Since this module was so much fun, IMO the only thing that could make it even more fun is more goblin characters to choose from! I'm sure many of the people who post here can come up with some wacky 1st level goblin PCs to run through the adventure.
Some ground rules: 15-point buy (slightly more customization than the default 15, 14, 13, 12, 10, 8 array that Paizo uses for pre-gens), must be a goblin (obviously), Pathfinder rules only (Core, APG, UM, UC, Goblins of Golarion), select two traits (one goblin trait and one basic trait from APG, except for Rich Parents), use average starting wealth + 100 gp to "buy" initial equipment (to include consumable magic items), and include a personal song.
To start off, we have Mighty Gerp!
Mighty Gerp is clever, sneaky, and likes attacking from ambush, but is not adverse to up-front combat. He makes rude comments and cackles loudly whenever someone else is wounded. His choice of weapon generates a lot of respect from his fellow goblins; if fireworks are good, firearms are even better.
No other goblins?
Oh well... Since the module has a pregenerated fighter, rogue, cleric, and alchemist, I'll start working through the rest of the base classes.
Up next, Jubbol the barbarian.
Jubbol is a short (even for a goblin), muscular individual who even other goblins consider a bit of a dangerous savage. In battle, he enters a frothing frenzy and screams at the top of his lungs. However, his resemblance to a toad (even his voice is deep for a goblin) and prowess make him a valued member of the Licktoad tribe.
When not raging, statistics are:
Oh man, Jubbol is great.
I have a group of new players going to play this, and I'd like to avoid the APG for now. I'm planning on replacing mogmurch with another class rather than have to explain to my players why they can't play an alchemist should they swing that way... I'm thinking a sorcerer that makes pretty fire (and has attracted a doting mate) makes for a perfect substitute, but the perfectionist in me will want to come out with a nice looking sheet for him to match the others... hrm.
I'm bogged down with assignments this weekend, but a ranger has real potential, though would probably step on Reta's toes and maybe outshine her (what with her having something close to favoured enemy and less-than perfect stats). On that note, I'd worry about Jubbol giving her a run for her money as well. Especially with Power Attack.
As for building my own, I'm sure this thread will lure me back when my game gets closer. I'm unfortunately a little strapped for time this evening
Dragonchess Player wrote:
Str 18, Dex 16, Con 18, Int 8, Wis 12, Cha 6
This to me is a problem I've seen regularly on a lot of the alternate We Be Goblins builds. The Goblins should not be built using a traditional point buy (especially a 20 point buy), they all one of the standardized stat arrays. One of the things that We Be Goblins has going for it in spades is that the pregens are absolutely perfect for the module. They're designed well and give every player playing one at least one opportunity during the adventure to feel "special." Allowing alternate classes such as these that are built off of regular PC generation rules will destroy that power curve and will make the pregens feel like wet noodles.
Goblins that can do 1d8+9 damage a hit on a +5 will just blow through the encounters and frankly aren't appropriate for the module. They're well built NPCs, but unfortunately they're TOO well built.
I agree with MisterSlanky and would also like to point out that the scores offered for Jubbol are impossible with a 15 point buy as Goblins racial modifiers are -2 Str, +4 Dex, -2 Cha. Additionally you cannot push a buy past a score of 18 (which will cost you an extravagant 17)as would be needed to for our little Barbarian to have his burly scores. The 'Heroic' Spread Paizo offers (15, 14, 13, 12, 10, 8) is a solid example of a 15 point buy.
That said I really like the build and effort that Dragonchess Player has put into these and I would like to contribute a few characters. I was thinking an Oracle, Witch, and perhaps a Wizard. It will take me a spell to get them conjured up but I like where this thread could go.
Mr Slanky's really hit the nail on the head, here.
Its amazing, even with the lackluster elite array, the goblin barbarian is packing some really impressive stats (especially with high str, power attack and a 2hw... Its just too much.)
15 str makes 17 after rage and goblin adjustments, 12 dex becomes 16, 14 con could be 18 (wow) and this leaves 8 int, 13 wis, 10 cha (for 8.)
