THE GOBWOOD
Goblin, Fantasy, and RPG Blog
This is a character i’ve hinted at with my kids and they’ve recently asked about so I had to create her. The background is written in short story form for the offspring; one of whom just lost both front teeth with more to follow soon; and another of whom had concerns about her hair; semicolon for impact. It has been… around a year since my last post and several months building this one. Lamentations and explanations, however, are not only cliché for a blog but also ungoblin a.f. so… This is your classic “magical hair girl” but built on the ectoplasmatist spiritualist archetype because it looked really cool. I give you; “Shallotte the hair witch!”
Character
Shallotte is a chill-goth girl-goblin with bad teeth and great hair. Magical hair, in fact, possessed by the phantom of an ancient dwarven princess who shares space in the goblin’s mind. Despite racial enmity, the two found something powerful and deep to bond over and now travel as one shared open mind to seek adventure, joy, and people who don’t suck. Life can be lame but when you find someone who is willing to understand you and let you understand them, its way better. Shallotte wants to do that for others now, and maybe have a lot of fun too, and just possibly get a tiny little bit of revenge on absolute douchebags.
The phantom’s power is one of curious and questionable origin, not every princess with image issues who dies in a cave gets powers… but Shallotte is ok with it and it serves her adventures well. In a party that welcomes her she’ll be very protective, supportive, platonically clingy, and will use her magical hair to stab a mf who threatens her peeps, strangle them just a bit, twist their limbs until just a couple of bones break, and maybe gouge their eyes out a little but it’s not serious or anything… she won’t even stop smiling, its just what happens to jerks.
Think of inspiration from Froppy of MHA, Sense from Freiren, and Sucy from little witch academia (maybe? I haven’t actually seen it), but as a goblin with just a few pointy teeth and the hair is always big like a Toxapex pokemon on her head.
Goblins love to bite, and chew, and gnaw on things. Many little goblins only escape the cage their parents put them in by toothing their way through the woven sticks. Shallotte was no different, when she found something fun it went straight into her mouth- bite bite bite. And her teeth were big, SO big! Those chompers were her pride and joy and everygobby was amazed by how wide and white her teeth were. But one day she got sick… and the teeth got loose and wobbly… and soon they started to fall out. She did get better, just in time to save some of her teeth, but goblin teeth don’t grow back. She missed her teeth, and the other goblins poked fun at her, they called her gappy and gummy and sister hisster… Goblins are always going to be mean to somebody and it was easy for them to be mean to Shallotte, but it was NOT easy to be Shallotte. She cried and she ran and she hid in a cave behind a waterfall, a cave that goblins DON’T go inside! … for a good reason… the cave was haunted!
Long Long loooong ago… there was a dwarf girl with long thick beautiful hair. Her hair was so thick she could put it in three separate braids each as thick as another’s whole head of hair. Her hair grew so fast and grew so long that she could use it to play jump rope, with three other girls at once! Her hair was smooth and shiny and flowed like water and everyone was amazed. One day the King under the hills came to see her and the king’s son, the prince of dwarves, fell in love at first sight- but he only loved her hair because he was foolish and shallow. He asked her to marry because he wanted to show her hair to all his friends and so she went to the king’s fortress to prepare for the wedding. But then she got sick… and her hair got thin and crispy… and soon it started to fall out. She did get better, just in time to save some of her hair, but it didn’t grow back.
The shallow prince was disgusted, he called her names and screamed and fought because he was going to have to marry her still… everyone was cruel to her now calling her baldie bride and knotty queen and the royal rughead. She cried and she ran and she hid in a cave behind a waterfall, a cave that dwarves DON’T go inside! … for a good reason… the rocks were slippery. She fell and was hurt.. bad. She was angry and sad and bitter that she ended up here. She missed her hair, she missed being amazing, she just wanted what she had before. She didn’t make it… but her spirit stayed and it drew upon old magics from deep below… magics that let her spirit be beautiful and hairy again. She would look at herself in the reflection of the water and remember what it was like to be alive and hairy. There her spirit stayed for a very long time with thick long amazing hair scaring away any creatures, like goblins, who might bumble into her cave until…
One night a goblin girl came into the cave. A crying goblin, a sad goblin, an angry goblin who missed her teeth and just wanted what she had before. The goblin slipped and fell and… almost got hurt but the spirit caught the goblin with her hair. The spirit felt the same as Shallotte, they both had something wonderful and lost it. They talked and shared and cried and held each other, they understood each other, because they both knew what it was like. Shallotte didn’t want to leave the spirit, and the spirit couldn’t leave the cave but she did have an idea! The spirit was able to enter Shallote’s mind! It could stay with her and even give her powers- it couldn’t restore her teeth but it could give her hair, Thick, Long, Amazing hair! Silvery white hair of ancient magic from deep below! Together the two left the cave, and they both felt better. Each had let go of what they lost… and held on to something new instead- each other.
Build
The Spiritualist is a pretty obscure class and seems to be focused on haunts, phantoms, etc… basically incorporeal undead and the wacky stuff they do. It’s probably pretty rad for an occult/horror themed game but this is a general adventure character so a lot of the focus has been homebrewed away. Our goals are, instead, to basically be a reach magus with hair for a weapon and do cool anime magic hair things.
