Goblins Wreck Kingmaker (Inactive)

Game Master Whack-a-Rogue

Hex Map
Party Loot


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Welcome to the Discussion thread! To start with, let's get characters made. XD

Level: 1
Point-buy: 15
Normally this would be higher, but I chose this for three reasons: 1) you're Goblins (and Kobold) and thus weaker than a typical starting character; 2) due to Kingmaker's campaign style, you'll usually be at full strength when dealing with encounters; 3) I'm giving a few perks to make up for the lower power
Traits: one Race Trait + one other trait
Drawbacks: one from Here
Starting Gear: any class-specific gear (holy symbol, spell component pouch, etc) + one Dagger, Dogslicer, or Horsechopper + 75gp worth of equipment and mundane items. No, you can't sell the weapon for extra starting cash, but you can give it to a party member or elect not to take it. Unused gp is lost, so if you have extra, feel free to give it to party members who are feeling cash-starved. Then roll 4d100, and I'll give you some miscellaneous items of potential use.

We will be using the Elephant in the Room Feat Tax Rules. In addition, as mentioned in Recruitment, both Spheres of Power and Spheres of Might are available. If you're a martial or a spontaneous caster, see if your class has an archetype that uses one of these systems. I won't require their use (most of the archetypes remove or delay certain class features), but it's encouraged. We can also hash out a custom archetype if you like the system but want to modify an existing archetype.

Classes
The majority of you seem pretty settled upon your class, and I'm fine with what you've presented. If you're wanting to change something, run it past me, and we can probably work something out. The major modifications are firearms (as mentioned in the Recruitment thread) and Rogues. Legendary Rogues is an available resource.

Spellcasting Modification
All spellcasting has a 10% chance of triggering a minor wild magic event in addition to its regular effects. Spells cast through items (potions, wands, scrolls, etc) do not have this chance.

Extra Stuff
This campaign is making use of three subsystems that are thematically appropriate.
Culinary Magic - use the Craft(culinary) skill to cook meals that provide minor benefits when eaten.
Harvesting Creatures - use Heal and an appropriate Knowledge skill to harvest organs from slain creatures. These can serve as power components for spells, be incorporated into crafted items, and be used as cooking ingredients.
Innate Bonuses - I'll be using a variant to Automatic Bonus Progression to eliminate the need for the Big Six. In short, instead of a specific level-up bonus, you'll be able to choose from a list.

I'll put more in-depth rules for each of these systems in Campaign Info tomorrow, but for the time being, you just need to know that Craft(culinary) and Heal are significantly more valuable than usual.


Legendary Barbarian 1/Ranger (Shapeshifter) 1 HP: 8/21 | AC: 17; T: 14; FF: 14; CMD: 13 | Fort: +5; Ref: +5; Will: +2 | Int: +4; Perc: +9 Rage:5/5

Present!

Alright I've already run into an odd situation.

Tail terror lets you use your tail as a secondary natural attack....and then you can augment that attack with tail weapons.

"You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning damage. Furthermore, you can augment your tail slap attack with a kobold tail attachment. For the purpose of weapon feats, you are considered proficient with all kobold tail attachments."

Is it a weapon or a natural attack for the purposes of fighting?

Edit: I will stick to Pathfinder stuff. I don't wanna scratch my head a million times trying to figure out the Sphere of Might for a natural attack based character.

Also, I kinda wanna do the Craft Culinary...is anyone else too keen on it?

Scarab Sages

Male Human (Iowan) Commoner 2/Expert 1
Your Benevolent Dictator wrote:
In addition, as mentioned in Recruitment, both Spheres of Power and Spheres of Might are available. If you're a martial or a spontaneous caster, see if your class has an archetype that uses one of these systems. I won't require their use (most of the archetypes remove or delay certain class features), but it's encouraged. We can also hash out a custom archetype if you like the system but want to modify an existing archetype.

I have to chime in here and say I can't recommend Spheres of Might highly enough, particularly because not all of those spheres are about combat--there are some very handy skill-related talents in there. My biggest regret about playing a Soul Weaver is that there's no way for me to get a combat talent progression because the class is a full-caster. I could pick up a couple talents by spending feats on them 1 to 1...but I probably need to spend my feats on more magical stuff.

Oh and if you need a resource there's a free wiki.

Scarab Sages

Male Human (Iowan) Commoner 2/Expert 1
Chompy the Dragon wrote:
Edit: I will stick to Pathfinder stuff. I don't wanna scratch my head a million times trying to figure out the Sphere of Might for a natural attack based character.

