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Legendary Planet - Goblins in Spaaaace!!!

Game Master Zesdead

The 'Legendary Planet' Adventure Path from Legendary Games.

Book 1, 'To Worlds Unknown'

...in which, our unlikely heroes find themselves - another somewhere else...

Party Health
Ravboom: 36/36HP, 3 Hero Points
Palomia Kasic: 24/24HP, 3 Hero Points
Relas: 11/26HP
Vael Dahl: 22/22HP, 3 Hero Points
Blekk: 6/35HP, 3 Hero Points

Maps
Daytaar Safehouse
Zel-Argose


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Skills:
Acrobatics 12, Appraise 4, Climb 4, Disable Device 10, Linguistics 1, Perception 11, Slight of Hand 10, Stealth 10, Survival 5, UMD 4, Craft(Clockwork) 11, Kn(Eng) 5, Kn(Local) 4
Goblin HP (43)
Stats:
AC/Touch/Flat 20/17/14 | Fort/Ref/Will +7/+8/+2 | Init +9 | CMB/CMD 2/18
Barbarian (Savage Technologist) (2)/Gunslinger (1)/Artisan (1) [Champion (1)]

No, you could give Relas a +8 racial bonus on Disable Device, and put a rank into it, and that would cover it. :) He could use his claws to pick the lock.


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

I've done that before with a Velociraptor animal companion, actually!


HP: 34/34 l AC: 15, T 12, FF 13 l CMD 15 l F +4, R +4, W +5 l Bond Senses (4/4), Heavenly Fire (5/6), Mythic Power (5/5), L1: 3/4, L2: 1/2 l Init +2 l Senses: Perception +2
Skills:
Diplomacy +5, Kn. Arcana +9, Kn. Planes +8, Kn. Religion +6, Linguistics +8, Profession: Scribe +7, Sleight of Hand +2, Spellcraft +9, UMD +10
Human Female Summoner (Unchained)/VMC Sorcerer 4, Archmage 1

Hah! Fair enough, I'll keep that in mind next time we level up :)

Also I don't know if anyone here plays or cares anything about PFS but I decided to make a version of Palo and Relas to play there too, just because I like them so much :3

Also Pt. 2, I made a summoner for another PbP game which I unfortunately had to bow out of when I decided to cut back some on my longer-term PbP commitments. What's funny is that I inadvertently made Don Quixote with that character so I might have to resurrect that idea for PFS too...

Also The 3rd and speaking of ridiculous character concepts, one time I had an idea for some sort of goblin bard/skald modeled off of El Kabong but now I wonder if such an idea might actually work better as a vigilante :D

(This is what happens after I work night shift...)


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

Oh man, now I want to make a goblin vigilante whose vigilante identity is literally just him with a super fake-looking moustache.


Skills:
Acrobatics 12, Appraise 4, Climb 4, Disable Device 10, Linguistics 1, Perception 11, Slight of Hand 10, Stealth 10, Survival 5, UMD 4, Craft(Clockwork) 11, Kn(Eng) 5, Kn(Local) 4
Goblin HP (43)
Stats:
AC/Touch/Flat 20/17/14 | Fort/Ref/Will +7/+8/+2 | Init +9 | CMB/CMD 2/18
Barbarian (Savage Technologist) (2)/Gunslinger (1)/Artisan (1) [Champion (1)]

Senor Vorpal Kickasso!


That is because goblins are wonderful.

And Ravboom stealing is bad ;)


Skills:
Acrobatics 12, Appraise 4, Climb 4, Disable Device 10, Linguistics 1, Perception 11, Slight of Hand 10, Stealth 10, Survival 5, UMD 4, Craft(Clockwork) 11, Kn(Eng) 5, Kn(Local) 4
Goblin HP (43)
Stats:
AC/Touch/Flat 20/17/14 | Fort/Ref/Will +7/+8/+2 | Init +9 | CMB/CMD 2/18
Barbarian (Savage Technologist) (2)/Gunslinger (1)/Artisan (1) [Champion (1)]

No, stealing from good people is bad.

Stealing from evil people is good, because they'll use whatever you're stealing to hurt good people.


I am listening to goblin logic ;) even when it makes sense it feels weird.

And my phone sucks for posting in game.


