
Joboo |

Yousa booger brains need some sneaky sneaky helpses?
@ GM Goblin King - Got crunch about done except money spent. Hopefully will knock that out this evening. Are you guys seriously on a space ship?! Awesome! Will Joboo need any special equipment to survive on that thing?

GM Goblin King |
It's Spelljammer lite, so you won't need a spacesuit. The ship maintains its own air and gravity. I've got rules about it somewhere. For the most part, if you have a spellcaster flying the ship, you're OK.
Joboo is a ninja from the mean streets of Kaer Maga. He gets 2 leftenants like the rest of you. I'll repost all the stuff for that.
Think of this as a muted form of the Leadership feat. Rather than taking the feat, you will instead each have two followers who aren't meant to go on adventures with you, but can act as lieutenants/couriers/proxies for you as important leaders of the Licktoad tribe, and defenders of lesser goblins when you're away.
Your leftenants are much stronger than other goblins in the following ways:
Leftenants may take ranks in any of 3 NPC classes: Adept, Expert, or Warrior.
They gain levels automatically, as you do, at 2/3 of your character level (rounded up).
They can multiclass as though any NPC class they take is their favored class. They cannot take levels of PC classes.
Leftenants get a standard 15 pt. Buy, adjusted as normal for race, with normal race traits.
Leftenants start their 1st level at max hps.
Leftenants get standard (heroic) NPC WBL, but can also get extra treasure from you.
Being Licktoads, Leftenants are proficient with dogslicers and get swim as a class skill.
For example, if you're a 7th level character, your leftenants would have 5 levels (7 x .66 = 4.66, or 5 levels, rounded up, in any of 3 classes) each. One could be an Adp 2/ Exp 2/ War 1, or any other combination of the 3. She would get her favored class bonus at each level. Another could take levels of Expert, and be an Exp4/ War1, able to craft items and also be stealthy, a decent healer, and use any martial weapon, for instance. You may want them both to be warriors; not as strong as fighters of their level, but still capable of defending the tribe when needed. They might both take teamwork feats to make their enemies cry.
These characters can help the tribe as warriors, crafters, shamans, or anything else their skills and feats would make them good at. As with any followers, if they are mistreated or abused, you may lose the ability to replace them easily, should they die.
Treated well, they will serve you and the tribe as useful, fairly tough Licktoads.
I started a level 5 leftenant, just for fun.
Kookie: adp 1/ exp1/ war 3
S 12, D 18, C 14, I 13, W 12, Ch 7
HP: 54. BAB: 3. Saves: F 5, R 4, W 3 Feats: toughness, improved initiative, dodge
Class skills: all adept skills, warrior skills, and 10 others of Kookie's choice, 19 total before assigning.
That's Craft, Handle Animal, Heal, Intimidate, Knowledge (All), Profession, Ride, Spellcraft, Survival, Swim, and any 10 others. 29 class skills out of 35. Should have given him more int.
Spells: 0: 3/day, 1: 2/day Prepared: 0: detect magic, mending, stabilize. 1: cure light wounds, sleep.
Stuff: 2400 gp worth. More, if he gets any of your unwanted items.
Not tough enough to hang with you big boys, but he can keep the Licktoads safe from most threats and is quite useful to the tribe.
You're all 8th level. 8 x .66= 5.28. You round that up, so your leftenants are all 6th level.

Joboo |

@ Gm Goblin King - crunch complete and most of my coin spent. Everything is under the 'New Joboo' spoiler as Im slowly moving his stats up to how I prefer them to be broken down.

Javell DeLeon |

Velag have outflank. Him not care if you does, 'cause him fights like you does anyways.
That's right! I had forgotten about that. I knew there was another reason I wanted it. Man that'll be perfect then. Outflank rocks.

GM Goblin King |
Looks good. Sorry I've been away for a bit. You need to stat up your leftenants, and we're good to go. They get herioc NPC loot, moneywise, so that's 4650 in treasure @ 6th level.
I'll get it moving tomorrow.

GM Goblin King |
GM Goblin King wrote:Looks good. Sorry I've been away for a bit. You need to stat up your leftenants, and we're good to go. They get herioc NPC loot, moneywise, so that's 4650 in treasure @ 6th level.
whats the leftenants point buy?
theyre 6th level all npc classes right?
15 pt. buy. Heroic level gear. 6th level, 4650 total.
Your level x .66, rounded UP.

Joboo |

GM Goblin King - Please forgive my tardiness in getting ready. Ive had a rough couple of weeks due to RL which will be busy through this weekend thanks to the holiday and a wedding out of town. I finally got one my Leftenants complete and will start on the second one now.
Nudos Croney CR 4
XP 1200
Goblin Warrior 6
CE Small Humanoid (goblinoid)
Init +2; Senses darkvision; Perception +0
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Defense
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AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 size, +1 natural)
hp 52 (6d10+6)
Fort +6, Ref +4, Will +2
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Offense
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Speed 20 ft., climbing (10 feet)
Melee Masterwork Dogslicer +11/+6 (1d4+3/19-20/x2) and
Masterwork Horsechopper +11/+6 (1d8+4/x3) and
Unarmed strike +10/+5 (1d2+3/x2)
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Statistics
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Str 16, Dex 14, Con 12, Int 10, Wis 10, Cha 8
Base Atk +6; CMB +8; CMD 20
Feats Cleave, Death or Glory (+4), Power Attack -2/+4
Skills Acrobatics +1 (-3 jump), Climb +16, Escape Artist +1, Fly +3, Intimidate +4, Ride +5, Stealth +16, Survival +2, Swim +6
Languages Goblin
Combat Gear Potion of cure moderate wounds, Potion of invisibility; Other Gear Masterwork Chain shirt, Masterwork Dogslicer, Masterwork Horsechopper, Amulet of natural armor +1, Elixir of fire breath, Ale (per gallon), Backpack, masterwork (4 @ 18 lbs), Belt pouch (1 @ 0.38 lbs), Belt pouch (3 @ 0 lbs), Roar cord, Shovel, Waterskin, 11 GP, 8 SP
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Special Abilities
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Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Climbing (10 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Death or Glory (+4) Gain +4 on attack, damage, and critical rolls vs. Large or larger opponents
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
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GM Goblin King |
No problem. I'll be a little spotty with posting through the weekend, myself. The game slows down at predictable points, but it isn't over. There's just too much rudeness and crudeness to get done, and you're just the goblins for the job.