Then again, maybe Reta just needs a boost? She doesnt have much going for her.
I've done four tables of We Be Goblins now to date for various audiences. Reta's stats are just fine - in fact, the power level of the opponents is really well set for her (I've seen Reta players do some awesome things).
We Be Goblins does not play like most modules. Frankly to be fair it really plays best with four using the pregens already in place. In cases where you really do need more (I did this twice on Free RPG Day), assign the advanced template to opponents and pick some of the more well balanced pregens out there (I myself have done a bard and barbarian (who used unarmed strikes to surprising abilities), and I've seen really well done gunslingers and witches. The key is understanding the whole idea of "everybody eventually will shine on this adventure" and appreciating that it doesn't run quite like a normal module.
@MisterSlanky and CrassMagus: Look again.
15-Point Buy, base statistics of Str 14 (16 -2 race, 10 pts), Dex 16 (12 +4 race, 2 pts), Con 14 (5 pts), Int 8 (-2 pts), Wis 12 (2 pts), Cha 6 (8 -2 race, -2 pts); 10+2+5-2+2-2=15. Rage gives +4 Str and +4 Con, +2 Will saves, and -2 AC.
This was noted:
Dragonchess Player wrote:
Also, in the ground rules I stated that 15-Point Buy gives "slightly more customization than the default 15, 14, 13, 12, 10, 8 array."
As far as being "too powerful," the drawbacks of Uncontrolled Rage (even with the DC 9 Will save), only six rounds of rage (unless uncontrolled), and the fatigue condition after ending a rage mean that Jubbol will (or at least should) not be raging in every encounter.
Boy do I feel silly! My apologies for not reading too carefully!
For goblin #3, Mevis the bard.
Mevis is flashy and overbearing; although not particularly clever or observant, she's nimble and inspiring. She loves to insult and taunt opponents while encouraging her companions.
Then again, maybe Reta just needs a boost? She doesnt have much going for her.
Reta is actually fine, apart from using a light melee weapon without Weapon Finesse (she's much more of an archer than a tank; Jubbol, on the other hand, is a tank). She used her two 1st-level feats on becoming a "dog-killer" (+1 attack rolls, +2 damage against dogs, goblin dogs, wolves, worgs, etc.), which
provides a nice benefit against Vorka's pets Scabtongue, Tickletooth, and Cuddles.
Dragonchess Player wrote:
I did not see the rage built into your barbarian either. I still have issues with assigning a 15 point buy (it's not what the module is about), but at least it's on the same power curve.
I really don't like the barbarian though because he IS a tank. I'll say it again though - the module is not designed to handle a character of that caliber. The Goblins presented are flawed, and they have a lot of less than optimal choices, but that's the point of the module. Tables who take it seriously and want things powered like this have had a lot less fun than those that just go with the flow and try crazy under-optimized crap for the sake of trying crazy crap.
Some of the best fifth and sixth characters I've seen for this module are those that are built with some serious problems, but then again, if blowing through the combats in one or two rounds and designing characters to really be able to take out the opponents in this module floats your boat, then go for it.
Dragonchess Player wrote:
On this note, I really dig the bard. I wouldnt hesitate to give him an ordinary whip, though. I believe he'd be able to harm every enemy in the adventure anyway. I'm not quite sure of Vorka's armor bonus.
Normal whips do non-lethal damage; scorpion whips do lethal damage. Mevis, like most goblins, is vicious enough to injure opponents, not just hurt them; also, it's not like she's going to be that successful disarming or tripping with a +0 CMB.
It's very possible that because of
Lotslegs Eats Goblin Babies Many, Stomp, and Cuddles
, the barbarian will run out of rage rounds when fighting
Vorka and Lord Longtongue.
This is especially likely if the GM uses dynamic staging in the encounters at the shipwreck. Having the barbarian drop out of rage and into the fatigued condition in the middle of a fight will really put a crimp on his combat effectiveness.
