Kamikaze Goblin


Homebrew and House Rules


Hey everyone, I'm working on a character concept and would like some help with designing the roles.

My goal is to have a goblin that works with the Goblins Burn deck, and is a mixture between a monk and a kineticist; the goblin in question would love to be a monk with the elemental fist feat, e.g. set his fists on fire and punch people, but alas, goblins are usually not enough into introspection to achieve the necessary training to do so.

For this reason, said goblin chooses to set himself on fire and just punches his enemies anyway, figuring that that is probably the way monks do as well. He eventually got accostumed to it, but as a result, picture the goblin bandaged all over his body, with scorched skin being visible inbetween.

The base looks like this:

Name

Male Goblin Kamikaze

SKILLS
Strength d6 □+1 □+2 □+3
-Melee: Strength +2
Dexterity d8 □+1 □+2 □+3
Constitution d10 □+1 □+2 □+3 □+4
- Fortitude: Constitution +2
Intelligence d6 □+1 □+2
Wisdom d8 □+1 □+2
- Survival: Wisdom +2
Charisma d4 □+1

Powers
Hand Size 5 □6
No Proficiency

When you encounter a bane, you may display any number of blessings from your hand; the total number of displayed blessings may not exceed your Constitution modifier +1 (□ +2).

You may recharge a displayed blessing to add 1d12 plus 1d6 for each displayed blessing and the Fire trait to your combat check; you may not play a weapon on that check.

Cold (□ or combat) damage dealt to you is decreased by the number of your displayed blessings.

At the end of your turn, (□ you may reveal a card with the Liquid trait to recharge a displayed blessing, then) you are dealt fire damage equal to the number of displayed blessings.

Cards List
Favored Card Type: Blessing

Weapon - □1
Spell - □1
Armor -
Item 4 □5 □6
Ally 4 □5 □6 □7
Blessing 7 □8 □9 □10

Remarks

The displayed blessings measure how much the goblin set himself on fire. The fire slowly dissipated by hitting enemies, so in principle, it can be used for multiple fights; the intent is that I may display 3 blessings for a bane with a combat check, recharge 1 for the check, and use the other 2 blessing in another, unrelated combat check later in the same turn for the effect again.

With a lot of blessings, you can make a lot of high combat checks per turn, but if you don't get into enough fights, you'll get a heavy amount of Fire damage at the end of your turn as well; alternatively, you can only play one blessing in each combat as you go along, so you won't get fire damage at the end, but then you're initial checks are weaker than if you had played them all at once at the first check. It's supposed to be high-risk high-reward to fit into the goblin theme.

I'd like to make two roles, but I'm somehow not coming up with anything clever for them.

The first role would be 'Living Torch', which is about the mastery of staying on fire indefinitely.

The second role is 'Fake Mummy', where the goblin embraces the fact that he is bandaged all over his body due to the scorch marks, and develops traits from mummies.

Any ideas how to do this in a cool way?


Make the damage to Goblin 1d4 / displayed blessing and it is more fun ;)

For the living torch make one power so that he can reduce the damage to 1d4 -1 and then even 1d4-2... hmmm maybe that is too easy...

Fake Mummy. Evade Mummy, roll 1d4 and if you don't roll 1 you managed to evade it. Extra power, evade any undead minion.

Silver Crusade RPG Superstar 2014 Top 16

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This is a very interesting concept, and I think so far you've done a great job with the powers. They'll need a bit of rewording, probably, but overall very well done. I also kind of love how you're playing off the idea of a Kineticist's "Burn" with ACTUALLY fire-burns. LOL

I would suggest that you require that all blessings be recharged at the end of the turn (at first...) So I would say change the last power to: "At the end of your turn, (□ you may reveal a card with the Liquid trait to recharge a displayed blessing, then) you are dealt fire damage equal to the number of displayed blessings, then recharge all of those blessings."

I think the only thing I would change about the base powers is instead of having a reveal of a Liquid item to lessen the fire damage, make that a recharge, and on the Living Torch role you could have an upgrade allow you to recharge two instead of just one displayed blessing.

Okay so as far as suggested powers for those role concepts, for Living Torch you'll definitely want to allow for some blessings to be held over between turns. So you could just add a checkbox like this: "At the end of your turn, (□ you may reveal a card with the Liquid trait to recharge a displayed blessing, then) you are dealt fire damage equal to the number of displayed blessings, then recharge all (□ or any number) of those blessings.

For Fake Mummy, you're going to want to give him immunity to Poison damage as a checkbox, and probably some sort of difficulty-reduction power on subsequent checks against the same monster (to simulate Mummy Rot). Perhaps also something letting you put evaded and/or undefeated monsters on top of decks instead of being shuffled (to simulate the paralyzing gaze that mummies get).


Thanks for the feedback!

@ Hannibal:
I think 1d4 is a bit too much. Compared to yoon, the power is already at an disadvantage, so penalizing them even more seems a bit excessive.