It would be easier than you think--the talents that you pick up give you reasons to use regular attack actions rather than full-attack every time you can--and if you're not full-attacking there's no difference between natural weapons and manufactured weapons.

But I won't press the matter further unless you decide you're interested and want some guidance. No need for me to be pushy haha, everyone should play something they'll enjoy.


Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2

Alright, thanks for the campaign invite! Really excited to be here. I'll be building my character tomorrow, but I just wanted to dot in here before I went to bed.


Bard (Flamesinger) | hp 9/9 | Init 2, Per -1 | AC 18, T 14, FF 15 | Fort +0, Ref +4, Will +1 | dogslicer +3 (1d4-1/19-20) | Spells 0/4 | Barding 3/7 - Current Song: N/A

Checking in. Haven't used the Spheres before, but working to learn it now.


Female Gunslinger (Musket Master) 2 | HP 14/20 | AC 19 Tch 16 Ff 14 | Fort +5, Ref +8, Will +2 | Darkvision 60 ft, Perception + 6 | Init +6 | CMD 14

Checking in, I think I have the crunch done. Will add background and such to the character profile a bit later.


Bard (Flamesinger) | hp 9/9 | Init 2, Per -1 | AC 18, T 14, FF 15 | Fort +0, Ref +4, Will +1 | dogslicer +3 (1d4-1/19-20) | Spells 0/4 | Barding 3/7 - Current Song: N/A

Alright. Finished stating up Croaker for now. Let me know if any changes need to be made. I think I understand the basis of Spheres of Power for now.


Bard (Flamesinger) | hp 9/9 | Init 2, Per -1 | AC 18, T 14, FF 15 | Fort +0, Ref +4, Will +1 | dogslicer +3 (1d4-1/19-20) | Spells 0/4 | Barding 3/7 - Current Song: N/A

Only used 42 gold, so anyone is free to have the extra 33.


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4
Keante wrote:
Oh and if you need a resource there's a free wiki.

I screwed up the link! Let's try it again: http://spheresofpower.wikidot.com/


Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2

How are we doing HP for this?


@Chompy: The tail by itself is treated as a natural attack. If you add a tail attachment, it's instead treated as a manufactured weapon. Basically an identical situation to Catfolk claws vs Catfolk claw blades. Since you're going the natural attack route, it's probably better to avoid the tail attachment as it'll penalize all your other attacks.

Keante's correct about Spheres of Might, by the way. Essentially, Spheres are like Skyrim skill trees. The more talents you take, the more versatile you become. For example, the Fencing sphere gives you scaling bonus precision damage and free ranks in Bluff. Taking more Fencing talents makes you awesome at Feinting and turns you into a pretty mobile fighter. Essentially, Spheres of Might gives martials more options than "5ft step + full-attack." That being said, not everyone has the time or inclination to learn a brand new system, so if it's not something you want to mess with, that's perfectly fine by me. XD
--------------------------------------------------------------------------
I knew I'd forget something important for character creation.
HP: max at first level, then PFS-style (1/2 HD + 1)


@Chompy: have you chosen a Drawback yet?

@Croaker: since you're going the Spheres route, I'll be slightly modifying the Flamesinger archetype so you don't lose the cool flaming summons. I'm thinking you'll gain access to the Conjuration sphere at 4th level and then add a couple Conjuration talents as you progress. The Fire Music feat will, of course, function with Conjuration companions.

@Dys: everything looks fine on an initial pass-through.


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4
Trinn wrote:
Alright, thanks for the campaign invite! Really excited to be here. I'll be building my character tomorrow, but I just wanted to dot in here before I went to bed.

I'm not familiar with the herbalist class--does it get any healing abilities? I'm trying to decide whether I need to spend one of my 1st-level talents on the Life sphere or not. I can heal hit points without it because I have channel energy, but if I want to remove any conditions I'll need to spend a talent on it.


The herbalist is a utility-type class that gathers herbs that deal various useful effects. Some of the herbs can provide healing and/or condition removal, but they're nothing compared to what the Life sphere can dish out. Also, the herbs gathered are determined by a semi-random roll affected by terrain type. Some days the herbalist will be a decent backup Cleric, other days it'll be throwing splash weapons, other times it'll be buffing the party. I've only a little familiar with the Witcher series of games, but I'd say it's fairly similar to their Alchemy system: potions, poisons, and oils.


Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2

I believe I've got everything set, I have 3gp left over. I might buy a few little things, but if anyone needs it feel free to take it. Not exactly set on my feat choice (Cunning) just yet. I'm not quite sure what this class needs for feats, but hot damn it's starved for skill points. Here's the link to my character sheet, it's also in my profile page. Let me know if I missed anything.