This is the goblin I played 2 weeks ago
Side note - The DM's wife played a gunslinger named Glock, but don't
Next, here's Toadwart the druid.
Toadwart is even more dirty and disgusting than most goblins. However, his command of swamp creatures and fire are impressive. He frequently giggles and licks his lips for no apparent reason.
Toad Familiar ("Lumpy")
Actually, the songs give me the most trouble.
Next up, Dursley the monk. Before anyone comments, he has 14 Str so he can qualify for Dragon Style at 5th (after +1 Str at 4th), Dragon Ferocity at 7th, and Elemental Fist at 9th (after +1 Con at 8th); it may not be "optimal" (AC could be two higher with 12 Str, 16 Dex, 16 Wis), but it's a likely goal for a goblin.
Dursley is a bit strange, eschewing traditional goblin fighting techniques for unarmed martial arts. He's proud of his abilities and likes to show off in combat (after sneaking up on opponents). Dursley enjoys making use of the surrounding terrain to take advantage of his agility and mobility.
For this week's goblin, Ludree the ranger.
Ludree is a bit taller than most goblins, with a wiry build. She also tends to be quiet, usually breaking into a vicious grin instead of shrieks of joy. She prefers stalking opponents and attacking from ambush.
Rounding out the Core Rulebook classes (except paladin and wizard, for obvious reasons) is the sorcerer Ruvok the Warped.
Ruvok is covered in boils, sores, and warts, but his cleverness and magnetism (not to mention his magic) make up for his appearance. Although most of his blemishes heal and fade while fresh outbreaks cause new ones, the largest one in the middle of his forehead (looking almost like a third eye) remains constant. Clad in patchwork clothing (resembling a shambling scrap heap) and bearing an uncertain temper, most goblins give him respect for his abilities. Ruvok is impulsive and cackles, giggles, shrieks, and yells as the mood strikes him.
Ruvok the Warped
Continuing with Advanced Player's Guide classes is Vongo the cavalier.
Vongo considers himself an elite goblin warrior, although he hasn't managed to train a goblin dog as a mount, yet. Most goblins would agree. He tends to punctuate his words with howls and snarls.
Wolf Mount ("Snarly")
*- bonus feats
I got sidetracked with trying out the race builder last week. To make up for it, here are two goblins:
First, Borgem the insquisitor.
Borgem is even more vicious than most goblins, holding stealth and murder not as means to an end, but as goals in and of themselves. A worshiper of Norgborger, Borgem is not affiliated with any church; in fact, they would be disturbed if they knew about the little psychopath. However, other goblins respect (or at least fear) his abilities.
Second, Kuldar the oracle. He took Skill Focus to qualify for Eldritch Heritage (Shadow bloodline) at 3rd level.
Kuldar is a little strange, even for a goblin. He mutters to himself, as if holding a conversation, at random times and nearby objects often twitch as if about to move themselves. When angry, his eyes develop a faint red glow.
This week's goblin is Pudnog the summoner.
Most goblins in the tribe like and respect Pudnog, making Chief Gutwad a bit nervous. Pudnog currently has no ambition to replace Gutwad, but does want to establish himself as an important member of the Licktoads. Unlike most goblins he is almost compulsively neat and relatively clean.
Finishing off the selection of goblins is Yavka the goblin witch, just in time for Holloween. The only remaining base class is the magus, which requires a spellbook ("No! No steal words from head!"); ninja and samurai are alternate versions of rogue and cavalier (if someone else wants to give them a try, feel free). I hope everyone enjoyed these goblins as much as I enjoyed creating them.
Originally raised by a tribeless family near the Lands of the Linnorm Kings, Yavka was the only survivor then the family was killed by an Ulfen raiding party. She survived by hiding in a haunted barrow, communing with the spirits for power and protection. Traveling South, she was later adopted into the Licktoad tribe (rather than face her magic). Yavka cackles gleefully when she damages an opponent with her magic.
And now for something just a little bit different.
