| The Gamemaster |
My We be Goblins game has just lost a player! LINK
We are at the very beginning of the second module so now is a good time for a new player.
Current characters: Professor Zord - Cleric 3 (elder mythos cultist), Grubble Gruuu - Pyrokineticist 3, and Dogdog - Barbarian 3 (mad dog). Plus Dogdog's dog dog.
What I'm looking for
Level three
15 point buy
Any paizo class, summoners are unchained, no spellbooks (goblins fear writing will steal the words from their heads)
normal wbl
2 traits, one must be a goblin racial trait, optional drawback for an extra trait
Backround skills are in use
Feat tax is in use
Able to post regularly.
A decision will be made by myself and the existing players based on concept/presentation as well as how well the character fits into our existing party.
| Alphonse Treesplitter |
I will need to edit the build and everything but here's a We Be Goblins character I built for a campaign several years ago.
Alphonse (he took the name after his half-orc mentor who taught him some Druid shit one night in the woods) is a Saurian Shaman druid with a Pachycephalosaurus companion that he drunkenly named Gecko, thinking it was just a large, ugly lizard. Deeply connected to nature and ashamed of his famous ancestor's fabled hatred of trees.
The Lion Cleric
|
I've heard great things about We be Goblins (and all the follow-ups), but I never had the chance to play it. So, I think now would be a good chance to try.
Looking at the party, and having read some of the thread, I believe that I have an idea.
Comrade Boggledook has a big head. That much is obvious, without a doubt. And, of course, with big head come big thoughts. And the ability to wear at least two hats!
It all happened during a raid few moons ago. Going to village. Following chief. Burning with fire and taking grub and killing dogs. Boggledook was an ordinary goblin, if with a big head. Just one of many goblins.
But it all changed, that fateful night. Running into the hut, looking for shinies under the floor-hides. Pulling away the plank, which jumped out, and pushed him backwards, into the bookshelf. The many (more than all fingers!) books spilling on the floor, all wide open.
He remembers screaming, the other goblins rushing to the house, only to see him trapped behind word-stealing books. The sorrow in their eyes before they ran away. He cried out into the night, sitting down on the floor.
Then, the bump in his head (from the bookshelf) started talking. When tribemember take food from the table, you take food and put it back on table! So, if book takes thought from you, you take thought and put it back in head!
An hour later, a changed goblin left the house, belly filled with book flesh. Teeth stained with old ink. Burps throwing paper out. And not only this.
He felt he had more thoughts in his head than before. Thoughts on goblins, and on books. Such as, when you use fire, it is good. When more goblins uses fire, it is more good. When one goblin steals from village, it is good. When all goblins steal from village, it even more good. More is better!
The thoughts filled his head, which grew even larger. His words and songs grew more and more profound. When you have three dogslicers, and only two hands, give one to goblin that has only one, so there is even more dogslicing!
If it wasn't for his many talky words, he would've been chased out of the village. If it wasn't for his head being so big and filled with thinks, he would've been called a fool.
But his words bring fire to all goblins, and more goblins with more fire... is more better.
So, this is my backstory for Comrade Boggledook. He is but normal goblin, but more normal than the others! Spread the fires of fire! Seize the means of meaniness! Goblins of all tribes, only together can we steal big and heavy stuff!
Mechanically, I am considering a flamesinger bard, with some knowledge skills gained from reading eating books. His public speaking skills also come from eating books with titles such as 'Taldan Diplomacy', 'The Art of War', and so on. That he hadn't read, of course, but they tasted delicious.
Umdirk Dogsong
|
This looks fun.
I've put together a bard named Umdirk Dogsong. Umdirk can talk in complete sentences, which makes him a bit arrogant around other goblins. He is also very talented at putting together violent limericks that capture the moment and inspire his companions while taking potshots with his crossbow at any dogs or other creatures that dare get in his way.
The profile has everything through skills. I'm working on the rest but I wanted to throw my name in the hat as I work.
| The Gamemaster |
Forgot to mention. If you can put your crunch into this template it would be much appreciated. It makes my job much easier If everyones stat block is the same.
