<div class="floatright">(https://i.pinimg.com/564x/13/60/4e/13604eac466efc2b72d477b4cbce0969.jpg)<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Gothic-y-er?</div><div class="spoiler_body">(https://i.pinimg.com/564x/cc/ba/4d/ccba4dc92b3017c342cd49763afca951.jpg)</div></div></div><strong>Name:</strong>Ig Gortt<br/><strong>Class(es):</strong>Sorcerer 1 (Wild Magic) / Warlock 1 (The Chaos)<br/><strong>Race:</strong>Goblin<br/><strong>Alignment:</strong>Chaotic Neutral<br/><strong>Description:</strong>Three-foot five, green, with an apparent fear of hairbrushes. She dresses in what she's stolen, but isn't without feminine charms; At least two of them that you can tell (though they ye do glow in the dark...)<br/><strong>Fetishes:</strong>Size differences; Being knotted; giving oral; Splump (if you have to ask, you're probably not into it); Nakadashi; Tickling; post-combat coitus; Multiple partners (the gods gave us so many orifices for a<em>reason</em>)<br/><strong>Dislikes:</strong>Sexual violence (NC is one thing, rape / abuse is another); Obvious necrophilia (ghosts and vampires are okay, let's leave the zombies in the ground though); Nonsentient animals; Guro, scat, urine, or hte like.<br/><strong>Backround and Harrowing:</strong>Hermit; a hag 'kidnapped" and raised her. She "escaped" but the hag still has a magical hold over her and fills her mind with evil thoughts<br/><strong>Backstory:</strong>Ig doesn't remember where exactly she's<em>from</em>; she just knows it's not any of the places she's<em>been</em>. When she was young, her tribe saw her sporadic magic as a bad omen, and left her tied in a bog as a sacrifice to their gods. Maybe the gods never heard; or maybe that tribe of goblins worshipped a night hag. In any case, the goblin child was "rescued" by Baba Ynersh, who figured she had uses for a free child, even if just a goblin.<br/><br/>As it turned out, Ig was a useful little thing; Ynersh was curious about Ig's magical abilities, and frequently tested and experimented on her as a means to understand these powers and awaken their potential. In return for these 'privileges," Ynersh expected Ig to be her eyes and ears in the places they visited. The old hag always needed a new component, or a fresh captive, or sometimes just a meal.<br/><br/>Though Ig didn't remember her life before living in a spider-legged skull with a terrifying purple devil-crone, she knew that it was a bad situation. She'd seen what Ynersh did to captives who outlived their usefulness, and she knew that eventually, Ig novelty wouldn't pique her captor's curiosity. She began to do what she could to set back Ynersh's "research," which was always tricky; Ig never really knew<em>what</em>the hag would be testing at a given time. Failing her own spellcasting or triggering one of those "anomalies" might be just what Ynersh wanted... and if the hag caught on. Well. As bad as that was it was still better than if Ig bored her!<br/><br/>The chance to escape was ever-present on Ig's mind, but fear held her back at almost every opportunity. incompetence was punished harshly enough, but rebellion? Oh<em>no</em>. As it ended up though, it wasn't Ig's call. This most recent place Ynersh brought her to seems to have had its own defenders. A mob of angry humans attacked the hut - cleverly disguised as a cottage of dull white stone), seeking to burn the witch within. Rather than risk her precious belongings in a fight, Ynesh simply swatted a few of the humans away, reverted her hut to its true form, and left. In the chaos, Ig had slipped out, escaping to some nearby woods.<br/><br/>Ig has been trapped in this place ever since. She's seen no creatures quite like herself, and knows the locals respond poorly to anything that isn't clearly a human, for the most part. She's kept to herself, out in the woods, practicing her magics and crafts, all while trying to tune out hte screeching cackles and demands of Ynesh that pour into her head when she lets her guard down. Apparently, she's not free. Apparently, Baba Ynesh expects her to act as a catspaw in this horrible place. She'd rather not, but she'd also hate for Ynesh to come back and punish her for rebellion. Oh, the quandary!<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Little details</div><div class="spoiler_body">I'm thinking Ig "isn't from around here." I'm not sure where she <em>is</em> from and it probably doesn't matter, but I was aiming for the idea of her being a steppinfetchit / lab animal for a Night Hag who tools aroudn the planes in her giant spider-legged skull-hut like the cover of a Dio album or something. She's been stranded in Innstrad, and isn't sure if she's free, or "free" yet. probably the latter.</div></div><br/><br/><strong>Additional questions!</strong><br/><em>What does a true hero look like to your character?:</em>What's a hero? Ig doesn't really have any experience in the "heroics" department. If you asked her, she'd probably just blink at you. Is it a sandwich?<br/><em>What does a true villain look like to your character?:</em>About seven-foot two, purple, with big knobby goat horns, and about equal numbers of teeth and nostrils. Ynersh is the central figure in things Ig fears.