Languages Common, Goblin
Other Gear
10,000gp
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TRACKED RESOURCES
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Bardic Preformance (10/10)
Mythic Power (9/9)
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Special Abilities
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Bardic Knowledge +1 to all Knowledge checks and can make them untrained.
Bardic Performances as a standard action, start a performance. You can maintain the performance as a free action for up to 10 rounds a day.
--Countersong
--Distraction
--Inspire Courage affected allies gain +1 morale bonus against charm and fear effects, and +1 competence bonus on attack and damage rolls.
--Yapping Song creatures that can hear you take -1 to attacks, damage and saves against fear and charm effects.
Darkvision gain Darkvision 60ft.
FCB +2 rounds of Bardic Performance.
Goblin Foolhardiness +1 to hit with melee weapons against creatures larger then you when you have no allies adjacent to you.
Lead From the Back if you have cover or concealment against at least 1 opponent, and are not threatened by any, you can bark orders to grant your teammates +1 weapon damage for 1 round as a standard action.
Skilled +4 to ride and Stealth checks.
Versatile Performance you can use your Performance: Sing bonus in place of your Bluff and Sense Motive bonus.
Well-Versed +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
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Eternal
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CR +5 (+2 Bard, -1 Class Levels, +2 Eternal, +1 Mythic)
If you are killed, turned into an undead, polymorphed, petrified, burned, or otherwise destroyed, you return to life and normal well-being 2d6 minutes later (even if disintegrated), gaining benefits similar to a true resurrection coupled with a heal. If the location of its body has become hazardous enough to kill it instantly, when the immortal creature returns to life it teleports to the closest safe space. Eternal creatures do not age, eat, sleep, or need to breathe, and they are immune to magic versions of those effects.
You can never gains any levels or Hit Dice.
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Mythic
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Ability Bonus gain +2 Dex.
CR +5 (+2 Bard, -1 Class Levels, +2 Eternal, +1 Mythic)
MR +3
Bonus HPs gain +24 hps.
DR/Mythic gain DR 5/Mythic.
Mythic Power you have a pool of mythic power that you can use to power your abilities (9/9).
Natural Armor Gain +3 NA.
Surge You can spend 1 MP as an immediate action to add 1d6 to a d20 roll after the results are revealed.
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Encumbrance 0lb
Light 100lb, Medium 200lb, Heavy 300lb
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Eee.Peees 000
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Creating a Mythic Buzzgob!:
Step 1: Determine Mythic Rank.
CR 5/2=2.5 rounded up to 3.
Step 2: Add Mythic Template.
• +3 NA.
• +24hps.
• DR 5/Epic.
• Mythic Power (9/9) and Surge (1d6).
• +2 Dex.
• gain +2 Mythic Feats ().
• gain +4 Mythic Abilities.
• Change CR to CR 6.
Step 3: Add Mythic Abilities.
• Display of Dexterity
• Master of Escape
• Unstoppable
• Vanishing Move
Goblin Song - I'm as tone-deaf as a rock! In fact, I am pretty sure rolling stones would made better noise then I could...
...Puns! His thing will be puns! Lots and lots of puns! >:D
Enchant it to me baby Uh huh, uh huh!
Buff it to me baby Uh huh, uh huh!
Scry it to me baby Uh huh, uh huh! And all the Gobos say I'm pretty fry for a smol guy
Uno, dos, tres, cuatro, cinco, seis
You know it's kind of hard
Just to get along today
Our Juju isn't cool
But he fakes it anyway
He may not have a clue
And he may not have style
But everything he lacks
Well he makes up in denial!
So don't debate, a Fumbled spell
You know he really doesn't get it anyway
He's gonna buff the field, and keep it real
For you no way, for you no way
So if your spell don't duplicate, just overcomensate
At least you'll know you can always get a random roll
The world needs wannabe's
So do that Wild Magic thing
He needs a cool stick
Not just any will suffice
But they didn't have a Gandalf
So he stole a Severus Snape!
Now cursing with his Twig, he sees the doggos as he pass
But if he looks twice
They gonna kick his weeny ass
Now he's getting a Mystic Tattoo
He's gettin' ink done
He asked for a 'Balor' but the drew a 'Kittun'
Gobos say he's trying too hard
And that's not quite a cantrip
But in his own mind
He's the baddest 'lock
Enchant it to me baby Uh huh, uh huh!
Buff it to me baby Uh huh, uh huh!
Scry it to me baby Uh huh, uh huh! And all the Gobos say I'm pretty fry for a smol guy
So don't debate, a fumbled spell
You know he really doesn't get it anyway
He's gonna buff the field, and keep it real
For you no way, for you no way
So if your spell don't duplicate, just overcompensate
At least you'll know you can always get a random roll
The world needs wannabe's
The world loves wannabe's
So let's get some more wannabe'e
And do that Wild Magic thing!