Extra equipment: 4d100 ⇒ (22, 27, 5, 23) = 77

EDIT: Just to also clarify for Mogawg, I took the Mycologist archetype, which gives extra herbs in the form of mushrooms and fungi for extra randomness. It looks like a really interesting class, very much a jack-of-all-trades with a strong random bias, especially towards the first few levels. Later on, I can grow my own herbs and fungi, so I can settle into a role. But for now, it's gonna be up to the dice for a while.


@Trinn: looks fine on first glance, but make sure you have a backup copy of your sheet somewhere. MythWeavers has lost data in the past; that's why I stopped using them. Also, congrats on being the first person to roll for extra loots! Here's what you win:

- A small squash that has a leering face carved into it
- A well-used sling stone that shows signs of gnawing
- A half-eaten pickle on the end of a yellowed piece of string
- Five feet of green satin ribbon covered in spots of what appears to be dried blood.


Bard (Flamesinger) | hp 9/9 | Init 2, Per -1 | AC 18, T 14, FF 15 | Fort +0, Ref +4, Will +1 | dogslicer +3 (1d4-1/19-20) | Spells 0/4 | Barding 3/7 - Current Song: N/A

Aren't all actions goblins make up to the roll of the dice?

4d100 ⇒ (7, 60, 100, 76) = 243


@Croaker: Here's your share of the treasure!
3d100 ⇒ (21, 10, 6) = 37

- A piece of string, slightly too short to make an effective bootlace - even for a Goblin
- A hammer head that has surprisingly and impressively had its claws bent into separate directions
- A stuffed Goblin doll, overfilled with brightly colored feathers from dozens of different varieties of bird
- A hearty stew made from a brine-soaked shoe, various root vegetables, and two lumps of heavily-boiled gray meat from some unidentifiable species of animal


Legendary Barbarian 1/Ranger (Shapeshifter) 1 HP: 8/21 | AC: 17; T: 14; FF: 14; CMD: 13 | Fort: +5; Ref: +5; Will: +2 | Int: +4; Perc: +9 Rage:5/5

4d100: 4d100 ⇒ (21, 12, 4, 81) = 118

Woops, forgot the drawback. Hmmm, Could the Overprotective be modified to one Ally given the concept? I'm assuming a bit at the moment but I'm leaning that Trinn is Chompy's current "mother" given that the last healer died.

Otherwise I'd probably say Family Ties with Trinn as the Target. (Both would be with Trinn as the target.)


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Checking in!

My intended build is a little weird. What I intend to do with Scrabble is crawl around on enemies, sharing their space and making it hard to do anything except deal with me.

I had a way to do that all worked out, but now that Spheres are available I have to chuck my whole build and start over because the spheres system is just too cool not to use.


Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2

Chompy, you can be my assistant! Mostly just protecting me from beasties in the woods while I go foraging. Crunch-wise, I'd say that Overprotective is slightly better, mostly because if anything happens to me and you have to switch to Doubt, that can be reeeaaaallllly debilitating. Seriously, I'm not much of a powergamer at all, but Doubt just sucks. Pretty sure it also applies to taking 20.

Also, we're not doing background skills, right? Just checking.


@Chompy: I'm okay with that Drawback modification. Also, phat lootz!
- A dried-out dead snake wrapped carefully around a gnarled branch
- The brass ring from a door knocker, still bearing scratches where it was savagely removed from its housing
- A nearly-petrified chunk of chocolate cake, seemingly more useful as a weapon than a snack
- An incredibly intricately-etched brass button, clearly from an article of clothing far too large for a Kobold

@Doomed Hero: Welcome! I'm assuming you'd planned to do something with that one Rogue archetype. Wasn't it called the Mouser or something? And, yes, the Spheres systems are utterly fantastic.

EDIT: No background skills this time. Spheres of Might gives bonus skill ranks, and that can be picked up with a Feat. Also, the more diversified your skills, the less likely your plans will go hilariously wrong. XD


Legendary Barbarian 1/Ranger (Shapeshifter) 1 HP: 8/21 | AC: 17; T: 14; FF: 14; CMD: 13 | Fort: +5; Ref: +5; Will: +2 | Int: +4; Perc: +9 Rage:5/5

I'd actually have no trouble with Doubt. A kobold who wants to believe his in fact a dragon cause that is was he was told and he knows no better...having doubts?

Sounds reasonable to me!

Also, I switch out Heal for Craft Culinary and bought the artisan tools to go with it.

Hopefully we will figure out how to harvest over time to make good use of it.