- 2nd row melee with reach, DEX to hit and WIS to damage, and spellstrike.
- Action Denial and Battlefield control through hair flavored spells (yum) and maneuvers with reach.
- Mobility and Utility with non-combat hair abilities
- Be spooky chill-goth with tired eyes and a messed up smile through roleplay.
Spiritualist with Ectoplasmatist, but flavored and homebrewed and… by now you know how I do things… We’ll lose the phantom itself for Stabby Lashes, Spell Combat, and SpellStrike.
In the past I’ve made custom traits that really gave flavor to the character but I’ve also made traits largely just change how the class works entirely. In the latter cases was treating it as if the trait was a cost and I was satisfying some measure of balance and fairness by consuming a trait for that flavor but… its kinda silly isn’t it? So I’m not doing that for this character. If you don’t want to listen to me then traits that grant escape artist or climb as class skills are decent alternates, but if you’re not listening to me then why am I telling you what to do? Because I’m the Goblin King that’s why and I recommend the following.
Scholar of the Great Beyond because our dwarven princess phantom is, in fact, centuries dead so she kinda knows about old times and the afterlife. We’ll gain a +1 to knowledge History and Planes with History becoming a class skill for us.
Balloon Headed is a goblin trait which grants us a +1 to perception and adds it as a class skill. However… we also take a -8 penalty to any escape artist checks that require us to squeeze our head through a tight space. Lol… so for us it won’t be the actual skullnoggin, maybe we get big anime eyes, but mostly it’s all the hair… if we try to pull it all through a tight space with us we get tangled up and stuck like step-dingus.
As for racials, the goblin racials don’t do much for this build and most alternates are either redundant with abilities we get (climb speed) or don’t make sense with our background (bite). Instead, we’re going to chop the Skilled racial in half keeping the +4 to stealth but swapping the ride bonus for the Dwarven Alt Racial LoreKeeper. The idea is that our phantom princess remembers ye olde dayes and can tell us all about it with a +2 bonus to Knowledge(History) pertaining to dwarves or their enemies. This synergizes with our trait for a solid history check and frankly I’m going to ignore the part about dwarves only… Additionally we’re going to allow ourselves to take the dwarf favored class bonus for spiritualist. Problematically there are two; one is 1/4 for +1 damage with phantom slam but we have lashes- we can just say it applies to lashes and that’s reasonable. The other is 1/6 for +1 to shield bonus from one of the standard phantom’s manifestations. We don’t get that shield thing, but we do get an armor thing so I suggest we allow the bonus to apply to that. I’ll probably put all my points into that even though it’s a futile effort to max AC in general.
Phantom’s Hair Lash
The Ectoplasmatist typically manifests lashes of ectoplasm as weapons but Shallotte’s lashes are manifest from her own hair imbued with supernatural length, prehensility, and strength by the dwarven phantom who shares her body. Her weapons granted by the Ectoplasmatist’s Ectoplasmic Lash feature shall be referred to as Stabby Lashes and follow all the same rules with the following exceptions. Shallotte’s Stabby Lashes always deal piercing damage, are always treated as light weapons regardless of how they are manifest, and may be used to perform Disarm, Trip, Reposition, Steal, Drag, and Grapple combat maneuvers. Despite Shallotte being small size her Phantom’s hair is that of a dwarf and is treated as Medium for all purposes, though she takes no penalties related to wielding improperly sized weapons. When her lashes gain 10ft reach at 4th level they are treated as Large gaining a +1 bonus to CMB, and when her lashes gain 15ft reach at 8th level they are treated at Huge for a +2 bonus to CMB. A Stabby Lash cannot be targeted with an attack but can be sundered; Each lash has hit points equal to Shallotte’s level and a hardness equal to Shallotte’s WIS modifier. Her lashes cannot be repaired; any which are broken or destroyed must be dismissed and manifest again to be made whole. While Shallotte does not wield her lashes in her grip; she directs the lashes with her hand(s) so the “handedness” matters. A free action to cease or resume, at the beginning of her turn only, allows her to free her hand(s) or resume directing her lash(es).
Prehensile Hair Lashes:
In addition to her Stabby Lash, starting at level 2, Shallotte may manifest additional prehensile phantom hair lashes for non-combat purposes. These lashes shall be referred to as prehensile lashes.
Shallotte’s prehensile phantom hair grows from a pool of length which increases as she gains levels. Her base length is equal to 5ft per 2 character levels. If Shallotte is not manifesting any Stabby Lashes she may treat the reach of her Stabby Lash as additional length in her pool. Manifesting a single prehensile lash requires a move action and at least 5ft of length. Each lash can be granted additional length from the pool or shortened, returning its length to the pool, as a move action. Manifesting or modifying the length of more than one prehensile lash at once requires a full-round action and at least 5ft of length for each lash manifest.
