The Goblin Games/We Be Goblins (Inactive)

Game Master Wolfwaker

Goblin mayhem!


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male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

So do we roll for hit points or take the average? And you mentioned we can finish some stuff. How far do you want us to go with that. I think we are planning to try to kill the chief. Do you want us to make it back to the village? Or would you prefer we just get to the point of leaving the boat so you can do random encounters? And the money we are getting for leveling is it just stuff we collect on the ship?


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Edelhur, thanks for the answers!

No partial wands is fine. Wizard scribing costs is fine. I just need to calculate.

Gang do we want to divide costs on a wand of cure light wounds between the 4-5 of us?


Ronk, I think average hp is fine.

Like I said before, how we take it from here will completely depend on you guys - it is still your game after all :D

In the end it will be up to you if you want to keep these characters or change, etc. How you get the stuff will depend on that.


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

I want to keep the team together, with these characters.

As for the rest of RP, here are Twitchy's goals:

1) Marry Ronk
2) Either keep all the cool stuff -- or -- return to the village for a party and to burn down Grack's house.

She won't say this to the others, but she really doesn't want to murder Gutwad. She's not evil aligned. She'd kill Gutwad to protect her friends, but killing him just so that she can get saddled with the unpleasant job of being chief? Nope.

I'm assuming Edlehur that if we keep any of the loot from here it would count towards our 3K total? Which means we might as well return this stuff to the chief.


male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

I have no want to trade out Ronk. And if the items we collect is towards the 3k then not returning or laying down the law with Gutwad is important. That and I doubt the Chief will be ok with what we do to Grack.

From Ronks point of view Chief can have half the firework like the group mentioned. If he demands the other loot then be is out of luck and if he gets to pushy then he dies.


Male Goblin Druid (Swamp Druid) 3 | HP 26/26 | AC 18, touch 13 Flat-footed 15 | CMB +0 | CMD 13 | Fort +5, Ref +4, Will +8 | Perception +10 (+2 when hearing, +1 in swamp)

I'm keeping Gurp. I've come too far to back out now!

Anyway, Gurp really doesn't like Gutwad, and would really like for him to die fairly soon-ish. He'd be perfectly fine with not being the one to kill him, and in fact was waiting for the old chief's heart to buckle under the strain of his poor life choices before coming up with the mud plan. He's not completely invested in the plan though, so he'll go along with going back a hero if that is what the group decides.

And just a bit of a heads up, I'm planning on going with a weird shaman multiclass for more swampness. Imagine; a slug companion AND a slug spirit animal! What a glorious thought!


male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

Ronk approves!


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Okay, so I'm back from my convention...

Gurp of the Swamp wrote:
And just a bit of a heads up, I'm planning on going with a weird shaman multiclass for more swampness. Imagine; a slug companion AND a slug spirit animal! What a glorious thought!

I think that the slug spirt animal will have to be Dread Overking Squishy! All hail!

GM QUESTION

Is the loot from WBG 1 part of the 3K spending money, or separate? We have in the loot:

1) 1 ring of climbing
2) 1 fairly lame robe of useful things that still has patches for a bull horn, and a ladder
3) 1 horse bane +1 magical dogslicer called the "Gorge of Gluttons"
4) A few cure potions left

The only item in there that might be unbalancing is the dogslicer. The rest are just kind of fun, but it's your call. I would have no plans to sell any of them if they were separate from our 3K. If they are part of the character WBL, let's return them to the Chief.

CHARACTER BUILDING -- SKILLS

Medge, Gurp, Twitchy and Ronk (and Flamefinger, if he's here) should probably coordinate on what knowledge skills we want to cover. Also Medge may want diplomacy or bluff...

At level one, Twitchy currently has:
* Knowledge Arcana
* Knowledge Nature
* Spellcraft
These are her only knowledge class skills, but she has a halfway decent int and more skill points than anyone else. She could take a couple knowledges cross class to open them up.

Level 1 Gurp has:
* Knowledge Nature
* Survival
Gurp has as class skills Knowledge Geography (from Druid) and Knowledge Planes and Religion (from Shaman)

Level 1 Ronk has:
* No Knowledge!
He gets Knowledge Nature as a class skill, but both Gurp and Twitchy have that one.