Phase Two
Now that I know a bit about you, I'd like to hear a bit about your proposed character. We're keeping the crunchy bits to a minimum right now, as that's honestly the least important part of your submission.
- Name
- Alignment (all allowed, but Chaotic is preferred)
- Role/s (melee damage, ranged damage, magic support, healer, trapmonkey, skills, face, etc)
- Picture (for map use - and so I know what you look like)
- Personality (including a specific Drawback and/or weird quirk)
- Virtue/Vice (what's your best quality, and what typically trips you up)
- Theme Song (Goblin song preferred, but I'll accept any type of music)
If you have a class in mind, feel free to let me know during this time. Normally I give a rather lengthy list of approved classes, but I'm being a lot more flexible for this campaign due to its inherently crazy nature.
I actually have 2 ideas that I am mulling over in my head, The Twinned Summoner Twins and this Goblin, a rather clumsy and imprecise chaos caster :) I don't really know which one I will go with so for now I will just get working until I am more sure :/
So this is Mr. Juju >:)
When you mentioned implementing some minor wild magic for spellcasters you reminded me that SoP had also implemented some rules for Wild Magic and I figured that would be perfect for a Goblin character :/
Now, he is built around the idea of causing frequent mishaps using the Wild Magic rules with Cantrips and the Wild Magic drawback. If you are ok with those rules, Great! If not, I will have to redesign the character a bit.
I know you said that the crunch was the least important part but I use it to create the skeleton of a character and then flesh it out with personality and a backstory ect. The structure is important to help bind together my mental image of the character and how he actually plays on the field. I will try to keep the crunch as minimally invasive as I can.
- Name Mr. Juju! (he was always pretty clumsy and useless so the other goblins called him Bad Juju ever since pretty early on (it means bad luck magic), but he didn't really like that. So he changed it to Mr. Juju cause that was lots more impreshuve! It was a while later when his Juju powers manifested that he REALLY became The Mr. Juju!) - Alignment 100% Chaotic. You can't learn something like Juju magic by following conventional rules and you must have a screw loose if you intentionally tried to use it, let alone abuse it like Mr. Juju has. Otherwise he is decidedly neutral. He is just as likely to bless someone with Good Juju as he is likely to curse them. And sometimes when he tries to be nice to them, he accidently curses them instead! Or he will try to curse an enemy only to empower it. Oops! Mr. Juju also doesn't have much patience and often quickly gives up. After all, Juju magic itself is dispassionately neutral, so Mr. Juju should be too! (Its less effort that way -_-) - Role/s Without crunch its kinda hard to say. I will be aiming to give him a wide but shallow berth of abilities and talents. Hopefully he should be somewhat durable with good saves and will have some small magical utility. Aside from that he could also do some minor buffs, debuffs, heals, a bit of caster damage, and of course the random element of Oops! Wild Magic! and whatever that causes :/
Also, he will have some ability to Overcharge his magic or boost it temporarily, but with big drawbacks. So he can pop out a few Big Ones if he needs too XD
However he only has 2 skill ranks and one of them is going to be Profession: Juju Apprentice, so don't expect much there!
- PictureComing later - Personality (including a specific Drawback and/or weird quirk)
- Virtue/Vice (what's your best quality, and what typically trips you up)
Addictive Magic, Focus Casting, Verbal Casting, Wild Magic, Overcharge
- Juju Magic(Including this one because the Casting Tradition defines the Caster) Juju magic is not the kindest nor the most forgiving at the best of times, and it is often very vindictive and unpredictable.
Natural Juju magic is the essence of luck, whimsy and chance. Good Juju could be manifested as minor flukes of luck or chance, or as a small blessing on someone during a long journey. Bad Juju could be an unlikely string of bad rolls in a game of carps, or always missplacing your wand right before you have leave, or always having a tendacy to stand in exactly the wrong spot at exactly the wrong time.
Natural Juju also embodies a state of balance, blessing and harming in equal measure and without bias. "Do anything. For anyone." Juju magic itself is not particularly powerful, but it is nearly limitless and it sometimes compounds on itself, building and building until something reallly unlikely happens.
However, Juju magic can be made to become corrupted
Juju magic initially seems to be very alluring, especially to the gambler, the lazy, and the vindictive. It offers easy access plentiful magics for little effort. ["Why work hard when you just need to be lucky?