Each Prehensile lash can be used to reach and manipulate objects as easily as her own limbs, as sensory organs, to gain movement speed or movement modes, or simply as a length of rope but cannot be used to wield weapons, perform combat maneuvers, or make attacks. A lash cannot be targeted with an attack but may be sundered just like a Stabby Lash. Each lash has a STR score equal to Shallotte’s WIS modifier determining how much it can lift, move, and exert but, if tied off as rope, has a tensile strength equal to 100lbs times her WIS modifier and can be broken by a STR check with a DC of 20 plus shallotte’s WIS modifier. Prehensile lashes of any length are a significant bundle of hair but can reach through gaps as thin as 1/4inch.
Using at least one prehensile lash, Shallotte can lift herself up off the ground, as per the Levitate spell, vertically up to the height of the shortest lash used but any lateral movement will cause her to fall. While levitating, her hair may still be subject Bull Rush, Trip, Reposition, and Overrun combat maneuvers which, if successful, cause her to fall and she suffers a -4 penalty to CMD against such maneuvers, but each additional lash used for levitation grants her a +2 bonus on her CMD against these maneuvers.
Using at least 2 prehensile lashes Shallotte may gain a climb speed of 5ft and each additional lash used for climbing grants a +2 bonus to climb checks and an additional 5ft of climb speed; note that her lashes must be long enough to reach the surface she wishes to climb.
Using at least 4 prehensile lashes as quadruped legs Shallotte may increase her land speed to 40ft and gain a +4 bonus to CMD against Bull Rush, Trip, Reposition, and Overrun maneuvers. If each lash used for movement is the same length then, for each additional 5ft of equal length, Shallotte’s land speed increases an additional 10ft and she is treated as levitating that many feet off the ground.
As a free action any one prehensile lash can be designated as a sensory organ for as long as it is manifested allowing Shallotte to see from the furthest tip of the lash and to hear and feel along the entire length of the lash. If this sensory lash is sundered, Shallotte takes an equal amount of non-lethal damage.
At 20th Level Shallotte gains an additional 5ft of length and may now manifest any combination of both Stabby and Prehensile lashes and modify the length of Prehensile lashes as an immediate action.
These abilities replace Bonded Senses, Detect Undead, Calm Spirit, See Invisibility, and Call Spirit.
Phantom’s Grace: (req Shallotte, weapon focus: hair, CL3) Shallotte directs her Stabby Lashes to attack but it is her Phantom’s manifestation which imbues them with power. Shallotte may add her Wisdom modifier instead of her Strength modifier to damage with her Stabby Lashes and to her Combat Maneuver Bonus for maneuvers performed with her Stabby Lashes. She gains 1.5x the bonus to a two-handed lash and ½ of the bonus to an off-hand lash. This feat also satisfies pre-requisites as the Agile maneuvers feat.
Grasping Lash: (req Shallotte, Phantom’s Grace, Deft Maneuvers, BAB+6) Shallotte may use her phantom hair lashes to perform one each of Disarm, Trip, Reposition, Drag, or Grapple combat maneuvers in place of any of her attacks or attacks of opportunity in a round. For example, she may use her first attack to attempt a Trip maneuver, and her second attack to attempt a Reposition maneuver taking a -5 iterative penalty on the roll, but she may not attempt another Trip or another Reposition even if she may make more attacks in that round or in place of an attack of opportunity but she may attempt a Disarm in place of either.
Constricting Lash: (req Shallotte, Phantom’s Grace, Deft Maneuvers, BAB+6) Whenever Shallotte succeeds at a Trip, Reposition, Drag, or Grapple combat maneuver with her phantom hair lashes she automatically deals damage equal to her lash’s damage dice. When her BAB reaches +11 she may also add her Wisdom modifier to this damage.
Climb: we may have low STR but we will have a climb speed and enough of a bonus from our prehensile lashes that if we offset the STR penalty here we can be pretty good at climb checks.
Disable Device: With the potential reach of our phantom hair, we can reasonably safely disable traps if we can spot them. Investing in this could be great if you’re not stealing the spotlight from a rogue.
Escape Artist: as a small creature we may be vulnerable to getting grabbed. This helps us get outta that.
Perception: always good to have, and our trait gives us a bonus and makes it a class skill. Better still is that we can be kinda like the eyes/ears/tentacles guy from My Hero Academia thanks to our Sensory Lash.
Sleight of Hand: using our phantom hair lashes we may be able to pull off some silliness, but that’s up to you whether you want to try. We aren’t exactly swimming in skill points like a rogue or INT class would be.
Knowledge: History makes sense for us; our Phantom is an ancient ‘princess’ dwarf so her lifetime knowledge would be our history and we get a solid boost from trait/racial with it becoming a class skill. This deserves at least a point for flavor but who knows how useful in the long run.
Spellcraft: well… we ARE a caster and I guess we probably ought to use at least one of our class skills…
STR– Thematically we should be weak because it’s the hair that does the work right? But the rules use your STR because they’re melee weapons. I’m so tempted to just make up more crap here (edit: and so I did) but… we’re gonna lean into DEX with free weapon finesse (EITR) and eventually cheat WIS to damage with a homebrew feat so… it’ll be ok. Dump to 8 for a 6 and suffer until Lvl3.
