Goblins 2: The Wreckin'-ing! (Inactive)

Game Master Dave Young 992

Most adventurers consider goblins to be nothing more than little pests. These goblins are different. They're big pests!


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Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Especially since most of us have no negative int modifier -- some of us even have above average int. ;)

I have no problem with the way this is going -- we planned, we ambushed and generally made with the good tactics -- grunt Boggards should fall easily to our might -- and I also must admit that I realized that having maximized my feats for archery would have made Velag crazy-deadly (rapidshot/multishot with bane!)


Male Goblin Fighter (Archer) Level 8

I am enjoying Stix. He's a lot more useful and fun in Combat than Klepy was. Better suited for this style of campaign. I look forward to putting Stix to the test. I am also getting the hang of his esentric personality too so he is going to be a lot more fun.

BTW: I think we should let Turboflex take a level in Barbarian. Raging Pony! YEAH!!!


HP 92/92

I will not be around a computer Fri to Sun, so feel free to NPC me over the weekend.


King of Goblins *MAP*

K.


King of Goblins *MAP*

I recently joined a PbP, then dropped out. Here.

When the GM allowed 8 players, that was my first clue. When they all decided to become unpublished novelists, that was my second.

31 pages, and they're finally 2nd level. PbP has plenty of opportunity for players to go into their boring and predictable backgrounds, and have reasons for PvP conflict, while actual adventuring takes up a small portion of what they're defining.

Here's where we were at 31 pages.

I hope they're happy describing what they're wearing, and their awesome abilities at 2nd level.

You've described your characters by what they do, not what they think in a bubble of monologue. Feel free to tell me what your character thinks at any time. I already have a good idea.

I'm more of a "kill monsters, get treasure" kind of guy, rather than a "dressed in black, with a whip and a smirk, with a tragic past" sort of player. I find that self-indulgent, with no real contribution to what the party does as a group.

Wear your black. Be intense, but not able to kick ass when it's crucial. You'll come up short in the end. A longsword might have been better than that whip you burned feats on. Just sayin'.

You want a character with personality, but it also has to be able to survive when your personality doesn't matter. Big fights come down to numbers, from 1e to now. That hasn't changed.

You're all pretty optimized, due to the point buy. You all have personalities because there are 4 of you, and you're all goblins, which are always goofy and funny (for me, anyway). This adventure wouldn't work for humans.

Just ranting. I appreciate you as players, and you make me laugh while you kick serious butt in ways I don't anticipate. Keep it up. :)


HP 92/92

RE: Leftenants

1. Do you have the stats for these or do we make them?
2. Do you control these or do we control them?
3. Are any of them healers? If so, Tark will declare that the healer is "his".


King of Goblins *MAP*

I posted rules in the gameplay section.
1. 15 pt. buy
2. You, pretty much.
3. A level of adept makes them able to cast CLW or use a wand. Heal is a class skill, too.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

Likely will make a adept 5, and then a warrior 5 for my left-tenants.


King of Goblins *MAP*

That's fine. This is the 1st of 2, so any way you want to build them is cool. Your other one could be very different.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

Do they get goblin traits?


King of Goblins *MAP*
Bucko Rackingclaw wrote:
Do they get goblin traits?

Yes. Any 2 traits, following the usual rules. Goblin traits are fine.

Spoiler:
Race Traits
Listed here are several goblin race traits.
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.

Balloon Headed: Your head is particularly wide and
large, even for a goblin. You gain a +1 trait bonus on
Perception checks, and Perception is always a class skill for
you. Any Escape Artist checks that requires you to squeeze
your head through a tight space take a –8 penalty.
Big Ears: Your massive ears are your pride and joy, and
other goblins claim you can hear a flea scream as it falls
off a goblin dog. While this might not quite be the case,
you gain a +2 bonus on all Perception checks made to hear
noises. Additionally, you can hear noises that normally
only dogs or other animals can hear, like the sound of a
dog whistle.