HP: 34/34 l AC: 15, T 12, FF 13 l CMD 15 l F +4, R +4, W +5 l Bond Senses (4/4), Heavenly Fire (5/6), Mythic Power (5/5), L1: 3/4, L2: 1/2 l Init +2 l Senses: Perception +2
Skills:
Diplomacy +5, Kn. Arcana +9, Kn. Planes +8, Kn. Religion +6, Linguistics +8, Profession: Scribe +7, Sleight of Hand +2, Spellcraft +9, UMD +10
Human Female Summoner (Unchained)/VMC Sorcerer 4, Archmage 1

It's amazing the enjoyment I get out of everyone just standing around throwing shade at each other in this game :3


HP: 23/23, Hero P: 4, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

I keep forgetting I have magic :(
Detect Magic or guidance would have been useful here. Oh well.
Edit: I am a 9th lvl caster who hasn't cast a single spell yet XD


There is now a map in your campaign tab... I will put CL4P-TP and Vael in when I can get to it (unless someone beats me to it!!!!)


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16
Palomia Kasic wrote:
It's amazing the enjoyment I get out of everyone just standing around throwing shade at each other in this game :3

This is by far the most dysfunctional group (at least socially) I've ever been a part of. Also my favorite group, by far.


I am rather fond of this group. I am pleased I had to the option to join.


HP: 23/23, Hero P: 4, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

GMpleaserolllow GMpleaserolllow GMpleaserolllow GMpleaserolllow ...
If this works, it will be funny :)
Also, if anyone wants to aid me on the bluff check?
Also, also; First Spell Cast! I am now officially a spellcaster! You lot better beware, MUHAHAHAHAHA! ahem.


HP: 23/23, Hero P: 4, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear
Vael Dahl wrote:
I am rather fond of this group. I am pleased I had to the option to join.

So am I actually :)

You know, I was once one of the original members to this campaign back in the day with Rav, Palomia, Solie and Biggun, back then I had played a goblin rogue named Sparky. However the character was "flat", he had a sheet of crunch but I was unable to give him personality and bring him to "life" so I ended up dropping out.
As you can (hopefully) imagine, I have not had that problem with Claptrap :3

Still, I was suprised and glad I was able to get back into this campaign a second time and I have been enjoying myself immensely.
Do any of you guys remember Sparky?

Heh. I was Solie's little green minion ^_^ not much has changed, now that I think about it >_>


Skills:
Acrobatics 12, Appraise 4, Climb 4, Disable Device 10, Linguistics 1, Perception 11, Slight of Hand 10, Stealth 10, Survival 5, UMD 4, Craft(Clockwork) 11, Kn(Eng) 5, Kn(Local) 4
Goblin HP (43)
Stats:
AC/Touch/Flat 20/17/14 | Fort/Ref/Will +7/+8/+2 | Init +9 | CMB/CMD 2/18
Barbarian (Savage Technologist) (2)/Gunslinger (1)/Artisan (1) [Champion (1)]

Sorry everyone, new contract, and I have to drive 4 hours to reach it Monday and 4 hours to get home Friday. Was sick Thursday, so all in all, sucky week. Should get better next week, and the week after. Got a hotel room for the whole month now, so I can drive in on Sunday nights and back on Saturday mornings, meaning I'll get more rest and not have any more 14 hour days. Had 33 hours Wednesday evening before getting sick.


HP: 34/34 l AC: 15, T 12, FF 13 l CMD 15 l F +4, R +4, W +5 l Bond Senses (4/4), Heavenly Fire (5/6), Mythic Power (5/5), L1: 3/4, L2: 1/2 l Init +2 l Senses: Perception +2
Skills:
Diplomacy +5, Kn. Arcana +9, Kn. Planes +8, Kn. Religion +6, Linguistics +8, Profession: Scribe +7, Sleight of Hand +2, Spellcraft +9, UMD +10
Human Female Summoner (Unchained)/VMC Sorcerer 4, Archmage 1

Just checking in, think we're waiting on a combat action from Vael right?


Sorry. I am still trying to catch up in a few games. If I am keeping things up always feel free to bot me. In a different game that I was boted in I, with the GM rolling, managed two crit's. That was nice.