Glubby Clinkshell is a fishergoblin with some unusual talents. His ability to make glowing magic armor out of nothing and to breathe underwater is interesting, and his power to fix broken stuff just by touching it is highly useful... but Glubby himself somehow doesn't come off as interesting or useful. The other goblins treat him, more or less, as a vehicle to carry his powers around, and don't pay him much attention unless his talents are needed.
This is just fine by Glubby, as the lack of interest means the tribe is not likely to discover his horrible secret:
Glubby isn't really a goblin at all.
Astral Repair: +3 hp to touched item, standard action, at will
Standard astral suit customization: Ranged Attack (1), Psionic Attacks (1), Swim (1), Underwater Breath (1)
Feats: Psionic Talent, Extra Customization
Combat gear: horsechopper, potion of polypurpose panacea (hangover cure)
Glubby is a blue, a naturally psionic subspecies of goblin. His long-gone father taught him never to reveal his true nature for fear of persecution, not realizing that the Sandpoint tribes haven't encountered blues in so many centuries that they've simply forgotten their existence.
Despite their higher intelligence, blues are no less cruel or mad than any ordinary goblin. Glubby does not catch fish in any ordinary manner; rather, he uses his astral suit's amphibious powers and speed to chase large fish down, wrestle them into submission, and stab them to death with a very small knife before dragging their mutilated corpses out of the river and into Licktoad Village. He's mildly terrifying in combat, and would be even more so if he could ever be persuaded to shift his astral suit's customization out of aquatic mode and into something deadlier.
Glubby is difficult to motivate; he should be following his secret duty of sowing his wild oats among the young Licktoad maidens, increasing the blue population, but ever since his powers manifested he has grown more and more fascinated with the river and the nearby ocean. Glubby even sleeps underwater, in a deep, calm pocket of the marsh. A month ago he met and began courting a nice grindylow girl from a tribe a few miles offshore; if things go bad in the village, he may just strike out to sea and try to spawn a new race of psionic octo-goblins...
I just have to say, PCGen has been a lifesaver for my pregens:
First, we have a Cavalier, with goblin dog and all. Add the Wolf Cub trait and the Lead from the Back goblin feat, which works wonderfully. This character presumes he's the best, strongest fighter, while really the only good thing he does is being in the back and shouting others to fight.
Next, a Bard, or whip-wielding warchanter. Add the Rude Songs trait, and the Battle Singer goblin feat. Y'a know, the standard goblin warchanter.
Then, a bad-ass dog-killer Ranger. Because piling up dogs as the ranger favoured enemy, plus the Dog Killer, Horse Hunter feat and Dog-sniff hate trait, means that you as GM can put more dogs in the boat. Lotsa more dogs. Because dogslicing is fun.
And last but not least, the toad-licking Witch. I added the Combat Distraction feat (event though she doesn't meet the prerequisites) and the Foul Belch trait, which she claims is her magic breath. You know witches commune with their familiars in order to gain spells, right? And that this is the Licktoad tribe? Well, this particular witch learned at a very early age that licking a toad would allow her to see glimpses of the future and shoot fire out of her fingertips. So she licks a toad. Every morning. For one full hour.
These characters were made quite hastily and, sadly, I didn't work on their background a lot. And I suck at writing goblin songs. And, what's worse, I added medium-sized bows and slings instead of small-sized ones, so adjust the damage output accordingly.
Also, PCGen doesn't play well with the Witch spells, so that's why she has a spellbook listed. Remember, witch spells are stored in the lickin' toad.
I'll probably be running this module for a relatively sizable group, so I thought I'd check online for more pregen dudes.
I love the concepts and fluff of these guys! I think I can agree they're slightly more potent than I'd make them, but the fluff is almost perfect, and the rhymes are awesome! A couple of changes I'd make:
1) These guys all have two regular Traits. To make them consistent with the guys in the module, I'd reduce them to just one Trait, and make it a goblin-specific one from Goblins of Golarion.
2) Almost none of these guys have a pet toad!!! This is the Licktoad tribe, they've all got to have their favorite toad pet, that they love and cherish more than any living thing (including their relatives, mom and dad, and so forth).