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 automatically converted
to nonlethal damage. You also gain a +2 trait bonus on all
Reflex saves made to avoid unexpected falls.

Color Thief: Your skin is an odd tint that somehow
absorbs background colors. Maybe because your mother
drank a lot of potions when you were still inside her belly.
Maybe because you’ve been blessed by the barghests. Maybe
because you’re just better than the other boring goblins.
In any case, you gain a +2 trait bonus on Stealth checks,
providing you wear only light armor or no armor.

Dog-Sniff-Hate: You gain the scent special quality
(Bestiary 304) but only against canine creatures, like dogs
or wolves, including monstrous hounds such as hell
hounds, yeth hounds, and even werewolves. You gain a +2
trait bonus on attack rolls against dogs you can smell.

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.
Goblin Foolhardiness: You have a tendency toward
gross overconfidence in combat. When facing an enemy
that’s larger than you are, if you have no allies in any
adjacent squares, your posturing, bravado, and cussing
grant you a +1 trait bonus on attack rolls with non-reach
melee weapons.
Pustular: Your face is covered with unpleasant
pimples and outright boils that have a tendency to
pop at inopportune moments. Although this makes
you particularly ugly, you’re also used to discomfort.
Whenever you’re subjected to an effect that causes the
sickened condition, you may make two saving throws to
avoid the effect (if a saving throw is allowed), taking the
better of the two results as your actual saving throw.

Rude Songs: Providing an opponent can hear and
understand you, the lyrics of your songs are so personally
insulting that you gain a +2 trait bonus on all Perform
(song) checks. Perform is always a class skill for you.
Ugly Swine: You are a repulsive little freak whose
origins are unclear. Your head is small for a goblin and
your mouth oddly narrow, allowing you to pass in urban
environments as an unidentifiable mongrel, providing
you keep a low profile. However, if examined closely, your
goblin origins are revealed. You gain a +2 trait bonus on
Disguise checks, and Disguise is a class skill for you.

Regional Traits
Listed here are several goblin regional traits.
Cliff-Master (Varisia): You are adept at scavenging along
the cliffs by the sea, and have become a skilled climber. You
gain a +1 trait bonus on all Climb and Survival checks.

Goblin Pirate (Shackles): 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.

Monkey Goblin (Mediogalti): You are adept at arboreal
activity, and are more at home in the branches of a tree
than you are on the ground. You gain a +2 trait bonus on
Acrobatics and Climb checks while climbing trees.
Scion of Goblinblood (Isger): The fury of the
Goblinblood Wars still courses through your veins.
Whenever you’re within 60 feet of an enemy hobgoblin,
you gain a +1 trait bonus on all weapon damage rolls.

Religion Traits
Listed here are several goblin religion traits.
Flounderer (Zogmugot): You are adept at swimming
and holding your breath. You gain a +1 trait bonus on
Swim checks, and can hold your breath for a number
of rounds equal to three times your Constitution score
before you risk drowning.

Mother’s Teeth (Lamashtu): Your teeth are more jagged
and pointed than normal. You can make a bite attack for
1d2 points of damage as a secondary attack.

Restless Hunger (Venkelvore): If you have a piece of
food (or something a goblin might consider food), you
can quickly eat it as part of a charge attack once per day.
Doing so increases your speed by 10 feet for 1 round.

Strength of the Barghest (Hadregash): The blood of the
barghests is strong in you. Once per day as a free action,
you can gain a +2 trait bonus on any Strength check or
Strength-based skill check.

Wolf Cub (Zarongel): Your body has clumps of ugly
fur, a sure sign of wolf blood! You win! Once per day as a
standard action, you can take a deep breath through your
nose to gain the scent ability for 1 minute.


King of Goblins *MAP*

@ Bucko: Is the leftenant done? The one on your page looks wrong. Wis 9 means no spells for an adept. LOL! I'm guessing that was something else.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

Yeah I was doing the warrior and then decided on the adept first and just need to finish the one.....


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

Still working on F&+%o my female gobbie left-tenant....

