Scorc
Scorc
Goblin Mage 1
XP 0/2180
Alignment Neutral
XP Modifier None
Max Level 9
Attributes
STR 9
INT 10
WIS 10
DEX 9
CON 13 (+1)
CHA 16 (+2)
Class abilities/ Background/Languages/Knacks/Skills
Class Abilities
- Goblins have infra-vision to 90’ and suffer a –1 penalty to attack rolls when above ground or exposed to bright lights (as a light spell or brighter) At 2nd level this vulnerability goes away, although they still dislike bright light.
- They are decent miners and can spot new or unusual stone construction – including traps or secret doors made of stone – on a roll of 1-3 in 8.
- 1st-level goblins are small of stature, and unable to wield large weapons (effectively, they are limited to weapons dealing 1d6 points of damage or less).
- Cast spells as a sorcerer, without needing to memorize spells.
- L1: 2 spells/day
- Charm Person - 120' range; a single human, demi-human, or human-like monster (of no greater than 4+1 HD for monster) must save vs spells or be charmed. Save frequency is based on INT score.
- Floating Disc - 60' range, 6 turn duration, 3' in diameter, 1" deep at center, can hold 5000 coins (500 lbs), floats at waist level
- Ventriloquism - 60' range, 2 turns, caster can make their voice appear to come from any source or location within range
- L1: 2 spells/day
Background
Scorc was biding their time. Dry Gulch was a bit of a dump, but there was a lot of promise for fame and riches surrounding the town. With the right group... well, let's not get ahead of ourselves.
Scorc set themselves up in one of the well-to-do homes in town. Not the fanciest or richest, they didn't need that heat. But a comfortably well-off home where it wasn't that odd to have a goblin hanging about taking care of the place. Lesser magics kept the place tidied up, and charm person kept the master of the house from breathing down their neck, earning Scorc a spot in the guest room and plenty of time to scout out the town and wait for their people to make themselves known.
Languages
Common
Knacks
- Cantrip. The character can expend small amounts of magical energy to accomplish basic tasks. The character may do so as often as desired and can produce the following general effects: shed light as a candle in a 5’ radius or extinguish a fire no larger than a torch or lantern; clean or dry a 25 sq. ft area; produce small gusts of wind or indistinct sounds; open or close unlocked and unbarred doors and windows; create a minor illusion no larger than man-size; change one’s basic appearance; etc. Generally, cantrips have a maximum range of 45’, and last for no more than one hour. It takes one round to cast a cantrip.
- The caster can cast offensive cantrips as well. These minor spells can take any form, but all inflict untyped magical damage; a caster who tosses small balls of fire isn’t actually doing fire damage. Such spells have a range of 25 feet and do 1d4 points of damage, or 60 feet and 1d2 points of damage. Both require a successful attack roll and the target does not get to make a saving throw.
Skills
Combat
- AC 10
- HP 2/2
- HD 1d6
- Movement Rate 120' (40')
- Initiative Modifier
Attacks
- Primary Melee Attack: Dagger (1d4)
- Secondary Melee Attack:
- Primary Ranged Attack: Dagger (1d4)
Saves:
- Poison 13
- Wands 14
- Paralysis 13
- Breath 16
- Spells 15
Equipment
- Money: 5 gp
- Encumbrance: 90 of 400
- Readied:
- Dagger (10 cn)
- Packed
- Backpack (315 of 400 cn available)
- Waterskin
- 1 wk iron rations
- 50' rope
- 6 torches
- Tinderbox
- 2 vials holy water
- Wine (2 pints)
- 1 bunch wolfsbane