Goblins 2: The Wreckin'-ing! (Inactive)

Game Master Dave Young 992

Most adventurers consider goblins to be nothing more than little pests. These goblins are different. They're big pests!


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Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

I'm back to sneakily murder everything that moves.


King of Goblins *MAP*

Welcome back! Velag just went, but if you want to change what he did on his first turn, go ahead.


King of Goblins *MAP*

I've added your characters to my shiny new PM mailbox. If you have anything to discuss away from prying goblin ears, feel free to PM your all-powerful Goblin King.

Not my other aliases, please. Unless, of course, it's not related to this particular game.


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

We have PMs now? Woot! That's what I get for only checking the boards with focus on.


King of Goblins *MAP*

Deity AL Areas of Concern Domains Favored Weapon
Hadregash LE/ slavery, supremacy, territory /Evil, Law, Strength, War flail
Lamashtu CE /madness, monsters, nightmares /Charm, Death, Evil, Knowledge, Trickery falchion
Venkelvore NE /famine, graves, torture /Death, Destruction, Earth, Evil spear
Zarongel NE/ dog killing, fire, mounted combat/ Animal, Evil, Fire, Travel dogslicer
Zogmugot CE /drowning, flotsam, scavenging/ Chaos, Evil, Trickery, Water sickle

Just putting up the gods if KK wants to make a cleric.

That's what I'D do, because clerics are bad to the bone, but it's nunna-my.

A sorcerer would dominate, too. Or, another witch. I'd do a cleric of Zarongel. Fire's fun (I'd be burning everything!), and Travel's probably the best domain there is.


King of Goblins *MAP*

Bucko will be replaced by Ducko, the druid with the amazing ability to turn into a duck at will!


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

Forgot Bucko is bouncy!

Can feather fall at will but not able to will it!

maybe my familiar can do it!........


King of Goblins *MAP*

Yeah, I halved the damage because the bug took the brunt of the fall, and he ended up only taking 6.

Bucko can be stabilized and getting some mushy-mushy tonight. He didn't perma-die, so Velag can stabilize him and there's got to be a couple goblins who can pull him out of the negs with some CLWs. Bucko can heal himself, Velag's wolf, and whoever else is hurt after that.

You'll hang with the Wind Whisperers and be at full tomorrow, if not before.

Got some stuff to do, but I'll post more later.


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Worst case, Velag can treat-deadly-wounds Bucko back to wakefulness. (Also, he has a wand with 2 or 3 charges left, too.) Between the stabilize he would cast as soon as Bucko hit the ground, if he wasn't dead from the fall, he should be good.


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

Klepy's got some CMWs left he can share. He likes Bucko so he will try.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

Glad for the resurrection.....no time to make a new PC.....


King of Goblins *MAP*
Bucko Rackingclaw wrote:
Glad for the resurrection.....no time to make a new PC.....

I really like Bucko. I'm glad I rolled crap this time. You got the "luck of the fool."

I can't count how many times Klepy should have died, but he beat the odds. Maybe it rubbed off that time? Dice are weird things...


King of Goblins *MAP*

I'm sorry it took me this long, but I'm thinking what Klepy needs is a cool prestige class.

I'm suggesting red mantis assassin, but tweaked to fit. There are few 6th level goblins of any kind. Rogues who get that far are blessed by the goblin gods, and can be extra-special goblin assassins.

Goblin Assassin PrC:

Same as RMA, but the mantis stuff is green mantises, and instead of sawtooth sabres, he can use kukris. I think it's more fun than the RAW assassin, and gives more immediate benefits.

He loses a little SA, but gets some spells and other cool stuff. What'cha think, gobbies? Klepy made the gauntlet to murderous superiority?

Idiot though he is, Klepy's touched by the goblin gods. I'm willing to retcon a bit, because it's cool. Your input appreciated.


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

Interesting. I will look into the Red Mantis and once. And Kukris are a neat twist from the traditional daggers. I need to double check and make sure they are still in the knife masters arsenal so I can keep getting D8s.

I have never had a character in my entire 13 years on gaming in any RPG make it past level 4. That has always been the stopping point.
So there is so much I want to try but so little I can really do. Doing a prestige class was one of those things I wanted. So I will definitely stew on this idea.

Nice part is I am swinging back into the traditional Klepy persona again as I have a new fire lit for him. Playing the goofball with deadly skills is kind of funny.


King of Goblins *MAP*

I think it would be fun. Just switch out the repeating crossbow proficiency for proficiency in kukris. I remember they were a weapon you could use for knifemaster, so no problem there.