I think skills is all I have left.

Anyone see any problems with her?

Female "F$@%o"
Goblin Adept 5 NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception
DEFENSE
AC 16, touch 16, flat-footed 19 (+2 Dex, +1 dodge, +1 size)
hp 20
Fort +2, Ref +3, Will +5
OFFENSE
Speed 30 ft.
Melee net (ranged touch attack) 1d20 + 4 ⇒ (8) + 4 = 12 or entangled
Dog Slicer +2 (1d8/x3, reach, trip)
Ranged short bow +3 (1d4+1*/×3)
STATISTICS
Str 10, Dex 14, Con 11, Int 10, Wis 13, Cha 6
Base Atk +1; CMB +0; CMD 1
Class Skills: Craft, handle animal, heal, knowledge (local) , profession (herbalist), ride, spellcraft, stealth, swim, survival
Other skills: perception, linguistics, use magic device
Languages Goblin
whetstone*

Spells per day
3-0th; 2 1st, 1- 2nd
Spells prepared
0-create water 0-stabilize 0-guidance
1-sleep 1-CLW 2-web

Feats:
Exotic Weapon Proficiency: Net.
Dodge; Mobility

Traits:

Color Thief: Your skin is an odd tint that somehow absorbs background colors. Maybe because your mother drank a lot of potions when you were still inside her belly. Maybe because you’ve been blessed by the barghests. Maybe because you’re just better than the other boring goblins. In any case, you gain a +2 trait bonus on Stealth checks, providing you wear only light armor or no armor.

Wolf Cub (Zarongel): Your body has clumps of ugly fur, a sure sign of wolf blood! You win! Once per day as a standard action, you can take a deep breath through your nose to gain the scent ability for 1 minute.

Adept Spell List
0 Level: create water, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, stabilize, touch of fatigue.
1st Level: bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep.
2nd Level: aid, animal trance, bear's endurance, bull's strength, cat's grace, cure moderate wounds, darkness, delay poison, invisibility, mirror image, resist energy, scorching ray, see invisibility, web.
******


King of Goblins *MAP*

She's not proficient with a shortbow, but that's it. Put some numbers in skills.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

Ok here she is again.

I do welcome feed-back on traits, feats, choices, etc.

Female "F@@&o"

Spoiler:

Goblin Adept 5 NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception
DEFENSE
AC 16, touch 16, flat-footed 19 (+2 Dex, +1 dodge, +1 size)
hp 20
Fort +2, Ref +3, Will +5
OFFENSE
Speed 30 ft.
Melee net (ranged touch attack) 1d20 + 4 ⇒ (1) + 4 = 5 or entangled
Dog Slicer +2 (1d8/x3, reach, trip)
Ranged crossbow +3 (1d6+1*/×3)
STATISTICS
Str 10, Dex 14, Con 11, Int 10, Wis 13, Cha 6
Base Atk +1; CMB +0; CMD 1

Class Skills: Craft, Alchemy 4(1 rank+3class), handle animal 2( 1 rank, -2 cha, +3 class), heal 5(1 rank, +1 Wis, +3 class), knowledge (local) 6(3 ranks, +3 class) , profession (herbalist)5(1 rank, +1 Wis, +3 class), ride 10(1 rank, +2 dex, +3 class, +4 race), spellcraft 4(1 rank, +3 class), stealth 13 (5 ranks, +2 dex, +1 size, +2 trait, +3 class), swim 4(1 rank, +3 class), survival 7(2 rank, +2 Wis, +3 class),

Other skills: perception 5(3 ranks, +2 Wis), linguistics (1 rank), use magic device 2(5 ranks, -3 Cha)

Languages: Goblin, Draconic

whetstone*

Spells per day
3-0th; 2 1st, 1- 2nd
Spells prepared
0-create water 0-stabilize 0-guidance
1-sleep 1-CLW 2-web

Feats:
Exotic Weapon Proficiency: Net.
Dodge; Mobility

Traits:

Color Thief: Your skin is an odd tint that somehow absorbs background colors. Maybe because your mother drank a lot of potions when you were still inside her belly. Maybe because you’ve been blessed by the barghests. Maybe because you’re just better than the other boring goblins. In any case, you gain a +2 trait bonus on Stealth checks, providing you wear only light armor or no armor.