Skills:
Acrobatics 12, Appraise 4, Climb 4, Disable Device 10, Linguistics 1, Perception 11, Slight of Hand 10, Stealth 10, Survival 5, UMD 4, Craft(Clockwork) 11, Kn(Eng) 5, Kn(Local) 4
Goblin HP (43)
Stats:
AC/Touch/Flat 20/17/14 | Fort/Ref/Will +7/+8/+2 | Init +9 | CMB/CMD 2/18
Barbarian (Savage Technologist) (2)/Gunslinger (1)/Artisan (1) [Champion (1)]

Palo is very scary.

Here's proof!

Palo is scary bad at hitting things with her Cross-Bow!

Palo is scary bad at hitting things with her Spells!

Palo is scary bad at making perception checks!

Palo is scary bad at making skill checks!

Palo is scary bad at making saves!


HP: 34/34 l AC: 15, T 12, FF 13 l CMD 15 l F +4, R +4, W +5 l Bond Senses (4/4), Heavenly Fire (5/6), Mythic Power (5/5), L1: 3/4, L2: 1/2 l Init +2 l Senses: Perception +2
Skills:
Diplomacy +5, Kn. Arcana +9, Kn. Planes +8, Kn. Religion +6, Linguistics +8, Profession: Scribe +7, Sleight of Hand +2, Spellcraft +9, UMD +10
Human Female Summoner (Unchained)/VMC Sorcerer 4, Archmage 1

Hey! I...I can be really good at buffing people...and maybe some battlefield control. That's good, right guys? Guys?

*sobs quietly*

Seriously though, as much as I like playing Palo and Relas man do USummoners seem to take forever to get going. My kingdom for keeping the Unchained eidolon stuff but getting the old Summoner spell list back...


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

Honestly, besides Haste as a level 2 spell (seriously, what the hell was with that?) the old summoner spell list wasn't too horrible. Just...what the hell were they thinking with Haste, though? It's like the old Eidolon getting pounce at first level. Sure, you can take other options, but you'd be an idiot if you did.


I feel your pain with the unchained summoners spell list. If the eidolon wasn't better this way the plain summoner would be better.


Also you all are adorable! So adorable. That string of posts from CT's to to Blekk had me cackling :D


HP: 23/23, Hero P: 4, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear
Zomskane, The Anonymous Coterie wrote:
The Zomskane coterie portrays two different faces to the outside world. One face presents the grand compound which guards its lucrative gate and the seat of its considerable political power. But the other champions the downtrodden of Argosa by administering to them in ways which unite and marshall their manpower to raise riots, block boulevards, expose or blackmail officials, and contribute to a dense network of spies, informants, errand-runners, and muscle to carry out their wishes.

I think I am turning into a right, propper Zomskane! ^_^

Now if only I could, you know... Succeed... _-_

And Palioma, I'm rooting for ya!
I know! I'll have Claptrap do a celebratory dance for you the next time you succeed/don't mess up!


HP: 23/23, Hero P: 4, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Who said you can't teach a dead horse new tricks?!? See? We are learning! We are actually using stealth. I call that progress guys, Hi Five!


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

And we used diplomacy to get out of a fight! I don't think that's EVER been done in the history of Goblinkind before!


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

By the way-I'm working on a few "backup" characters in case Blekk bites the dust. What's the max amount of race points we should aim for if we make custom races? I'm trying to answer the age old question of "How can you make the common goblin even more ridiculous?"

The answer, of course, is to mix them with Kobolds. But I want to see how much craziness I can stuff into this race.


HP: 23/23, Hero P: 4, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear
Blekk D'spessmun wrote:
And we used diplomacy to get out of a fight! I don't think that's EVER been done in the history of Goblinkind before!

I know, right? And all it took was magicing him into killing his friend, betraying his orginazion, blackmailing him with it, and failing to AoO him on his way out!

I love diplomacy!
;p

As for the modified goblin, I built Claptrap from a 10pb and even then, looking back I dont think I was innitially allowed to, I just kinda took a chance and got some acceptance from the original group.

That aside, I have long thought about how I would design the goblinkind. You see, I want to write stories one day and goblins are a favorite of mine so I want to include them in my stories, however they need to be unique, not just ripped off from Tolken or JK Rowling.
My solution? Make the goblins highly empathetic and adaptive.

Question. Why are goblins so endearing in pathfinder?
Answer. While they are small, weak and funny looking (big ears, oversized head, spindly arms), they really became endearing because of a combination of excessive curiosity, cruel ingenuity, mischievousness and a callus disregard for life (theirs and others).
Aka they do stupid things for stupid reasons and get themselves blown up. We all laugh :p

That and they are just evil enough to actually pull it off. They also breed like rats so if one does something stupid and blows himself up then we all laugh because we have been conditioned to think of them as expendable and that its ok if they die, there is always another!