DEX– Weapon Finesse makes this very important and its bonuses to AC and Reflex make it valuable as well, plus its easy to pump it sky high. You can make it a 16 and then get a 20 from goblin racial +4. Easy day.
CON– always helps, never hurts, min 12 or you die!
INT– Up to you and how many skill points you want, I’m just going with 12.
WIS– This is our casting stat and we’re going to get it added to damage as well. We’ll need it to be good but we don’t get any bonuses here- its just so much easier to get really high DEX. I’ll be going with 15 and plan to bump it at every opportunity.
CHA– Thematically, canonically, this should be low. Shallotte is a spooky girl with ghost hair and missing teeth. It just happens to also be a meta dump stat, take 7 for a 5.
Feats, Choices, and Features
1- Knacks, Phantom Hair Lash, Weapon Finesse (EITR), Piranha Strike (EITR), Weapon Focus: Hair, Lv1 Spells
2- Prehensile Hair Lashes, Lash +1
3- Spiritual Combat (spell combat + spellstrike w/lashes), Phantom’s Grace
4- Lash Reach 10ft, Ectoplasmic Armor +4, Lv2 Spells
5- Combat Reflexes
6- Lash +2
7- Deft Maneuvers, Lv3 Spells
8- Ghost Touch Lash, 15ft Lash
9- Grasping Lash
10- Lash +3, Lv4 Spells
11- Constricting Lash
12- Emo Focus + SpiritBound Blade effect, Ectoplasmic Armor +6 w/ Ghost Touch
13- Greater Trip/Reposition, Lv5 Spells
14- Lash +4
15- Greater Combat Maneuver
16- 2nd Emo Focus + Spiritbound Blade effect, Lv6 Spells
17+ Greater Combat Maneuver or whatever
Exposition
Scholar of the Great Beyond and Lorekeeper are racials that give us a total of +3 to know:history and let is be a class skill. Nothing fancy here, just slap it on the sheet.
Balloon Headed gives us +1 perception and makes it a class skill however… also a -8 to escape artist to squeeze lol. Remember this because it could be a great laugh.
Skilled is half of the normal gobbo racial, we only get the +4 to stealth.
Phantom Hair Lash is our big thing that this archetype and character is all about. Instead of the phantom of the base spiritualist, and all its abilities, we get to manifest weapons from our magical hair. A considerable amount of homebrew applies here and we get to choose between TWF for 1d6 and 1d6, 1H for 1d8 and a free hand, or 2H for 2d6, all light, piercing, and finesse-able. As mentioned in the homebrew, she uses her hands to direct the lashes so whatever she manifests is treated as occupying her hand(s) even though she’s not holding it; you’ll need to manifest the 1H version or stop attacking for a round to have a free hand. With our dumped STR we’ll be dealing pretty poor damage so the 2H version is probably the most sensible at this time. We’re probably just gonna suck at Lv1 but that’s ok, you just gotta live a few levels. Note that these lashes cannot be used to manipulate objects because they’re too stabby but they can Trip, Disarm, and Grapple; which are unlikely to succeed right now.
Weapon Finesse and Piranha Strike are granted for free, sort of, by EITR and that’s what I play with. If you don’t play with EITR… you should cuz its great and really makes thing suck less but.. if you don’t then just bump.. I guess ALL the feats back by 4 levels as you pick these. Don’t do that… just use EITR. These let us apply our DEX to hit with our hair, and trade -1 to hit for +2 to damage (scaling per four levels) which may be necessary to counter our low STR damage penalty. The Stabby lashes are just gonna be more like tickly lashes for the moment…
Weapon Focus: Hair is just your basic +1 to hit with our hair. Being a partial BAB class this feat easily justifies itself but we’re really taking it to be eligible for the made-up WIS to damage feat. Wait… didn’t I just mention how EITR reduces feat tax? And now I’m submitting to a feat tax that I invented? Have I become the mad villain after all?
Knacks are our level 0 spells. Aside from the usual in Daze and Light, I noticed that we have two touch spells. Both are harmless buff spells, Virtue and Guidance, which you normally would not cast on a foe but… lets revisit this again at level 3.
LV1 spells are pretty sparce on the spiritualist; we don’t know many and we don’t get a lot per day and that’s rough right now. Right here at character creation I would suggest Shield and Mage Armor to help keep us alive and in play until we get more stuff to play with. You could just wear some light armor and go with another spell, we don’t take any spell failure. Chill touch will soon be a staple for improving damage. Other good options include Feather Fall for some helicopter hair, and Endure Elements to use your hair as a personal fan or a warm and fuzzy parka, Protection from alignment is ok, Touch of gracelessness could be good, same with cause fear but only for a little while; overall Lv1 spell options are underwhelming or off theme. It’s OK. Just hang in there.