Level 1 Medge has:
* Bardic Knowledge
* All Knowledges as class skills
* All Face Skills as class skills
* UMD as a class skill
* No points in any knowledge, spellcraft or UMD currently

I'd like for us to cover all the monster IDs, UMD, Knowledge Local and Diplomacy/Intimidate. Who wants to take what? I'm planning on plonking a point into Local cross class, and can plunk points into other things too. I don't mind us doubling up on some key knowledges.


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

POTIONS AND NOTIONS

Twitchy needs to pay scribing costs for her formulary. If there are potions that you want Twitchy to make (she can only make Level 1 potions), Twitchy will make you that potion at a discount if you buy the recipe for her formulary.

Are there any potions the party particularly wants? I was thinking Enlarge Person for Ronk,or Monkeyfish for general purpose, but I would love to hear your suggestions!


Male Goblin Elemental Sorcerer 1 | HP 7 | AC 13 | T 13 | FF 11 | CMD 9 | F +0 | R +2 | W +1 | Init +2 | Per +8 (+10 if hearing)

Ah! This happened faster that Flamefinger expected! Yes, I would enjoy to play. Still going with once a day? And we start at level three with 3,000 gold correct? Also, for those who've asked; things are going well. My friends back is really suffering from radiation burns, but that treatment is over. Now he will continue to receive chemo until the beginning of next year. The tumor has already decreased, (Praise to Lamashtu! lol).

Grand Lodge

Welcome back, Flamefinger!

Will you need help leveling in Hero Lab? I'm waiting on my answers to the knowledge questions and potions before leveling Twitchy.


male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

I have never looked into Hero Lab are we going with that?


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

You don't need Hero Lab, but it can produce a nicely formatted character sheet pretty quickly. I helped Flamefinger put together his character sheet when we started.

So... Ronk, love of my life, what do you want for potions and elixirs? 1st level alchemist stuff only.


@Twitchy: Let's see... About loot, I say you guys can keep it all. I've got no issue with that. It won't count for the 3k total, and that's that - you've deserved the Horse bane weapon, so keep it ;)

As for how the story goes from here, I just need to know your final plans, to decide how it ties in with WBG Too. In fact, I think you guys can expand on it (if you'd like), if nothing else so we can have an idea how a crazy goblin band could go from level 1 to 3 :D

What do you all see your characters doing during that period? If it is too much hassle, we can jus skip it though.

Good to have you on board Flamefinger - the plan is to run on the usual 1 post/day rate yes. Could be more or less, depending on mine and the group's availability I guess ;)


1 person marked this as a favorite.
Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs
GM - Obermind wrote:
@Twitchy: Let's see... About loot, I say you guys can keep it all. I've got no issue with that. It won't count for the 3k total, and that's that - you've deserved the Horse bane weapon, so keep it ;)

Oh, that's great news! Medge, you can be doom to horses! None dare say neigh to you now...

Okay, so let's get back to what are plans are. Do we take over this pirate ship as our base or do we return to try and slay Gutwad? I want your real votes and then we can try to work out what our characters would do.


male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

Not Ronk but I would like to go after Gutwad. Having to go back and figure out a way to burn down Gracks house and get rid of Gutwad. Even more fun if we find a way to put the Chief under our power. I will look though the formula list and let you know my fiery green love bug :)


Init +5 | HP 20/20 | AC +18 | Touch +16 | FF +14 | Fort +1 | Ref +8 | Will +1 | Per + 5
Per day:
SL1 4/4 | Luck 13/13 | Softpaw boots 10/10

Sorry I really fell behind in the past three days. I burned the snot out of myself on the fourth and have been spending a lot of time just laying in front of my fan.

It's sad. I burned my thighs pretty badly so I've been doing this sad hunchback/crab walk around the house. XD

Medge wants to marry Twitchy/Ronk, make the pirate ship their base but also go back to the village. Village throws a feast in their honor, Chief gives them shinys then they can peace out back to their base. Maybe blow up some things in the village and take their shinys. All the shinys.


