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Iztik Bloodrush

GOBLIN HUMANOID OCCULT UNIQUE VOID
Remastered
Class
Blood-Shaman 3/Musician 1 (Witch 3/Bard 1 for PF2e)
Size
Small
XP
Level
  4  
Hero Points
Deity
Iracundia
Goblin
Ravager
30 feet
+2
Strength
Modifier
+5
Dexterity
Modifier
+3
Constitution
Modifier
+1
Intelligence
Modifier
+3
Wisdom
Modifier
+3
Charisma
Modifier
Total
19
Base
10
Key
3
Item
0
Prof
6
U T E M L
  +2      

 
Gobbok, Voidling, Dwarven, Worven
HP
44/44
Temp. HP
0
Total
11
Prof. Mod
8
Att. Mod (Wis)
3
Item Mod
0
U T E M L
    +4    

 
Total
23
AC Base
10
Dex Bonus (or AC Cap)
5
Item
2
Prof
6
U T E M L
  +2      

 
Unarmored
U T E M L
  +2      

 
Light
U T E M L
  +2      

 
Medium
U T E M L
+0        

 
Heavy
U T E M L
+0        

 
Shield AC
+0
Hardness
0
Shield HP
0 / 0
BT
0
Save Total Mod Prof Item Prof. Bonus
Fortitude (CON) 11 3 8 0 4
Reflex (DEX) 11 5 6 0 2
Will (WIS) 11 3 8 0 4
Simple Weapons
U T E M L
  +2      

 
Martial Weapons
U T E M L
  +2      

 
FirearmsTrained
Bleeder 1d20+11 1d6+6 Piercing, Magickal
Goblin Matchcrack Pistol 1d20+11 1d10+5 Piercing
Total Prof. Mod Att. Mod Item Mod Armor Mod
+11 Acrobatics (dex) 6 5 0 0
+7 Arcana (int) 6 1 0
+8 Athlethics (str) 6 2 0 0
+1 Crafting (int)   1 0
+9 Deception (cha) 6 3 0
+9 Diplomacy (cha) 6 3 0
+9 Intimidation (cha) 6 3 0
+3 Medicine (wis)   3 0
+9 Nature (wis) 6 3 0
+9 Occultism (int) 8 1 0
+9 Performance (cha) 6 3 0
+3 Religion (wis)   3 0
+1 Society (int)   1 0
+13 Stealth (dex) 6 5 2 0
+3 Survival (wis)   3 0
+5 Thievery (dex)   5 0 0
Small Size: Goblins naturally need to either step down the damage dice of any weapon that would be its normal amount 1 step, or the weapon would become a Great Weapon or Polearm for them as appropriate as they are to small to wield weapons made for human/humanoid sized creatures. Similarly to gnomes and halflings.

Sneaky Little Murderer: Goblins, despite their brutal greenskin heritage, are actually rather sneaky bastards, and though not natural inclined to the arts of stealth and ambush, are generally pretty good at naturally moving quiet and not being spotted until they choose to be. They have a racial boost of +2 to Stealth skill rolls.

Violent Excitement: A goblin that is rolling initiative after witnessing an act of violence, or suffering from an act of violence, or participating in an act of violence, gets to roll their initiative with an additional +2.

Wrathful Blood: Goblins, like all greenskins, are just inherently sort of resistant to poisoning or toxins. Though their small stature means their resistance to poison is not noteworthy, since you simply just dose them as you would a human to get the results you'd hope for, this more effects the ability to actually afflict them with the Toxic condition. Their blood seems to almost run at a temperature that most poisons simply don't last long in their blood stream. They get a natural +2 boost to Fortitude Saves against suffering instances of the Toxic condition.

Small Fury Syndrome: Though when they have a notable numerical advantage, or believe the odds are equal, or are driven by religious zeal they are dangerous, goblins are quite frail of body when compared to well most other creatures or things they may be fighting. So very often they will gang up, and effectively goblin pile one target at a time. Because of their thirst for blood they also aren't what one would call careful of their compatriots. A goblin that rolls a natural 1 on an attack roll with any melee weapon, if there is another goblin that is adjacent to the target of their attack, the failed attacker moves to be adjacent to that ally and hits them instead, basically throwing themselves so recklessly into battle they miss their target and crash into their other goblin companion.

Slaughter's Protection: Iztik like Anzik is protected by their patron due to their fervor and faith. They gain +1 to AC.

Fueled by Slaughter: Whenever she lands a critical hit, as long as it was her first attack of the round, she may immediately use her reaction to attack that same target a second time.

Class Feats and Features


Entertainer Focus Spell Bloodthirst Anthem: Iztik gained 1 focus point and has the Entertainer (Bard) the unique focus spell of Bloodthirst Anthem.

Turn Up the Volume: A Musician is unique when compared to many other Entertainers in that they don't need to see their targets, merely know they are there, they must be within range, and the target must be able to hear them.

Unstable Magick 0/100: Everytime they cast a spell they gain 1 point of Instability. Should it ever reach 100, they suffer an immediate pair of miscast rolls, suffering the effects of both. But the instability of Iztik's magick they can also wield as a weapon in a few different ways.

