Science vs Goblins

Science vs Goblins

Dust (Air/Earth): Choked by dust, the targets must succeed at a Fortitude save or become staggered for 1 round plus 1 round per 5 caster levels of the secondary spell’s caster. Targeted spellcasters must succeed at a concentration check to cast spells (the DC is equal to the save DC). On a successful save, the targets are not staggered but must still attempt concentration checks.

Lava (Earth/Fire): The targets are splattered with bits of molten rock and take 1d6 points of fire damage. The targets must succeed at a Reflex save or catch fire (see Catching on Fire).

Mud (Earth/Water): The targets must succeed at a Reflex save or fall prone and have their movement speeds cut in half (to a minimum speed of 5 feet) for 1 round plus 1 round per 5 caster levels of the secondary spell’s caster. On a successful save, the targets’ movement speeds are cut in half for 1 round.

Smoke (Air/Fire): The targets suffer smoke inhalation and must succeed at Fortitude saves or become nauseated for 1 round and blinded for 1d4 rounds. Success negates the nausea effect and reduces the blindness to 1 round. Creatures immune to fire are immune to the nausea effect.

Snow (Air/Water): The primary spell gains the cold descriptor if it doesn’t have that descriptor already, and half the damage dealt (if any) is cold damage. The targets must succeed at a Reflex save or fall prone.

Steam (Fire/Water): Damage caused by the primary spell (if any) is treated as nonlethal, untyped damage (neither cold nor fire damage) and is not affected by energy resistance or absorbed by protection from energy. The targets become blinded for 1d4 rounds unless they succeed at a Will save.

For random names
https://www.fantasynamegenerators.com/french_names.php


Magini Josselin Monteil

Init +6; Senses Perception +6

AC 16, touch 12, flat-footed 14
hp 39
Fort +4, Ref +4, Will +6

Speed 30 ft.
Melee wand of elemental touch +3 (1d6 energy + effect)
Ranged ray of frost +9 (1d3+10)
Special Attacks Fierce Evocation +4 damage to each target

Wizard Spells Prepared (CL 6th / CL7 for evocation; concentration +9)

  1. dancing lights, ray of frost,detect magic, light, message
  2. [DC 14] magic missile, expeditious retreat, snowball, snapdragon fireworks, thunderstomp
  3. [DC 15] create pit, scorching ray, ice slick, stone call, Gusting Sphere
  4. [DC 16] Aqueous Orb, force punch, haste, fireball

Allowed Schools conjuration, evocation, transmutation or universal

Str 9, Dex 14, Con 12, Int 17, Wis 10, Cha 13
Base Atk +4; CMB +3; CMD 15
Feat: mage tattoo, elemental commixture, craft wondorious, craft wand, improved initiative
Skills Craft (Armor) +10, Craft (Weapons) +10, Fly +11, Knowledge (arcana) +12, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Perception +6, Stealth +11, Spellcraft +12
Languages Common, Draconic, Elven, Giant
Combat Gear scrolls of fly (2), Slayers robe, sleeves of many garments, Wands (fireball, stone call, glue seal, glitterdust, elemental touch), merciful rod

Robe: 5 minutes of gaseous form with additional +5 to stealth
Cruelty: -2 to attack with not against possible foes that are dying or helpless

Magus Evemarine Monteil

Init +6; Senses Perception +6

AC 11, touch 11, flat-footed 10
hp 38
Fort +7, Ref +3, Will +6

Speed 30 ft.
+4 touch

Transmutations last +3 rounds

Wizard Spells Prepared (CL 6th / CL7 for transmutation; concentration +9)

  1. dancing lights, ray of frost,detect magic, light, message
  2. [DC 15 /17] mage armor, feather step, cheetach sprint, touch of gracelessness, glue seal
  3. [DC 16 /18] ironskin (+4), spike growth, grasping vine, aboleth lung, boiling blood
  4. [DC 17 /19] ablative sphere, Excruciating Deformation, Iron Spine, Phase Step