Init +5 | HP 20/20 | AC +18 | Touch +16 | FF +14 | Fort +1 | Ref +8 | Will +1 | Per + 5
Per day:
SL1 4/4 | Luck 13/13 | Softpaw boots 10/10

Ah. Skill points. Medge has a bunch of points to play with

For new skills i’m giving her ranks in Bluff, Intimidate, Sleight of Hand, Spellcraft and Use Magic Device. I don’t think diplomacy is her thing lol.


male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

Diplimacy is not a Goblin thing


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Right. So as usual, Twitchy is in charge of Knowledge with some Gurp backup, and Medge will just keep rolling off Bardic Knowledge?

Guess I'm taking Knowledge Local then. I'll see what else I can put points in.

Medge, hope that sunburn heals soon!


1 person marked this as a favorite.
male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

A sun burnt Goblin would be purple?


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Initial Twitchy Statblock:

Twitchy
Goblin alchemist (winged marauder) 3 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 114)
CN Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +6
Defense
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 23 (3d8+5)
Fort +4, Ref +6, Will +1; +2 bonus vs. poison
Resist poison resistance
Offense
Speed 30 ft.
Ranged bomb +7 (2d6+3 Fire) or
mwk light crossbow +7 (1d6/19-20)
Special Attacks bomb 6/day (2d6+3 fire, DC 14)
Alchemist (Winged Marauder) Extracts Prepared (CL 3rd; concentration +6)
1st—ant haulAPG (DC 14), firebelly (DC 14), shield
Statistics
Str 8, Dex 16, Con 13, Int 16, Wis 10, Cha 8
Base Atk +2; CMB +0; CMD 13
Feats Brew Potion, Extra DiscoveryAPG, Splash Weapon Mastery, Throw Anything
Traits bouncy, clever wordplay
Skills Acrobatics +8, Craft (alchemy) +7 (+10 to create alchemical items), Handle Animal +9, Heal +4, Knowledge (arcana) +7, Knowledge (local) +4, Knowledge (nature) +8, Perception +6, Ride +13, Spellcraft +7, Stealth +16, Survival +4, Use Magic Device +0; Racial Modifiers +4 Ride, +4 Stealth

Languages Common, Goblin, Halfling, Orc
SQ alchemy (alchemy crafting +3), discoveries (infusion, precise bombs [3 squares]), poison use, swift alchemy
Other Gear mwk light crossbow, 3,150 gp
Special Abilities
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bomb 2d6+3 (6/day, DC 14) (Su) Thrown Splash Weapon deals 2d6+3 fire damage.
Bouncy Your bones, flesh, and skin are a bit more elastic than those of most goblins - when you fall, you tend to bounce a little better as a result. Whenever you take falling damage, the first 1d6 points of lethal damage suffered in the fall are automatica
Darkvision (60 feet) You can see in the dark (black and white vision only).
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (3 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

So... I've put together an initial Twitchy at 3rd level stat block, no equipment yet. I've spent all of 50g on scribing costs for the formulary, and am now trying to decide what to buy. But I've put the stat block up so you can all take an initial look at skills and such.


Male Goblin Druid (Swamp Druid) 3 | HP 26/26 | AC 18, touch 13 Flat-footed 15 | CMB +0 | CMD 13 | Fort +5, Ref +4, Will +8 | Perception +10 (+2 when hearing, +1 in swamp)

I meant to post yesterday, but things got a bit hectic at work. I made a preliminary Gurp statblock without any purchases. I'm thinking of getting a bunch of tree feather tokens, just because I can.

GURP 2.0:
Goblin Druid (Swamp Druid) 1/ Shaman 2
Init +3, Perception +9, Darkvision 60ft

DEFENSE
AC 17, touch 13, Flat-footed 14 (+3 armor, +1 shield, +3 Dex)
HP 26/26 (3d8+10)
Fort +4, Ref +3, Will +8

OFFENSE
Speed 30 ft
Melee: Mwk Sickle +1 (1d4-1/X2)
Ranged: Sling +4 (1d3-1/X2)
Special: Spirit (Nature), Spirit Animal (Slug named Dread Overking Squishy), Spirit Magic (Charm Animal), Storm Burst, Hex (Evil Eye)