So how would I change them? Well first off, I would increase their interactions with humans, specifically their chance for mischef. Increasing their chance to create memorable moments instead of just being killed off on sight. I would do this by giving the goblin juuust a bit of innate magic allowing them to blend in unnoticed.

Mischief Magic (2RP) wrote:
Once per hour, a goblin can cast a limited form of Disguise Self, allowing him to appear as a small sized humanoid with ugly and overtly large features. A goblin cannot maintain this form indefinitely and must remain in his true form for at least half an hour between uses. Entering combat immediately dispells this illusion.

This grants a goblin all sorts of chances to get into mischief and an opportunity to engage with humans in a non-violent way, but it is unreliable and non-permanent. Perfect to get into a sticky situation, buuut not out >:)

Note: it is not designed to be unlimited. You are still a goblin, not a halfling!

Next I would change their modivations. While they would still retain their love of petty cruelty and explosions, I would dial their adventurousness and thrill seeking up to eleven.
Imagine a goblin with this mindset (taken from the gnomes);

Adventures wrote:

They often become wanderers to experience new aspects of life, for nothing is as novel as the uncounted dangers facing adventurers. Many goblins see adventuring as the only worthwhile purpose in life, and seek out adventures for no other motive than to experience them.

Goblins can just as often be driven by passions and desires that non-goblins see as eccentric at best, and nonsensical at worst. A goblin may risk his life to taste the food at a giant’s table, to reach the bottom of a pit just because it would be the lowest place he’s ever been, or to tell jokes to a dragon—and to the goblin those goals are as worthy as researching a new spell, gaining vast wealth, or putting down a powerful evil force.

Couldn't you picture a goblin sneaking up onto a giants table to pinch a piece of pie, all for the sake of bragging about it to his tribe afterwards? Or climbing the highest spire of the tallest human castle just to say that he has been taller then anyone else, ever?

Next I would increase the chances of the goblin getting away with it. Sure goblins doing something stupid and suiciding is funny, but if the goblin survives against the odds and in doing so it leaves him emboldened then it also leaves the reader with an expectancy of what he will do next time.
In game terms this would mean allowing the goblin to just book it.

Prank's done, BOOK IT!! (2RP) wrote:

When a goblin's work is done, or he finds his world has gone to heck in a hand basket, there is only one thing to do. RUN!

When a goblin uses the Withdraw action and moves a distance greater then his base speed he can then make a free Stealth check at a -10 penalty. Goblins can make stealth checks while Withdrawing at a -10 penalty.

I also thought about altering their ingenuity but I figure that is best left up to the character to come up with. I have tried before but I have found that you cannot write creativness into a creatures rules, you can only provide opportunities for it. The rest is up to the player. This grants ample oppertunities for the player to create ample mischief >:)

I also have an example goblinoid race if you would like to read him :)

Goblin! (14 RP):

Goblins can just as often be driven by passions and desires that non-goblins see as eccentric at best, and nonsensical at worst. A goblin may risk his life to taste the food at a giant’s table, to reach the bottom of a pit just because it would be the lowest place he’s ever been, or to tell jokes to a dragon—and to the goblin those goals are as worthy as researching a new spell, gaining vast wealth, or putting down a powerful evil force.

These goblins are the same as the standard goblins with a bit more. I have significantly toned up the race's curiosity and eccentricity, as well as giving them the tools to utilize that creativity more often. They are more adventerious, more apt to sneak into places, and they have a greater desire to cause mischief once there, then run like hell to get out. These are not individual changes but rather changes to the race as a whole, goblinkind is out to get into trouble.

Adventurers: Goblin adventurers are usually curious and inclined to explore the world, They often become wanderers to experience new aspects of life, for nothing is as novel as the uncounted dangers facing adventurers. Many goblins see adventuring as the only worthwhile purpose in life, and seek out adventures for no other motive than to experience them however they are often killed off by their own foolish misdeeds or hunted down for their random acts of destruction. Their pernicious nature makes normal interactions with civilized races almost impossible, so goblins tend to adventure on the fringes of civilization or in the wilds. However goblins unchecked curiosity and desire for mischief have allowed them to overcome these bariers with just a hint of innate magic. Despite this, the ability to enter society does not automatically grant the ability to integrate into society and the goblins usually cause mayhem in civilized cities every chance they get before running for the hills.
Lucky goblins that have survived the Adventurous lyfestyle often ride goblin dogs or other exotic mounts, and focus on archery to avoid close confrontation with larger enemies. goblin spellcasters prefer fire magic and bombs over almost all other methods of spreading mayhem.
However there are no shortage of stupid and insanely brave goblins with a desire to go toe to toe with giants...