Allowed Schools conjuration, abjuration, transmutation or universal

  • known: spike growth, glibness, ironskin, feather step, cheetach sprint, thorny entanglement

Str 12, Dex 12, Con 14, Int 18, Wis 12, Cha 12
Base Atk +3; CMB +4; CMD 15
Feat: fiendskin , Soulless Gaze , fleshwarper, fear my power
Skills Craft (alchemy) +10, Knowledge (arcana) +12, Heal +7, Perception +6, Stealth +11, Intimidate +12, Spellcraft +12
Languages Common, Abyssal, Undercommon, Aklo, Draconic

Combat gear: potion of gaseous form, Cloak of Arachnida, a lot of iron rope in bag of holding

Drawback: meticulous
can intimidate as move action, his intimidate stacks
resist 7 to all elements


Majordomo Nathan Donnet

Init +5; Senses Perception +11
AC 17, touch 17, flat-footed 15
hp 45
Fort +6, Ref +6, Will +5; +2 vs. enchantments
Defensive Abilities evasion; Immune disease

Speed 40 ft.
Melee unarmed strike +6 (1d8+3) or unarmed strike flurry of blows +6/+6 (1d8+3)
Ranged shuriken +5 (1d2+3)
Special Attacks flurry of blows, stunning fist (5/day, DC 15), +1d4 bleed on unarmed strike

Str 16, Dex 13, Con 12, Int 10, Wis 16, Cha 8
Base Atk +3; CMB +8 (+10 grapple); CMD 23 (25 vs. grapple)
Feats Combat Reflexes, Dodge, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Power Attack, Bleeding Attack, Stunning Fist
Skills Acrobatics +7 (+12 when jumping), Climb +8, Intimidate +7, Knowledge (nobility) +8, Perception +11, Sense Motive +11, Stealth +9
Languages Common
SQ fast movement, ki pool (5 points, magic, 2 points to heal l 1d8+5), purity of body
Combat Gear potions of cure light wounds (2); Other Gear masterwork shuriken x4, cloak of resistance +1, ring of protection +1, 347 gp

Werebear-kin: calm animal 1/day ST 15, variable (scent, climb, bite, claws), +2 Wis

Head maid Géraldine Dupont

Init +1; Senses Perception +11
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (4d8–4)
Fort +0, Ref +4, Will +5
Defensive Abilities evasion, trap sense +1

Speed 30 ft.
Melee mwk dagger +4 (1d4+1/19–20)
Special Attacks sneak attack +2d8

Str 10, Dex 13, Con 9, Int 12, Wis 14, Cha 17
Base Atk +2; CMB +2; CMD 13
Feats Alertness, improved feint, weapon finesse
Skills Bluff +10, Diplomacy +10, Disable Device +8, Disguise +10, Intimidate +10, Knowledge (arcana) +6, Knowledge (nobility) +6, Linguistics +5, Perception +11, Sense Motive +11, Sleight of Hand +6, Stealth +8
Languages Common, +2 additional
SQ rogue talent (fast stealth), trapfinding +1
Combat Gear smoke bomb; Other Gear concealed masterwork daggers (2), courtier’s outfit with hidden pockets, oil of taggit (1 dose), thieves’ tools

as immediate/swift allow adjacent ally to share result of perception check
7/day:

  • as swift teleport from prone to standing or escape grapple
  • avoid a criical or killing strike by making Reflex save DC 10+ 1/2 attack roll/effect DC) with +2 bonus
  • as move action teleport 35ft, ends turn

werebat: obscuring mist 1/day, variable (bite k6, scent 30ft, less falling dmg, +4 perc) +2 dex when changed


Head guard Tristan Besnard

LN Medium humanoid
Init +0; Senses low-light vision, Perception +2

AC 25, touch 10, flat-footed 25 (+9 armor, +5 shield, +1 NA)
hp 47
Fort +6, Ref +6, Will +5; +2 against mind-affecting effects & poison