STATISTICS
Str 8 Dex 16 Con 14 Int 10 Wis 16 Cha 6
BAB +1 CMB -1 CMD 12
FCB +1HP
Skills: Knowledge (Geography) +5, Knowledge (Nature) +6, Knowledge (Planes) +4, Perception + 9 (+11 hearing), Ride +13, Survival +11
Feats: Boon Companion, Toughness
Traits: Big Ears, Savage
Gear: Wooden Armor, Light Wooden Shield, Sling, 16 sling bullets, 2 magic sling bullets, Sickle, Backpack, Barbed Vest, CLW wand (1 charge), dead frog, necklace of dead dragonflies, a toadstool, a rock kind of shaped like a hand, a crude wooden shaman mask

Druid Spells Prepared (CL 1st):
0- Guidance, Know Direction, Mending,
1st- Cure Light Wounds X2

Shaman Spells Prepared [Nature Spirit] (CL 2nd):
0- Create Water, Purify Food and Drink, Read Magic, Stabilize
1st- Bane, Monkey Fish, Produce Flame

Making this made me realize two things; that Boon Companion is a wonderful thing, and that we never actually figured out what the magic sling bullets did. I just sort of fired them blindly and hoped for the best, but they didn't really do anything.


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Okay, cool! So we can do some Monster IDs. Excellent! And I see that your cross class gives you a lot more spells. Maybe you should put a point into spellcraft and prepare detect magic and we can finally figure out what those magic sling bullets do?

And can we recover them?

Edelhur, if Wolfie doesn't post back, can you roll randomly so that we can finally find out what the magic bullets do?

EDITED to ADD:

Ronk, Medge, Flamefinger... Where are you guys on leveling?


male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

Work has been kicking my butt. I am looking for the feat I want and not sure about the 3k. For the formula I like the Firebelly spell, cause its fun and you mentioned enlarge person because that makes everything better!

I suppose I could get a handy haversack, that would be responsible of me but Ronk would rather hoard the money and eventually make the bonking stick a returning bonking stick. Which I doubt the game will go to since that is 8k. I am thinking improved initiative for the feat since recklessness is a thing. Money for this little guy is proving to be rather difficult. Any suggestions?


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs
Ronk Bonk wrote:

Work has been kicking my butt. I am looking for the feat I want and not sure about the 3k. For the formula I like the Firebelly spell, cause its fun and you mentioned enlarge person because that makes everything better!

I suppose I could get a handy haversack, that would be responsible of me but Ronk would rather hoard the money and eventually make the bonking stick a returning bonking stick. Which I doubt the game will go to since that is 8k. I am thinking improved initiative for the feat since recklessness is a thing. Money for this little guy is proving to be rather difficult. Any suggestions?

You can get your masterwork club magicked for 2k. Or you can get magicked armor. Or something else.

Enarge Person and Firebelly are already in the formulary.


male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

This could be a thing. A plus one to attack might let me hit. So improved imitative or weapon focus for more chances to hit.


Init +5 | HP 20/20 | AC +18 | Touch +16 | FF +14 | Fort +1 | Ref +8 | Will +1 | Per + 5
Per day:
SL1 4/4 | Luck 13/13 | Softpaw boots 10/10

I'm sorry I just haven't had the time yet. I'm going to try and get it done tomorrow!


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Okay fellow goblins, let's get moving on this. Should we set a deadline?


Init +5 | HP 20/20 | AC +18 | Touch +16 | FF +14 | Fort +1 | Ref +8 | Will +1 | Per + 5
Per day:
SL1 4/4 | Luck 13/13 | Softpaw boots 10/10

Very important question about Beguiling Gift: http://www.d20pfsrd.com/magic/all-spells/b/beguiling-gift

Say that a certain goblin casts that and then hands somebody a bomb. Would the spell force that creature to use/eat/set off the bomb?


Init +5 | HP 20/20 | AC +18 | Touch +16 | FF +14 | Fort +1 | Ref +8 | Will +1 | Per + 5
Per day:
SL1 4/4 | Luck 13/13 | Softpaw boots 10/10

I am a silly billy. I forgot that she was getting disable device! Anyways here is my first draft of her crunch. I need to finish with her gear tomorrow.