Standard Racial Traits

Ability Score Racial Traits: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
Type: Goblins are humanoids with the goblinoid subtype.
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.
Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits
_________________________________________________________
Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.

Magical Racial Traits
_________________________________________________________
Mischief Magic: Once per hour, a goblin can cast a limited form of Disguise Self, allowing him to appear as a small sized humanoid with ugly and overtly large features. A goblin cannot maintain this form indefinitely and must remain in his true form for at least half an hour between uses. Entering combat immediately dispells this illusion.

Movement Racial Traits
_________________________________________________________
Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)

Prank's done, BOOK IT!! When a goblin's work is done, or he finds his world has gone to heck in a hand basket, there is only one thing to do. RUN!
When a goblin uses the Withdraw action and moves a distance greater then his base speed he can then make a free Stealth check at a -10 penalty. Goblins can make stealth checks while Withdrawing at a -10 penalty.

Senses Racial Traits
_________________________________________________________
Darkvision: Goblins see perfectly in the dark up to 60 feet.

Additional Racial Feats
_________________________________________________________
Integrated
Preresiquites: Mischief Magic
You get a laugh hiding under the noses of the more civilized races and your extended forays into the human world has honed your innate magic.
Effect: Your Mischief Magic functions at +1 CL and you no longer need to wait half an hour between castings. The illusion is still broken by combat however, and it is still limited to 1 casting per hour.

Deep Cover
Preresiquites: Mischief Magic, Integrated, Character level 5
You are so deeply entrenched in the civilized world you sometimes forget you are even a goblin and your guise can be maintained seamlessly.
Effect: Your Mischief Magic functions at an additional +1 CL and increase the DC to see through the illusion by 1. Furthermore the illusion is not broken by by combat.
Your understanding of the human aesthetic has also developed enough that you can create disguises that are pleasing to the eye, and no longer are limited to just forms that are ugly with overtly large features.

Getaway Artist
Preresiquites: Fast Movement, Prank's done, BOOK IT!!
Nothing can catch you when you run!
Effect: when you take the Withdraw action you gain a +2 dodge bonus to AC against attacks of oppertunity and a +1 bonus to your Ref save for 1 round.

Spoiler:

Race Points: Goblin
Type: Humanoid (goblinoid) (0rp)
Size: Small (0rp)
Base Speed: Normal (0rp)
Greater Paragon (–2 Str, +4 Dex, –2 Cha) (2rp)
Languages: Standard (0rp)
Skills: Sneaky rider (6rp)
SLA at-will: Disguise Self (2rp)
Prank's done, BOOK IT!!: (2rp)
Senses: Darkvision 60 ft. (2rp)
Total: 14rp

What do you think? They are a straight up improvement from the normal goblin, and more race points then the standard races however the upgrades are largely utility and not direct combat bonuses. In fact the goblin could be played exactly like an old goblin with a built in Cap of Disguise if you wanted to.
As for the power levels of the bonus abilities, BOOK IT!! Is probably worth a bit more then 2 RP, its hard to tell. However SLA at-will has quite a few more restrictions then the base ability and therefore should be worth a bit less then 2 RP so it evens out.
On that note, I wanted Mischief Magic to NOT be a permanent ability, you are still a goblin! Despite this, if you want to you can invest the feats to turn it into a semi-permanent effect.


Well thats my take on it, but dont take mine, feel free to steal from it what you want and create your own!


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

Loving those new traits, super flavorful. I'm hoping to focus more on goblins' innate survivability-they can eat anything, reproduce better than rabbits, and eventually can adapt to any environment. Currently I'm thinking of a way to somehow incorporate both a fly speed and a burrow speed into them-because let's be real here, burrow speeds are criminally underused in Pathfinder, and it'd be hilarious to see a goblin coming towards you like a freaking land shark. I'm working on a whole backstory for the race, it involves rocs, sand wurms, and a kobold. Once I nail down the racial abilities I'll definitely be asking you guys for help tweaking it.


