<div class="floatleft">(https://i.pinimg.com/564x/92/f3/cc/92f3cc2acd5c38d9840ee9cc291cdc72.jpg)</div><strong>Name:</strong>Luckums<br/><strong>Race:</strong>Callow May Changeling (Goblin father)<br/><strong>Class:</strong>Vexing Trickster Mesmerist<br/><strong>Sheet:</strong>https://www.myth-weavers.com/sheet.html#id=1549226<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stat Block</div><div class="spoiler_body"><strong>Luckums</strong><br/>Female callow may mesmerist (vexing trickster) 1<br/>CN Small humanoid (changeling)<br/><strong>Init:</strong> +2; <strong>Senses</strong> Darkvision 60', perception +5<br/><hr/>DEFENSE<br/><hr/><strong>AC</strong> 15, touch 13, flat-footed 13 (+2 armor, +2 dex, +1 size)<br/><strong>hp</strong> 9 (1d8+1)<br/><strong>Fort</strong> +0, <strong>Ref</strong> +4, <strong>Will</strong> +3<br/><hr/>OFFENSE<br/><hr/><strong>Speed</strong> 30'<br/><strong>Melee</strong> sickle +0 (1d4-1/x2, trip)<br/><strong>Ranged</strong> light crossbow +3 (1d6, 19-20)<br/><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.<br/><strong>Special Attacks</strong> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Hypnotic Stare (Su)</div><div class="spoiler_body">A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target’s mind; the creature doesn’t remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist’s focus than the target’s perception of his stare. It can’t be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist’s focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists’ stares don’t stack, nor do they stack with penalties from witches’ evil eye hexes. This is a mind-affecting effect.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Painful Stare (Su)</div><div class="spoiler_body">When an attack that deals damage hits the target of a mesmerist’s hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist’s class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn’t his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists’ painful stares in a round.</div></div><br/><strong>Hag Magic Spell-Like Abilities</strong> (CL 1<sup>st</sup>; concentration +5)<br/>   1/day — <em>dancing lights</em><br/>   1/day — <em>detect magic</em><br/>   1/day — <em>disguise self</em><br/>   1/day — <em>pass without trace</em> (DC 15)<br/><strong>Mesmerist Spells Known</strong> (CL 1<sup>st</sup>; concentration +5)<br/>   1<sup>st</sup> (2/day) — <em>charm person</em> (DC 17), <em>sow thoughts</em> (DC 17)<br/>   0<sup>th</sup> (at will) — <em>daze</em> (dc 16), <em>ghost sound</em> (dc 14), <em>prestidigitation</em>, <em>lullaby</em> (dc 16)<br/><hr/>STATISTICS<br/><hr/><strong>Str</strong>  8, <strong>Dex</strong> 14, <strong>Con</strong> 11, <strong>Int</strong> 14, <strong>Wis</strong> 12, <strong>Cha</strong> 18<br/><strong>Base Atk</strong> +0; <strong>CMB</strong> -2; <strong>CMD</strong> 10<br/><strong>Feats</strong> Spell Focus — Enchantment (http://archivesofnethys.com/FeatDisplay.aspx?ItemName=Spell%20Focus)<br/><strong>Mesmerist Tricks:</strong> <br/><strong>Traits</strong> brigand (campaign) (http://archivesofnethys.com/TraitDisplay.aspx?ItemName=Brigand); adopted (social, (http://archivesofnethys.com/TraitDisplay.aspx?ItemName=Adopted) gains bouncy (http://archivesofnethys.com/TraitDisplay.aspx?ItemName=Bouncy)); coven casting (magic) (http://archivesofnethys.com/TraitDisplay.aspx?ItemName=Coven%20Casting); occult bargain (drawback) (http://archivesofnethys.com/TraitDisplay.aspx?ItemName=Occult%20Bargain)<br/><strong>Skills</strong> Bluff +9, Diplomacy +8, Disguise +4, Intimidate +8, Perception +5, Snese motive +5, Spellcraft +6, Stealth +11, Use magic device +8<br/><strong>Languages</strong> Common, goblin, aklo, giant<br/><strong>SQ</strong> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Green Widow (Race)</div><div class="spoiler_body">A changeling of green hag descent is naturally able to lure in potential mates and effectively trick them into pursuing her. You gain a +2 trait bonus on Bluff checks made against characters that might be sexually attracted to you.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Hag Magic (race)</div><div class="spoiler_body">Some changelings develop a gift for spellcasting instead of their mothers’ overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier. This racial trait replaces the claws and natural armor racial abilities.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Witchborn (race)</div><div class="spoiler_body">Most changelings are talented witches. They gain a +2 bonus to Intelligence and Charisma instead of a +2 bonus to Wisdom and Charisma. This racial trait alters the changeling’s racial ability score modifiers.</div></div>, <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Consummate Trickster (Ex)</div><div class="spoiler_body">A vexing trickster gains a +1 bonus on Bluff, Disguise, Sleight of Hand, and Stealth checks. This bonus increases by 1 at 4th level and every 3 mesmerist levels thereafter (maximum +6).<br/><br/>This ability replaces consummate liar.