Goblins Wreck Kingmaker (Inactive)

Game Master Whack-a-Rogue

Hex Map
Party Loot


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After doing a little more digging, I'm inclined to agree. It seems capybaras are one of the overlooked creatures - much like mundane cattle. How about taking the stats for a Medium pig?


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

My zombie minions will make excellent beasts of burden...but they just don't last long enough yet (1 hour per caster level right now means 1 hour, after all). I could reanimate the same creature more than once per day, but it costs 1 spell point each time and I have 3 total spell points, so the most I can do is 3 hours.

At 5th level, if YBD allows advanced talents, I'll be able to get Permanent Undead. But I shouldn't get ahead of myself.


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

Well that was complicated. I love the Spheres system, but I always underestimate how much longer it takes to make a character. So many more fiddly bit to keep track of.

I've left my background purposefully blank since I don't know much about our little tribe yet.

I love the idea of harvesting organs, making trophies, and cooking magic so I rearranged Scrabble's skills a bit to take advantage of those systems.

Do thieves tools count as class specific gear, or do I need to buy those?


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

Question...YBD Does the person with Heal have to be the one to identify the creature they are chopping up or is that a group effort. (IE, someone with heal, and someone with the Knowledge relevant to direct them in chopping?)

Also...I THINK THAT MEANS WE'RE READY!!!!!

WEEEEEeeee and so begins the tale of the Goblin Tribe....wait, what is the name of our tribe?!?!


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

I spent 2 gp and 4 cp on rations and torches. That leaves 72 gp (9 sp, 6 cp) to contribute to the group. Does that give us enough for the 100 gp pavilion tent?


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

Between mine, yours, and Croakers. That is 131 GP. Enough to buy the huge tent and four gold shy of a Goblin Dog.

Alternatively we could get a "Pack Animal" (They list Yak in this.)

Or we could take two goats and a dog sled!


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

Capybara!

*grabby hands*


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

Huh, I didn't realize they hadn't added stats for a medium capybara yet, my bad guys. Really excited to get started!

Edit: After some google-fu, I found the 3.5 homebrew stats for a dire capybara. Maybe something to work towards?


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

Oh, none of us is trained in Handle Animal, though. I could see a pack animal not needing checks to be made (until something scares it), but anything else I'm sure would need checks.


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

I do think I have all the necessary stats ready. Am I missing anything, YBD?


Mogawg: Everything looks fine. Here are your shinies:
- A small gray feather, most likely from a pigeon
- A leather holster for a set of lock picks that has been filled with bent and broken tools
- A strip of flesh that has been torn from the haunch of an alligator, its hide still attached
- An immaculately-preserved eye (most likely from an elf) in a tiny jar

@Scrabble: Thieves' Tools will need to be purchased, as they're not required for basic class functionality. Have you chosen your endowment yet? I'll also need shinies rolls.


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
Mogawg wrote:
Oh, none of us is trained in Handle Animal, though. I could see a pack animal not needing checks to be made (until something scares it), but anything else I'm sure would need checks.

If anyone isn't too attached to their 1st level feat choice, they could spend it on Extra Combat Talent and spend that talent on the Beastmastery sphere (Handle Animal package) to get free skill ranks in Handle Animal.

I'm considering it myself, although I'm loathe to give up Selective Channeling...


Everyone appears to be mostly set except Scrabble (who's really close), so I've opened up Gameplay. Only 1/3 of the party understands Common - that's more than I'd expected. XD

All I ask is that if you happen to loot a fancy-looking bit of paper from your first combat encounter, make sure somebody catches at least a glimpse of the writing before it's inevitably incinerated. From then on, you can do what you please. 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:

Everyone appears to be mostly set except Scrabble (who's really close), so I've opened up Gameplay. Only 1/3 of the party understands Common - that's more than I'd expected. XD

All I ask is that if you happen to loot a fancy-looking bit of paper from your first combat encounter, make sure somebody catches at least a glimpse of the writing before it's inevitably incinerated. From then on, you can do what you please. XD

We get both Common and Goblin by default, right? That's what I assumed; if not, I don't have the Intelligence bonus nor any Linguistics ranks to know languages beyond what I get by default.