Wolf Cub (Zarongel): Your body has clumps of ugly fur, a sure sign of wolf blood! You win! Once per day as a standard action, you can take a deep breath through your nose to gain the scent ability for 1 minute.

Adept Spell List
0 Level: create water, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, stabilize, touch of fatigue.
1st Level: bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep.
2nd Level: aid, animal trance, bear's endurance, bull's strength, cat's grace, cure moderate wounds, darkness, delay poison, invisibility, mirror image, resist energy, scorching ray, see invisibility, web.
******


King of Goblins *MAP*

Looks like a 4 pt. buy. You get 15 (p. 16 CRB). Also, why is wis so low? That's her way most important stat.

How about S8, D16, C14, I12, W16, Ch5?


HP 92/92

Dang I've been so busy the last week working night shifts. I'll get caught up with everything by tomorrow.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

Goblins most always work the night shift.....


King of Goblins *MAP*

You completed the arc that started at the beginning. The major threat is dead. Anticlimactic, I'll say, but you kicked a$$.

What kind of stuff do you want to see from here? I've got ideas, but what would your characters want to do with their new power and wealth?

You've got enough treasure to revamp your entire item list if you find the right "vendor."

I'm thinking the boggards are a little stale by now. You saved the Mushfens, which gains you a lot of goodwill with the LK, and others who get it. They appreciate you, in spite of your repulsiveness.


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Well, re-equipping and setting up trade for the Licktoads with everyone in the Mushfens is probably a good plan.

Fortification of the Licktoad village and expanding the territory by taking over other tribes would probably be next.

And there's that annoying bunch of food in Sandpoint to deal with.

On a side note, due to the Canadian Long Weekend, I'll be out until Tuesday -- at which point I promise to return to my usual posting and happy contributing self. :)


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

I am up for traveling into the lands of puny humans, maybe find a way to make sure the humans always pay to enter the swamps and trade with the lizards and goblins.

Making a homebase would be a priority and getting a rest.
Updating gear, buying scrolls, etc......


King of Goblins *MAP*

We've been playing just over a year. Not a bad run.

Some contacts to get items sounds like a good idea. You can get back to the LK unmolested. Not many boggards along the way...


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

I think setting up a network is a good way to go -- we have some solid contacts who owe us -- and really, once we've set up a large alliance, it's easy to manipulate it over into a goblin-led empire once everything is secure -- we can use the threat of stoopit hoomans to cause our monster-folk to rally around.


HP 92/92

Hi all. Sorry for my absence. Work has been very hectic and I took a week off for vacation. I have 1 more week of hell at work, and then life should return to some semblance of normality.. as will my posting. Thanks for not giving up on me :)


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

No worries! We need to to flatten our foes!


King of Goblins *MAP*
Tark Bashflat wrote:

Hi all. Sorry for my absence. Work has been very hectic and I took a week off for vacation. I have 1 more week of hell at work, and then life should return to some semblance of normality.. as will my posting. Thanks for not giving up on me :)

We are nothing without Tark's bold, decisive leadership and stuff.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

so what is the plan?

Stay under the chief and re-build the licktoads?

Say f&&% the chief and make our own tribe?

Say ok chief, you stay there and be chief we are going to make our own tribe elsewhere?

Other ideas?


King of Goblins *MAP*

Please share your thoughts on these questions. Goblins, being quiet and introspective, are sure to think hard about these things.


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Velag is all about setting out on out own, but worries about Tark's high-level of loyalty to Gutwad.

He'd suggest we start acting like mercenaries and then stake out our own area to build our stronghold/training centre. If we do good work for locals, we build up good will and figure out their supply chains...