Mr. Juju's crunchy bits: Mr. Juju is a Goblin Incanter with very uncontrolled and unhealthy magics. His Juju magics have the Addictive Casting, Focus Casting (Staff), Verbal Casting and the Wild Magic drawbacks with the Overcharge boon.
Juju magic is not the kindest nor the most forgiving at the best of times, and it is often very vindictive and unpredictable.
For an untrained and ill prepared caster it can be downright dangerous for everyone involved. However, Juju Magic is full of curses, maladies and dubious boons to entice those looking for quick results and there is no denying the inexhaustible pools of power that can be tapped into by using vindictive Juju magic, nor the addictivness that comes with such deep and easily accessed wells of power. At a price, of course. And Juju will always collect its due.
Mr. Juju has figured out how to channel some of the worst of the Bad Juju into his staff, granting him a measure of protection (or at least he thinks so) while also leaving him with feelings of intense unease if he were to channel Juju without it. That said, Juju can offer immense power if you are willing to pay the price, and sadly goblins are often known as reckless risktakers with little heed for longterm concequences and Mr. Juju is no exception. Rather Mr. Juju is quickly becoming comfortable with the conveniance and accessability of instant magic, as well as more and more dependant on its constant use.
- Theme Song (Goblin song preferred, but I'll accept any type of music)
If you have a class in mind, feel free to let me know during this time. Normally I give a rather lengthy list of approved classes, but I'm being
However, I do have a few things for you to answer or clear up for me :/
Spoiler:
The basic idea is a Goblin Incanter with the Wild Magic drawback and the intention of casting LOOTS of small magics, so chances of mishaps are high and frequent :/
His general mindset is to try and do everything that he can by using his magics, except hes not actually that good at them. Nor is he very precise... So he fumbles a lot, makes mistakes and generally over-relies on it, often and well beyond what is healthy for him >:) Since when are goblins concerned with wellbeing anyways?
What I would LIKE to do is make use of the Cantrips feat and make use of the Wild Magic and Cantrips rules in the Wild Magic rules section.
What this all means; all my spell casts have a 10% chance of causing a Wild Magic event, even spell casts that don't spend SP. I could also cause minor Cantrip mishaps at will, if I wanted too. Is Mr. Juju unsure what to do? Well why not try inventing a spell and see what happens? Or make a "Ooops!" He does that often :/
Wiki Note: An optional rule for Spheres of Power is giving this feat for free to all casters. Ask your GM about this if you're interested.
Would you be willing to allow this? If not, I can spend the feat :)
Mr. Juju's crunchy bits: Mr. Juju is a Goblin Incanter with very uncontrolled and unhealthy magics. His Juju magics have the Addictive Casting, Focus Casting (Staff), Verbal Casting and the Wild Magic drawbacks with the Overcharge boon. Juju magic is not the kindest nor the most forgiving at the best of times, and it is often very vindictive and unpredictable. For an untrained and ill prepared caster it can be downright dangerous for everyone involved. However, Juju Magic is full of curses, maladies and dubious boons to entice those looking for quick results and there is no denying the inexhaustible pools of power that can be tapped into by using vindictive Juju magic, nor the addictivness that comes with such deep and easily accessed wells of power. At a price, of course. And Juju will always collect its due.
Mr. Juju has figured out how to channel some of the worst of the Bad Juju into his staff, granting him a measure of protection (or at least he thinks so) while also leaving him with feelings of intense unease if he were to channel Juju without it. That said, Juju can offer immense power if you are willing to pay the price, and sadly goblins are often known as reckless risktakers with little heed for longterm concequences and Mr. Juju is no exception. Rather Mr. Juju is quickly becoming comfortable with the conveniance and accessability of instant magic, as well as more and more dependant on its constant use.
Mr. Juju believes this staff to be a powerful Necromancers staff, strong and capable enough to syphon off the worst of his Bad Juju.
Sadly it does neither, granting him no greater power nor any protection against his own magics, it is just a cursed stick. In fact it BECAME cursed from the sheer amount of Bad Juju that Mr. Juju pours into it on a near constant basis during his attemps to purge it from himself.
The curse within the staff makes Mr. Juju extremely posessive and protective of the staff as he believes it is what "keeps the Bad Juju out" and so he will always attempt to keep posession of it, reclaim it or protect it from harm. Additionally if Mr. Juju attempts to use Juju magic without the staff he must first make a concentration check (DC 20+1/2 Cl) or the spell fizzles, expending resourses and producing no effect.
(Delusion: The user believes the item to be a Necromantic Rod, yet it actually has no magic power other than to deceive. The user is fooled into thinking the item is functioning and cannot be convinced otherwise without the casting of remove curse. A Delusioned item has 1/10th the cost.)
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