Speed 20 ft.
Melee mwk Gandasa +8 (2d4+3/x3)
Melee mwk Guisarme +8 (2d4+3/x3) [reach, trip]

Str 16, Dex 11, Con 15, Int 14, Wis 10, Cha 8
Base Atk +4; CMB +8; CMD 20 (21 vs drag, trip / 26 vs bull rush, overrun)
Feats shield focus, mobile bulwark style, shield wall, escape route, mobile fortress
Skills Acrobatics +3, Handle Animal +5, Knowledge (local) +4, Linguistics +3, Profession (accountant) +8, Intimidate +6
Languages Common, Gnoll, +3 additional
Gear Mwk full plate armor (restful & self-cleaning), masterwork falchion, +1 tower shield, cloak of resistance +1, ring of sustenance, Amulet of elemental strife

Psychic spells:

  1. detect magic, detect poison, arcane mark, stabilize, light
  2. [3 / ST 13] color spray, glue seal, entropic shield

Guard Wrangler

LN Medium humanoid
Init +0; Senses low-light vision, Perception +2

AC 23, touch 10, flat-footed 23 (+7 armor, +5 shield, +1 NA)
hp 30
Fort +6, Ref +3, Will +2; +2 against mind-affecting effects & poison

Speed 20 ft.
Melee mwk Gandasa +7 (2d4+3/x3)
Melee mwk Guisarme +7 (2d4+3/x3) [reach, trip]

Str 16, Dex 11, Con 15, Int 14, Wis 10, Cha 8
Base Atk +3; CMB +7; CMD 19 (20 vs drag, trip / 25 vs bull rush, overrun)
Feats shield focus, mobile bulwark style, shield wall, escape route
Skills Acrobatics +3, Handle Animal +5, Knowledge (local) +4, Linguistics +3, Profession (accountant) +8, Intimidate +6
Languages Common, Gnoll, +3 additional
Gear Mwk split armor, masterwork falchion, +1 tower shield, cloak of resistance +1


Maid

Init +3; Senses Perception +3

AC 13, touch 13, flat-footed 10
hp 5 (1d8+1)
Fort +1, Ref +5, Will –1

Speed 30 ft.
Melee mwk dagger +4 (1d4)
Ranged dart +3 (1d4)
Special Attacks sneak attack +1d6

Str 10, Dex 17, Con 12, Int 13, Wis 8, Cha 14
Base Atk +0; CMB +0; CMD 13
Feats weapon finesse, improved feint
Skills Acrobatics +7, Appraise +5, Bluff +6, Disable Device +7, Disguise +8, Escape Artist +7, Knowledge (arcana) +5, Perception +3 (+4 to find traps), Sense Motive +3, Sleight of Hand +7, Stealth +7
werebat: obscuring mist 1/day, variable (bite k6, scent 30ft, less falling dmg, +4 perc)

Normal Guard

Init +1; Senses Perception +3

AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
hp 15 (2d10+4)
Fort +5, Ref +1, Will +1

Speed 30 ft. (20 ft. with armor)
Melee masterwork longsword +6 (1d8+3/19-20)
Ranged masterwork light crossbow +4 (1d8/19-20)

Str 16, Dex 12, Con 14, Int 13, Wis 12, Cha 8
Base Atk +2; CMB +5; CMD 16
Feats Combat Expertise, Improved Disarm
Skills Diplomacy +1, Knowledge (local) +3, Perception +3, Sense Motive +3

werecrocodile: scare 1/day, ST 13, variable (feriocity, bite k6, swim speed, darkvision)


Peyton Raollet

Male twin, excellent fire mage, one of her better students. Both are children of distant warlord who wanted them to become useful war material (warlord may end up blown up). Closest to mastery, which iritates his versatile sister. Friendly with wandsliger, often gamble together, amussed by his pursuit of the elf.