Skills:
Acrobatics 12, Appraise 4, Climb 4, Disable Device 10, Linguistics 1, Perception 11, Slight of Hand 10, Stealth 10, Survival 5, UMD 4, Craft(Clockwork) 11, Kn(Eng) 5, Kn(Local) 4
Goblin HP (43)
Stats:
AC/Touch/Flat 20/17/14 | Fort/Ref/Will +7/+8/+2 | Init +9 | CMB/CMD 2/18
Barbarian (Savage Technologist) (2)/Gunslinger (1)/Artisan (1) [Champion (1)]

Sorry everyone. Work is kicking my ass. I'll try to get posts up today.


HP: 34/34 l AC: 15, T 12, FF 13 l CMD 15 l F +4, R +4, W +5 l Bond Senses (4/4), Heavenly Fire (5/6), Mythic Power (5/5), L1: 3/4, L2: 1/2 l Init +2 l Senses: Perception +2
Skills:
Diplomacy +5, Kn. Arcana +9, Kn. Planes +8, Kn. Religion +6, Linguistics +8, Profession: Scribe +7, Sleight of Hand +2, Spellcraft +9, UMD +10
Human Female Summoner (Unchained)/VMC Sorcerer 4, Archmage 1

Hey guys, my laptop has died and I'm stuck working the next couple of days so until I can get the issue addressed I'm limited to posting from my Kindle - which makes using maps difficult.

Just bot Palo/Relas as needed and I'll try and catch up when I get home from work tomorrow night.


HP: 34/34 l AC: 15, T 12, FF 13 l CMD 15 l F +4, R +4, W +5 l Bond Senses (4/4), Heavenly Fire (5/6), Mythic Power (5/5), L1: 3/4, L2: 1/2 l Init +2 l Senses: Perception +2
Skills:
Diplomacy +5, Kn. Arcana +9, Kn. Planes +8, Kn. Religion +6, Linguistics +8, Profession: Scribe +7, Sleight of Hand +2, Spellcraft +9, UMD +10
Human Female Summoner (Unchained)/VMC Sorcerer 4, Archmage 1

New laptop ordered; should have it by Tuesday :)


Skills:
Acrobatics 12, Appraise 4, Climb 4, Disable Device 10, Linguistics 1, Perception 11, Slight of Hand 10, Stealth 10, Survival 5, UMD 4, Craft(Clockwork) 11, Kn(Eng) 5, Kn(Local) 4
Goblin HP (43)
Stats:
AC/Touch/Flat 20/17/14 | Fort/Ref/Will +7/+8/+2 | Init +9 | CMB/CMD 2/18
Barbarian (Savage Technologist) (2)/Gunslinger (1)/Artisan (1) [Champion (1)]

*sigh*

Monday : Work
Tuesday : Sick
Wednesday : Sick
Thursday : Sick but still worked, behind on work
Friday : Worked, father sent to hospital, Drive 4 hours
Saturday : Father sent home (dehydrated from not drinking liquids, didn't want to 'go to the bathroom every 5 minutes' so blood pressure spiked)
Sunday : Ran around all day getting rental cars switched out, 4 hour drive to Dallas changed to 6 hour drive due to rain and car accidents
Monday : Behind from last week, work, plus work at hotel after work on second client
Tuesday : Behind from last week, work, plus work at hotel after work on second client
Wednesday : dead in the water, still behind, client killed my login to their system, waiting on it to get fixed. Hooked up tether to phone, posted here. Client's system blocks the Paizo site.


HP: 34/34 l AC: 15, T 12, FF 13 l CMD 15 l F +4, R +4, W +5 l Bond Senses (4/4), Heavenly Fire (5/6), Mythic Power (5/5), L1: 3/4, L2: 1/2 l Init +2 l Senses: Perception +2
Skills:
Diplomacy +5, Kn. Arcana +9, Kn. Planes +8, Kn. Religion +6, Linguistics +8, Profession: Scribe +7, Sleight of Hand +2, Spellcraft +9, UMD +10
Human Female Summoner (Unchained)/VMC Sorcerer 4, Archmage 1

Bit of a delayed response (sorry!) but I'm sorry that work and RL have been so stressful for you lately. I hope things settle down for you soon!

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