<br/><br/><strong>Ability Scores</strong>(+Modifiers)<br/><strong>Str:</strong>8 (-1)<br/><strong>Dex:</strong>16 (+3)<br/><strong>Con:</strong>14 (+2)<br/><strong>Int:</strong>12 (+1)<br/><strong>Wis:</strong>10 (+0<br/><strong>Cha:</strong>15 (+2)<br/><br/><strong>HP:</strong>20<strong>Armor Class:</strong>15<strong>Initiative Bonus:</strong>+3<strong>Speed:</strong>30 feet<br/><strong>Strong Saves:</strong>Constitution, Charisma<br/><strong>Proficiencies:</strong>Arcana, Medicine, Persuasion, Religion<br/><strong>Equipment and items:</strong>Leather Armor, Dagger, Light crossbow, Arcane Focus (wand), Scholar's Pack, herbalist Kit, 33 GP<br/><strong>Attacks</strong>Dagger +3, 1d4 +3 (Finesse; light; thrown 20/60)<br/>Light crossbow +3, 1d8 +3 (Loading, two-handed, ammunition 80 / 320)<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Further sheet details</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Features</div><div class="spoiler_body"><strong>SORCERER</strong><br/>• <strong>Wild Magic:</strong> At 1st level, immediately after you cast a sorcerer spell of 1st level or<br/> higher, the DMcan have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to <br/>create a random magical effect.A surge can happen once per turn. If a surge effect is a spell, it's<br/> too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require<br/> concentration in this case; the spell lasts for its full duration.<br/>• <strong>Tides of Chaos:</strong> Starting at 1st level, you can gain advantage on one attack roll, ability<br/> check, or saving throw. Once you do so, you must finish a long rest before you can use this <br/>feature again. Any time before you regain the use of this feature, the DM can have you roll on the<br/> Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You<br/> then regain the use of this feature.<br/><br/><strong>WARLOCK</strong><br/>• <strong>Pact Magic:</strong> The Chaos lets you choose from an expanded list ofs pells when you learn a<br/> warlock spell. The following spells are added to the warlock spell list for you.<br/><em>1<sup>st</sup>:</em> Chaos Bolt, Color Spray<br/><em>2<sup>nd</sup>:</em> Alter Self, Blindness/Deafness<br/><em>3<sup>rd</sup>:</em> Bestow Curse, Blink<br/><em>4<sup>th</sup>:</em> Confusion, Phantasmal Killer<br/><em>5<sup>th</sup>:</em> Destructive Wave, Mislead<br/>• <strong>Strings Attached:</strong> When you take this pact at 1st level, you learn the strings your patron<br/> attached are greater than they seem. Each night, denizens from the chaotic planes visit you in<br/> your sleep to play cruel tricks but reward you with the sweetest of treats. When you finish a long<br/> rest, roll 1d6 to determine the “gifts” bestowed on you. When you roll for a new gift, it replaces<br/> the old one.<br/><br/><strong>RACIAL (Goblin)</strong><br/>• <strong>Darkvision:</strong> You can see in dim light within 60 feet of you as if it were bright light, and<br/> in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br/>• <strong>Fury of the Small:</strong> When you damage a creature with an attack or a spell and the creature's<br/> size is larger than yours, you can cause the attack or spell to deal extra damage to the creature.<br/> The extra damage equals your level. Once you use this trait, you can't use it again until you<br/> finish a short or long rest.<br/>• <strong>Nimble Escape:</strong> You can take the Disengage or Hide action as a bonus action of each of your<br/> turns.<br/><br/><strong>BACKGROUND</strong> <br/>• <strong>Discovery:</strong> The quiet seclusion of your extended hermitage gave you access to a unique and<br/> powerful discovery. The exact nature of this revelation depends on the nature of your seclusion.<br/> It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes,<br/> or the forces of nature. It could be a site that no one else has ever seen. You might have <br/>uncovered a fact that has long been forgotten, or unearthed some relic of the past that could <br/>rewrite history. It might be information that would be damaging to the people who consigned you to<br/> exile, and hence the reason for your return to society. Work with your DM to determine the details<br/> of your discovery and its impact on the campaign.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Characteristics</div><div class="spoiler_body"><strong>PERSONALITY</strong><br/>• I'm oblivious to etiquette and social expectations.<br/>• I connect everythign that happens to me to a grand, cosmic plan.<br/><strong>IDEAL</strong><br/>• <strong>Self-Knowledge:</strong> if you know yourself, there's nothing left to know.<br/><strong>BOND</strong><br/>• Should my discovery come to light, it could bring ruin to the world.<br/><strong>FLAW</strong><br/>• Now that I've returned to the world, I enjoy its delights a little too much.<br/>• I like keeping secrets and won't share them with anyone.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Quirks</div><div class="spoiler_body"><strong>SORCERER</strong><br/>• <strong>Arcane Origin:</strong> Ig's power arises from her family's bloodline. She is related to some powerful creature, or she inherited a blessing or curse.<br/>• <strong>Reactions:</strong> Ig's neighbors hate and fear her power, causing them to shun her.<br/>• <strong>Supernatural Mark:</strong> Ig's hair grows at a prodigious rate.<br/>• <strong>Sign of Sorcery:</strong> Ig's hair and garments are briefly buffeted about as if by a breeze, whenever she calls forth a spell.<br/><br/><strong>WARLOCK</strong><br/>• <strong>Patron Attitudes:</strong> Each interaction with Ig's capricious patron is a surprise, whether pleasant or painful.<br/>• <strong>Special Terms of the Pact:</strong> Ig must occasionally conduct bizarre rituals to maintain her pact.<br/>• <strong>Binding Mark:</strong> Ig has a vestigial tail.</div></div></div></div><br/><br/><strong>Spellcasting</strong><br/><strong>Cantrips:</strong>Eldritch Blast, mage hand, friends, prestidigitation, minor illusion, fire bolt<br/><br/>Grade 1:<br/><em>Warlock:</em>Chaos Bolt, Hex<br/><em>Sorcerer:</em>Sleep, Disguise Self<br/><br/>...<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Random notez!</div><div class="spoiler_body">(https://i.pinimg.com/564x/ae/27/e3/ae27e300366ed277485f0fa445303ed6.jpg)<br/></div></div>