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

Alas, Goblins and Kobolds are some of the few races that don't start with Common.


Chompy's correct. No Common unless you took it as a bonus starting language (high INT) or learned it via Linguistics.


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

Ah! Well, I have that corrected on my profile 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

Croaker is very good at hurling insults through his music at others...as long as they understand Goblin.


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

Oh, I missed that the ABP variant we are using starts at 1st level. Scrabble's saves are a bit weak, so I'm going with Resistance.

Scrabble's starting gear: thief tools (30 gp), Sawback Shortsword (15 gp), leather armor (10 gp), barbed vest (10 gp), Bear Trap (2 gp), Backpack (2 gp), waterskin (1 gp), bandoleer (5 sp), whetstone (1 sp), hammock (1 sp), pitons x3 (3 sp), 8 days rations (4 gp)

I've spent every cent on that stuff, so I'm afraid I can't contribute to the group fund. (Don't worry, I'll steal some money for everyone soon)

Treasures!
1d100 ⇒ 33
1d100 ⇒ 99
1d100 ⇒ 55
1d100 ⇒ 13


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 love that for our first stealth check, all the goblins basically turn invisible.


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

I think that's going to be a recurring theme. We're just going to ambush our way across the Stolen Lands.


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'm definitely going to have to beef up my stealth score then, I'm falling way behind already!


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

Just hope we don't get ambushed. On a nat 20, Croaker still gets a 19 for Perception.


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

Sadly the Kobold didn't hide as well as the rest of you. Still decent chance to hide but he has quite the eyesight.


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

Hey Croaker, I saw you had caster level 0 under your Spheres section. Just wanted to clarify (maybe you already know) that while a mid-caster like the bard has an "official" caster level of 0 at 1st level, there is an effective minimum caster level of 1--wouldn't want you to think any of your abilities with a duration of rounds per caster level or minutes per caster level come out to 0 right now--you actually get 1.


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

Yes. A bit confusing, but I did see that there is an 'effective' min level 1. For Empowered Spellcasting, does that make me 1 or 2 when I'm at half my spell points?


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
Croaker the Goblin wrote:
Yes. A bit confusing, but I did see that there is an 'effective' min level 1. For Empowered Spellcasting, does that make me 1 or 2 when I'm at half my spell points?

I think you would just be at 1 then.


@Croaker: Empowered Spellcasting makes you CL 1 at half spellpoints and CL 2 at no spellpoints. Level 1 is a bit confusing for partial casters.

@Scrabble: moar shineez!!!
2d100 ⇒ (65, 89) = 154
- A potato serving as a pincushion to collect bent pins and needles
- A heavily-defaced angel pendant with its wings removed and nailed to a small bird statuette that's missing its eyes and wings
- A sack of bird heads; roughly half have had their beaks bitten off
- A heavily scratched glass prism that refracts light into tiny rainbows when light hits it just right

EDIT: There's an editable map under my name. I don't have a gridded version, so use common sense when moving yourselves.


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

@GM, my vision was to have Dys loot her musket from the adventurers once they're deadens, but you have other plans please let me know. For now she'll fight with just her dogslicer.


I don't like PCs being unable to use base class features right off the bat (like a battered gun). Also, the Kingmaker iconics aren't gunslingers. It's easier for me if you looted it from some other adventurer before the campaign started.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

For those of you who haven't done so, I need your vital statistics in your profile header. AC, HP, Saves, Initiative, etc. Dys and Trinn are good examples. As is myself, for those of you with more complicated builds and/or multiple daily-use abilities.


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

@GM - Understood about the weapon. Let's just say the the boomstick is only for special occasions, these stupidshanks surely only need a dogliscer to the face to fall to pieces!

On another note, some of the images on the map don't match character portraits here, so I'm a little confused about who's who there.

@Mogwag - thanks for pointing out that Dys is not getting hit by the negative energy, I missed the bit about selective channeling. Edited my post accordingly.


