If it's ok to have a components pouch. That could get passed off as herbs, and Chuffer would probably pass herself off as someone with some healing skill in order to avoid attention.
Do witches have any symbol or marking that allows goblins to identify them, or that they use to identify each other? Not sure if being a witch is something that is advertised outside of the goblin community.
Would you allow a Duergar?
I had an idea for another campaign for a Duergar druid with the Skinchanger archetype (that lets him wild shape into humanoid forms).
He had become a convert to Irori (the LN god of wisdom and monks) and so had gone from Lawful Evil (the norm for Duergar) to Lawful Neutral. He was then "found out" and had become a slave as punishment for his "deviance".
If he had then escaped and made it to the surface he might have tried to join Dwarven society. Skinchanger druids can use disguise skill if he had to pretend to be a surface dwarf.
Since the mantis is a symbol of Irori he has a giant mantis animal companion. I know you are using a homebrewed campaign world so I'm not sure if there is a god in your world that would fit this description.
I will have to retool the character to your build rules but this is the version that was made for the other game.
So this is my Dwarf Hunter 5, Grunder. I am missing one feat, and have left his gear (and thus, offense) sections empty, but he's got a wolf animal companion and focuses on flanking and fighting with him.
I didn't stat out the wolf yet, since I wanted to run all this by you first.
Also, as a melee weapon, I was considering having him wield an earth-breaker (two-handed martial), and might take WF in it if you approve.
Also, could the idea of him being specifically trained to kill undead work, given the campaign, or is the idea more one of "regular joe gets pulled into fight against undead"?
Init +4; Senses darkvision 60 ft.; Perception +10
AC 19, touch 12, flat-footed 17 (+7 Armor, +1 Dex, +1 Dodge)
HP 31 (9+4d8+4+5(Toughness))
Fort +5, Ref +6, Will +3
Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 12
BAB +3; CMB +; CMD
Feats Breadth of Experience, Toughness
Skills Climb +6, Kn. Dungeoneering +7, Kn. Nature +8, Stealth +10, Perception +10, Survival +9, Profession (trapper) +8, Handle Animal +8, Heal +8, Intimidate +7, Swim +6, Kn. Geography +6, Spellcraft +5
Languages Dwarven, Common
Armor and Shield Proficiency: Light, Medium, plus shields (excluding tower Shields)
Weapon Proficiency: Proficient with all simple and martial weapons
Animal Companion (wolf)
Precise Companion (Outflank)
Teamwork Feat (Precise Strike)
Improved Empathic Link
0-level - Create Water, Purify Food and Drink, Read Magic, Flare (DC13), Detect Magic, Mending
1st level - Cure Light Wounds, Acid Maw, Gravity Bow, Longstrider
2nd level - Barkskin, Stone Call
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Slow and Steady: Base speed 20 ft., but never modified by armor or encumbrance.
Defensive Training: +4 Dodge bonus to AC against monsters of the giant subtype
Hardy: +2 racial save bonus against poison, spells, and SLAs.
Stability: +4 to CMD to resist trip or bull rush while standing on the ground
Stonecunning: +2 to Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. Receives a check to notice such features when passing within 10 feet of them, whether or not actively looking.
Weapon Familiarity: Proficient with battleaxes, heavy picks, and warhammers, and get to treat any weapon with the word "dwarven" in its name as a martial weapon.
(Combat) Reactionary: You gain a +2 trait bonus on Initiative checks.
(Combat) Dirty Fighter: When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
A hunter who is specialized in the undead fits the theme of this game well. The people of the villages near the Palace of the Vampire Queen have dealt with attacks by undead for centuries.
You would know that these undead can be destroyed, but not permanently - they always seem to come back, even if they are destroyed by firs or other means.
The hard thing to work into the game will be a wolf companion
The only thing I was hoping for was an Agile Amulet of Mighty Fists, to make my damage a little more relevant... Which is usually around 4k. Other than that, anything else is just a plus.
I can find the Amulet of Might Fists, but not an "Agile Amulet of Mighty Fists" Please help me understand this item better.