Prehensile Hair Lashes are the interesting and fun part our magic hair. We’re giving up some of that spooky spiritualist stuff to have cool hair stuff and can use it for fun things. The huge homebrew section on that is pretty confusing but the basics are that theres a progression of how soon and how strong options are from this. I’ll try to mention each new threshold of improved function when you get it but I might forget despite the spreadsheet I made [edit: yea I forgot… I didn’t mention jack squat about it by the time I proofread this… I’ll do it now]. You get a pool of length to build your hair from and can do whatever you want with it as long as you have enough. Right now you can make a prehensile hair lash of up to 10ft that can squeeze under doors, reach and manipulate objects, and even hear/see/feel like you can. You can also use your hair to gain a climb speed of 5ft or lift yourself 10ft off the ground but watch out because you can easily get knocked down. This affects your attacks in no way whatsoever.

We DO get a +1 enhancement bonus to our Stabby Lashes though, which is nice.
The waiting has paid off! That’s not an ability.. I’m just rambling now. 2 levels of being pretty meh but the next two abilities are gonna make us be cool. Consider damage to be online now.
Spiritual Combat is our next big cool thing; its quite literally both Spell Combat and SpellStrike from the Magus. Right now we still don’t have many really cool spells to use this on but Chill Touch should be considered online. In addition, remember the Lv0 harmless touch spells? By granting the target a mere +1 to their next roll or +1 temp HP you get a free spellstrike hit just like the magus does using arcane mark- it’s hardly a bad trade given the feat we’re taking at this level and you can do it all day.
Phantom’s Grace is our homebrew ‘feat’ that basically swaps STR to WIS for anything we do with our Stabby Lashes; stabbing, grabbin, etc… Why were we using STR at all when hair has no STR? When I already said that the Prehensile Lashes use her WIS to determine their STR? Mostly because I had originally written this to be a DEX to damage thing but then changed my mind. But wait… aren’t we still using DEX to hit? Yes… lol. Recap: We have DEX to hit because shallotte’s motions direct the hair, WIS to damage because the phantom’s spirit empowers the hair, WIS to CMB also because of the phantom, and you can pretend you have agile maneuvers feat for pre-req purposes because I wanted to.
At this level our Stabby Lash gains a reach of 10ft allowing us to very effectively mid-line. We can stand behind our fighter or barbarian to avoid hits or having to cast defensively and still make our own strikes. We are now able to make attacks of opportunity on approaching foes as well, at least in standard rules, but attacking at reach will also provoke if we are threatened- kinda like how shooting a bow would; so there’s a bit to think about when using the reach. I added a perk clause in the homebrew where the combat maneuver bonus (not defense) increases as if this reach were from being large size so we get a +1 to CMB with the lashes. This is also additional length we can use for our prehensile lashes if we choose not to manifest any for combat.
Ectoplasmic Armor is just free Mage Armor any time you have a Stabby Lash manifested, pretty nice. This will get stronger later too. Picture this as a mesh of your own magic hair woven into a Kevlar vest or something.
Level 2 spells bring a few decent offensive options for spellstriking; Ghoul touch is a bit stinky but potent if they fail their save. Stricken Heart is pretty nice dealing a modest 2d6 damage but applying a no-save stagger for the round (a minute if crit). For defensive options there is protection from arrows to keep us safe from long range threats while we mid-line and False Life is a pretty standard alternative to healing. Again, the spells aren’t super impressive on the spiritualist and we won’t have many per day anyway.
Combat Reflexes will allow us to take greater advantage of our reach potentially making several AOO’s in a round if our positioning is good. This is really more of a foundation feat for others but it will get better when we get even more reach later and when we get the ability to do combat maneuvers in place of AOO’s.
All we get here is a boost to our Lash’s enhancement Bonus, now +2.
Deft Maneuvers is an EITR feat that is simply improved Trip, Disarm, Reposition and Steal all in one. You now gain a +2 with these and don’t provoke when attempting them vs foes who threaten you. Your reach helped with the provoking before because they couldn’t reach you back, now we can do it even when threatened, but would we still provoke from a non-target foe who does threaten us while we attempt a maneuver on a target at 10+ft? Unclear… but the +2 is a very helpful boost. Note the difference between Disarm and Steal- Disarm is for held objects, Steal is for visible worn/carried objects.
Lv3 Spells bring us the good stuff, finally. Bestow Curse is a classic and solid debuff deliverable via spellstrike. Displacement is a fantastic defensive and will probably be the best one we get for a long time. Force Punch sounds fun and can spellstrike, but the fort save means it won’t often move the targets we’d most like to move. Vampiric Touch is an option for balancing damage and healing with no save. Ectoplasmic Snare is a flavor bomb here; its not a spellstrike but it does target REFLEX grappling foes and still entangling on a save- you have to concentrate to maintain which requires a standard action each turn but if the target failed their save it is worth the action. Consider this a better means of grappling at this level with a longer range and competitive bonus. Haste is worth a mention because its just too good.. if nobody else has it you can and should provide but you aren’t the ideal caster for it due to limited slots.
Our lashes gain the ghost touch property and another 5ft of reach for 15ft total. The reach is now pretty phenomenal and is something typically only achieved with crazy size increases but we get to stay small. In addition, we no longer provoke when attacking at reach while threatened so we can do our thing more freely. As for the ghost touch, its always hard to say how often incorporeal targets will be encountered but if it happens even ones this will feel pretty good- touch em up! Additionally, we now have a +2 size bonus to CMB (not D) because thems some Huge locks of hair to reach 15ft.