Spoiler:

Medge the Curious
Goblin Bard Archeologist Pirate 3
CN Small humanoid (Goblin)
Init + 5 Senses: Darkvision Per+5

--------------------
Defense
--------------------
AC +18 Touch +15 FF +13 (Only if feinted) (+4 dex +1 size +3 studded leather
hp 18 (3d8+2)
Fort +1 Ref +8 Will +1

--------------------
Offense
--------------------
Masterwork Dogslicer +10 (1d4) Crit: 19–20/×2
Gorge of Gluttons +9 (1d4) [+7 and (2d6) against horses]
Whip +9 (1d3 Nonlethal)

Dart +9 (1d3)

Bard Spells Known
1st (4/day)—animate rope, sleep, solid note [Beguiling Gift?]
0 (at will)—detect magic, know direction, light, mending, message, open/close

Archaeologist's Luck (6/day)

--------------------
Statistics
--------------------
Speed: 30 feet
BAB +3 CMB +2 CMD +14
Languages: Goblin
Str 10, Dex 19, Con 12, Int 10, Wis 6, Cha 15

--------------------
Feats
--------------------

Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

--------------------
Traits
--------------------

Fate's Favored: The fates watch over you. Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1

Goblin Pirate: Although you might prefer life on board a ship, you often end up in the water for some odd reason. You gain a +1 trait bonus on Profession (sailor) and Swim checks, and Swim is always a class skill for you. You might also have a peg leg or a hook for a hand, but that’s not so helpful.

--------------------
Skills
--------------------

Acrobatics +10
Appraise +4
Bluff +6
Disable Device +11
Escape Artist +9
Intimidate +6
Knowledge [any] +1
Perception +5
Profession: Sailor +5
Sleight of Hand +9
Spellcraft +5
Stealth +14
Swim +5
Use Magical Device +7

--------------------
Special Abilities
--------------------

Archaeologist's Luck (Ex) Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level

Bardic Knowledge (Ex) Medge can attempt any Knowledge skill check untrained with a +1 bonus.

Clever Explorer: At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.

Trap Sense: At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.

Uncanny Dodge: At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name.


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Everyone --

Let's set a final date for getting our shopping done by next Monday, okay? If you're having trouble picking stuff out, post here and we'll brainstorm it together.

Let's all plan on EACH setting aside 150g in our budget for one fully charged wand of cure light wounds. This is the ONLY communal purchase I'm suggesting but having a reliable source of healing that three separate people in the party can trigger is a great thing.


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male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

I love it when you get a bossy ;)

Wifey is so smart. Ronk has done good for himself.


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

And Twitchy loves bossing Ronk. We need to get the shopping done so that we can have our goblin wedding. And so that Twitchy can give everyone Vulture rides!

Twitchy's shopping is done. She still has 230 g left over that she is willing to spend on party stuff carried by other people. The weight requirements for flyers mean that she will be handing out stuff like alchemist fires to other people.

Her big ticket items:
Mithril chain shirt
Boots of the cat
A travelers any tool.


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

And.... Twitchy's sheet is almost completely updated!

Stuff to do still:
1) Update resources spoiler in header to include current elixirs
2) Update weight calculation -- math is hard!
3) Include formulary list on sheet
4) Note alchemical items that will be handed off to others

Still GM Edelhur can view the sheet if he would like.

______________________

A fun discussion from the advice forum.

Don't worry, the goblin wizard with 4 hp will totally tank the party


Init +5 | HP 20/20 | AC +18 | Touch +16 | FF +14 | Fort +1 | Ref +8 | Will +1 | Per + 5
Per day:
SL1 4/4 | Luck 13/13 | Softpaw boots 10/10

Oh. Oh my. Well well well. That sure does look like a fun feat. Could Medge pick up this feat Edelhur? It does seem over powered but. So much fun!


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Ronk has the feat already, mind. But having two of you do it could be hilarious.

I'm GMing this adventure tonight in PFS. Here's a rhyme to commemorate!

Each of us with a toad to lick
We’re the gobs you want to pick
All the flames! All the fire!
Roast the dogs in the pyre!
Do the challenge, ride the pig
Search for firework; boom go big!
Watch for Lotslegs if you dare
Add a pirate ship for flair
We’re goblins on a goblin quest
We kill some and flame the rest!