And then we take over from a position of strength, armed with all that knowledge.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

I like the fortress/training center idea. I am also thinking a big banner for Tark might make him happy.... ;)


King of Goblins *MAP*

If you name it "the Kingdom of Tark," he might go with it. LOL


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Well, ultimately, Velag follows a god of deceit, trickery and murder rather than brute force -- so this sort of plan seems to best match those ideals.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

So let Tark think he is in charge ;)


King of Goblins *MAP*

Shouldn't be hard.


Male Orc!!!! Level 18 Orc King

Are any of you going to GenCon this year?


King of Goblins *MAP*

Not me. I'm stuck here for a while.


HP 92/92

Hi all sorry about being non-involved again. I've been busy trying to get all my personal stuff done so that I can go and enjoy GenCon. I highly doubt I will have a chance to log in for the next 5 days, so I am sorry I will not be able to get Tark back into action until Tuesday.


King of Goblins *MAP*

No sweat. Just have your wishlist ready.

Have fun! Wish I could be there.


King of Goblins *MAP*

I'm not sure how familiar you are with Spelljammer, but I was always a fan (minus a few things I thought were silly). I have my own 3.5 version of how it works.

Spelljamming Helm: This is a simple or ornate chair that a spellcaster sits in to make the ship move. When he uses the helm, he loses all his spells for the day, other than cantrips. Spell-like abilites are unaffected.

Caster level doesn't affect travel speed in space (100 million miles/day), but it does affect maneuverability and speed in combat and atmosphere. The caster can "feel" the ship, and is aware of what's around it. The helm provides a way to move the ship, air for the ship, and normal gravity. The helm slows the ship automatically if it's in danger of hitting something or is on a path to hit another ship.

It works best on a hex grid, but since we aren't using one, I'll make it up as I go along. Most of you won't fly the ship at all, so it's not likely to come up much.

We'll use this MAP for the ship. The walls are movable, but Captain Renyldz doesn't usually carry a lot of bulky cargo, so they don't get moved too much.


King of Goblins *MAP*

A little more about helms.

This ship has a major helm.

Since CL has an effect, characters who aren't full casters are usually the pilots. Bards, magi and inquisitors often do the flying, since, even without their spells, their other abilities still work as normal. Adepts have even fewer spells to lose, so they often become pilots. You don't lose your 0-level spells or spell-like abilities.

There's even a prestige class for pilots; the Spelljammer Ace, which makes you better at flying the thing, and adds some other abilities. It's a step up for an adept, but not really for other classes (unless you fly a lot). Full casters can spelljam, too, but their magic is usually better used to defend the ship if there's trouble. Lotsa weird things out there...

Pilots fly for 12 hours straight. Using the helm is quite comfortable, and they don't get hungry, sleepy, or have to use the bathroom. They use the rest of the day to eat, sleep, and regain spells. Pilots are usually well treated and well guarded, since without them, the ship goes nowhere.

Crews work in 12 hour shifts. A lot of that time is spent just standing around, but they have to be ready for anything. On this ship, one or two people can manipulate the "sails" to help tactical movement, but generally it isn't needed.


King of Goblins *MAP*

Typical positions on a crew:

Pilot (obviously)
helm guard (guards pilot and helm)
ballisteer/sailor (one person can do both jobs on this ship)

Since there are 10 people all together, these jobs must be done, with 2 others keeping watch, cooking, cleaning, etc.

Shift 1: Pilot: Badbait
ballisteer/sailor: Cap'n R.
helm guard: Velag or Stix or his leftenant

Shift 2: Pilot: F***o
ballisteer/sailor: The drow
helm guard: Tark or his leftenant.
Bucko is on hand for witchy stuff.


King of Goblins *MAP*

Interplanetary travel:

Like the book says, "Space is big. Really big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to space."

Golarion's solar system is even larger than our own. It's loaded with planets, asteroids and other celestial bodies. Like Earth, Golarion is the 3rd stone from the sun. Distances between planets depend on their orbits and positions, so the distances vary widely.

