Ruins of Adventure
Yamtwit Cheeseater
A goblin merchant priest of Chauntea.
Description:
(I’ll expand on this later)
This is the secret name of Butter:
“Tongue of the gods,” “navel of immortality.”
We will proclaim the name of Butter;
We will sustain it in this sacrifice by bowing low.
These waves of Butter flow like gazelles before the hunter…
Streams of Butter caress the burning wood.
Agni, the fire, loves them and is satisfied.
Yamtwit is a member of the Scab Eaters tribe, which makes its home in the ruins of Old Phlan, and in the nearby Quivering Forest. Unlike many of his kind, he sees no threat from the human settlement, instead he sees PROFIT! Unable to compete with the many larger, stronger humanoids in the area, Yamtwit’s tribe turned to farming but were never very good at it. A young Yamtwit, frustrated by years of poverty and famine for his tribe, one day called on Chauntea, the human goddess of agriculture—and found that his prayers were answered. Since then he has become an enterprising priest of the goddess, using her gifts to bless harvests, enlargen produce, and ripen fruits to do what his tribe never could…actually farm well. Of course, the bounty of the goddess came with another side benefit—all of that extra produce could be sold at market (or offered as bribes to keep orcs and gnolls from beating him up). So, Yamtwit has become the great provider for his tribe, blessing their crops, then selling their excess produce for a profit…taking a cut for himself of course. After several years of this the Scab Eaters, now known as the Cheeseaters, had become self-sustaining, without his magics. He decided that, since his tribe didn’t really need him, he’d be able to make even more money if he struck out on his own. So he is off to sell his cheeses and make his fortune…and, he has learned, is in need of body guards…and maybe some seed money.
Bio:
Race: Goblin
Homeland: Northern Goblin Tribes
Class: Specialty Priest
Kit: Merchant
Religion: Chauntea
Alignment: Chaotic Good
Level: 5th
Experience: 16,291
Next Level: 20,000
Max Level: 11th
Ability Scores:
Str | 15 | Stamina | 12 | |
Muscle | 17 | |||
Dex | 17 | Aim | 16 | |
Balance | 17 | |||
Con | 12 | Health | 12 | |
Fitness | 11 | |||
Int | 12 | Reason | 11 | |
Knowledge | 12 | |||
Wis | 17 | Intuition | 18 | |
Willpower | 15 | |||
Cha | 12 | Leadership | 10 | |
Appearance | 14 |
Combat Statistics:
Hit Points: 23
Armor Class: 16 (3 Dex, 2 Armor, 1 style)
Base Attack Bonus: +2
Saves: +1 vs. Poisons and DIseases
- Paralyzation/Poison/Death: 9
- Rod/Staff/Wand: 13
- Petrification/Polymorph: 12
- Breath Weapon: 15
- Spells: 14
Weapons | # Att | Att Bonus | Dmg | Dmg (L) | Speed | Range | Special |
Throwing Clubs | 1 | +4 | 1d4+2 | 1d2+2 | 4 | 10 / 20 / 30 | melee or thrown |
Thief Skills:
PP | 5% | HS | 30% |
OL | 25% | HN | 15% |
F/RT | 20% | CW | 25% |
MS | 10% | RL | 5% |
Non-Weapon Proficiencies: General, Priest, Rogue
Modern Languages (Common) | 12 | Land-based Riding (Worg) | 20 |
Modern Languages (Chuklian) | 12 | Detect New Construction | 21 |
Modern Languages (Daelic) | 12 | Detect Stonework Traps | 17 |
Modern Languages (Worg) | 12 | Animal Handling | 16 |
Modern Languages (Erakic) | 12 | Venom Handling | 15 |
Modern Languages (Tharian) | 12 | Agriculture | 12 |
Reading/Writing (Common) | 13 | Cheesemaking | 12 |
Metalworking | 17 | Healing | 15 |
Lock Smithing | 17 | Herbalism | 10 |
Appraising | 12 | Foraging | 10 |
Navigation | 10 | Religion | 18 |
Haggling | 17 | Dark Lore | 8 |
Swimming | 15 |
Weapon Proficiencies:
Throwing Club
Wrestling (Specialist)
Single Weapon Style (Specialist)
Special Powers:
- Goblins have infravision to a range of 60 feet.
- Goblins of the northern tribes are natural thieves. Regardless of class, they are assumed to have access to all of the eight basic thief skills (Pick Pockets, Open Locks, Find Traps, Move Silently, Hide in Shadows, Hear Noise, Climb Walls, and Read Languages).
