THE GOBWOOD

Goblin, Fantasy, and RPG Blog


I’m going to be trying accordion elements to reduce the need for scrolling and let you expand each topic separately. Most of the pages have been pretty lengthy and difficult to navigate; not that I mind, of course… I don’t intend for or desire an audience which lacks the discipline necessary to actually explore information but, on the other hand, I think I can do better.


The last two characters I posted were a bit of a stretch with custom traits and a little of ye olde hande waive to ignore some nuance… and I know a lot of folks don’t appreciate that preferring the reliability and solidarity of the trusty classic PHB rules, so this character is made with those folks in mind. JKGTFO we’re going to completely home-brew a backwards bard! May I introduce: Pokugnius Borksniffer, the goblin comic.

Character

Pokugnius Borksniffer, a.k.a. “PeeBee” studied at “Teh Gobelin Bordick Kollege” where the booze flows, the rhymes are false, and the shorties are ho’s. Its really just a janky treehouse where the gobbos sometimes party but when it starts bumpin… bruh the leaves fall OFF! He travels now to hone his improv and comedy skills so that, one day, he can be krowned King of the Kollege. The krown itself is secretly a powerful magical item which only he, and one other, suspect. He needs to win it before his nemesis so that it can’t be used wrongly- like maybe to rally all of goblinkind under a single banner and conquer the world in a green tide or something. The crown was meant to be a party item, and that’s the way it ought to stay, so Pokugnius is just gonna win it to sin with it; the King gets all the ho’s. He must develop his skills before the next Kollege Rukkus else the Krown will fall into the hands of one who both knows how to use it, and intends great villainy with it.

 

As for just what his skills are- he’s certainly no normal bard. He is trained not in song or strings but in jokes and insults. He will call you names! And it will hurt! Literally and figuratively! His words carry the supernatural power to drain morale and wound emotions cutting deeper than a sword could ever hope to. His performances are rife with vulgarity, absurdity, profanity, racism, and flatulence though his delivery keeps it fresh and he knows how to avoid tiring out the tropes. He’ll get a laugh out of you even if it’s the last thing you do.

Build

Lv1 Countersong: unchanged

 

Lv1 Distraction: unchanged

 

Lv1 Fascinate: Unchanged, but it is revulsion which has captured their rapt interest. The people love to hate you, like a goblin kardashian!

 

Lv1 Lesser Dirge of Doom: All foes who can see and hear the goblin’s awful performance take a -1 morale penalty to attack rolls, saving throws, skill checks, and ability checks. This is a fear effect but the target is not shaken. “Brave, Brave Sir Robin…” This replaces Inspire Courage.

 

Lv3 Mock Incompetence: One creature who can hear and understand the goblin’s language takes a -2 competence penalty to a particular skill and to all concentration checks as the goblin heaps poignant distracting slander upon them. If the mocked creature is participating in a group effort the penalty is applied to the final result of the groups check rather than the targets individual check. This penalty increases by -1 for every four levels the bard as attained beyond third.

 

Lv5 Dirge of Doom: Unchanged, Your lesser Dirge of Doom becomes Dirge of Doom. This replaces the increase to Inspire Courage. Foes must see and hear the bard.

 

Lv5 Transition Master: The bard is able to seamlessly, and without interruption, transition from one performance into another without losing the audience or targets full attention. Any time the bard stops performing his Dirge of Doom (or lesser) and immediately begins a new performance, any penalties from the Dirge apply to any saves required by the new performance. Additionally, any time the bard stops a Mocking Incompetence or Impotence and immediately begins another he may choose to forego the new effect and simply continue any current effects. E.g. the bard stops mocking incompetence and begins a dirge of doom- he may choose to keep affecting his target with incompetence while affecting the rest with dirge. If mocking Impotence he can only continue to affect targets with impotence who failed their saves.

 

Normally when you end one performance to start another, the effects of the first end- even with lingering song. We, however, love c-c-combos so we’re going to drop Lore master and every Versatile Performance after the 1st in order to set up combos! The combo basically uses Dirge to setup for Mock, and then keeps the Mock active as you cycle again.

 

Lv6 Suggestion: unchanged- yet we’re going to add some flavor still: its reversed so you can only use this ability to convince a creature NOT to do something, which means you’ll have to use double negatives to get people to do things.

 

Lv8 Bizarre Dirge: The bard is skilled at appalling the senses of anything; no matter how courageous, alien, or inert. Enemies within range and able to see and hear the bard’s Dirge of Doom always suffer the negative penalties, even if immune to fear or mindless, though they are not shaken. Additionally, the bard may choose to make a special performance targeting one other sense instead of sight and hearing. The bard may select one sense to affect with his performance and creatures able to sense this performance are affected by his dirge as above. The bard may, for example, target the Tremorsense ability by tantrically stomping on the ground or the Scent ability by flatulating. This replaces an increase to Inspire Courage.

 

Lv9 Mock Inferiority: The bard may make a special performance heaping insults and mockery upon a foe. One target, able to see and hear the bard’s litany of derision, experiences a tangible loss of fighting capability as if the words became truth. The target must make a will save or suffer 2 temporary negative levels, to a minimum of 1 remaining HD. For every three levels a bard attains beyond 9th, he can target one additional foe while using this performance. (Quick rule for negative levels is -1 to all rolls, -1 to combat maneuver defense, -1 to level-dependent variables, and -5 HP per negative level.) Once affected by this performance This replaces Inspire Greatness. Foes must see and hear the bard.