Joboo |

ok I think Im finally ready to roll GM Goblin King! Thanks again for waiting.
Minion Wheezy CR 4
XP 1200
Goblin Adept 6
NE Small Humanoid (goblinoid)
Init +3; Senses darkvision; Perception +6
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Defense
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 26 (6d6)
Fort +2, Ref +5, Will +8
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Offense
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Speed 20 ft.
Melee Fangfile +3 (1d3-1/x3)
Adept Spells Prepared (CL 6):
2 (2/day) Invisibility, Web (DC 15)
1 (3/day) Obscuring Mist, Cure Light Wounds, Burning Hands (DC 14)
0 (3/day) Light, Ghost Sound (DC 13), Detect Magic
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Statistics
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Str 8, Dex 16, Con 11, Int 14, Wis 16, Cha 8
Base Atk +3; CMB +1; CMD 14
Feats Brew Potion, Low Profile, Spell Penetration
Skills Acrobatics +0 (-4 jump), Climb -4, Craft (alchemy) +14, Escape Artist +0, Fly +2, Heal +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (nature) +6, Perception +6, Ride +4, Spellcraft +11, Stealth +17, Survival +8, Swim -4
Languages Common, Draconic, Goblin
SQ arcane familiar nearby, deliver touch spells through familiar, empathic link with familiar, share spells with familiar, speak with familiar
Combat Gear Potion of cure light wounds, Potion of enlarge person, Potion of jump, Potion of mage armor, Skyrocket firework, Sunrod (3), Tindertwig (10); Other Gear Fangfile, Assisting gloves (1 uses), Cauldron of brewing (empty), Feather token (whip), Jumping cinder, Backpack, masterwork (16 @ 9.325 lbs), Belt pouch (10 @ 20 lbs), Belt pouch (11 @ 0.2 lbs), Courtier's outfit, Pickles, goblin (per jar), Scroll case (empty), Spell component pouch, Tobacco (10), 5 GP, 5 SP
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Special Abilities
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Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Assisting gloves (1 uses) The wearer of these simple gloves can speak a command word create a glowing disembodied hand. As a swift action, the wearer can have the hand assist him with a task as if using the aid another action. The hand uses the wearer's base attack bonus or skill ranks when making the check to see if aid another is successful (it does not gain the benefit of the wearer's ability scores or other bonuses). The hand remains until it has attempted one action or until 1 minute passes, whichever comes first, at which time the gloves become nonmagical.
Cauldron of brewing (empty) A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence
bonus on Craft (alchemy) skill checks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar - Slitherin' - small viper snake
Low Profile +1 Dodge bonus to AC vs. Ranged attacks. You do not provide soft cover when ranged attacks pass through your square.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Penetration +2 to caster levels checks to overcome spell resistance.

GM Goblin King |
Hey, guys. Could you put your info in your profiles like this ^? It would save me some time looking up your ACs, init., etc.

Javell DeLeon |

Hey Stiehl9s, you forgot to add Joboo's Acrobatics up. You should be at +19. Just though I'd give you a heads up.
Man ninjas are the crème de la crème of not being seen. They're awesome! After looking at the class, it really makes no sense why anyone would even think about playing a rogue. I guess the only reason you wouldn't/couldn't play one is if the DM just wouldn't allow it.

Stiehl9s |

^ thanks for catching that Javell.
For me Ninjas just have better talent choices for being sneaky. You do give up the trap spotting but with a high enough Perception (and we all just learned to actively look for them!) you can get by without that. The real trick to being sneaky is to be a goblin. +4 racial bonus + +4 size bonus makes for a high stealth roll on its own.

GM Goblin King |
Gotta agree. Ninjas pwn rogues. I see it as ninjas getting specific training, while rogues are more self-taught. Klepy was from the swamp, which had no ninjas, thus no ninjas to train him. Joboo, living in a city, could have learned ninja stuff from anybody.
The little dungeon module we're in was hyped as a TPK-fest. I just thought it would be fun for the gobbies to play where they have some advantages over more typical adventurers.
They blow gnomes and halflings away, mechanically. Rely on your darkvision, fast movement and natural stealth, and you'll do fine.

Javell DeLeon |

Man do they ever. It's funny, when you're actually going up against goblins as the enemy, they seem so simple to beat. But play 'em as pc's, talk about a force to be reckoned with!
I find the discrepancy between the pc version and the creature version amazing. It's practically night and day.

GM Goblin King |
Interesting question on the "2 hands" thing while grappled.
Reta can full-attack, but attacking with both slicers takes 2 hands. She could full attack with one, but not use the other, as I read it.
She could bite, though, as part of a full attack, since that takes no hands.