- Starting at 3rd level, any goblin may attract a worg as a companion and some-times mount. This worg acts in many ways as a Paladin’s bonded mount, gaining a +1 to its Intelligence, 1 additional hit die, +3 to its base speed, and a +4 bonus to morale when fighting alongside its goblin partner. The worg will always be within one step of the goblin’s alignment (though the majority are evil), and particularly weak-willed or dimwitted goblin’s may find that the worg becomes the controlling interest in the partnership.
- A merchant gains a +1 to attack and damage only when protecting his goods or animals.
- A merchant gains a +1 reaction bonus from merchants and other traders. This bonus is based on his reputation as a fair and honest Trader. If he cheats on a deal and is later discovered, the bonus changes to a -2 penalty.
- Buy in Bulk: This is the ability to “buy in bulk” at rock-bottom prices from other merchants. Merchants may buy any common item in 1,000-unit lots if the item’s price is listed in copper or silver pieces. If the price is listed in gold pieces, merchant-rogues can buy the item in 100-unit lots. In either case, the merchant is able to purchase the items for a discount of 16% (+2% per level). This bulk discount is factored in before any Haggling or Bargain checks.
- Running a Business: The merchant also has the ability to establish a self-sustaining business. For 5,000 gp, a merchant can set up a trading company that operates while he or she is away on other business or adventures. That amount pays for business space, stock, and an employee (often a relative or friend). The merchant may invest more money-either his own or that of other interested investors (such as the other PCs). A merchant may only run one business at a time, however. If, for whatever reason, the value of that business drops below 2,000 gp, it folds, and all investments are lost.
It takes a month to inaugurate a trading business. Each month thereafter, roll 1d10 and consult the Table below to determine the results of that month’s business. Round up to the nearest gold piece. Merchants may withdraw any profit or investment money from their trading company as they see fit. It’s their prerogative as proprietors (Other investors may wish to “look at the books” from time to time, however). If an owner siphons off enough to reduce the business’s value below 2,000 gp, it folds, and all investments are lost.
Once a year, the local government collects a tax for operating within the city, town, or province. The tax covers all tariffs, fees for paperwork, permits, and the like. The amount normally equals 10 to 20 percent of the net worth of the business and is assessed at the start of the year. Draconian and corrupt (or progressive and forward thinking) governments may increase this to as much as 80 percent, as do rulers who feel that a particular merchant has been less than forthcoming with an honest payment.
As a general rule, most trading companies with a value of 10,000 gp or less are considered small. Those with a value around 100,000 gp are still modest. When a company’s assets have climbed to 500,000 gp or more, it is a mighty trading empire, and is accorded the attention of those of import.
Establishing and running a trading company is a background activity, which is not meant to overwhelm the high adventure of merchant PCs. They can still discover new trade routes, bring back gems and rich fabrics, and bear tales of how bravely their employees have fought for them. The business makes such adventures possible; it doesn’t displace them. - Clerics of Chauntea are immune to all plant-based poisons.
- Clerics of Chauntea have a 10% chance per level (50%) of diagnosing a disease or identifying a poison. The cleric can brew an antidote to any poison that is properly identified. This requires an Herbalism proficiency check and takes 11 rounds minus the cleric’s level (6 rounds). Naturally, the cleric must have access to plants and herbs used for the antidotes ingredients.
- Chauntea’s clerics are granted one additional spell per spell level from the Plant sphere. In addition, spells from the Plant sphere are doubled in terms of duration, range, area of effect, and damage when cast by a cleric of Chauntea.
- A cleric of Chauntea’s curative spells always yield maximum healing results.
- Clerics of Chauntea can give a special blessing to a farms crops, once a day. This blessing will make the land produce at 150% its normal yield. A collective field of crops can only be so blessed once a year.
- In the hands of a cleric of Chauntea, a staff of the woodlands also gains the additional abilities of a staff of striking.
- Clerics can always count on assistance from temples of their faith. Assuming a local temple of the appropriate faith is available, a cleric can request and expect the following aid (and perhaps more):
- Safe haven, food, and board within the temple. In exchange, the cleric is expected to help the other clergy present. This hospitality is automatically extended to as many companions as the priest has levels. (A generous and gracious temple may extend it to anyone.)
- A loan. Moneys borrowed may equal up to twice the cleric’s level times a hundred (in gold pieces). The loan must be repaid within 30 days.