Maddening Aura: So long as you have 1 Instability you have a 10 foot maddening aura where any creature that enters within that radius must make a Will Save against your Class DC. If they critically fail they take 1d8+8 untyped damage and suffer Confused (2) condition. If they simply fail, the target takes 1d8 untyped damage and suffer Confused (1) condition. If they succeed they merely suffer the damage and if they critically succeed they suffer no ill effects.

Shrieking Mind: Iztik has a second Focus Point and has access to the Shrieking Mind focus spell.

Destabilizing Bolt: As a reaction to someone within 60 feet of you casting a spell, you may discharge your instability and force it upon themselves and not just you. You roll the miscast, but both you and the target suffer the consequences
Goblin Matchcrack Pistol: Traits: Dangerous (4), Reload (2), Pistol, Concealable, Fatal, Range; 60 feet

Bleeder (Sickle): +1 Striking Weapon, Bleeder's Blessing, Light, Agile Bleeder's Blessing: If you land a critical hit with this weapon inflict Persistent Bleed (1d4) to the target.

Bloody Hides: Minor Void Cursed Object Light Armor, 1 AC, Wrathful Exuberance. Wrathful Exuberance: Whenever the wearer inflicts damage upon a creature, the wearer gains 1d4 temporary hitpoints which last until the start of their next turn.

Belt of the Cat: Grants the wearer +2 to their Dexterity Score (so +1 Modifier)

Minor Healing Elixir: 1 potion, 2d4+2 recover hp.

Lesser Slaughterer's Draught: 1 potion, Increase DC Anzik's dark magicks by 2., lasts 1 minute.
Spell Attack Roll
Total Key Prof
9 3 6
Spell DC
Total Base Key Prof
19 10 3 6
Magic Tradition
Occult
Spells Per Day
Per Day 3 1
Rank 1 2 3 4 5 6 7 8 9 10
Current
Focus Points
2
Spellbook

Focus Spells



Bloodthirst Anthem : Target/AOE 30 feet emanation from self. Duration: Sustained 1 minute Sustain Cost=. Effect: Raising you and your allies bloodthirst with thundering war chants and shrieks, you empower them for battle. They gain +1 to all melee attacks and damage rolls, and +5 feet movement speed for the duration.

Shrieking Mind : Target: 1 creature, Range: 60 feet, Duration: Instant. Effect: You discharge your instability, suffering a Miscast roll. However your target must make a Will Save. If they critically fail, they take 1d6 psychic damage/point of Instability you discharged, and become Frightened (2). Should they merely fail, they only take 1d6 +1/point of instability discharged psychic damage and become Frightened (1). If they succeed they merely take 1d6 psychic damage, and if they critically succeed they are unaffected.

Spells



Grievous Wounding (Rank 1) : Target: Self, weapon you are holding. Duration: 1 minute or until discharged. Range: Range equals the weapon you cast it on. Effect: This weapon's next attack inflicts Persistent Bleed (2) on hit. If you score a critical hit, double the bleed as well. Traits: Occult, Void, Blood, Wrath

Barbed Aura (Rank 1) : Target: Self, 10 foot emanation. Duration:Sustained up to 1 minute, Sustain Cost=2 hit points. Effects: Any creature that attempts to attack you in melee whilst this effect is upon you, and is within range, immediately takes 1d8 piercing damage and is afflicted with 2 Persistent Bleed. If a creature lands a critical hit on you, this response damage and persistent bleed also 'crit'. Traits: Occult, Void, Blood, Wrath

Thunderous Tempo and Tune (Rank 1) : Target: 10 foot radius AOE around you, any creature in the area. Duration: Instant. Effects: Any creature in the affected area must attempt a Fortitude Save. Should they fail, they are pushed back 20 feet, and take 1d10 Thunder damage. If they critically fail, they are tossed back 20 feet, thrown prone and take double damage. If they succeed they take half damage and are only pushed back 10 feet. If they critically succeed they take no damage but are still pushed back 10 feet. Traits: Auditory, Music, Performance, Thunder, Occult

Wrathful Chain (Rank 2) : Target: 2 creatures within range of you and each other. Range: 60 feet. Duration: Up to 1 minute. Effects: Both Targets must attempt Ego Saves. A chain of bone, blood and sinew erupts from them both, connecting them, pulling them within 30 feet of eachother and allowing them to move no further away than that from one another. If they critically fail the save they take 2d10 thunder damage and become Stunned (2). If regular failure targets take 2d10 thunder damage and become Stunned (1). If successful take half damage and not Stunned. If critically successful takes no initial damage. Regardless of success or failure, the two targets are chained together by this and must fight to the death, or at least attempt to kill each other for the duration. They will only be freed when the spell ends or if one kills the other. If they do not attempt to harm each other in a lethal fashion at least once each round, they will take 1d10 thunder damage at the end of their turn. They cannot be harmed by outside sources for the duration, nor can they inflict harm to other opponents. However they inflict double damage upon each other for the duration. Traits: Occult, Wrath, Blood, Void


 
Power Save: 1d20+8 , Logic Save: 1d20+7 , Ego Save: 1d20+11
© Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

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Created by

Keon Croucher.

System

Pathfinder 2e

Statblock Type

Character Sheet

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