We'll rename "saber fighting," and call it "kukri fighting." We can just pretend you had kukris instead of daggers, and your crossbow can be a MW composite shortbow instead.

I could see Klepy turning invisible, summoning mantises, etc. He can be a "Black Goblin," a rare but deadly evolution of advanced goblinkind. Smells like awesome to me.

Take "weapon focus- Kukri" at 7th, put 4 points in intimidate, and it'll all kick in. You'd be a rogue 5/ black goblin 2.

I always liked the RMA class for the flavor. It's actually really cool, with a tweak or two, for Klepy. His Cha is only 12, but he can get an item and bump it up to 14, and eventually cast 4th level spells.

What say the other gobbies?

Red Mantis Assassin


King of Goblins *MAP*

Hit Die: d8.

Requirements

To qualify to become a Red Mantis assassin, a character must fulfill all the following criteria.

Alignment: Lawful evil.

Skills: Intimidate 5 ranks, Perception 5 ranks, Stealth 5 ranks.

Feats: Alertness, Exotic Weapon Proficiency (sawtooth sabre), Two-Weapon Fighting, Weapon Focus (sawtooth sabre).

Class Skills

The Red Mantis assassin’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (local), Knowledge (nature), Knowledge (nobility), Knowledge (religion), Perception (Wis), Sense Motive (Wis), and Stealth (Dex).

We can switch alignment to "any evil," drop the alertness requirement, replacing it with "any one rogue talent," and call it good.

I mean, Klepy's evil. Who are we kidding?

Actually, this dovetails nicely with some upcoming stuff.


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

Only problem with trading out my proficiency for Kukuri is now I have to use a regular crossbow I have to take a whole round to reload for long range combat. I rather like my repeater.


King of Goblins *MAP*

That's the downside. You'd shoot it at -4 every round until you pick up the feat again. Even at -4, Klepy's still a good shot.


King of Goblins *MAP*

I was going to try to get into a Carrion Crown game with a cleric of Sarenrae, but Kor beat me to it!


King of Goblins *MAP*
Klepy wrote:
Only problem with trading out my proficiency for Kukuri is now I have to use a regular crossbow I have to take a whole round to reload for long range combat. I rather like my repeater.

Seems a small price to pay, given the benefits. Spells, weapon bonuses, summoning, better will saves, etc. It pwns the assassin class. which I think really got borked. It wasn't great, before.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

I think we should get some hob-goblin mounts!

That would be pimp!

Maybe Boggard mounts, since we are going to be breeding them and sterilizing at young ages!

I guess when we get back to the village we can kill all the lesser males an mushy all the females.....

No more gobbies forgettin who is Boss!

Silver Crusade

male Human Atlanteologist 10/G.eneral O.perations D.irector 8

hahahaha!

You goblins are a bunch of clumsy, inept weirdoes who Yoda would be ashamed of! Man, your gameplay is as funny as. . . well, you know.

HAHAHAHAHA!

(one of those Hummings that have skulls to crack, never mind that he's a Jedi Master).


King of Goblins *MAP*

Hit Die: d8.

Requirements

To qualify to become a Black Goblin assassin, a character must fulfill all the following criteria.

Alignment: Any evil.

Skills: Intimidate 5 ranks, Perception 5 ranks, Stealth 5 ranks.

Feats: Alertness, Exotic Weapon Proficiency (kukri), Two-Weapon Fighting, Weapon Focus (kukri).

Class Skills

The Black Goblin assassin’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (local), Knowledge (nature), Knowledge (nobility), Knowledge (religion), Perception (Wis), Sense Motive (Wis), and Stealth (Dex).

Skill Ranks at Each Level: 6 + Int modifier.

Table: Black Goblin Assassin

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th
1st +0 +0 +1 +1 Sneak attack +1d6, kukri fighting 1 1 — — —
2nd +1 +1 +1 +1 Prayer attack 2 — — —
3rd +2 +1 +2 +2 Black shroud 3 — — —
4th +3 +1 +2 +2 Summon mantis, Sneak attack +2d6 3 1 — —
5th +3 +2 +3 +3 Resurrection sense, kukri fighting 2 4 2 — —
6th +4 +2 +3 +3 Mantis form 4 3 — —
7th +5 +2 +4 +4 Sneak attack +3d6, kukri fighting 3 4 3 1 —
8th +6 +3 +4 +4 Black mantis form, fading 4 4 2 —
9th +6 +3 +5 +5 Mantis doom 5 4 3 —
10th +7 +3 +5 +5 Death mantis form, sneak attack +4d6 5 4 3 1
Class Features

The following are class features of the Black Goblin assassin.