- Muscle. An cleirc may request the services of a number of 1st-level fighters equaling twice the priest’s level. All fighters will be equipped with chain mail and the traditional weapon of their faith (i.e. warhammers for Tyr or battle axes for Tempus). The time of service cannot exceed the cleric’s level in days, and the purpose of the mission should somehow advance the cause of the priest’s faith.
- A cleric assistant of the same faith. The helper’s experience level equals half that of the priest served, rounded down; up to a maximum of 4th level. The assistant may be kept for up to one week per level of the priest before having to leave.
Penalties:
- Unused to hand-to-hand combat, goblins of the northern tribes may only become proficient in small-sized melee weapons. They may learn to use medium-sized ranged weapons normally.
- Goblins from the northern tribes love to be entertained and are easily distracted by music and the like. Any use of a performance-related proficiency (Juggling, Singing, etc.) within their line of sight requires that the goblin make a Willpower check or stop and watch, losing any other actions, for 1 round, regardless of the situation. In addition, they suffer a -2 penalty on saving throws against music-based attacks (such as the song of a Harpy or Sirine).
- Bright light hurts goblin eyes, giving them a -1 penalty to their attack rolls when in direct sunlight.
- Goblins are small-sized. They cannot use Large-sized weapons and must wield Medium-sized weapons in two hands.
- As small-sized creatures, goblins have 2/3 the carrying capacity of a human of equal strength.
- Clerics of Chauntea cannot turn undead.
- When selecting spells, at least half of the granted spells of any given level must come from the Healing or Plant spheres.
Priest Spells: as 5th-level Cleric
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
4 + P | 4 + P | 2 + P |
- Major Domains: All, Animal, Creation, Divination, Elemental (All), Healing, Plant, Summoning, Sun, Wards, Weather
- Minor Domains: Protection
-
Prepared Spells:
- 1st: Anti-Vermin Barrier, Heal Plants, Nectar, Ripen, Sanctify Ghi
-
2nd:
Dust Devil,Favor of the Goddess, Goodberry, Ripen Plant, Steep Soma Juice -
3rd: Phantom Plow, Plant Growth,
Stone Shape
Advancement Notes
- Gain 10 points for thief skills per level.
- Upon reaching 8th level, the cleric automatically attracts a fanatically loyal group of believers, provided the character has established a place of worship of significant size. The cleric can build this place of worship at any time during his career, but he does not attract believers until he reaches 8th level. These followers are normal warriors, 0-level soldiers, ready to fight for the cleric’s cause. The cleric attracts 20 to 200 (2d10 x10) of these followers; they arrive over a period of several weeks. After the initial followers assemble, no new followers trickle in to fill the ranks of those who have fallen in service. The DM decides the exact number and types of followers attracted by the cleric. The character can hire other troops as needed, but these are not as loyal as his followers.
- At 9th level, the cleric may receive official approval to establish a religious stronghold, be it a fortified abbey or a secluded convent. Obviously, the stronghold must contain all the trappings of a place of worship and must be dedicated to the service of the cleric’s cause. However, the construction cost of the stronghold is half the normal price, since the work has official sanction and much of the labor is donated. The cleric can hold property and build a stronghold any time before reaching 9th level, but this is done without church sanction and does not receive the benefits described above.
- Clerics of Chauntea can brew any potion, elixir, or salve that deals with healing or plants, once they reach 9th level. The basic cost of creation is halved, and for every level of the cleric above 9th level, the base chance of success goes up by two percent.
Equipment:
5 Throwing Clubs
Silver Holy Symbol of Chauntea
Footpad’s Boots
Gnomish Cloak
Leather Armor
Breeches & Tunic
Leather Belt
Small Belt Pouch
Lock Picks
Waterskin (6 oz Sacred Ghi) — he uses the Sacntify Ghi spell regularly to restock
Waterskin (6 oz Soma Juice) — he uses the Steep Soma Juice spell regularly to restock
Mondasso’s Automated Spell Scroll
Potion of Superior Animal Control
Mule/Donkey
Pack Saddle
Saddlebags
Stoneware Butter Churn
100 lbs. Ripe, Donkey-milk Brick Cheese
Worg
Riding Saddle
Cash: 206gp, 52ep, 170sp, 150 cp
Animal Companions:
“Rast” — Female Worg (Int 8, 4+3 HD, 21 MV, 15 Morale)
“Bobbers” — Female Donkey (Mule stats)