Umdirk Dogsong
|
Noted. The profile is updated, as per the template. I'll include it in a spoiler here too.
Male Goblin Bard 3
NE S Type Humanoid(Goblin)
Init +2 Senses Perception +4
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DEFENSE
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AC 17
T 13
FF 15
hp 20/20
Fort +2
Ref +6
Will +3
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OFFENSE
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Spd 30 ft.
Melee
Range
Space 5 ft.; Reach 5 ft.
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STATISTICS
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Str 8
Dex 14
Con 10
Int 10
Wis 8
Cha 16
Base Atk +2
CMB +2
CMD 12
Feats
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 on your attack roll
Quick Draw: You can draw a weapon as a free action instead of as a move action.
Traits
Fast Talker: You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.
You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Foul Belch: Once per day as a standard action, you can force a particularly odious belch at a single opponent within 5 feet. The character affected must make a DC 12 Fortitude save or be sickened for 1d6 rounds.
Skills
Adventuring Skills 6 ranks per level
Bluff: 10 (3 ranks)
Climb: -2
Diplomacy: 3
Disguise: 3
Escape Artist: 5 (2 ranks)
Fly: 2
Heal: -1
Intimidate: 7 (1 rank)
Knowledge Arcana: 6 (2 ranks)
Knowledge: 1
Perception: 4 (2 ranks)
Perform (Comedy): 9 (3 ranks)
Perform: 3
Ride: 4
Sense Motive: -1
Spellcraft: 5 (2 ranks)
Stealth: 13 (2 ranks)
Swim: -3
Use Magical Device: 8 (2 rank)
Background Skills (2 per level)
Knowledge Local: 7 (3 ranks)
Slight of Hand: 6 (3 ranks)
Languages Goblin
Equipment
Small Light Crossbow and bolts
Chain Shirt
Cloak of Resistance +1
Small Dagger
2 Potion of CLW
Wand of Enlarge Person (50 charges)
937 gold
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SPECIAL ABILITIES
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Race
Darkvision: GOblins can see in the dark up to 60 ft
Fast: Goblins have a base speed of 30 ft
Size:Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Ability Score Racial Traits:Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
Languages: Goblins begin play speaking Goblin.
Class
Distraction (Su): You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su): You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 14) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all 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.
Armored Casting (Ex): You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex): You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.
Bardic Performance: You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 13 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. 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 you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
Cantrips: You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again
Countersong (Su): You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Inspire Competence (Su): You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.
Inspire Courage (Su): You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Versatile Performance (Sing) (Ex): You can use your bonus in the Perform (Sing) skill in place of your bonus in the Bluff or Sense Motive skills. When substituting in this way, you use your total Perform (Sing) skill bonus, including class skill bonus, in place of your Bluff or Disguise skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Well-Versed (Ex): You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.
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SPELLCASTING
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CL 3
SPELL DC = 13 + spell level
Cantrips (Known: 6)
Dancing Lights: Create up to four lights within a 10 ft radius area for 1 minute.
Detect Magic: You detect magical auras.
Flare: You create a burst of light. Fortitude save or dazzled for 1 minute.
Ghost Sound: Allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
Mage Hand: You point your finger at an object and can lift it and move it at will up to 15 ft from a distance.
Spark: Ignites flammable objects.
Level 1 (Known: 4, Cast: 4)
Cause Fear: The affected creature becomes frightened for 1d4 rounds. Will save for shaken for 1 round instead.
Hideous Laughter: This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone, but is not considered helpless.
Hypnotism: Your gestures fascinate 2d4 HD of nearby creatures.
Touch of Gracelessness: Targed takes a 1d6 + 2 DEX penalty for 3 rounds. If target moves faster than half speed, it falls prone. Fortitude save for half DEX penalty and negates possibility of falling down.