How about that:

Name ???

Male Goblin Kamikaze

SKILLS
Strength d6 □+1 □+2 □+3
-Melee: Strength +2
Dexterity d8 □+1 □+2 □+3
Constitution d10 □+1 □+2 □+3 □+4
- Fortitude: Constitution +2
Intelligence d6 □+1 □+2
Wisdom d8 □+1 □+2
- Survival: Wisdom +2
Charisma d4 □+1

Powers
Hand Size 5 □6
No Proficiency

When you encounter a bane, you may display any number of blessings from your hand; the total number of displayed blessings may not exceed your Constitution modifier +1 (□ +2).

You may recharge a displayed blessing to add 1d12 plus 1d6 for each displayed blessing and the Fire trait to your combat check. You may not play a weapon on that check.

Cold (□ or combat) damage dealt to you is decreased by the number of your displayed blessings.

At the end of your turn, (□ you may recharge a card with the Liquid trait to recharge 1 displayed blessing, then) you are dealt Fire damage equal to the number of displayed blessings, then recharge all of those blessings.

Cards List
Favored Card Type: Blessing

Weapon - □1
Spell - □1
Armor -
Item 4 □5 □6 □7
Ally 4 □5 □6
Blessing 7 □8 □9 □10

Living Torch

Powers
Hand Size 5 □6 □7
No Proficiency

When you encounter a bane, you may display any number of blessings from your hand; the total number of displayed blessings may not exceed your Constitution modifier +1 (□ +2)(□ +3).

You may recharge a displayed blessing to add 1d12 plus 1d6 for each displayed blessing and the Fire trait to your combat check. You may not play a weapon on that check.

Cold (□ or combat) damage dealt to you is decreased by the number of your displayed blessings.

At the end of your turn, (□ you may recharge a card with the Liquid trait to recharge 1 displayed blessing, then) you are dealt Fire damage equal to the number of displayed blessings, then recharge all (□ or any number) of those blessings.

□ When you encounter a bane that is immune to the Fire trait, you may take an amount of Fire damage equal to it's adventure deck number to ignore it's immunity against Fire for the rest of the encounter. (□ Then you may draw a random card with the Fire trait from your discard pile).

□ Reduce Fire damage dealt to you by 1 (□ 1d4). (□ When you discard at least one card for Fire damage, you may recharge a random blessing from your discard pile.)

Fake Mummy

Not all heroes wear capes, but most heroes don't wear bandages either.

Powers
Hand Size 5 □6 □7
No Proficiency

When you encounter a bane, you may display any number of blessings (□ and items with the Alchemical trait) from your hand; the total number of displayed cards may not exceed your Constitution modifier +1 (□ +2).

You may recharge a displayed blessing to add 1d12 plus 1d6 for each displayed blessing and the Fire trait to your combat check; you may also add the Cold trait and 1d4 for each displayed item. You may not play a weapon on that check.

Cold (□ or combat) damage dealt to you is decreased by the number of your displayed blessings.

At the end of your turn, (□ you may recharge a card with the Liquid trait to recharge 1 displayed card, then) you are dealt an amount of Fire damage equal to the number of displayed blessings and an amount of Poison damage equal to the number of displayed items, then recharge all of those cards.

□ Add 1 die to your check that invokes the Mummy trait.

□ Reduce Poison damage dealt to you by your Constitution modifier (□ or to 0).

□ After you succeed at a combat check against a monster, you may add 1d8 and the Poison trait to any subsequent checks against that monster during the encounter. (□ If anyone fails the second check, you may evade it instead; put it under the top card of its location deck.)

□ You may add the Cold trait and the number of displayed items to your wisdom check.

Remarks
I'd like Living Torch to be viable for WotR and Fake Mummy for MM; that's the reason why Living Torch is overly combat dependent and Fake Mummy copies a lot from the promo Mumify Self. In fake Mummy, the idea is that alchemical potions are used to embalm oneself temporarily. It's very verbose, but I don't know how to do it properly otherwise.

Silver Crusade RPG Superstar 2014 Top 16

One issue I see: you're giving a penalty for choosing the Living Mummy (dealing Poison damage as well as Fire damage at the end of your turn) without giving any net benefit. I would consider adding a free power that you gain as soon as you choose Living Mummy (there is precedent for this, though I can't remember which character they did that with).

Thought I'd help a little with wording:

Doppelschwert wrote:


Male Goblin Kamikaze

SKILLS
Strength d6 □+1 □+2 □+3
-Melee: Strength +2
Dexterity d8 □+1 □+2 □+3
Constitution d10 □+1 □+2 □+3 □+4
- Fortitude: Constitution +2
Intelligence d6 □+1 □+2
Wisdom d8 □+1 □+2
- Survival: Wisdom +2
Charisma d4 □+1

Powers
Hand Size 5 □6
No Proficiency

When you encounter a bane, you may display any number of blessings from your hand; the total number of displayed blessings may not exceed your Constitution modifier +1 (□ +2).

