Weaknee was born into a large tribe of goblins in which blues rarely appeared. However, his tribe understood the psionic potential of blues, and thanks in part to his unusually powerful personality and keen intelligence he was placed in a position of very high status: the tribe witch doctor. It was his duty to perform rituals, interpret omens, and perform psychic readings for the entire tribe of 500 goblins. For most of his life Weaknee had absolutely no potential for psionics or magic. He was utterly incapable of psychic feats. Instead, he invented an elaborate system of ambiguous prophecy and psychic reading that would fit just about anybody and sounded very mystical. His interpretation of omens was entirely made up in his own guesswork regarding goblin religion and the rituals he performed were as much invented as traditional. Weaknee’s creativity kept him in his high status position despite his lack of capability.
Unfortunately, the tribe witch doctor was a critical position within the tribe. Weaknee’s ineptitude caused a major decline in his tribe. Without the support and guidance of the gods or the magic power of true ritual, the tribe became weak. Raids became increasingly more difficult and less successful, resources dried up, and the population declined. It looked as the Weaknee’s tribe would be completely wiped out by neighbouring tribes. Until Weaknee’s real psionic powers became apparent.
Weaknee was never physically strong. However, as he aged he became very weak, even for a goblin. Eventually, in his old age, even normal clothing became an encumbrance to him, and his movement and reflexes became so awkward and weak that he had trouble even moving. He became very sedentary and never left his bed except as ritual demanded. If his invented rituals and clever stories were not so valued by his tribe, they would certainly have replaced him. This time spent without moving gave Weaknee much time to think and focus his thoughts. After a time, his latent psionic powers began to manifest themselves. At first, he learned to push small objects with his mind. As time passed, he learned to use his power to lift himself from the ground, making movement bearable. He learned to shape energy with his mind. He even began to concentrate and divine information psionically. His insights and powers were a valuable asset to the tribe, and their decline stabilized. Weaknee was given the rare honour of a surname, Strangeskin.
One day during meditation, Weaknee discovered a truly dreadful power. He discovered a psionic method for changing his shape into almost any conceivable form. Since then he has not advanced psionically, but has defeated numerous threats to his tribe and expanded their territory enormously.
Weaknee stands just under 3 feet tall. He is light for a goblin at 34 lbs. His grey hair, kept standing constantly on end by elixirs as part of his witch doctor persona, combined with his blue skin, make him look rather alien. He wears only a piece of cloth to cover himself and a lightweight silver-lined cloak (Cloak of Charisma). Despite the lightness, it appears to weigh him down to a degree.
Despite his appearance, Weaknee is very likable and easy to get along with. There are few goblins that do not get along with him instantly. This likability is not so much due to Weaknee’s goodness, but rather due to his manipulative nature. He always says exactly what he thinks his audience wants to hear, and when in doubt he uses his psionic abilities to make himself more attractive to his audience (Telempathic Projection).
Using his formidable powers of conversation, Weaknee has also convinced wizards to cast mind-improving spells for him. He has had 4 Wishes for a +1 inherent bonus to charisma applied to him. (25000gp for xp cost and 1530gp for level 9 spell at CL 17 each = 106120gp)
One of Weaknee’s tried and true tactics is the aerial assault. He transforms himself into a pixie to become invisible and fly, and then flies over an opposed goblin tribe and obliterates it with energy bursts. Should he encounter trouble, he retreats using one of his many escape tactics. (Metamorphosis: Pixie, Metamorphic Transfer: Greater Invisibility, Energy Burst)
As his tribes only real champion Weaknee often is needed to fight powerful individuals or creatures. Weaknee rarely fights an opponent uncreatively. However, if for some reason he wants to kill his opponent without any challenge, he transforms into a Thought Slayer (XPH) and gazes at his opponent (DC 27 Mind-affecting death gaze). If this fails to kill immediately, he proceeds to attempt to grapple his opponent and force him or her to look at the gaze. (Wild Surge +2: Metamorphosis: Thought Slayer, Metamorphic Transfer: Mind-Consuming Gaze)
Against a powerful enemy spellcaster, Weaknee transforms into a Hoary Steed and casts Etherealness on himself. He then approaches the caster on the Ethereal Plane. If the caster is aware of his presence, he immediately retreats. If not, he moves directly adjacent to the spellcaster. He then transforms into a Behir as a swift action and immediately bites the flat-footed spellcaster while regaining psionic focus with a move action, and attempts to Swallow Whole if a grapple is established. If the grapple fails, Weaknee transforms into a beholder and opens his central eye to disable the spellcaster’s abilities and manifests Levitate on himself as a swift action to replace the Beholder’s extraordinary flight. He then attempts to engage the caster in melee combat. He relies on the Beholder’s 15 natural armour. If this fails, Weaknee retreats. (Metamorphosis: Hoary Steed, Metamorphic Transfer: Etherealness, Wild Surge +1: Quicken Power: Metamorphosis: Behir, Improved Grab, Swallow Whole, Psionic Meditation, Metamorphosis: Beholder, Quicken Power: Levitate, Metamorphic Transfer: Antimagic Cone)
Weaknee practices many other intricate uses of his ability to change form. Against weak-willed opponents, he might elect to become an Aboleth and Enslave his enemy and then search for a suitably high cliff. On the water, transforming into a Dragon Turtle is useful, as is a Giant Squid. To grapple he might transform into a Frost Worm.
