALITY
Defensive and hesitant would be two words that encapsulate her normal reactions to any given situation. She's always expecting something absolutely awful to happen and it shows in her approach to things. She tends to remain in the background of any gathering as being the center of attention or any attention makes her more nervous. Still, despite this she recognizes they're weaknesses of hers and tries to be brave and courageous like other "heroes" tales are told of.
She's a cat person and dislikes dogs and even wolves, an unusual thing for a goblin. Growing up in the back alleys and streets stray dogs were a big threat to her and tried to eat her on more than one occasion. To this day she's uncomfortable around them.
Many of the shopkeepers are friends with her as she takes their garbage to the dump for them for free. They always throw away useful items she can fix or clean up to garner a few coppers or two here or there so it works out for her as well.
BACKGROUND
Growing up in the Gutter
Ixy was the runt of the family. Certainly not physically impressive by any means but quite bright and with quick reflexes. They had little and she awoke one day at merely eight years old to find that her family had left while she was asleep. She'd never really fit in with them and had little emotional connection to them although she did miss her mother a slight bit. Still, she was a capable and smart young goblin and knew how to scavenge for what she needed in the city alleys and garbage piles. It was amazing what people thought was trash.
Discovering Her Heritage
She'd been on her own for slightly over two years when her luck had run out and she found herself cornered in an alley by a large, shaggy, stray that wanted to have her for a snack. Her heart in her chest beat so quickly that it was as if it was a constant thrumming in her ears. Her vision seemed to collapse and her whole world became the dog that was leaping towards her in the air. Its jaws about to close around her small head when a small blurring streak of metal slivers shot through the side of its skull and it merely fell onto her, lifeless. She lay there in shock as her heart slowed and the corpse of the dog on top of her grew cold. Finally, she wriggled and wormed her way out from under the canine, unable to actually push it off herself as it was too heavy.
Making a Better Life
Garnath Baker has supported the little goblin for years, having met her when she was still with her family and he frequently sets aside bakery treats for her. She's very determined to keep his shop vermin free and doesn't miss a daily sweep, ever. She has a regular routine of shops and houses each week and makes enough coin to keep herself housed in a single room she rents which is really just the attic space of a small house. Still, its warm, dry, and has a third floor window that lets her look out over the city whenever she wants.
Its been almost eight years now and she's established herself as a prominent vermin keeper and trash collector over quite a few blocks but she's aspired to much more.
 
Edited by Ryfte (see edit history)
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Posted (edited)

1. What is your experience with Pathfinder 2e?

Answer

Been playing it since it was published and have a subscription to Paizo.

2. What is your experience with PbP?

Answer

Been here on MW for well over a decade and a half along with Enworld, WotC, and other boards over the years.

3. What is your Role-playing Experience (overall, PbP and otherwise)? And, what makes a game "good"?

Answer

I'm one of those old guys here having started with the DnD red box in the late 70's and haven't stopped since then.

The GM is, in my experience almost completely what makes a game "good" in that their ability to create a compelling experience along with their chosen players is at the crux of the game. Granted it hinges on the players doing their part of course but a good GM can turn an awful system into a wonderful experience, lol. "Good" in the sense of what do I look for in a game is really the same thing, involved players and GM that have fun roleplaying their characters. I am frequently not focused on the "roll playing" aspect of a game and more interested in the "role playing" side of things. *shrug*

4. Please link me a couple examples of your Roleplaying here at the Weave (preferred). If no examples, be sure to post an "RP" in the open RP thread (when I get one up) I'd like to see a sample of your game-style writing.