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BIOGRAPHY
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Umdirk Dogsong grew up in a goblin tribe that lived near one of the human settlements in Varisia. For as long as he can remember, which isn't that long, he as been going with the rest of the tribe to sneak into the nearby settlement for raiding, burning, and general goblin fun. He wasn't very good at it though. He ended up getting caught more often than not. He quickly learned to talk himself out of punishment by the cheif for letting the longshanks see him.
In spite of this though, Umdirk really enjoyed this raiding. After all, what goblin didn't enjoy causing chaos for the longshanks and lighting things on fire? After several raids, he found himself picking up parts of the human's speech; not the words (who can understand what those creatures are saying?), but the way they spoke in long series of words that seem to make sense. He also grew to understand the humans a little bit, noting how they would live before the raid joyfully destroyed everything. Umdirk started to speak to his goblin friends this way and telling them what he had learned. Most of them couldn't do it back though, and they began to resent it. Umdirk didn't realize that his friends were getting angry with him. He was just too excited and full of himself that he was the only one who could speak in this manner.
Eventually, Umdirk grew so proud of himself that he wasn't invited on any more raids. Instead, he started to spend more and more time with the tribes war chanter. The war chanter didn't want anything to do with Umdirk, but this didn't stop him from learning the art of the limerick. Umdirk noticed how the war chanter's limericks would inspire him and his fellow goblins before a raid and, being already full of himself for his manner of speech, Umdirk decided he wanted to be able to do this too.
After some time following the war chanter around and generally being annoying, Umdirk was able to compose violent, but hiliarious, limericks that seemed to have the same effects on his friends as those of the war chanter.
However, once the war chanter learned of Umdirk's new ability, he became terribly jealous. He started calling Umdirk "Dogsong" and worked to turn the tribe against him. Everyone was already annoyed by Umdirk, so the war chanter's efforts worked quickly and Umdirk soon found himself expelled from his tribe.
Now, Umdirk travels around, looking for another group of goblins to take him in and hold him in high regard. After all, not many goblins can speak like him. And tribes are always looking for someone who can inspire their troops. Plus, who doesn't like a good limerick about slicing, burning, and pillaging longshanks?
The Lion Cleric
|
Male Goblin Bard (Flamesinger) 3
LE Small humanoid (goblin)
Init +4 Senses Perception -2
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DEFENSE
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AC 21
T 15
FF 14
hp 24
Fort +2
Ref +7
Will +2, +4 on all vs. bardic performance, sonic, and language-dependent effects
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OFFENSE
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Spd 35 ft.
Melee +8 Torch (1d3+1d4)
Range +7 Shortbow (1d4-1)
Space 5 ft.; Reach 5 ft.
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STATISTICS
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Str 8
Dex 18
Con 12
Int 12
Wis 7
Cha 14
Base Atk +2
CMB +0
CMD 12
Feats Firebrand, Burn! Burn! Burn!, Fire Music Feat Tax in effect
traits
Goblin Foolhardiness
Wicked Leader
Skills
Acrobatics +10
Bluff +8
Diplomacy +8
Knowledge(Local) +7
Intimidate +8
Stealth + 12
Ride +12
Background Skills:
Perform(Oratory) +8
Profession(Pillager) +4
Languages Goblin, And also humanspeak.
Equipment
Masterwork Torch. Don't ask how. It is secret.
Darkwood Heavy Shield
Chain Shirt
Shortbow w/ 30 arrows.
Riding Dog.
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SPECIAL ABILITIES
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Race
Darkvision: Goblins can see in the dark up to 60 ft
Fast: Goblins have a base speed of 30 ft
Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.
Size:Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Ability Score Racial Traits:Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
Languages: Goblins begin play speaking Goblin.
Class
Bardic Performance (DC 13)
Countersong (Su)
Distraction (Su)
Fascinate (Su)
Inspire Competence (Su)
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SPELLCASTING
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CL 3
lvl 1
SPELL DC = 13
Summon Monster 1
Vanish
Lighten Object
Cure Light Wounds
lvl 0
Spark
Flare
Mending
Open/Close
Prestidigitation
Message
Here's Comrade Boggledook.