Weaknee always keeps one use of Metamorphic Transfer ready to use if necessary to escape. Usually when he is threatened, Weaknee manifests Temporal Acceleration, transforms into a young adult White Dragon and flies away (or burrows if necessary) at high speed (200ft). If the threat is not too dangerous, he instead becomes a juvenile blue dragon. (Temporal Acceleration, Wild Surge +3: Metamorphosis: Young Adult White Dragon)
When encountering immediate danger, Weaknee transforms into a blink dog and uses Dimension Door, or transforms into a Hoary Steed and becomes Ethereal to escape before transforming into a White Dragon. (Temporal Acceleration, Metamorphosis: Hoary Steed or Blink Dog, Metamorphic Transfer: Etherealness or Dimension Door, Wild Surge +3: Metamorphosis: Young Adult White Dragon)
List updated. I don't recall seeing you before, Alxdude. (though I'm old, so my memory sucks) Welcome to the contest!
Mercurius]Just noticed the PHBII isn't on the list of approved sources, which blows one of my ideas down.
That's my fault. I'm pretty sure PHB2 was on the list of books we discussed as allowing into the mix, but when I put the list together I must've forgotten to add it. So wrote:
Just noticed the PHBII isn't on the list of approved sources, which blows one of my ideas down.[/quote] That's my fault. I'm pretty sure PHB2 was on the list of books we discussed as allowing into the mix, but when I put the list together I must've forgotten to add it. Sorry.
John Ling Freelance Writer/Editor PM for availability
Cheese Wiz Caseus; Halfling Wiz5/ES3/Fat5: CR 13; ECL 13; Size T; HD 13d4; hp 60; Init +9; Spd 20 ft; AC 21, touch 18, FF 16; BAB +5; Grapple -2; Atk: +5 melee (1d4 + 1, Tiny Morningstar MW); SA +1 racial attack bonus with a thrown weapon; SQ +2 morale bonus on saves vs fear; AL NG; SV Fort +7, Ref +10, Will +13; Str 12, Dex 20, Con 14, Int 28, Wis 10, Cha 10.
Languages spoken: Halfling, Common, Draconic, Ignan, Terran, Sylvan
Skills and Feats: Appraise +17, Concentration +18, Knowledge (Arcana) +25, Knowledge (Planes) +13, Profession (Cook) +6, Profession (Gambler) +5, Sleight of Hand +10, Spellcraft +27, Spot +10, Tumble +10; Feats: Danger Sense, Energy Penetration Cheese +2, Energy Substitution, Fickle Finger of Fate, Improved Initiative, Scribe Scroll, Sculpt Spell, Silent Spell, Spin Fate, Still Spell.
Special Abilities: Familiar, Immunity to Sleep, Resistance To Energy: Cheese 5.