Answer

 

DESCRIPTION She wears simple clothing that an innkeeper or server in such a place might but in a more layered fashion. Her padded armor actually gives her more mass beneath her clothing and makes her appear to have actual flesh on her bones despite that simply not being true. Functional and with numerous small concealed folds that serve as hidden pockets her priority is more about not standing out in the crowd. She does keep her body wrapped and within her armor to conceal her skeletal self hidden and then wears her clothing over those, always keeping her porcelain mask in place and hood pulled up in settlements.| APPLICATION | SHEETspacer.pngLoreli Certes
Female, Neutral Evil, Skeleton (Compact - Goblin), Kineticist 2


AC: 18 HP: 30/30 S/D/C/I/W/C: 0/+3/+4/+1/+2/+0 F/R/W: +10/+9/+6 | Move: 25' | Senses: Low-Light Vision, Perception +6
Trained: Acrobatics +7, Athletics +4, Deception +4, Diplomacy +4, Lore: Politics +5, Nature +6, Society +5, Stealth +7, Thievery +7
Untrained: Arcana +1, Crafting +1, Intimidation +0, Medicine +2, Occultism +1, Performance +0, Religion +2, Survival +2

Loreli watched the owl soar quietly through the air to its directed location and then pantomime being wounded as it "struggled" to fly from one branch to another. It was a trick that she would have used, feigning weakness before striking an unguarded and unsuspecting enemy. The fact that Gin's familiar could be so versatile definitely gave her pause as she considered the possible uses.

"You know, even if we could get by them, they would likely be there on the way out." She spoke quietly, barely loud enough for those around her to hear her voice. "It would be safer to simply remove them from the situation if we can lead them to a safe place to do so..." It wasn't a very compassionate suggestion and the balance of good vs. evil actions was something she was keenly aware of considering her recent change in circumstances but the need here was to save someone.

She didn't know anything about these creatures one way or another but knew that there was a prisoner, a hostage if you will, that needed to be rescued. That alone allowed for some leeway if nothing else.


OoC

Summary: ---

Reaction: ---
Action 1: ---
Action 2: ---
Action 3: ---


Impulse (Attack +8 / DC 18)*:
Elemental Blast (Air) (+8; 1d6; 60', electricity or slashing)
Weapon of X (Weapon Infusion: Melee Weapon) +8 • Damage 1d6 bludgeoning, piercing, or slashing • One of: agile, backswing, forceful, reach, or sweep
Bow of the Zephyr Winds (Weapon Infusion: Short Bow) +8 • Damage 1d6 piercing • 50' range increment, propulsive
Bow of the Mountain Gale (Weapon Infusion: Long Bow) +8 • Damage 1d6 piercing • 100' range increment, volley

*Note: An elemental blast (or weapon infusion) that takes 2 actions gains a +4 status bonus to the damage roll. It also can trigger your impulse junction which allows you to take a free half Stride or a Step action for free, either before or after the attack.

 

I went ahead and copied a sample post out of one of my games. I can grab a bunch more if you need them.

5. Tell me about a couple of your favorite characters you've actually played (in PBP or even in TT) and why you enjoyed those characters so much.

Answer

I've enjoyed virtually all the characters I've played over the years...

I recently, in the past couple years, played a sprite in a PF2e game that I quite enjoyed playing. They were "wished alive" so I got to treat them as not being very emotionally mature and more childlike but allowed for them to mature over time. That and playing with the size differences I always enjoy, being a smaller creature in a larger world and taking advantage of that for RP purposes.

On the flip side I played a large warforged that was an old scrap heap sort of similar to a scaled down "Iron Giant" character that was enjoyable. Having the more martial guardian character and playing that out was fun.

Every character has their fun... ;)

6. Name (do not use the "mention" function) one or more players 'applying' for this game ("Shadows of the City") whom you would like to be accepted 

Answer

I don't really have any preferences here as I simply haven't read through them all. Been rushing to get the character in place in time, heh! :D

 

 

Edited by Ryfte (see edit history)
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Done. The character could use a lot more fluff for my tastes but the mechanics are there and enough fluff that she's viable.

If chosen I'll plug in a suitable Grayhawk metropolis along with backup NPC's.

Role wise she's going to be a skillmokey / face / ranged damage dealer / secondary caster and eventually an Eldritch Archer. I originally built her as a precision Ranger but wanted to get more skills in play so I shifted her over to a rogue instead, figuring mechanically the precision damage and sneak attack damage are roughly equivalent anyways. ;)

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