Grasping Lash is a homebrew feat I wanted so that this character could more reasonably attempt combat maneuvers. The hair doesn’t do amazing damage and that’s ok, it should be amazing for cool stuff we’ve seen in anime like grabbin baddies and whippin em around; combat maneuvers. Sure, we could just spend a standard and give up our attacks and spell combat but… we’re not full BAB so even with feat support and enhancement bonus we’re not at a big advantage. This feat lets us replace AOO’s with maneuvers, only one of each kind per round for sillies, but we can potentially stop foes who try to move through our reach and all are made at our highest attack bonus. Trip the first, Disarm the weapon of the second, and Grapple the third foe who tries to rush past, but you can’t trip them all. With 15ft reach and likely 5 AOO’s per round, we can do a lot of shenanigans.
Our lashes upgrade to a +3 enhancement bonus at this level which, more than anything else, represents a pretty massive wealth boost. I haven’t given much thought to what we’d want to spend that saved gold on but we know we could use some +WIS and +DEX items.
4th Level spells finally brings us the real ones; the rock solid full flavor and high power combos. Right off the bat we gotta talk about Black Tentacles; its good and we all know it but now it has to be mystical magical raven hair instead of extradimensional loli grabbers- consider this a direct and massive upgrade over Ectoplasmic Snare. Etheric Shards is another banger on theme, rather than invisible energy shards its micron thin strands of razor sharp hair that slow, damage, and bleed creatures moving through lasting hours/lv for an OK combat cast or a phenomenal “don’t follow me” option. Wall of Bone is normally grabby bone-hands coming out of a calcium rich barrier but now it’s a grabby tendrils of hair coming out of a knotted veil of keratin; good for when you want more impassability than tentacles offers. Greater False Life, Freedom of Movement, and Enervation are all powerful but not necessarily thematic so I’ll only drop the names. Decollate, however, is one I’ve been looking for the opportunity to use but hadn’t found the right character yet; normally removing your own head is useless because what’s a head going to do? But when the head has prehensile and weaponized hair attached to it… you almost wonder what’s the point of the body instead. Sufficiently spooky for the possession theme, you should absolutely try to use this somehow; talk to your GM for rulings about how the hair is going to work when you normally direct it with your body but remind him that this is hardly an advantage, tell him I said “just let it happen”.
Constricting Lash is a homebrew feat just for this character that helps us feel like doing combat maneuvers is still a good idea over just dealing damage. We may not be full-attacking but if we succeed at a maneuver with our hair we still deal some damage. For now its just weapon dice plus enhancement but eventually it will be full including WIS and scorpion strike.
At this level we get an un-named ability that basically gives us a free weapon special ability for our lashes. You have to pick from the list in the Spiritbound Blade spell and the choices aren’t all universally useful but it is kinda neat. The Menacing weapon seems like a really great one but its wording makes it not quite what we were hoping for- if YOU are adjacent, and the target is flanked, then flankers get +4 instead of +2. Now… we don’t really want to be adjacent.. but we do want to be flanking. If you could convince your DM to let you grant this bonus just by threatening… it would be really strong, maybe too strong… otherwise you can get keen or ignore concealment. The other options probably just don’t work well for us.
Greater Reposition or Greater Trip are both solid options at this point, though reposition relies upon your allies positioning and ability to make AOO’s and trip doesn’t work on flying foes. Imagine a foe moves into your reach and provokes an AOO, you could reposition the foe into the barbarian’s threatened area giving him an AOO but what happens next? Does the foe get to finish his movement from that spot? If you Trip with an AOO then movement stops and you get to make an AOO. Reposition does have a kinda cool feat chain down the line though…
Level 5 spells do bring in some power but nothing feels as cool as the last tier. Overland Flight and Waves of Fatigue as generally good, but not terrifically interesting. Slay Living is the most powerful damage spell we’re going to get and not far off the spooky theme, easily worth taking to spellstrike with. Suffocation is a save or KO spell, stagger even if save, that kinda works if you imagine some hair choking them out. Wall of Ectoplasm could be flavored as a wall or hemisphere of hair that.. is spooky.. radiating fear effects- but its kind of a stretch. There are other spells worth taking at this level but none feel entirely appropriate- feel free to take what you need because, by this level, you’re invested and its better to keep the character relevant and alive.
All we get at this level is a bump to the enhancement bonus, +4 now.
By this point… everything we hope to do is online. You could take all of the greater maneuver feats so that all your AOO maneuvers get the +2 or you could finish some more interesting feat trees based on what you’ve already got. Greater reposition lets you move foes into allies threatened area to provoke AOO’s and then the Whipcrack feat lets you send your dance partner spinning off in a straight line, and Domino Crash lets you whipcrack a foe into another to reposition that foe too; quite silly but tempting just for the laughs. Greater Grapple and Rapid Grapple are nice but I already made 2 builds that focus on grapple. There are some great trip tree builds as well but I also already made a build that takes advantage of those via Overrun. Disarm and Steal might be neat if you wanna see all your enemies equipment falling away from them. Ultimately, take whatever you feel like at this point.