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Male Goblin Druid (Swamp Druid) 3 | HP 26/26 | AC 18, touch 13 Flat-footed 15 | CMB +0 | CMD 13 | Fort +5, Ref +4, Will +8 | Perception +10 (+2 when hearing, +1 in swamp)

Good luck and have fun, Twitchy!

Now, I'm pretty much done with my stats. Behold!

GURP 2.1: THE FINAL GURP:

Gurp
NE Goblin Druid (Swamp Druid) 1/ Shaman 2
Init +3, Perception +9, Darkvision 60ft
DEFENSE
AC 18, touch 13, Flat-footed 15 (+3 armor, +1 shield, +3 Dex, +1 Natural)
HP 26/26 (3d8+10)
Fort +4, Ref +3, Will +8
OFFENSE
Speed 30 ft
Melee: Mwk Sickle +1 (1d4-1/X2)
Ranged: Sling +4 (1d3-1/X2)
Special: Spirit Magic (Charm Animal), Storm Burst, Hex (Evil Eye)
STATISTICS
Str 8 Dex 16 Con 14 Int 10 Wis 16 Cha 6
BAB +1 CMB -1 CMD 12
FCB +1HP
Skills: Knowledge (Geography) +4, Knowledge (Nature) +6, Knowledge (Planes) +4, Perception + 9 (+11 hearing), Ride +13, Spellcraft +4, Survival +11
Feats: Toughness
Traits: Big Ears, Savage
Gear: Wooden Armor, Light Wooden Shield, Sling, 16 sling bullets, 2 magic sling bullets, Sickle, Backpack, Barbed Vest, CLW wand (1 charge), dead frog, necklace of dead dragonflies, a toadstool, a rock kind of shaped like a hand, a crude wooden shaman mask, 150gp (set aside for wand), 2 tree feather tokens, Amulet of Natural Armor +1, 50gp left over

Druid Spells Prepared (CL 1st):
0- Guidance, Know Direction, Mending,
1st- Cure Light Wounds X2

Shaman Spells Prepared [Nature Spirit] (CL 2nd):
0- Create Water, Detect Magic, Purify Food and Drink, Stabilize
1st- Bane, Monkey Fish, Produce Flame

SQUISHY 2: THE SQUISHENING:
Squishy the giant slug
N medium vermin
Init. -1, Blindsense 30ft, Perception +0
DEFENSE
AC 15, touch 9, Flat-footed 15 (+6 natural, -1 Dex)
HP 16/16 (3d8+3)
Fort +4, Ref +2, Will +1
Special abilities: DR 5/slashing or piercing, mindless, Evasion
Weaknesses: susceptible to salt
OFFENSE
Speed: 20 ft
Melee: tongue +4 (1d4+2 plus 1 acid)
Special Attacks: spit acid +1 touch (30 foot range, 1d6 acid damage)
STATISTICS
Str 14 Dex 9 Con 13 Int - Wis 10 Cha 1
BAB +2, CMB +3, CMD 12 (can't be tripped)
Skills:-
Feats:-
SQ: Tricks (Attack, Come Here, Defend,), Link, Share Spells

DREAD OVERKING SQUISHY, DESTROYER OF WORLDS AND SLAYER OF HERETICS:
Dread Overking Squishy
N Diminutive Magical Beast
Init –3; Senses darkvision 30 ft.; Perception –2
DEFENSE
AC 12, touch 11, flat-footed 12 (–3 Dex, +4 size, +1 natural)
hp 13/13 (3 HD)
Fort +3, Ref +1, Will +3
OFFENSE
Speed 10 ft., climb 10 ft.
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 4, Con 12, Int 6, Wis 7, Cha 9
Base Atk +1; CMB –6; CMD –1
Skills Climb +3
Feats Lightning Reflexes
SQ compression, slime strand, suction, Alertness, Improved Evasion, Share Spells, Empatic Link, Familiar bonus (+3 on climb checks)


Been reeeeeeally busy people, but I am still here, and watching....