</div></div><br/><strong>Combat gear</strong> leather armor, light crossbow, sickle, acid (2); <strong>other gear</strong> mesmerist's kit, <em>Wand of Obscuring Mist</em> (7 charges)</div></div><br/><br/><strong>Background:</strong>It's been hard times for Luckums; despite the name she's never had much of it. She's never "fit right" - in fact, sometimes she suspects she wasn't even supposed to be a goblin! After all, she's so ugly, and has all that nasty hair; the rest of the Shroomtoe Clan were pretty sure she must be related to gnomes, and treated poor Luckums accordingly. Specifically, they took all her food whenever she had any, made her keep watch on the swamp side of the village during stirge breeding season, and after she got her spoopy magic, they clobbered her over the head and tossed her in the river to appease their Holy Magic God-Rock That Has a Hole Your Head Might Get Stuck In. Miraculously, she survived! Unfortunately the current dumped her on the shore of a human town in Brevoy, which is hardly the place for a hungry soggy goblin (especially such a hideous one!) She's spent all this time skirting around longshanks, pilfering eggs, dodging dogs, and practicing her magic where she can. Her journey has taken her all the way south to the edge of the Stolen Lands, where she had her closest brush with death yet; her head got stuck in a small stewpot that ad been left unattended at the roadside. She was like that for a few days before hunger and thirst overtook her and she collapsed. When she awoke, she was trapped in a rabbit hutch (sans rabbits, sadly) with a kindly woman offering her soup. Apparently despite the misgivings of her husband, Svetlana Leveton wasn't going to let some poor thing, even a goblin, die like that! Luckums is eternally grateful and has pledged to herself to help the Levetons to the best of her stupid unlucky ugly little goblin with spoopy magic abilities.<br/><br/><strong>Personality:</strong>As the former kicking-post of the Shroomtoe Clan of goblins, followed by exile in human lands, Luckums has learned the value of stealth and guile. She's soft-spoken (for a goblin) and cautious (again, for a goblin) and has a talent for smoothing over conflict and winning others over to her side. She's not quite sure<em>how</em>she manages this; between her spooky magic, her grotesque looks, and - sinceh er exile - the odd whispering in the back of her head, she's even starting to think she might not even be a goblin! All this comes together into a weird stew of low self-confidence and a pressing desire to excell at<em>something</em>. She figures that whisper is some sort of spirit-creature that helps her with magic, and so rather superstitiously supplicates to it at dusk, in assorted ways. Growing up, she shared her tribe's faith in the Holy Magic God-Rock That Has a Hole Your Head Might Get Stuck In, but that hardly seems so appealing now - perhaps another faith could convert her (or maybe there's a new,<em>better</em>rock out there!) Despite her talent for guile and deception, she's not actually<em>conniving</em>- hers is a talent of earnest looks, body language, and<em>creepy psychic powers</em>, more than studied attempts at manipulation. Think "winsome ingenue" more than "Machiavellian social engineer." She has a burgeoning interest in magic and the occult, as well.<br/><br/><strong>Appearance:</strong>By any sane goblin standard, Luckums is piteously unattractive; She's too tall, for one, being at least a full inch over three feet. Granted some of that is from the crown of thick lustrous-black hair, surely a sign of her forbears dabbling into some wrenched hive of gnomes or sprites or horses or something, yech. The hair is the least of it; her eyes aren't small and pushed together as they should be. No! They're large and wide, spaced apart. They're not even red, instead being some freakish color of green-brown. But that'd be okay, if her lips weren't so plump and pursed; how can a goblin be attractive with a tiny little mouth like that?! And by Lamashtu's wriggly nipples, is that a dimple?! At least she's not skinny. Well, not that skinny, she's hardly at the proper blobbishness of goblin femininity; you can even see her waist above her (admittedly properly-rounded) hips, and her breasts! Why are they round like that?! And so big? A goblin male would need two hands for one of them and nobody has time for that! At least he has the proper decency to be green. Sadly not a lovey swampy greyish-green, more of a warm olive, but hey at least she's not blue or pink or something horrible like that. I mean there are freckles, and that's unfortunate for her, but what can you do? At least she has the common decency to scare other goblins away from her frankly mutant form by flaunting it in an outfit of thin cloth sashes and wraps and a pleated leather kilt, though. Altogether she's quite a miserable specimen by goblin standards, and you should all pity her.<br/>(Luckums, obviously, judges herself by goblin standards; she hasn't quite caught on that non-goblins see her quite differently...)<br/><br/><strong>Sexuality:</strong>Why be picky? Luckums really doesn't have preferences for gender, herself; affection and lust can both be expressed with whoever seems fitting at the time. Large men intimidate her though; perhaps she could be won over by some titanic longshanks, but barring that effort, she'll gravitate towards smaller / petite men, and other females.<em>In theory</em>she's an active, eager, and curious lover.<em>In practice</em>sheh asn't had much practice beyond her fingers and an active imagination. Naturally a strong preference for humanoid partners, but hey, she's heard other goblin girls talk about wolves...<br/><br/><strong>Leadership Roles</strong>I think I'd like to go for the gold and position Luckums as Ruler; she could probably fill just about any role other than Warden. Consort, grand diplomat, and spymaster probably fit best.