You get a second weapon special ability at level 16, as per spiritbound weapon, and enhancement bonus grows to +5 at level 18. The fearstacking weapon ability might synergize with any fear inducing spells you’ve taken along the way but otherwise it’s the same stuff. The Cap stone gives you a bit of extra length and the ability to manifest or change your lashes however you wish as an immediate action. I could be more creative with that but… despite capstones being among the most flavorful and class defining things they’re also the least accessed due to being 20th level.
We get access to 6th level spells where we can pick up Harm as ultimate spellstrike option. Banshee Blast is a cone with modest damage and a Panic effect, feels plenty spooky and offers control. Enemy Hammer is basically telekinesis for not merely throwing but swinging enemies around and it ruins their turn too, but if you imagine that it’s your hair doing the hurling then it tastes right. They get a save against each throw but not the effect itself which goes on for rounds per level. The damage is poor at this level but the range and turn denial is excellent if the target has a soft fort save.
Combos and Strats
Weapon Finesse, Weapon Focus, Piranha Strike, Phantom’s Grace, Spiritual Combat, and Chill Touch give us the ability to do reasonable damage. It’s not exactly a combo, but without this we would be dinkin away with piddly numbers and that would suck. 1d8+WIS isn’t going to be any better than your typical shocking grasp magus’ base damage, and we don’t get shocking grasp, so it’ll feel appropriate.
15ft Reach, Combat Reflexes, Phantom’s Gasp, Deft Maneuvers, and Constricting Lash will work together to allow us to take the role of mid-line overwatch/support. Not only can we attack from behind our homies, we can potentially stop or mess with foes before they reach our front line. Your maneuvers can force AOOs, ruin actions, and remove weapons/items. This is probably the coolest and most useful thing we can do.
High DEX, Ectoplasmic Armor, Displacement, and Reach coupled with Climb, Levitate, and Base Speed from Prehensile Lashes and +CMD give us many options to stay out of harms way. The movement options granted by the Lashes could potentially allow us to simply be out of reach vertically and the increases to speed, whether base or climb, could help us gtfo to where we want to be and still have actions leftover. Combat maneuvers targeting the lashes could take us down to prone but the CMD improves as you get more options. Displacement, I’d rule, also applies to our hair so there’s a layer to protection there too. Just don’t get stuck in a tight spot with that -8.
I also want to spend some time on Decollate. Removing your head really doesn’t gimp you at all; the head has the weapons and the ability to ambulate via the hair. It has the verbal spell components (ok maybe not since the head appears dead but I’m just going to ignore that right now) and, I’d rule, the prehensile hair will qualify you for somatic spell components but the reagent pouch might be an issue. The spell says the head can’t see or hear through its eyes or ears and appears to be dead but… the prehensile hair can be designated as a sensory organ so theres your awareness right back! Really you’re bringing so much of the toolkit along with the head that it begs he question; what’s the body good for? Well the body gets 15ft blindsense, normal hearing, and retains its physical traits which, I assume, includes skills and basic capacity for labor. The body could be left behind to do chores or perform a specific task while the head is brought along with the party for the good stuff. This is, as written, very dangerous because the head only has 10HP but I would probably still try it at least once for kicks- especially if it only makes goblin-sense to do so.. it’s a roleplaying gimmick not a mechanical advantage. Note that I do, someday, plan to build a goblin necromancer type with a severed head familiar and if Shallotte were to die while using Decollate then her head would definitely be the one used as that character’s familiar.
Slow to come online. We’ll be level 3 before we get to do anything cool, or even decent damage, and our big cool custo feat for area denial of movement doesn’t come until level 9. While I feel that this may be fair and balanced, there are plenty of ways within the standard game rules to get way more impact way sooner with other builds so the late-online stuff I’m referring to is mostly relative to other players possible builds but also to the expected CMD of monsters by the time you can really use what you’ve got.
Spells per day will be very low at first. It’s not as if we have a lot of interesting spells to choose from at low levels anyway but even dependence upon chill touch for damage will be painful when we know we’ll need shield and mage armor to survive. In many ways we are like a magus, except in the way that magusesees can spend arcane pool to recall spells and just have more spell slots in general.
Otherwise, I’ve added a lot of homebrew stuff to strengthen the weak areas of this build which would have otherwise resulted in something totally unplayable. The base ectoplasmatist seems meant to be a STR based psychic magus but I think we’ve done well enough to give this character a very unique identity. If nothing else, we are NOT weak in flavor.
This build expects to keep the off-hand open so that we can continue to cast spells and make use of spell combat and spellstrike, tries to enable us to contribute decent damage, but also tries to empower combat maneuvers so that we don’t need to cast spells every round to contribute control. This balance does mean that we see our options opening up slower and may even result in us falling behind despite our efforts, depending on your game and teammates.