For perspective, traveling at 100 million miles per day, you could travel straight from the sun to Mercury in about 9 hours. Getting to Pluto would take 36.7 days.

If you decide to go with the Captain, you'll learn how to navigate, deal with gravity and atmospheres, etc. It ain't rocket science.


King of Goblins *MAP*

If you saw the helm ratings, they go like this:

CL Speed
1 1
2 1
3 1
4 2
5 2
6 3
7 3
8 4
9 4
10 5
11 5
12 6
13 6
14 7
15 7
16 8
17 8
18 9
19 9
20 10

1 = 17.5 mph.

F###o could fly it @ 35 mph, getting you there in about 8 hours.

Bucko could double that speed since he's 8th level, but he'd lose all his memorized spells for the day, like F%%%o will. Tactical speed in gravity, but spelljamming speed is the same for any level caster.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

The air bubble spell just became more useful.......

Strap F*$$o in and let her lose spells for the day.....


King of Goblins *MAP*
Bucko Rackingclaw wrote:
The air bubble spell just became more useful.......

True dat.

Quote:
Strap F+&~o in and let her lose spells for the day.....

That's a lot of utility, when you think about it.


male Goblin Witch / 8 // Init +6/ HP 49/49 // AC: 22/T:20/FF:15 - Percep: +7// F +3/R +8/W +6 /CMB +0 - CMD 13/ Speed 30

We need wands.

air bubble
CLW

others?
Maybe an offensive wand for F*#%o, since her spells will be down for the count all the time.....

Maybe a 2nd left-tenant with only one level of adept to take pilot duties? ;)


Male Goblin! Inquisitor: 8
Stats:
AC: 22/T:17/F:16 - Percept: +14 - Init: +9 - CMB: +7 CMD: 23 - Fort: +8, Ref: +9, Wil: +10 (+12 vs. charm/compulsion) - Speed: 30

Badbait's doing that -- one level to use CLW.

If we're getting our second leftennants at the village, then Akolyte can do it too, though he's got more caster level.


King of Goblins *MAP*

For straight adepts, this isn't a bad prestige class. They gain while other classes lose, unless they spelljam a whole lot. It's not done, yet.

Spoiler:
Goblins Spelljammer Ace

Spelljammer Ace prestige class for PF:

Hit Die: d6
Alignment: Any
Skills: Spellcraft 5 ranks, Knowledge (arcana) 2 ranks, Knowledge (planes) 2 ranks
Spells: Ability to cast read magic, and at least one arcane or divine spell of 2nd level or higher.

Class Skills

The spelljammer ace's class skills (and the key ability for each skill) are Bluff (Cha), Craft, (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha), and Survival (Wis).
Skill Ranks per level: 4 + int modifier.

Weapon and Armor proficiency: Spelljammer aces gain proficiency with one martial weapon, and no armor.

Spells per day: When a new spelljammer ace level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class.
She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous caster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a spelljammer ace, she must decide to which class she adds the new level for purposes of determining spells per day.

Cheat the Helm: Unlike other spelljamming pilots, the spelljammer ace, through practice, can retain a small number of spells even after using the helm. Spells retained this way function as normal. Prepared casters must choose which spells are retained, as though they were prepared at the start of the day. These spells can be cast before or after using the helm, but cannot be cast while spelljamming without breaking the connection to the helm. 0 level spells can be cast from the helm without breaking the bond.

Remember that all Licktoads are proficient with dogslicers, and have Swim as a class skill.

Also remember that if you hit 20th, your leftenants will be 13th level.


King of Goblins *MAP*

If you don't want to RP much of this, we can move on.

Bucko:

Spoiler:
Slem has leveled pretty fast, too. You know some spells she doesn't.

She knows:
4th- Divination
Neutralize Poison
Summon Monster 4

3rd- Fly
Lightning Bolt
Seek Thoughts
Sepia Snake Sigil

She rolled pretty well, overall.

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