I've started adding Culinary Magic to the Campaign Info tab. There are a LOT of recipes, but hopefully this selection of breakfasts will provide some insight into the system. XD


Female Gunslinger (Musket Master) 2 | HP 14/20 | AC 19 Tch 16 Ff 14 | Fort +5, Ref +8, Will +2 | Darkvision 60 ft, Perception + 6 | Init +6 | CMD 14

Oops, forgot to roll for shinies!

4d100 ⇒ (20, 4, 79, 13) = 116

And in case you need a reroll or two to avoid duplicate items: 2d100 ⇒ (21, 91) = 112


Legendary Barbarian 1/Ranger (Shapeshifter) 1 HP: 8/21 | AC: 17; T: 14; FF: 14; CMD: 13 | Fort: +5; Ref: +5; Will: +2 | Int: +4; Perc: +9 Rage:5/5

Thick skin for me then please for 1st level.


Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2

Yep, I'm taking thick skin as well. More armor is always fantastic.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Mouser is a swashbuckler archetype, and yes I'll be using it, but not until after level 6 or so.

How does the Legendary Rogue class work with archetypes for the Pathfinder Rogue?

The Vexing Dodger archetype is central to my concept. I'd like to try out the Legendary stuff, but not if I have to give up the archetype that my concept hinges on.


@Dys: Here you go!
- A well-worn copper key with teeth crudely filed to the point where it will never fit its original lock
- A scratched brass ring with all the precious stones pried from their settings
- A moldy sponge dripping with bacteria-laden liquids and wrapped in a filthy piece of leather
- A beautifully-tied bow that has been ripped from the rest of its lacy ribbon

@Doomed Hero: Legendary Rogues is a toolkit of options to make the Rogue more customizable. Don't want trapfinding? Here's a bunch of alternatives. Not a fan of uncanny dodge? Here are some potential replacements. As such, it stacks with all Rogue archetypes. That being said, the Vexing Dodger replaces everything except Evasion, so there's no real reason for you to do anything with Legendary Rogues unless you don't like Evasion and/or the Underfoot Agility feature. Everything else seems pretty central to the archetype concept - climbing on people and dirty tricking them.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Sounds good.

Would I be allowed to use the Legendary toolkit to swap out the Dirty Trick stuff? In my experience, the CMDs of higher level foes become very hard to beat if you aren't a full BaB character, so if I have the option of swapping that out, I'll take it.


More than likely. Tell me what you're considering swapping, and I'll throw up a list of options.


HP 9/9, AC 18*, Fort +3, Dex +8, Will +3, Perc +5, Init +5

I'm running into a conundrum. I really want to use the Canny Scoundrel archetype so that Scrabbler can use the Spheres of Might system.

Unfortunately, the Canny Scoundrel swaps for Trapfinding, which, the Vexing Dodger also swaps for.

Is there any way to make these two archetypes play nice together? Maybe that's where I could lose Improved Dirty Trick and it's related abilities and gain Keen Blades, Keen Eyes, Keen Wits instead? Seems like Improved Dirty Trick and two pretty good corresponding abilities is worth more than Trapfinding, but I'll do it if that's what it takes to get access to Spheres


Well, you're already basically getting Finesse Training from the Elephant in the Room rules, so it's actually really easy to combine the two archetypes. Keep Vexing Dodger as-is, then gain Adept practitioner progression in exchange for Rogue Talents as per Canny Scoundrel. In regards to Keen Blades, Keen Eyes, Keen Wits, just pretend that class feature doesn't exist. You can gain those Spheres back by taking the Thief martial tradition (replacing Fencing with Scout if desired).


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Nice! That's a great way of doing it. Thank you.


Just waiting on Mogawg and Scrabble to finish up their characters before we get started. In the meantime, I've added the info for innate bonuses and creature harvesting to the Campaign Info tab. Culinary Magic comes with a rather lengthy recipe list, so I'll be converting that into a Google doc.


The Culinary Magic write-up is complete and posted in Campaign Info. Some of the recipes are marked, indicating they require special ingredients. That means they're not readily available unless said ingredients are found. You can't bake Fairy Cakes without fairy dust, for example. This means there will be synergy with the Creature Harvesting rules. XD


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4
Your Benevolent Dictator wrote:
Just waiting on Mogawg and Scrabble to finish up their characters before we get started. In the meantime, I've added the info for innate bonuses and creature harvesting to the Campaign Info tab. Culinary Magic comes with a rather lengthy recipe list, so I'll be converting that into a Google doc.

I'm getting close! I still need to select equipment and assign skill ranks, and then it's just a matter of getting the stats written out. I've got the other choices all made, and you can see them in my profile.