Weapon and Armor Proficiency: A black goblin assassin is proficient with all simple weapons and all light martial weapons. She is proficient with light armor but not shields. A black goblin can cast spells while wearing light armor without incurring the normal arcane spell failure chance (see Errata below.) Like any other arcane spellcaster, a BG assassin wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass red mantis assassin still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Errata
"In switching the Red Mantis assassin over to casting spells from the sorcerer/wizard spell list rather than keeping a special Red Mantis spell list of her own, we inadvertently left out the line that says that Red Mantis assassins ignore arcane spell failure chances while wearing light armor, just like bards."
-James Jacobs (Creative Director), Tue, Mar 22, 2011, 01:30 PM

[Source]
Spells

Table: Black Goblin Assassin Spells Known
Level 1st 2nd 3rd 4th
1st 2 — — —
2nd 3 — — —
3rd 4 — — —
4th 4 2 — —
5th 4 3 — —
6th 4 4 — —
7th 5 4 2 —
8th 5 4 3 —
9th 5 4 4 —
10th 5 5 4 2
A BG assassin casts arcane spells drawn from the sorcerer/wizard spell list, but is limited to illusion and transmutation spells. She can cast any spell she knows without preparing it ahead of time. To cast a spell, a BG assassin must have a Charisma score of at least 10 + the spell’s level. Her bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + the spell level + the caster’s Charisma modifier (if any). Her selection of spells is extremely limited—at each Black Goblin level, she gains one or more new spells, as indicated on the table on the next page. At 4th, 6th, 8th, and 10th level, she can choose to learn a new spell in place of one she already knows, provided the new spell is of the same level as the one she is replacing.

As mentioned above, a BG assassin can only learn sorcerer/wizard spells from the schools of illusion and transmutation, although as she gains levels, a small number of additional spells are added to her list. She does not automatically learn these spells when they become available—they must be selected as part of her total spells known.

At 2nd level, she adds obscuring mist and true strike to her spell list.

At 4th level, she adds darkness and summon swarm to her spell list.

At 6th level, she adds fog cloud and see invisibility to her spell list.

At 8th level, she adds clairaudience/clairvoyance and hold person to her spell list.

At 10th level, she adds dimension door and modify memory to her spell list.

Sneak Attack (Ex)

This is exactly like the rogue ability of the same name. If the BG assassin gets a sneak attack bonus from another source, the damage bonuses stack.

Kukri Fighting (Ex)

At 1st level, the BG assassin gains Weapon Specialization (kukri) as a bonus feat.

At 5th level, she gains Greater Weapon Focus (kukri) as a bonus feat.

At 7th level, she gains Greater Weapon Specialization (kukri) as a bonus feat.

Prayer Attack (Su)

At 2nd level, a BG assassin learns her signature assassination style. To initiate a prayer attack, she holds her kukri (or kukris) out, point down, and weaves the blade in the air. She must be within 30 feet of and visible to her victim. Beginning a prayer attack is a standard action, and causes her victim to be fascinated by her unless he makes a Will save (DC 10 + the Red Mantis assassin’s class level + her Charisma modifier—if she’s wielding two sawtooth sabres, this DC gains a +2 bonus). She can maintain the fascination effect by concentrating. The victim may attempt a new save to escape fascination each time a threat (other than the fascinating assassin) appears. At any point after 3 rounds, she may make a coup de grace attack against the target, provided the target is still fascinated. Activating or concentrating on maintaining a prayer attack does not provoke an attack of opportunity.

Black Shroud (Su)

At 3rd level, a BG assassin gains the ability to create a veil of black mist a number of times per day equal to her Constitution bonus (minimum once per day) as a move-equivalent action. The black shroud persists for 1 round per class level. It grants a +1 dodge bonus to AC and fast healing equal to her Constitution bonus (minimum of fast healing 1). This mist cannot be dissipated by wind. If she is slain while this ability is active, she can choose whether to remain corporeal or to disintegrate into a cloud of black mist that leaves behind only her gear in order to deprive her enemies of access to her remains.

Summon Mantis (Sp)

Once per day at 4th level, a BG assassin may summon an advanced fiendish giant mantis, 1d3 fiendish giant mantises, or 1d4+1 giant mantises, as if using summon monster V. She can mentally direct the actions of these summoned vermin as a free action. All mantises summoned by this spell-like ability are black, and gain no racial bonus on Stealth checks in forests.

Resurrection Sense (Su)

At 5th level, a BG assassin senses if a creature she has slain within the last year has been restored to life, as long as they are both on the same plane.