You may recharge a displayed blessing to add 1d12 plus 1d6 for each displayed blessing and the Fire trait to your combat check. You may not play a weapon on this check.

Cold (□ or combat) damage dealt to you is decreased by your number of displayed blessings.

At the end of your turn, (□ you may recharge a card with the Liquid trait to recharge 1 displayed blessing, then) you are dealt Fire damage equal to the number of displayed blessings, then recharge all of those blessings.

Cards List
Favored Card Type: Blessing

Weapon - □1
Spell - □1
Armor -
Item 4 □5 □6 □7
Ally 4 □5 □6
Blessing 7 □8 □9 □10

Living Torch

Powers
Hand Size 5 □6 □7
No Proficiency

When you encounter a bane, you may display any number of blessings from your hand; the total number of displayed blessings may not exceed your Constitution modifier +1 (□ +2)(□ +3).

You may recharge a displayed blessing to add 1d12 plus 1d6 for each displayed blessing and the Fire trait to your combat check. You may not play a weapon on this check.

Cold (□ or combat) damage dealt to you is decreased by your number of displayed blessings.

At the end of your turn, (□ you may recharge a card with the Liquid trait to recharge 1 displayed blessing, then) you are dealt Fire damage equal to the number of displayed blessings, then recharge all (□ or any number) of those blessings.

□ When you encounter a bane that is immune to the Fire trait, you may take an amount of Fire damage equal to its adventure deck number to ignore that immunity for the rest of the encounter. (□ Then you may draw a random card with the Fire trait from your discard pile).

□ Reduce Fire damage dealt to you by 1 (□ 1d4). (□ When you discard at least one card because of Fire damage dealt to you, you may recharge a random blessing from your discard pile.)

Fake Mummy

Not all heroes wear capes, but most heroes don't wear bandages either.

Powers
Hand Size 5 □6 □7
No Proficiency

When you encounter a bane, you may display any number of blessings (□ and items with the Alchemical trait) from your hand; the total number of displayed cards may not exceed your Constitution modifier +1 (□ +2).

You may recharge a displayed blessing to add 1d12 plus 1d6 for each displayed blessing and the Fire trait to your combat check; you may also add the Cold trait and 1d4 for each displayed item. You may not play a weapon on this check.

Cold (□ or combat) damage dealt to you is decreased by your number of displayed blessings.

At the end of your turn, (□ you may recharge a card with the Liquid trait to recharge 1 displayed card, then) you are dealt an amount of Fire damage equal to the number of displayed blessings and an equal amount of Poison damage, then recharge all of those cards.

□ Add 1 die to your check that invokes the Mummy trait.

□ Reduce Poison damage dealt to you by your Constitution modifier (□ or to 0).

□ After you succeed at a combat check against a monster, you may add 1d8 and the Poison trait to any subsequent checks against that monster during the encounter. (□ If any character fails one of the subsequent checks, you may evade the bane instead; put it under the top card of its location deck.)

□ You may add the Cold trait and your number of displayed items to your Wisdom check.


Thanks for the better wording, that helps me out a lot! I always try to get the wording right, but something always remains off somehow. Maybe it's because I'm not a native speaker.

In addition to your changes, I updated the wording of the central combat power to come closer to intent:

Base / Living Torch wrote:

You may recharge a displayed blessing to add 1d12 to your combat check; you may additionally add the Fire trait and 1d6 for each displayed blessing. You may not play a weapon on this check.

Fake Mummy wrote:

You may recharge a displayed blessing to add 1d12 to your combat check; you may additionally add the Fire trait and 1d6 for each displayed blessing, and you may additionally add the Cold trait and 1d4 for each displayed item. You may not play a weapon on this check.

Apart from that, you misread the power of Fake Mummy regarding the end of the turn; you're not punished twice for each displayed blessing, but rather for displaying blessings and items with different types of damage:

Fake Mummy wrote:

At the end of your turn, (□ you may recharge a card with the Liquid trait to recharge 1 displayed card, then) you are dealt an amount of Fire damage equal to the number of displayed blessings and an amount of Poison damage equal to the number of displayed items, then recharge all of those cards.

I know its verbose and that kind of sucks, but the intention is this:

You can still set yourself on fire, but you can also gobble all kinds of alchemical liquids to 'embalm' yourself temporarily. Displaying items gives you the Cold trait from being mummy-like, but in turn hurts you since the stuff that preserves you after death is probably pretty poisonous. I would've prefered to just say something like 'trait the fire trait as if it was the XX trait' but that doesn't seem possible with two different types of elements.

Btw, the only precedent for a free power on a role I could come up with is Athnul, since her second role changes the Bludgeoning trait to the Piercing trait, but I'm unsure if you meant that.

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