I get what you mean. Chompy and Scrabble's avatars are obvious, but everyone else had found different character portraits during recruitment. I'm sure that over time, everyone will figure it out, but in the meantime, I'm open to suggestions.

Scrabble - Scrabble
Kobold - Chompy
Creepy - Mogawg
Guns - Dys
Singing - Croaker
Bandolier - Trinn


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

I put some labels on the map. Let me know if I got anything wrong. They are grouped with the tokens, so moving the token should move the label as well.


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

This may come up quite soon, YBD, so I wanted to discuss--will these enemies be dead at 0 hp and ready for me to reanimate, or will they need to take additional damage to get them to negative Con score and just be unconscious until then?


Except in special circumstances or when the party says otherwise, enemies die at 0hp. It saves me from dealing with stabilization rolls. 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
Trinn wrote:

Trinn runs out of the cave, crushing up her Caterpillar Mushroom as she does so. She holds it up and blows the powder into the face of the dwarfshanks. Immediately, a tiny mushroom pops out of the dwarf's head.

For the next 2 rounds, the dwarf needs to make a DC 14 Fort save or act confused for the round.

Bahaha this is hilarious!

So which one do we think is going to be the zombie? My money is on the snow tiger.


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

Best part is, I didn't even make up the mushroom popping out of his head-that's in the description of the fungus!


@Mogawg: I've added both a skelkittie and a zomkittie to the map in anticipation of your action next round.


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:
@Mogawg: I've added both a skelkittie and a zomkittie to the map in anticipation of your action next round.

It's going to be a zombie since it won't have decayed all, being so recently dead. So whatever the tiger's stats are (and I suppose it would revert from animal companion stats to a normal tiger? maybe with the young template applied if it's a smaller size than a normal tiger; I'll leave it to you to decide how you want to handle that), it will need the zombie template applied, plus it will gain a +4 enhancement bonus to Strength and Dexterity because of my Empowered Reanimate talent. Do you want to give me the attack and damage stats so I can roll, or you'll take care of it?

Also I'm happy to do the work of preparing the full stats, just let me know how the base tiger stats should be determined.


This is actually a case where it's more beneficial to keep it an animal commodious. The default snow leopard has 4hd, but a Level One companion only has 2hd. XD

Here's the stats you'll need:
Small Cat


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

=)

Zomkittie:

ZOMKITTIE
NE Small undead
Init +6; Senses darkvision 60ft, low-light vision, scent; Perception +0
DEFENSE
AC 19, touch 17, flat-footed 13 (+6 Dex, +2 natural, +1 size)
DR 5/slashing, undead immunities
hp 11 (2d8+2)
Fort +0, Ref +6, Will +2
OFFENSE
Speed 50 ft.
Melee bite +6 (1d4+4 plus trip), 2 claws +6 (1d2+4), slam +6 (1d4+4)
STATISTICS
Str 18, Dex 23, Con --, Int --, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 20 (24 vs. trip)
Feats Toughness
Skills Perception +0, Stealth +10
SQ Staggered (Ex)


@Scrabble: *busts a gut laughing*


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

WITNESS ME!!


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:
@Scrabble: *busts a gut laughing*

That really was fantastic. Should the bear trap get +1d4 fire damage like the normal weapons?

Despite having just having finished Zomkittie's stats, I probably have to go for Zomrageshanks if you succeeded in taking her out.

Side note: Zomkittie has an impressive number of natural attacks (adding a slam to the 3 that the leopard already had), but can never use them all because of the Staggered quality.


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

God, I love goblin campaigns. This stuff just doesn't happen in normal campaigns...


Exactly why I wanted to start one so much. XD


HP 9/9, AC 18*, Fort +3, Dex +8, Will +3, Perc +5, Init +5
Mogawg wrote:
Should the bear trap get +1d4 fire damage like the normal weapons?

Huh. I have no idea.


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

If used as a weapon like so, I think so? Really, I think Croaker is the one deciding what things get set on fire, so when he sees you leap so awesomely out of the tree, he'd probably do it just so you trail fire behind you as well.


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

Croaker is Scrabble's new best friend.

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