A +1 to hit and on Damage rolls is a reasonable magic item to start this adventure with at this level
I think a badger, on the edge of its nerves scurrying about in the dungeon, trying to stay out of harms way, will work
I am ready to introduce the two goblins (a ninja and a barbarian), the dwarf hunter, and the gnome, to the new party, is everyone ready to join the game. Please let me know if you need more time. I am traveling for training this week (Sunday through Saturday) and my posting will be light but I will check this thread every day
When you think you are ready, please post in the Discussion thread of the game linked in the first post with your alias, introduce yourself to the other players and tell us a little about your character (you will have a better opportunity to introduce your character to the other characters in a more "in game" way very soon).
Reposting a couple of questions that may have gotten missed in the shuffle.
making sure it's ok to have a components pouch. That could get passed off as herbs, and Chuffer would probably pass herself off as someone with some healing skill in order to avoid attention.
Do witches have any symbol or marking that allows goblins to identify them, or that they use to identify each other? Not sure if being a witch is something that is advertised in and outside of the goblin community.
Oh, sorry. Yes, a component pouch would be well concealed as you were working in the dungeon.
There are no "secret signs" among goblin witches. But two things to know. Goblin witches are highly respected among their own kind, but are often looked upon with scorn by dwarves. There is a valley below the north side of the mountain where the Palace of the Vampire Queen is located, called "Witch's Valley" where dwarves do not have as much control as they do on other parts of the island kingdom. Here, in Witch's Valley, goblin tribes are lead by witches, and they actively work to keep the goblins from going to war with each other, keeping tribal conflicts under control, and this unity among the goblins is seen as a threat to dwarven rule (though the witches of Witch's Valley have not officially taken a side in the current uprising of revolutionary goblins seeking Independence, complete, from dwarven rule, and more than anything just work to keep peace in the valley among all those who live there.
This is where I am on deciding on starting gear for new characters. Originally the players were limited to this
Beginning Gear for Player Characters
The common Dwarf carries from five to fifty copper coins at any time, and a meal in a tavern, or a few beers, will normally cost only a couple of copper pieces. It is very rare for anyone to carry silver or gold coins (in fact there are rumors among the common folk that wealthy Dwarves on the island are hording gold and silver coins, but the truth is not so simple).
To begin play each Player character will have:
250 Copper Pieces
A set of good quality clothes, boots, a hat, cloak, belt, and a leather shoulder bag (the shoulder bag will hold one square foot of goods weighing up to twenty pounds)
A long knife (comparable to a standard Dagger)
Buying any other goods (gear or items) will be done as part of the role playing of the game, and be warned! Not every merchant will ask the same price for the same kinds of goods.
Now, we won’t do the shopping, but what we will do instead, is give each new character 250 copper pieces, the starting cloths and bag, plus a dagger. To help you out, you can spend the 250 copper pieces as if they were Gold Pieces, using the standard values for goods listed in the PRD. You can have normal armor, weapons, and gear within this budget. Additionally each of you is allowed to start with one magic item valued at no more than 5,000 gold pieces. This item must be simple and capable of being mistaken for a common item.
If you haven't checked in to the discussion thread please do so. I think we have the following new characters
|Lost City DM|
I am inviting you to come up with a different character, if you are still interested
Hmm... let's see. Right now we have:
Grundar - Hunter
Mixz - Ninja
Chuffer - Witch
Zeebu - Barbarian
There are some other guys already aside from these, right?
I would go for a straight dwarf I think.
What classes would be a good fit?
Kineticist? never played one but a dwarf might be good.
Paladin? CHA penalty makes it tough but they are good against undead
Samurai? I like them... not sure if the setting allows.
Cleric? Maybe a drunk Cayden Cailean - type
Barbarian? You already have one but I made up a dwarven barb named Dunganagar a while back.
I like oracles too but the CHA penalty makes them hard to play.
I am going to have to pull back on that offer, I am really sorry. I think I’ve put off the regular game long enough, and the other four are ready to jump in.
But if you think you might be interested in the future, I will certainly send you a private message should anyone else drop out after we get going again.