Wiz Spells Known Specialist (Evocation – Restricted: Enchant/Necromancy)
Possessions: 57 pp, 4 gp, 4 sp, Mouse familiar, Headband of intellect +6, Tome of clear thought +1, Ring of protection +1, Cloak of resistance +1, Bracers of armor +3, Amulet of health +4, Quicken lesser rod of metamagic, Belt of giant strength +4, Heward's handy haversack, 3 Traveler's outfit, Bedroll, Everburning torch, Waterskin, Waterskin, 5 Masterwork artisan's tools, 3 Wizard's spellbook (blank), Merchant scale, 5 Spell component pouch, 20 Hunk of cheese, Potion of cure serious wounds, 2 Potion of cure moderate wounds, 2 Potion of cure light wounds, Dust of sneezing and choking, 2 Magnifying glass, 5 Iron pot (used metal to create block of swiss cheese iron), Tiny morningstar mw, Artisan's outfit. (All weight is that of Tiny for equipment-light load)
Caseus is a permanently reduced halfling woman who grew up with four older brothers. A family of cheesemakers, Caseus came to know about many different cheeses. Her desire to adventure came about due to other wayfarers who needed cheese for their long journeys. The sustaining benefits of cheese and its longevity made it a desired fare of food for travelers.
Caseus was the most intelligent of her lot, and as such, her parents wanted her to learn magic. So, they sent her to live with a Cyclops, learned to make and store cheese from its goats and sheep. The Cyclops, a fine wizard in his own eye, taught all he could to young Caseus.
Caseus spent her adventurers with some very close friends from childhood. She loved to spend money on food, particularly fine cheeses. So, when her pocket would begin to empty, she would enter the gaming houses. She was quite good at the tables, and grew an interesting reputation. This kept her on the move, going town to town.
During her travels, she began more and more disinterested in the surface towns, and began to search into the unknown parts of the world. She met many unusual creatures, her favorites being elementals. She happened once upon a most, unusual Mephit. It was a stroke of luck, guided by her own desired fate, to meet. She met Rennet, a male Cheese Mephit. In the depth of a volcano, she met with this sticky fellow. Befriending him and rescuing him, she came to learn about another facet of the planes of elements: Cheese.
Already a master of Cheese and its element, the Mephit guided Caseus, now a maturing woman, onto a new path. A path that would eventually in her life, bring about a total transformation. She will become herself, Cheese.
Fate brought her to the current path of her life. The life of the savant is to become one with the cheese.
She has five points to spin fate, she can force another, friend or foe, to possibly change their fate (roll), she can affect any cause by spinning one's fate, she can even seal one's fate - one way or the other, for good or bad. She can even save herself from dying and even change her fate.
She is resistance to Cheesy Magic, Immune to the effects of sleep - although eating cheese before bed is known to be beneficial. She is even better in defeating another's resistance when she uses cheese against them.
Caseus doesn't like to lose. She will always want to go first, have the best chance to win, force the other to lose. She is an excellent ally and a most dangerous enemy.
Her magic is quite unlike anyone has ever seen. All her magic element spells are cheese - hot and sticky. Her spells likewise, are quite altered. Like, Cheesy Hands, Cheesy Ray, Cheese Balls and Cheese Curl (her Bolt curls). Her Wall of Cheese and Cheese Shield are interesting displays of her magnificent magic.
Her Cone of Cheese, Chain Cheese, Flesh to Cheese, Cheesy Fog are her most hideous of uses.
She hasn't quite figured out how to turn someone into a stick of Cheese, but her Baleful conjurings have been rather gruesome.
Her favorite tactic is to pull out her block of iron, which looks like a block of Swiss cheese with a spikes and hooks in the base. Permanently shrunk, she will cause it to take form. Then, by turning into a gaseous form, she would use Still, Silent spells from within the block of iron, peeking out of the holes to cast spells. She will also use Sculpt to SwissCheese the area of effect to protect her friends.
Another combat form she prefers is to polymorph into a Will O Wisp and then go gaseous. Trying to hit a Gaseous Wisp is quite difficult.
She doesn’t use her Morningstar in combat. But, when looked at real close, one would realize that is looks more like a cheese grater than a Morningstar.
The Tome provided her the point towards 28 INT. She is permanently shrunken, with permanent read and detect magic cast upon herself. She likes to ride her mouse familiar.
Didn't see it. I added the last couple lines to explain the Skill points s[ent on skills and hpts calc'd. Not sure how the smiley showed up?? The iron pots were used to create the iron swiss cheese block.