 

Lv10 Steal The Show: The bard’s experience at the Kollege has made him, seemingly supernaturally, competitive and he is able to exceed others efforts just in time to prove himself better. After an ally or a target suffering from the bard’s mock incompetence has rolled a skill or ability check, but before the results have been revealed, the bard can interrupt the other’s action with his own check using the same result with a +4 bonus. If used in this way, the other’s action is not performed and the bard completes the check instead. The bard must be reasonably able to complete the action with this ability or it fails; e.g. the bard cannot Steal The Show to climb a rope that he is unaware of in another room but may be able to if he is within 1 move action’s distance and can see his ally attempting the check. Furthermore, the bard cannot use this ability to perform skills that cannot be used without training in which he is untrained. Using this ability is an immediate action and it can be used once per day. At 16th level it can be used a 2nd time per day and at 19th level a 3rd time each day. This replaces Jack of All Trades.

 

Lv11 Damning Dirge: The bard’s dirge is uniquely and effectively tailored to each of his foes harming their resolve against his abilities. Foes suffering from his dirge take an additional -1 penalty to saves vs spells cast and performances made by the bard. This penalty increases to -2 at 17th level and stacks with the -2 penalty from his Dirge. This replaces the increases to Inspire Courage at those levels.

 

Lv12 Ravaging Performance: As a standard action, the bard may make a special performance to curse foes already suffering from his dirge of doom with tangible wounds. A foe must have been affected by the bard’s dirge of doom for at least 4 consecutive rounds before the curse can harm them and 4 further rounds before being ravaged again. When the curse is spoken each affected target is struck as if by a inflict serious wounds, mass spell allowing a will save to halve the damage. This replaces Soothing Performance. Foes must see and hear the bard when this performance is used though not necessarily for the previous 4 rounds.

 

Lv14 Frightening Tune: unchanged. Foes need only hear the bard.

 

Lv15 Mock Impotence: The bard’s pointed jeering can cause tremendous feelings of doubt and hesitation in a foe that he singles out. The affected creature is flat footed (no dex to ac, cannot take immediate actions such as AOO’s) and suffers a 50% chance to take no actions on its turn for as long as the bard continues his performance. For every three levels the bard attains beyond 15 he may mock one additional foe with this performance. A successful will save negates all effects. This replaces Inspire Heroics. Foes must see and hear the bard.

 

Lv18 Mass Suggestion: Unchanged, same as above- none of yall never don’t not do the thing!

 

 

Lv20 Deadly Performance: Mostly unchanged except that the creatures do not die of joy or sorrow, but rather from shame or disgust as raunch unholy slander erodes their very soul. Additionally, even if they make their save, they are also nauseated for the first of their 1d4 staggered rounds. Why buff it? Because you made it to level 20 as a goblin bard- you deserve it. Foes must see and hear the bard.

Feats, Choices, and Features

1- Spell Focus: Enchantment, Lesser Dirge of Doom, Countersong, Distraction, Fascinate, Bardic Knowledge, Lv1 Spells
2- Versatile Performance: Comedy, Well Versed
3- Improved Dirge of Doom, Mock Incompetence
4- Lv2 Spells
5- Greater Dirge of Doom, Dirge of Doom, Transition Master
6- Suggestion
7-  Great Spell Focus: Enchantment, Incompetence -3, Lv3 Spells
8- Bizarre Dirge
9- Amateur Swashbuckler: Dodging Panache, Mock Inferiority
10- Steal the Show, Lv4 Spells
11- Extra Panache, Incompetence -4, Damning Dirge -1
12- Ravaging Performance
13- Spell Penetration, Lv5 Spells
14- Frightening Tune
15- Greater Spell Penetration, Incompetence -5, Mock Impotence
16- Lv6 Spells
17- Feat, Damning Dirge -2
18- Mass Suggestion
19- Feat, Incompetence -6
20- Deadly Performance

Exposition

Roleplay

Normally I try to write in a good reason to not be too disruptive or, at least, to limit your disruptiveness to specific narrow opportunities. This character, however, is supposed to be disruptive, snarky, and ridiculous but you’ve got to balance that fun with bringing home the Krown because only he who has the best tales to tell will take it. Granted… you’re going to lie and blow your stories way out of proportion but the bigger the foundation of truth- the more bull it can hold up. Therefore you do, indeed, have a vested interest in questing and bringing big dramatic plots to a resolution and you know better than to jeopardize that for the sake of self-entertaining.

 

One of your core motivations is, simply put, to be liked; not universally liked, but liked by your peers and those you value. It is pretty immature but your jokes are really just means of elevating your social status by attacking other’s social status. Some people are going to have to hate you but that’s acceptable so long as you can impress those who YOU like. You should pester your party members, innocuously, by challenging them to tests of skill and using your Mock Incompetence (skill debuff) to give yourself an edge; all to reinforce the notion that you’re valuable because you’re better than them. Do the same with town NPC’s and maybe consider wagering significant sums of gold on it too- work up the hustle with a few losses then quintuple the ante and secure the win with Steal the Show. Aside from the skill debuff, most of your debuff performances are quite threatening so avoid using those for roleplay unless you are prepared for permanent hostility afterward.

 

 

Whenever you roll for knowledge, make sure to repeat whatever the DM gives you with some flair and flavor- make up a better story but with all the truth included. If you get some solo spotlight time in roleplay you should take time to tell the party how it went, adding lots of extra false details to make yourself look cooler or just elicit some laughs. Attempt to seduce the barmaidens- you ought to take a penalty for racial prejudice vs goblins, ought to fail, and that will be funny but funnier, still, will be the time you succeed. Even though you are motivated to succeed as a character, you should be happy when your failures also bring laughs to the table. Take your role as comic relief very seriously, if that makes sense…