And I am pulling all stops Medge, or why would I be running a game for goblins? :o

So, bottom line, yes. You can take the feat ;)


Init +5 | HP 20/20 | AC +18 | Touch +16 | FF +14 | Fort +1 | Ref +8 | Will +1 | Per + 5
Per day:
SL1 4/4 | Luck 13/13 | Softpaw boots 10/10

Just to double check. Can I also hand people bombs/exploding stuff with Beguiling Gift and make them explode them on themselves? Because really that's all I want in life.

http://www.d20pfsrd.com/magic/all-spells/b/beguiling-gift


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Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

It's good to know that you have such lofty goals, Medge!


male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

I will be done be done with Ronk sometime tomorrow. I started a Call of Cthulhu game and I got distracted. My apologies. Trying to decide one armor. I have 1018gp to spend on it or I can get a Cracked Dusty Rose Prism (Ioun Stone) that gives a +1 init for 500gp and an agile breastplate.


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Ronk, the breastplate won't work because you don't have proficiency. But I noticed that you are within 82 g of being able to afford a mithril chain shirt. Would you like Twitchy to loan you the remainder?


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male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

Bah to proficiency's! A loan would be wonderful. Making you spouse indebted to you is an important tradition. So Ronk spends his money on a +1 to his bonking stick and a mithral chain shirt


1 person marked this as a favorite.
male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

Hopefully a Ronk that can hit people:
Combat & Saves:
defence:
HP: 27 (max(1d12))
Armor: Mithral Shirt (+4AC +6max dex, no armor check penalty),

AC: 10 +4 armor +1 DEX +1 size Armor= 16
Touch: 10 +1 DEX +1 size =12
Flat-footed: 10 +4 armor+1 size=15
CMB +3 BAB -1 size +2 STR = +5
CMD 10 +3 BAB -1 size +2 STR +1 DEX = 15
Fort +3 base +1 Con = +4
Ref +1 base +1 Dex = + 2
Will +1 base +1 Wis = +2
Speed: 30 feet

Offence:
Init + 5
BAB +3
Melee attacks: +3 BAB +1 size +2 str= +6
Finesse/Ranged attacks: +3 BAB +2 DEX +1 size = +6
Great Club +7 att (1d8+3 x2)
Bite +6 (1d6+2 x2 +8to start & maintain grapple free action with bite no AoOs, up to +1 size category)

Skills:
6 ranks = Acrobatics (+1dex+3rank+3class)=+7, climb (+2str+3rank+3class+5ring)=+13, Escape Artist (+1dex+3rank)=+4, Perception(+1wis+3rank+3class)=+7, Stealth(+1dex +3rank, +4size)=+8, Swim (+2str+3rank+3class)=+8

Rage
defense:
HP: 29 (max(1d12))
Armor: Mithral Shirt (+4AC +6max dex, no armor check penalty),

AC: (10 +4 armor +1 DEX +1 size -2rage) Armor= 14
Touch: 10 +1 DEX +1 size =12
Flat-footed: 10 +4 armor+1 size -2 rage=13
CMB +3 BAB -1 size +4 STR = +7
CMD 10 +3 BAB -1 size +4 STR +1 DEX = 17
Fort +3 base +3 Con = +6
Ref +1 base +1 Dex = + 2
Will +1 base +1 Wis +2 rage = +4
Speed: 30 feet

Offence:
Init +5
BAB +3
Melee attacks: +3 BAB +1 size +4 str= +8
Finesse/Ranged attacks: +3 BAB +1 DEX +1 size = +5
Great Club +9 att (1d8+5 x2)
Bite +8 (1d6+4 x2 plus grab +10 to start & maintain grapple free action with bite no AoOs, up to +1 size category)

Spoiler:
Barbarian Features:
Proficiencies
Armor: light only
Weapons: all light weapons and the great club
Shields: all but tower shields
Uncanny Dodge : At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.