Mantis Form (Su)

At 6th level, a BG may transform into a black giant praying mantis once per day as a standard action, as if using vermin shape II (caster level equals her class level). In addition to the normal adjustments to Strength, Dexterity, and natural armor provided by this spell effect, she gains the giant mantis’s darkvision 60 feet, grab, lunge, mandibles, and sudden strike extraordinary abilities, but not its immunity to mind-affecting effects or its racial modifiers to Perception or Stealth. If she wields a magical kukri in her hand when she transforms, the magical enhancements for that weapon apply to her corresponding claw attack—if she wields two of them, then the weapons each apply to a different claw attack.

Black Blood Mantis: At 8th level, her claw attacks inflict 1d6 bleed on a hit. She also gains damage reduction 5/good while in this form.

Death Mantis: At 10th level, whenever she uses her mandibles to attack, she inflicts 1 negative level. Each negative level inflicted in this manner grants the BG assassin 5 temporary hit points that last for 1 hour. The save DC to remove these negative levels is equal to 20 + the Black Goblin assassin’s Constitution modifier. In addition, her damage reduction increases to 10/good while in this form.

Fading (Su)

At 8th level, the BG can become ethereal as a free action a number of times each day equal to her Constitution modifier (minimum 1/day) for an instant as she is attacked by a weapon or is forced to make a Reflex saving throw. She must choose to activate this ability before the weapon’s attack roll or the spell’s effects are adjudicated. This grants the BG assassin a 50% chance to avoid taking damage from the attack or effects.

Mantis Doom (Sp)

At 9th level, a BG may use creeping doom as a spell-like ability three times per day. This version of the spell summons swarms of venomous praying mantises, but the effects are otherwise the same as the spell.

More legible link here.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

edit:
requirements Goblin


King of Goblins *MAP*

Oops. Too late.


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

So I guess I won't get this class for a couple of levels. Oh well
Missing Requirements:
Intimidate 5
Alertness
Weapon Focus: (Kukri)
Technecally Martial weapon proficiency Kukuri

Oh well, something to work towards. For now we are simply assassin Klepy :p


King of Goblins *MAP*

Add 5 to intimidate at 7th
Forget alertness
Add weapon focus at 7th
Take kukri instead of crossbow proficiency and take it later.

You then have better weapons, +1 to hit and +2 damage with them, spells, a special attack and better will saves.

It's a good deal.


Male Orc!!!! Level 18 Orc King

The Intimidate skill requirement is interesting for a class that prefers to strike from stealth? Although regular Mantis Assassins could possibly find it useful in certain social situations... I'm not sure the same would apply for a goblin-based assassin? I'd almost be more tempted to switch that to Acrobatics instead, but perhaps that's just me?


King of Goblins *MAP*

I was thinking that was for prayer attack, but it's not even a part of it. It's just a supernatural thing. Yeah, we could drop that, too.


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Depends -- goblins war and fight between themselves enough that, presumably, the dark order of goblin assassins may need to roll someone for information (in the same way that Red Mantis do that to the tall folk).

*shrug* I think one of the reasons there are as many barriers to entry is precisely because it's that much more power than normal assassin (or a bunch of other PrCs).


King of Goblins *MAP*

Another good point. Most PrCs had some goofy prereqs so you had to build for them and take a feat or 2 that weren't all that great. Price of admission. 5 ranks of intimidate would make Klepy pretty good at it, really. He's the only one with a good cha, too.

As you level up, cha skills will see more play, I think. Klepy's got the cha and the points to cover them.

Either way, I just wanted something a little more exciting than vanilla assassin, and I'll make it easy to get. This looks pretty cool. I'd play it.


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Velag's impossible to lie to and can be pretty scary (Stern Gaze bonuses to Intimidate and Sense Motive, plus he's got free Discern Lies), but you don't want Inquisitors trying to make nice with people. :)


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

Very interesting. I Just found out that at 7th Level, if I take a level in Black goblin ontop of what I've got then. *Pause for dramatic Effect* I will have Sneak attack of 5d8. Creepy.

Okay Dilema of new.

I never ever expected this goblin to make it this far therefore I have decided to map out his level progression. What level will this campaign go too? This is important cause it affects how I want him to grow and what abilitie to take.

Truth be told, had I known about this class way earlier, I would have been building for it sooner. Also would have taken it in place of the Assassin class in the first place.

Klepy is gonna be a mess of a character real soon so I need to map him out so everything flows smothly rather than be all over the place.


King of Goblins *MAP*
Klepy wrote:

Very interesting. I Just found out that at 7th Level, if I take a level in Black goblin ontop of what I've got then. *Pause for dramatic Effect* I will have Sneak attack of 5d8. Creepy.

Okay Dilema of new.