We could, instead focus on increasing damage output by taking feats from the two-weapon fighting tree instead of the combat maneuver feats. The 2-handed lash doesn’t really leave us the option to mix in spellcasting at all but the 2 1-handed weapons can be flexible on a per-round basis to mix in casting and striking. 1d6+enhancement+WIS+pirhana damage+chill touch X2 (if both hit) could be respectable and, its only a free action to suspend or resume directing the lashes. Theres loads of cool TWF feats, not all are very good, but they’re certainly cool like TW-Rend or TW-Defense or the one that’s like pounce-lite.
Varying on the TWF theme, a 1-level monk dip grants flurry of blows and we could make arguments that the hair, being part of your body, qualifies for flurry lol. You would also get WIS to AC and CMD, a bonus feat, +2 to all saves, and stunning fist which is not as easy to make an argument for delivering through the hair. If going for the TWF thing this is probably strictly superior; especially in shorter running or low level games.
Yet another option, though low to no damage, is to focus on supporting your frontliners with the BodyGuard feat, foregoing phantom’s grace and any maneuver feats. This allows you to use your AOO’s to aid another’s AC when attacked and you can use the “helpful” trait to make base aid another be a +3. There are surprisingly few general ways to increase aid another bonus, nearly all are class features, but there is a rather expensive ring that boosts it by +1 and allows sharing of teamwork feats that you know. The teamwork feats open up several interesting options, none of which increase the bonus, but can dramatically increase the usefulness; covering fire lets you aid as ranged (body guard says adjacent only but lets say this works together as AOO), got your back denies enemies flanking bonus, harrying partners makes it last the whole round. I now see that there is an entire re-build possible here but I need to finish this character so I’m gonna leave it alone; its probably better on something with tactician and a whip anyway.
Lastly, I had originally made this a full DEX build with DEX to damage by entirely ignoring the stipulations of slashing/fencing grace. Then, while defining the lashes carry weights and tensile strength, I used WIS for the calculations and realized that I liked the idea of WIS better. If that grates upon you, you can go back to the DEX thing- just take Slashing/Piercing Grace whatever at level 3, Agile maneuvers at level 5, and bump all the other feats back 2 levels. I had envisioned following the rules and having to keep a hand free to gain the benefit of grace, and then allowing a greater grace kind of feat that let you ignore that rule and even gain 1.5x to the 2h manifested lash or 0.5x to an offhand lash. You would also need to modify the DEX to damage clause in Constricting Lash.
Roleplay
Both Shallotte and the princess are supreme edgeladies but with a good sense of humor; as if that edgy teenager you used to cringe at finally got over their self and is genuinely cool now but still looks the same. To roleplay this you should do spooky stuff like use decollate just to freak people out. Shallotte and the Princess both inspired amazement with their glorious physical features but, since those features have been twisted that joy of amazement has also been twisted into more of a self-amusement. Shallotte should enjoy shocking and surprising onlookers with both her appearance and antics. She may be inclined to faux a noose with her phantom lashes and make mockery of a dying face, seeing a shopkeeper reel back in horror would fill her with glee. A simple tickle with a phantom lash is much less garish but could still send a chill down someone’s spine.
Shallotte is rather elegant name, for a goblin, but keep in mind that its not her given name, its something she and her phantom came up with perhaps as a mashup or just a new beginning. Their given names don’t matter, they say, they’ve kinda forgotten them due to goblin silliness or centuries of being undead. She prefers to wear the princess’s ancient tattered wedding gown which she died in. Its long flowy lace will hang below Shallotte as she lifts herself off the ground by the hair and the fit is quite loose hanging just off her shoulder and draping over her hands; equal parts cozy and spooky. The spooky stuff is for fun, but don’t neglect the cozy stuff either; this is how we’ll endear ourselves to the party. The hair makes for a great sleeping bag, pillow, or snuggle buddy. Your party members should occasionally wake in a warm hairy blanket, use your prehensile lashes to hand your peers their beers right off the tavern wench’s serving tray, and get super touchy-feely whenever you can with the hair; but you don’t like actual physical contact body to body. Use your sensory lash to look over the stuffy wizard’s shoulder as he spellcraft’s that scroll- and maybe let a stray hair go up his nose for a giggle. Give your gruff barbarian a big ole hairy gg-spank before heads to the weapon shop or even go along to tell him which armors are too lame, lay out a bed of hair for your ranger/druid’s animal companion or give the cavalier’s mount a mock toupè with the tips of your lashes.
You want to roleplay a strong attachment to your peers, clingy but not annoying unhealthy attachment. Well.. maybe just a little bit of unhealthy attachment. in response to disrespect or, especially, hostility toward your party members you should escalate that same disrespect or hostility. In combat shifting your focus toward supporting whoever is getting harried is a great way to earn your peers appreciation- everyone likes some backup; if your fighter gets crit then use your strongest moves on the offending foe until it goes down (unless that’s unwise). You are trying to earn your peers acceptance and, once you get it, double down on the things that won it. On the flip side, perhaps the darker side, refer to the character section from the beginning. When being protective of your friends you should go over the top- violence and cruelty even in the extreme are right on theme for any NPC that did your buddies dirty.