Init +6; Senses Perception +4

AC 16, touch 12, flat-footed 14
hp 27
Fort +2, Ref +2, Will +4

Speed 30 ft.
Melee wand of shocking grasp +2 (2d6 elec)
Ranged ray of frost +7 (1d3+7)
Special Attacks Fierce Evocation +3 damage to each target

Wizard Spells Prepared (CL 4th / CL5 for evocation; concentration +6)

  1. dancing lights, ray of frost,detect magic, light, message
    1.[DC 14] magic missile, mage armor, snowball, snapdragon fireworks, thunderstomp
    2.[DC 15] pyrotechnics, scorching ray, Flurry of Snowballs, Molten Orb

Allowed Schools conjuration, evocation, transmutation or universal

Str 9, Dex 14, Con 12, Int 17, Wis 10, Cha 13
Base Atk +3; CMB +2; CMD 14
Feat: mage tattoo, elemental commixture, improved initiative
Languages Common, Draconic, Elven, Giant

Esobel Raollet

Female twin, dreams of seducing master, but for now learns from both, loves explosions and designing new killing devices. Enhances her spellstaff with alchemy. Chimp valet familiar helper in a nice suit. Sligthly friendly with elf (but both would betray with a smile), disgusted by wandslinger advances. Tries to stay away from alchemist and dwarf.

Init +6; Senses Perception +4

AC 16, touch 12, flat-footed 14
hp 23
Fort +5, Ref +5, Will +2

spellstaff +4 1d8+alch
bomb +3 1d6+3, 5/day

Wizard Spells Prepared (CL 4th / CL5 for evocation; concentration +6)

  1. dancing lights, ray of frost, detect magic, light, message
  2. [DC 14] burning hands, alter winds, web bolt

Extracts: CLW, monkey fish, shield

Str 10, Dex 14, Con 14, Int 16, Wis 10, Cha 12
Base Atk +1; CMB +1; CMD 13
Feat: spellstaff proficiency, scribe scroll, arcane armor training, elemental commixture

move action to add alchemical item to weapon
can see through fog & smoke
resist fire 5
precise bombs (3 squares not affected) & smoke bomb


Ondun Morish

Dwarf from weakened xenophobic clan, wants to create wizard stone shape spell at lower level, in future builder of secret lairs and sinister towers, clan still owes the couple for help with relocation. Hates the elf for all racial and personal reason, prime target of her spying.

Init +1; Senses Perception +6

AC 16, touch 12, flat-footed 14
hp 14
Fort +5, Ref +1, Will +4

Speed 30 ft.
Melee mwk meteor warhammer +3 (1d8+1) [either as double or reach +1 shield]
Ranged acid splash +2 (1d3+1)

Transmutations last +1 round

Wizard Spells Prepared (CL 2; concentration +5)

  1. dancing lights, acid splash, detect magic, message
  2. [DC 14] magic missile, animate rope, expeditious construction, thunderstomp

Allowed Schools conjuration, evocation, transmutation or universal

Str 12, Dex 12, Con 14, Int 16, Wis 12, Cha 8
Base Atk +1; CMB +2; CMD 13
Feat: elemental commixture
Languages Common, Terran, Dwarven, Giant

Can teleport 20ft as move action, 6/day


Tikser Dunder

Orphan (real), barely avoided slime’ing, but created unique and personal wands which fascinate her. He dreams of adventures, she of duplicating and mass producing this approach. Spends days at firing range or workshop to demonstrate how to make or use the wands for her. Friends with male twin, both love to blow things up. Tries to pick his sister, which brother sees disgusts her so he helps at every stage

Chalia Umira de Sallie

Pretty and cute young daughter of merchant lord, interested more in spying on others than in divining future. daddy bought her a crystal ball from mistress. Spoiled because couple doesnt want her dead and a long-term business contract to sour – she also serves as a fast way to contact her father, because every few nights she visits his dreams. Can be very petty and when others reach adept level, she is first to know and often make their lives difficult. Believes that ugly people should serve and sacrifice for those beatiful – „manages” the alchemist for gain and presents. Spies on others thanks to crystal ball and infiltrator slug familiar