Although I guess goblins on wolves is iconic, I kind of think I'd have gone a different way with the cavalier.
I'm thinking that Sir Glubrup might do better with a dogslicer and a cast iron pot lid (small light steel shield). That brings his AC up to 18 when he's using it, for slightly less damage.
If someone decides to play Sir Glubrup, I'm going to have to pay attention - if Bufo leaps into combat while they're among trees, Glubrup's hooked lance is definitely getting caught on something.
I just realized Yavka is based on Words of Power from Ultimate Magic. Since I'll be using the module to introduce some people to the Pathfinder Society, which forbids Words of Power, I'd rather not give them a pregen that will open a can of worms for me. So...
HAGATHA TONGUEBLISTER CR 1/2
I'm running "We Be Goblins" tonight in-continuity with my regular Rise of the Runelords game. For tonight's game, the player roster will be a bit different than my usual group, but I will have six players. (which is why I'm running a one-shot tonight!)
I'm using the pregens for Reeta, Chuffy, and Poog as presented. (One change-- based on the Licktoad goblin description in "Burnt Offerings," Licktoads have Swim instead of Ride as a racial bonus skill).
I made a very minor change to Poog. Zarongel is now the goblin god of fire, dog-killing, and song. His shame is that his songwriting ability is terrible. The last line of his song is now "...And Poog also stab you with knife if you say his songs aren't any good!"
The alchemist class doesn't exist in my version of Golarion, so I redesigned Mogmurch as a sorcerer...
Mogmurch the Magical
Personality: Mogmurch is deranged. He is proud to be the tribe’s only sorcerer (since Slurg killed the last one for insulting the chief), and wears magical-looking items most of the time. He lives with his wife Rempty, who has an irritating habit of licking his face clean in public. Rempty is proud to be married to the only sorcerer, but worries that he might blow himself up when she’s not around to watch.
Male goblin sorcerer 1
Personality: Dim-witted Glump is a foul-tempered brute of a goblin who’s half-a-head taller and significantly stronger than just about any other Licktoad (except Slurg). Glump is quite distractible (even for a goblin), and has an even harder time staying on task than most goblins, which might be why the other goblins haven’t yet bothered to gang up and kill him during his rages.
Male goblin barbarian 1
Personality: One of the best songwriters of the Licktoad tribe, Durla is the tribe’s warchanter. She is usually writing goblin songs when she’s not fighting with other goblins and/or taking their stuff. After all, she’s the warchanter, and other goblins shouldn’t have nicer stuff than her! Durla has a secret: she knows how to read several languages, but she doesn’t dare to actually write anything herself.
Female goblin bard 1
As an aside, three of the players who had expressed interest in my "We Be Goblins" one-shot bowed out at the last minute. I ended up running with Poog, Reeta, Chuffy, and my redesigned Mogmurch (running Poog as an NPC.)
The sorcerer version of Mogmurch seemed to run fine. Glump and Durla remain un-playtested.
I'll take Mogmurch and use him. Renaming him to Dogmunch so I can still use Mogmurch as a name for the Alchemist.
What trait do you recommend for him? I am thinking Foul Belch - Once per day as a standard action, you can force a particularly odious belch at a single opponent within 5 feet. The character affected must make a DC 12 Fortitude save or be sickened for 1d6 rounds. The save DC is Constitution-based.
I altered the build to the 15 pt standard array... makes him slightly less effective but still useable.
Dogmunch the Magical
Personality: Dogmunch is deranged. He is proud to be the tribe’s only sorcerer (since Slurg killed the last one for insulting the chief), and wears magical-looking items most of the time. He lives with his wife Rempty, who has an irritating habit of licking his face clean in public. Rempty is proud to be married to the only sorcerer, but worries that he might blow himself up when she’s not around to watch.
Male goblin sorcerer 1
+4 Dexterity, –2 Strength, –2 Charisma: (15, 14, 13, 12, 10, 8)