Legendary Barbarian 1/Ranger (Shapeshifter) 1 HP: 8/21 | AC: 17; T: 14; FF: 14; CMD: 13 | Fort: +5; Ref: +5; Will: +2 | Int: +4; Perc: +9 Rage:5/5

Alright, so I just realized I didn't choose a starter weapon.

So if someone would like an extra or any of my 25g leftover, then let me know and you can has it.

Just realized, we could get a Large or Pavilion sized tent for our group that we've stolen. (They're like 30g for a large, or 100g for a Pavilion if we pooled some resources...provided we all have some leftover.) It'd at least give us so me shelter for sure.


Female Gunslinger (Musket Master) 2 | HP 14/20 | AC 19 Tch 16 Ff 14 | Fort +5, Ref +8, Will +2 | Darkvision 60 ft, Perception + 6 | Init +6 | CMD 14

A tent sounds like fun! As anyone who has gone camping with 12-year olds can attest.

If we have leftover gold after we buy that, Dys could use more bullets.


Bard (Flamesinger) | hp 9/9 | Init 2, Per -1 | AC 18, T 14, FF 15 | Fort +0, Ref +4, Will +1 | dogslicer +3 (1d4-1/19-20) | Spells 0/4 | Barding 3/7 - Current Song: N/A

It would need to be fire-proof. At least if we wanted to keep it.


HP 9/9, AC 18*, Fort +3, Dex +8, Will +3, Perc +5, Init +5

Sorry about the delay. The weekend was madness over here. Now that I know how all the mechanics fit together I'll have the character built pretty fast. Give me a few hours.


Male Goblin Incanter 2 | HP 14/14 _ nonlethal | AC 15; FF 13; T 14; | Fort +2; Ref +2; Will +3 | Init +2 | CMB -1; CMD 13 | Spell Pool 4/4

Having a pavilion does sound hilarious, but it's 50 lbs in weight. Who's going to carry it?

Honestly, I can't find anything to spend money on besides possibly rations and torches...Mogawg doesn't wear armor and he's not a real combatant so he's not going to carry any weapons besides the dagger.

Can anyone in their wisdom share a list of items any reasonable adventuring goblin would have?

I'll go ahead and roll for those special items:
4d100 ⇒ (92, 35, 63, 43) = 233


Legendary Barbarian 1/Ranger (Shapeshifter) 1 HP: 8/21 | AC: 17; T: 14; FF: 14; CMD: 13 | Fort: +5; Ref: +5; Will: +2 | Int: +4; Perc: +9 Rage:5/5

Obviously, we will have to buy either a donkey or other pack animal. After all, who heard of proud Goblins and a Dragon carrying their own s#&~e.


Bard (Flamesinger) | hp 9/9 | Init 2, Per -1 | AC 18, T 14, FF 15 | Fort +0, Ref +4, Will +1 | dogslicer +3 (1d4-1/19-20) | Spells 0/4 | Barding 3/7 - Current Song: N/A

A donkey would be too big and too close to a horse. Let's go with pack pigs. We can have our own caravan of Squealy Nords.


Legendary Barbarian 1/Ranger (Shapeshifter) 1 HP: 8/21 | AC: 17; T: 14; FF: 14; CMD: 13 | Fort: +5; Ref: +5; Will: +2 | Int: +4; Perc: +9 Rage:5/5

Personally once we have the money or steal them...Boars would make excellent mounts for a Goblin crew I think.


Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2

With the publishing of Ultimate Wilderness, small Cavaliers and Paladins now can have capybara mounts by default. Personally I haven't been able to picture any other kind of goblin mount since that book came out.


Legendary Barbarian 1/Ranger (Shapeshifter) 1 HP: 8/21 | AC: 17; T: 14; FF: 14; CMD: 13 | Fort: +5; Ref: +5; Will: +2 | Int: +4; Perc: +9 Rage:5/5

The only issue, is I have such a hard time finding their actual stats other than as an Animal Companion. (Cause basic Animals have better stats than ACs, they just don't get stronger over time.)


Here you go


Legendary Barbarian 1/Ranger (Shapeshifter) 1 HP: 8/21 | AC: 17; T: 14; FF: 14; CMD: 13 | Fort: +5; Ref: +5; Will: +2 | Int: +4; Perc: +9 Rage:5/5

See, now info sent me there too...but they are small and familiars. Which both are not suitable mount quality.

I think the original information that sends you there was back when they decided they could be familiars but when they made them Medium for possible Animal Companion/mount choices...they didn't segway to bestiary post that would give regular encounter stats.

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