Init +3; Senses low-light vision; Perception +8

AC 16, touch 12, flat-footed 14
hp 12
Fort +1, Ref +5, Will +2

Speed 30 ft.
Melee mwk rapier +2 (1d6)
Ranged jolt +3 (1d3+1)
Ranged platinium coin +4 (1d10+1)

Wizard Spells Prepared (CL 2; concentration +5)

  1. light, jolt, detect magic, message
  2. [DC 14] mage armor, alarm, Speechreader’s Sight, True Strike, coin shot

Allowed Schools abjuration, divination, transmutation or universal

Str 10, Dex 14, Con 12, Int 15, Wis 8, Cha 15
Base Atk +1; CMB +1; CMD 13
Feats Skill focus(perception), Scribe Scroll, detect expertise

+2 CL to „detect” spells
Can always act in suprise round
Crystal ball
1/day dream
slug familiar: darkvision 60ft, +14 Stealth, +5 Perception


Vörös Csaba

Init +5; Senses Perception +1

AC 17, touch 13, flat-footed 14
hp 38
Fort +4, Ref +7, Will +1

scalpel +6 1d4 + poison

extracts:

  1. CLW, shield, longarm, expeditious retreat
  2. vomit swarm, random

Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 8
Base Atk +3; CMB +3; CMD 16
feats: craft construct, weapon finesse, precise strike, fencing grace

discovery: infuson, mad extracts
poison use

Homonculus:
init +2 perception +7
AC 14, touch 12, flat-footed 12
hp 36
Fort +1, Ref +3, Will +2

bite +5 1d6 + 3 + poison
2xclaw +5 1d6 + 3

Speed 30 ft., fly 40 ft. (average)

precise strike, evasion, telepathic link
poison: DC 14, sleep for 1 minute, 1/minute for 60 minutes

Str 15, Dex 14, Con -, Int 10, Wis 12, Cha 7
Base Atk +3; CMB +5; CMD 17

Octavio Parada

Init +5; Senses Perception +1

AC 14, touch 13, flat-footed 12 (+1 deflection, +1 Dex, +1 dodge, +1 natural)
hp 28 (4d6+12)
Fort +3, Ref +2, Will +5

Speed 30 ft.

7/day — move action, spirit strike = ranged touch +3, 30ft, 1d4+2 untyped

Sorcerer Spells Known (CL 4th; concentration +8)

1st (11/day) – color spray (DC 15), elemental speech, unseen servant
0 – detect magic, light, prestidigitation, ray of frost, read magic

Str 8, Dex 13, Con 14, Int 10, Wis 12, Cha 18
Base Atk +2; CMB +1; CMD 14
Feats Dodge, Eschew Materials, Improved Initiative, Elemental Commixture
Skills Bluff +10, Intimidate +10, Knowledge (arcana) +6, Spellcraft +6

Monster form:
Resist cold 5, fire 5, acid 5, elec 5
claws 1d4 ungoly & anarchic
favored terrain
+2 to perception & survival
endure elements, doesnt have to drink/eat, cant be blinded

Humble:
small earth elemental helper
doesnt have to drink/eat
can speak to all elementals & elemental goblins
immediate action to gain resist 4 to all elements for 4 rounds/day
1/minute teleport up to 4 cretures in 30ft up to 10ft, will negates

Talkative:
1/5 rounds immediate action, roll stealth and use as AC for 1 round
can speak with anyone
+2 diplomacy & wild empathy
detect animals at will
1/day per creature, target in 30ft, Will Save DC 16 or daze for 1 round

Prideful:
weapon finesse, improved critical as swift action for 7 rounds/day
1/5 rounds minor spellblight curse, Will DC 16 for 4 minutes
7/day, sla hold person
free bag/pockets of holding
mark of seduction, touch for -1 to Will & Diplomacy DC