Feral Gnasher
Weapon and Armor Proficiency
A feral gnasher loses all martial weapon proficiencies except for greatclub and loses proficiency with medium armor.
Savage Bite
At 1st level, a feral gnasher gains a savage bite attack. This is a primary natural attack that deals 1d4 points of damage. If the goblin already has the hard head, big teeth racial trait, the damage increases to 1d6. At 10th level, the damage from a feral gnasher's bite increases to 1d6 (or 1d8 if the goblin has the hard head, big teeth racial trait) and deals ×3 damage on a critical hit.
This ability replaces fast movement
Impromptu Armament At 2nd level, a feral gnasher gains Throw Anything as a bonus feat and can pick up an unattended object that can be wielded in one hand as a free action. Additionally, the feral gnasher can take Catch Off-Guard in place of a rage power.
This ability replaces the rage power gained at second level.
Lockjaw At 3rd level, a feral gnasher gains the grab ability with her bite attack. A feral gnasher can use this ability on a creature up to one size category larger than she is.
This replaces trap sense +1.

Feats & Traits:
Trait: Advantageous Distraction: Like most goblins, you’re easily distracted. Unlike most goblins, though, you have a knack for being distracted at the right time, especially when it comes to avoiding pain. Once per day as a swift action, you can be momentarily distracted in combat— ducking an axe swing to inspect a toadstool, or stooping behind a tree to lick some bark and accidentally avoiding an arrow, and so on. When you activate this ability, you gain a +2 dodge bonus to your AC for 1 round.
Trait: Surprise Weapon You are skilled at fighting with objects not traditionally considered weapons. Benefit: You gain a +2 trait bonus on attack rolls with improvised weapons
Feats
Roll With It: (Prerequisite: Goblin, Acrobatics 1 rank.) Benefit: If you are struck by a melee weapon you can try to convert some or all of that damage into movement that sends you off in an uncontrolled bouncing roll. To do so, you must make an Acrobatics check (DC = 5 + the damage dealt from the attack) as an immediate action. If you succeed in this check, you take no damage from the actual attack but instead convert that damage into movement with each point equating to 1 foot of movement.)
Throw Anything: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Improved Imitative +4 to imitative

Equipment: +1 great club (bonk stick)8gp, backpack 2gp, Mithral Shirt 1100gp (+4AC +6max dex, no armor check penalty),
inside the backpack = two empty sacks 2sp, a water skin 1sp, a fang file 3gp (from Goblins of Golarian), a small blue ball 8cp, a bar and a half of soap (to keep his animal hat clean) 2cps, string (50ft)1cp, x2 Goblin pickles 8sp(from Goblins of Golarian) a bottle full of grub worms 2gp (for the bottle), studded leather25gp,

head of a stuffed animal worn on his head, a small birds skull worn on a string around his neck, and a grey rock shaped like his face (and if told it doesn't Ronk will bonk).

remaining money 8sp, 9cp.


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Alright, it's census time!

We've heard from Gurp, Medge, Ronk and me.

Flamefinger, are you in?


Medge the Curious wrote:

Just to double check. Can I also hand people bombs/exploding stuff with Beguiling Gift and make them explode them on themselves? Because really that's all I want in life.

http://www.d20pfsrd.com/magic/all-spells/b/beguiling-gift

Ooooohhh, I am hesitating on this one... :D

Here's the thing though, there is nothing in the spell that indicates the recipient would injure itself with the offered gift (potions are apparently different) - for example, if you offer them a sword, they will wield it, but not stab themselves.

I think with a bomb it should be similar, they might fiddle with it, maybe even lob it at something, but I don't think hurting themselves with it would make much sense. Would you agree Medge?

Now... If you would give them a trapped box, and coax them into opening it... That might be another thing altogether ;)


Init +5 | HP 20/20 | AC +18 | Touch +16 | FF +14 | Fort +1 | Ref +8 | Will +1 | Per + 5
Per day:
SL1 4/4 | Luck 13/13 | Softpaw boots 10/10

OOOOOO. I'm going to look into the trapped box idea. But for now I'll just go with another spell.

I know we're about to start but I'm going to warn you all, I'm out of town from the 28th until the 7th. Roadtrip!


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Okay, I'm going to just say this, out loud and honestly. It's been over two weeks since we've heard from Flamefinger. He hasn't asked for leveling help, or posted at all. I don't want another GM to be forced to bot him all the time.

I think we should go with just the four of us, or perhaps invite in another person.

There. I've been the meanie-pants who has said this aloud.

RPG Superstar 2013 Top 8

Hey guys, sorry to drop out like that. Just general busy-ness and me trying to get into an exercise routine. Do you need anything from me like transferring the game to the new GM?

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