I never ever expected this goblin to make it this far therefore I have decided to map out his level progression. What level will this campaign go too? This is important cause it affects how I want him to grow and what abilitie to take.

I said I'd take it to 20th, if we're all having fun. So far, it's a hoot.

Quote:
Truth be told, had I known about this class way earlier, I would have been building for it sooner. Also would have taken it in place of the Assassin class in the first place.

You know, I didn't think of trying to adapt a class until recently. You wanted to try something different, so I just thought of it a few days ago, and thought a RMA with a goblin twist would be awesome. That's why I'm willing to retcon it so you can act as if you were planning to all along. You didn't have that choice until now.

Quote:
Klepy is gonna be a mess of a character real soon so I need to map him out so everything flows smothly rather than be all over the place.

Lucky you. We've got some great players right here who can help you sort it all out. We'd all like a Black Goblin Assassin to pet and cuddle. XD


King of Goblins *MAP*

I have a recycled character I'm pimping for a PbP campaign. KenderKin will remember her from that short-lived 6th-level fiasco. All that work, and we didn't play! That's happened to me in a few games. I swore I wouldn't do that to my players. If I stop posting, I'm in jail or something.

The FORMAT is time-consuming, but once it's done, it's easy to level up. You'll notice the skills and spells are linked to the PRD or PFSRD. That makes it easy for me or the GM to look up details and know instantly what they do without digging through the books.

If you did that, you'd always know what spells you have, how they work, etc., and so would I.


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

Couple questions cause I can't find them in the rules.

The Spell Vanish is nice but is RMA the only caster level I have and if so is their a way to improve it without actually leveling?

Can Rogues take Talents....on second thought that would just be way too much trouble even for a high level character. Scratch that.


King of Goblins *MAP*

Not really. Of course, with 3 possible castings per day, you might use it a little. Sometimes a round is all you need. You might wait on that one 'til level 2.

If you want, you can ditch the level of assassin and just take 2 levels of BG at 7th.


Male Goblin Rogue(Knife Master and Scout) lvl 5 Assassin lvl 1

I have though extensively about that but I would need to change one of my previous feats/rogue talents to get the weapon focus. Hmm, fast stealth and Bleeding attack both have their pluses. I could get the intimidation points easily but one of the two of those would have to go.

How often have you taken into acount my bleed damage?


King of Goblins *MAP*

Every time. I tack it on once it's been dealt, but there's a delay because they don't take it until their turn.

It helps a lot, though. You've had some foes bleed out before. Remember, though, this class gives you weapon specialization with kukris, so more hits, and +2 damage. Not exactly bleed, but it'll get up to +2 to hit, +4 damage later. A little better for straight-up melee.

Being able to make yourself invisible is the big plus. All the spells can be had with wands or scrolls, too. There are some really good spells on that list.

Klepy! Spellcastaaahhh! :O


King of Goblins *MAP*

You can rebuild as rog 5/bg 2, rog 5/ass 1/bg 1. or rog 6/bg 1. It's up to you.


HP 92/92

GM, I was wondering if I could request a feat change.

When we started back at level 1, "Goblin Bravery" sounded like a fun feat. In reality though, gaining +1 to hit only when being a solo attacker on a larger foe, is really of limited benefit. They really should have scaled it (+1 per 4 levels), however the feat ideally was focused on the 1st level characters for the module.

I would like to request swapping it with Extra Rage... which in my mind still has the same flavour as goblin bravery :)


King of Goblins *MAP*

Sure. Makes more sense.


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

I'm surprised that's a feat -- makes more sense as a trait.


HP 92/92
Velag Wordeater wrote:
I'm surprised that's a feat -- makes more sense as a trait.

Whoops! My bad. Apparently it is a trait. Okay, now that makes sense :)


King of Goblins *MAP*

Good trait. Lousy feat. It's like half a feat, or something. LOL


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

"Hard to walks with half a feet!"


King of Goblins *MAP*

Note to all goblins:

Klepy's new PrC will be the black scorpion goblin class. Instead of a red mantis, he can turn into a black scorpion. Can't fly, but it has poison.

We cool?


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Wow, Terrible Remorse is hugely a broken spell.

edit: I see they've nerfed it, but they made it make even less sense now. Will pick a different spell.

edit2: Hello, Retribution.


King of Goblins *MAP*
GM Elton wrote:

hahahaha!

You goblins are a bunch of clumsy, inept weirdoes who Yoda would be ashamed of!

So what's your point?


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Velag is updated -- Learned Retribution and Righteous Vigor (L3), Comprehend Languages (L1), Bleed and Read Magic (L0) -- picked up Judgment Surge as a Feat.

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