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<blockquote data-quote="Dang Fool" data-source="post: 28633" data-attributes="member: 2127"><p><strong>Barbarian - Bard multiclass</strong></p><p></p><p>I know MavW hasn't finished reposting the old goblins, but I had been tinkering with this one since I'd seen Tromm or whatever was the name of Unsaval's Goblin Bard. There'd been the Bear-Baiter clan that had a Barbarian and a Ranger. I first started thinking about a multiclass Brb/Rng, but ended up with this instead. Bb2/Rg2 is still low enough level, I thought.</p><p></p><p></p><p>Wildvoice</p><p></p><p>Barbarian L2; Bard L2</p><p>small humanoid; AL NE</p><p>HD 2d12+2d8+4; hp 29</p><p>Init +3; Spd 30 ft; AC 17</p><p>Atk +5 melee or +7 ranged</p><p>SQ: Darkvision 60 ft</p><p>SV: Fort +3, Ref +3, Will +3</p><p>Str 13, Dex 16, Con 12, Int 10, Wis 8, Cha 12</p><p></p><p>Skills: (Start as Barbarian. Perform and Tumble only as Bard) Intimidate +6, Jump +6, Listen +4, Perform +5, Tumble +7, Wilderness Lore +4, Hide (+4*), Move Silently +3 (+4*), (Stat bonus included with ranks. * Goblin racial bonuses: +4 for Move Silently and Hide.)</p><p></p><p>Specials: Rage 1/day, Uncanny Dodge, Bardic Knowledge, Bardic Music</p><p></p><p>Feats: Weapon Focus: Battleax, Dodge</p><p></p><p>Languages: Common, Goblin</p><p></p><p>Armor: Leather +1 Magic, +3 AC, speed 30ft, 10 lbs.</p><p></p><p>Weapons:</p><p>Battleax: Atk +6 melee, Dmg 1d8+1, crit x3</p><p>Short Bow: Atk +7 ranged, Dmg 1d6, crit x3, range 60ft</p><p></p><p>Spells:</p><p>Level 0: Know 5/ Cast 3: Daze, Detect Magic, Flare, Light, Resistance</p><p>Level 1: Know 2/ Cast 1: Hypnotism, Sleep</p><p></p><p>Possessions: Tambour, backpack, bedroll, flint and steel, outfit, sack, masterwork arrows (20) in quiver, trail rations (1 days), and water skin, potion of charisma, potion of delayed poison, 3 potions of cure light wounds.</p><p></p><p>Behind The Curtain:</p><p>Barbarian and bard aren't the most obvious combinations for a goblin, but they can go together well. With 4 levels, he should have more magic. Because I didn't select "Use Magic Device", he can't have the wand as suggested in the DMG. And most NPCs only get those +1 to armor at 5th. Therefore I elected +1 leather armor. Inexpensive enough for a goblin. Two levels each provides some real advantages.</p><p></p><p>As a Barbarian with decent armor, hit points, weapon and rage, he's a strong melee fighter. With Bardic Music he has fascinate plus the sleep and hypnotism spells.</p><p></p><p>Flavour</p><p>His name "Wildvoice" reflects both his barbaric origins and his current performance skill. He has already developed some repute with his battleax before he realised his other calling as a storyteller and music maker. Goblins aren?t big on fancy instruments and Wildvoice is best at singing plus uses a tambour to give himself a beat and flare. With the new spells recently acquired, he looks destined to have dramatic (pun intended) influence in his tribe, but he has a wanderlust for that open road. Expect to encounter him with a handy of lower levels he has convinced to wander with him. He is still evil, but a sociopathic sophistry, not in a power-hungry, imperialistic, take-over-the-tribe kind of way. Instead he explores, looking at how to improve himself and get richer.</p><p></p><p>Tactics:</p><p>He would be quick to use the bardic fascination or sleep to winnow his opponents. He'll try to talk first and run away if the odds aren't good enough. He'll also use tumble and jump to position himself best for any melee battle. I.e., expect him to attempt to avoid big fighters and instead go for a spell caster as hostage.</p><p></p><p>---Dang Fool</p></blockquote><p></p>
[QUOTE="Dang Fool, post: 28633, member: 2127"] [b]Barbarian - Bard multiclass[/b] I know MavW hasn't finished reposting the old goblins, but I had been tinkering with this one since I'd seen Tromm or whatever was the name of Unsaval's Goblin Bard. There'd been the Bear-Baiter clan that had a Barbarian and a Ranger. I first started thinking about a multiclass Brb/Rng, but ended up with this instead. Bb2/Rg2 is still low enough level, I thought. Wildvoice Barbarian L2; Bard L2 small humanoid; AL NE HD 2d12+2d8+4; hp 29 Init +3; Spd 30 ft; AC 17 Atk +5 melee or +7 ranged SQ: Darkvision 60 ft SV: Fort +3, Ref +3, Will +3 Str 13, Dex 16, Con 12, Int 10, Wis 8, Cha 12 Skills: (Start as Barbarian. Perform and Tumble only as Bard) Intimidate +6, Jump +6, Listen +4, Perform +5, Tumble +7, Wilderness Lore +4, Hide (+4*), Move Silently +3 (+4*), (Stat bonus included with ranks. * Goblin racial bonuses: +4 for Move Silently and Hide.) Specials: Rage 1/day, Uncanny Dodge, Bardic Knowledge, Bardic Music Feats: Weapon Focus: Battleax, Dodge Languages: Common, Goblin Armor: Leather +1 Magic, +3 AC, speed 30ft, 10 lbs. Weapons: Battleax: Atk +6 melee, Dmg 1d8+1, crit x3 Short Bow: Atk +7 ranged, Dmg 1d6, crit x3, range 60ft Spells: Level 0: Know 5/ Cast 3: Daze, Detect Magic, Flare, Light, Resistance Level 1: Know 2/ Cast 1: Hypnotism, Sleep Possessions: Tambour, backpack, bedroll, flint and steel, outfit, sack, masterwork arrows (20) in quiver, trail rations (1 days), and water skin, potion of charisma, potion of delayed poison, 3 potions of cure light wounds. Behind The Curtain: Barbarian and bard aren't the most obvious combinations for a goblin, but they can go together well. With 4 levels, he should have more magic. Because I didn't select "Use Magic Device", he can't have the wand as suggested in the DMG. And most NPCs only get those +1 to armor at 5th. Therefore I elected +1 leather armor. Inexpensive enough for a goblin. Two levels each provides some real advantages. As a Barbarian with decent armor, hit points, weapon and rage, he's a strong melee fighter. With Bardic Music he has fascinate plus the sleep and hypnotism spells. Flavour His name "Wildvoice" reflects both his barbaric origins and his current performance skill. He has already developed some repute with his battleax before he realised his other calling as a storyteller and music maker. Goblins aren?t big on fancy instruments and Wildvoice is best at singing plus uses a tambour to give himself a beat and flare. With the new spells recently acquired, he looks destined to have dramatic (pun intended) influence in his tribe, but he has a wanderlust for that open road. Expect to encounter him with a handy of lower levels he has convinced to wander with him. He is still evil, but a sociopathic sophistry, not in a power-hungry, imperialistic, take-over-the-tribe kind of way. Instead he explores, looking at how to improve himself and get richer. Tactics: He would be quick to use the bardic fascination or sleep to winnow his opponents. He'll try to talk first and run away if the odds aren't good enough. He'll also use tumble and jump to position himself best for any melee battle. I.e., expect him to attempt to avoid big fighters and instead go for a spell caster as hostage. ---Dang Fool [/QUOTE]
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