Sewer Goblin

Croaker the Goblin's page

41 posts. Alias of BlueFireDragon.


Race

dogslicer +3 (1d4-1/19-20) | Spells 0/4 | Barding 3/7 -

Classes/Levels

Current Song: N/A

Gender

Bard (Flamesinger) | hp 9/9 | Init 2, Per -1 | AC 18, T 14, FF 15 | Fort +0, Ref +4, Will +1 |

About Croaker the Goblin

About Croaker:
Personality - Croaker has been meshing and mashing songs since he was a little tyke, not that he's much bigger now. He was given his name after learning to harmonize with a pet frog that he uses to add to his singing. His current frog is his fifth one now, since the mortality rate of squeezing such creatures for music is high.

Croaker loves fire as well, and his natural ability to set things on fire delights him to no end. He also loves to play pranks using his spells on others and generally cause mayhem everywhere. He is often prized for being able to set all of his fellow goblin's weapons on fire with his songs.

Croaker is particularly scared of letters, since he is afraid of all the words in his head falling out and leaving him without his ability to throw insults or invent clever songs. To counteract this possibility, Croaker uses the well-known goblin tradition of speaking to his food before eating it to add words into his head. As he has yet to fail to sing, he knows it works completely. Unbeknownst to him, his constant storytelling has skewed what actual facts he knows, so while he never runs out of words, he often can't sort fact from fiction. Instead of losing words, he now has too many words in his head.

Virtue/Vice - Virtue: Can harmonize with a frog. Vice: Frogs don't last long enough
Virtue: Can sing down fiery vengeance on his enemies. Vice: Has too many words in his head.

Personal Song - Though he has many songs, his favorite is his song for himself:

Sing like frog, croak on log.
Set on fire and kill the dog.
No goblin can sing like me.
Me can sing farther than see.

Me make fakes and noisies too,
While me make froggie croak in tune.
Me be strongest, this you'll see,
For me a goblin hero be.

Pockets of Stuffies and Shinies:
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Useful Stuffs
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On Person
dogslicer, studded leather, buckler, live frog (instrument), fangfile, fetish (tribal), goblin pickles (10 jars)

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Longhshank Coinsies
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0 pp 0 gp 0 sp 0 cp

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Treasure Hoard
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- A piece of string, slightly too short to make an effective bootlace - even for a Goblin
- A hammer head that has surprisingly and impressively had its claws bent into separate directions
- A stuffed Goblin doll, overfilled with brightly colored feathers from dozens of different varieties of bird
- A hearty stew made from a brine-soaked shoe, various root vegetables, and two lumps of heavily-boiled gray meat from some unidentifiable species of animal
- A patch of green hair, stained a bit red from the scalp of the Smallshanks it came from
- A necklace of goblin ears from other, probably unfortunate, goblins

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Croaker the Goblin
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Male Goblin Bard (Flamesinger, Bard Sphere) 1
Age 12; Skin Green; Bark Breaker
CN Medium Goblinoid (goblin)
Init +2; Senses Darkvision; Perception -1

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Defense
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AC 18, touch 14, flat-footed 15 (+3 Armor, +1 Shield, +1 dodge, +2 Dex, +1 size)
HP 9
Fort +0, Ref +4, Will +1

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Offense
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Speed 30 ft
Melee dogslicer (finesse) +3 (1d4-1/19-20)

Special Options
(Mostly put reminders of special actions you can take in combat for easy reference; optional)

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Statistics
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Str 8 (-1), Dex 14 (+2), Con 10 (+0), Int 10 (+0), Wis 8 (-1), Cha 16 (+3)
Base Atk +0; CMB +1; CMD 10

Traits
Information Overload - Drawback - -2 on all Knowledge checks; failing by 5 or more can give detrimental info instead.
Rude Songs - Racial - +2 to Perform if enemy target can hear and understand you.
Volatile Conduit - Magic - Once a day, add 1d4 of the elemental damage to a spell that deals elemental damage.

Feats
Fire Music - Convert magical damage halfway or fully into fire damage; give fiery additions to summon creature spells.
Lingering Performance - Effects of Bardic Performances continue 2 rounds after stopping.

Innate Bonuses
Elusiveness - x1 - +1 dodge to AC

Skills (6 ranks - 6 Class)
Bluff +7 (1 rank, 3 Class, 3 Cha)
Knowledge Arcana +4 (1 rank, 3 Class)
Perform (Sing) +7 (1 rank, 3 Class, 3 Cha)
Spellcraft +4 (1 rank, 3 Class)
Stealth +10 (1 rank, 3 Class, 4 Size, 2 Dex)
Use Magic Device +7 (1 rank, 3 Class, 3 Cha)

Favored Class Bonuses
Bard - +1 hp (x1)

Languages
Goblin

Alternate Racial Traits
Weapon Familiarity - Proficient with goblin weapons; replaces skilled.

Class Archetypes
Bard - Sphere Bard (Spheres of Power), Flamesinger

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Special Abilities
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Fire Music
A flamesinger gains Fire Music as a bonus feat at 1st level (without needing the meet the normal prerequisites). At 4th level (when she gains access to 2nd-level spells), she adds summon monster I and summon monster II to her bard spells known; every 3 levels thereafter she gains the next level of summon monster, until she adds summon monster VI to her spells known at 16th level. The flamesinger must apply the Fire Music feat’s effect when casting these spells.

Magical Abilities:
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Spheres of Power
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Casting Tradition
Song-Wielder - Skilled Casting (Perform (Sing)), Verbal Casting, Empowered Abilities

Caster Level 0
Spell Points 4/4

Base Spheres
Destruction
Illusion

Talents
None

Tradition Effects
Empowered Abilities - Your magic grows in strength the more you use it. If your current number of spell points is half your total spell points or less, you gain a temporary +1 bonus to your caster level. If your current number of spell points is 0, the temporary bonus to your caster level becomes +2.
Skilled Casting - You must create your magic through singing. Your magic is tied to Perform (Sing). You must succeed at a skill check to use any sphere ability. The DC of this skill check is 15 + the ability’s caster level. For every 2 points by which this skill check falls short of this DC, the ability manifests at -1 caster level. If this reduces the ability to a caster level below 0, the manifested ability fails and any spell points used are lost.
Verbal Casting - You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.

Destruction
You can summon pure energy to strike down foes.

Destructive Blast: As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage reduction.

Table: Destructive Blast Damage
Level Damage
1st 1d6
3rd 2d6
5th 3d6
7th 4d6
9th 5d6
11th 6d6
13th 7d6
15th 8d6
17th 9d6
19th 10d6
When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast.

You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).

Illusion
You may craft images and impressions of things that aren’t there. Illusion sphere abilities have a range of Close and do not allow spell resistance unless placed on a creature with resistance (Such as with the Illusionary Disguise talent). Unwilling targets are allowed a Will save to resist an illusion or trick being placed upon them. An illusion may shed as much normal light as a torch and may cast a shadow.

Trick: As a standard action, you may create small, simple illusions called tricks, which persist for 1 minute per level or until dismissed.

Effects: You may create unconvincing illusions. This is the same as creating an illusion (see below) and can include all senses you can affect through Illusion talents, except it is obviously fake (i.e., it is translucent, unrealistic, etc.), requiring no one to make a save to disbelieve. However, the effects can still be used to create distractions, display images, draw a map, or be used for entertainment. This counts as possessing the required tools to make any appropriate Perform check (such as creating a melody with the Audible Illusion talent).

Alter: You may make minor changes to objects or creatures up to your Illusion maximum size, such as changing their color, making them appear clean or dirty, making writing appear, or other minor alterations. This counts as having a disguise kit when making Disguise checks (which take the usual time instead of a standard action), but such a disguise still counts as being magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions.

Illusion: As a standard action, you may spend a spell point to create a silent visual illusion within range for as long as you concentrate, to a maximum of 1 minute per caster level. You cannot move further away from the illusion than your illusion range while maintaining it through concentration, and the illusion is limited in size according to Table: Illusion Maximum Size. The image may be anything you may clearly imagine, and behaves according to your desires.

Simply perceiving an illusion isn’t enough to detect it as fake, but any target who interacts with the illusion or carefully studies the area is allowed a Will save to disbelieve the image, recognizing it for what it is. Anyone who finds obvious evidence of trickery (ex: throws a rock through an illusionary wall) automatically disbelieves the illusion.

You may only create visual illusions although certain talents may be taken to add more senses. The more complex an illusion is, the more talents it requires to be convincing, with the chart below serving as a guideline and the GM serving as the final arbiter for what talents are required to create a specific illusion.

If creating an illusionary creature, your illusion has an attack bonus equal to your caster level + your casting ability modifier, and a touch armor class equal to 10 + its size modifier + 1/2 your caster level + your casting ability modifier. An illusionary creature may provide a flanking bonus against targets who fail to disbelieve it. Any creature who strikes an illusion in combat automatically disbelieves it.

Bardic Performances:
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Bardic Performance
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Rounds per Day 7/7

A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su)
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Blazing Blades (Su) The flamesinger’s song causes allies’ weapons to burst into flames. To be affected, an ally must be able to hear the bard perform and be within 30 feet. An affected creature’s successful attacks with manufactured or natural weapons deal 1d4 additional points of fire damage.

These flames do not harm the weapon or its wielder. This damage stacks with other sources of fire damage, such as the flaming special weapon ability. At 5th level and every 6 bard levels thereafter, this bonus fire damage increases by 1d4 (to a maximum of 4d4 at 17th level). This is a fire effect that relies on audible components.