Goblins Wreck Kingmaker (Inactive)

Game Master Whack-a-Rogue

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Male Goblin Cavalier 2 | Init +2 | AC19 t13 ff 16 | CMD 15 | hp 16/20 | Fort +6 Ref +3 Will -1 | Dkvs 60 Perc +3 | perform 3/7 | challenge 0/1 || Breakfast AC17 t13 ff 14 | CMD 17 | hp 7/16 | Fort +3 Ref +6 Will +3 | llv, scent, Perc +6

Rugnut's level isn't super impactful. Aside from a few basic numerical bonuses, he'll get:
A new sphere, that's going into Beast Mastery: Animal Companion II so that Breakfast advances at Rugnut's full class level.
He also gains the 2nd level Order of the Dragon ability Aid Allies, which increases his base aid another bonus to +3, for a total of +5 to aid attacks and +4 to aid AC, ability checks, saves, and skills.
Inherent Bonus: +1 Resistance Bonus to Saves

Breakfast will gain a feat and a sphere. I'll tackle exactly what those will be in another post.


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:
but I can't decide between Alteration, Enhancement, and Time.

Well, let me ask what you all would prefer:

-- making one extra attack on a full attack (like part of the benefits of the Haste spell)
-- getting a +1 enhancement bonus to your weapon
-- Alteration is more flexible; I could give you low-light vision, darkvision, or 1 of several different natural attacks, although you must already have an available limb for it (can't add any more claws to Chompy unless he gets more arms; but I could add a gore attack to his head, actually; and I could add a pair of claws to any of our normal gobbos in case you lost your normal weapon or something)

Keep in mind that I would typically only be granting the effect to a single person at a time, and I would be spending my standard action every round to maintain it (unless I spend a spell point so it has some duration without concentration).

The more I think about it, the more I lean toward Alteration. I'll still hear arguments otherwise if anyone is so inclined, though.


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

Dys would very much like an extra attack on full round actions.

Level up things!

- +6 HP
- 4 skillpoints: Climb, Heal, Perception and Survival
- +1 dodge bonus to AC while wearing light or no armour (the Gunslinger Nimble class trait)
- basic level up things like base saves


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
Dys Thunderclaw wrote:
Dys would very much like an extra attack on full round actions.

Oh, that's another good consideration--the natural attacks really wouldn't be much of a boon to a ranged character. But are you able to reload your gun as a free action so that you could make multiple attacks?


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

Hmmm, I think I have been using the reloading for the boomstick wrong! Even with Rapid Reload it's a standard action to reload a two-handed firearm, my bad. So you're right, Mogawg, the extra attack wouldn't help.


Male Goblin Cavalier 2 | Init +2 | AC19 t13 ff 16 | CMD 15 | hp 16/20 | Fort +6 Ref +3 Will -1 | Dkvs 60 Perc +3 | perform 3/7 | challenge 0/1 || Breakfast AC17 t13 ff 14 | CMD 17 | hp 7/16 | Fort +3 Ref +6 Will +3 | llv, scent, Perc +6
Dys Thunderclaw wrote:
Hmmm, I think I have been using the reloading for the boomstick wrong! Even with Rapid Reload it's a standard action to reload a two-handed firearm, my bad. So you're right, Mogawg, the extra attack wouldn't help.

Musket Master reduces that to a move but that still doesn't really help until you can get hold of some alchemical cartridges. Assuming one of us doesn't eat them first before you use them.

Rugnut has 7 skill points (4 class, 1 int, 1 fcb, 1 free in ride from Beast Mastery) and put them in: Climb, Handle Animal, Intimidate, Perception, Perform Sing, Ride, and Survival.
+8 HP

Breakfast gained:
4.5 (Rounded down) HP
1 skill point in Swim (he needs a bath, he's stinky)
Weapon Focus: Bite (he likes biting)
The Berserker Sphere, with the Berserking (3+BAB temp HP, -2 AC round by round) and Brutal Strike (normal melee attack, target is battered if successful) abilities. (He likes biting things HARD)


Male Goblin Thaumaturge [Eldritch Researcher] 8 HP 102/102 AC(T) 24/25, Fort(E)+15, Ref(E)+16, Will(M)+13(Resolve ) Perception(E)+11 Darkvision

Apologies, but We have a wedding to attend tonight. As such, I shall catch up on my games tomorrow.


GodBug has 4hd, so if you can animate that, go for it. 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 think I might take you up on the Legendary Barbarian.

I'd like Self-Sufficient instead of Endurance and Big Game Hunter instead of Fast Movement.

The rage form "Animal Rage" sounds perfect for Chompy as it grants him two Claw attacks to add to his bite and tail.

This would heavily make up for my worries about not being able to put out enough damage to do the job of an actual melee character. (As 1d4 damage for a hit with the chance of two hits is not enough damage.)

So if I stood still..I'd get Claw, Claw, Bite at full Bap and Tail slap at -5... Correct?

Of course that'd only be during a rage, which I only get 5 rounds a day of.


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

So if that is all correct...

BAB +1
HP +9 (Adjusting character to have been a 1st level Barbarian, then a 1st level Ranger to squeeze out an extra HP). 6 for Ranger level, +1 for Con, +1 for Favored Bonus.
Fort Save +2

Gain Self-Sufficient for 1st Level Legendary Barb, Gain Big Game Hunter for 1st level Barb, Gain 5 rounds of rage, Gain Rage form Animal Rage

Add a Skill rank to Craft Culinary, Know (Nature), Perception, Stealth, and Survival.

And that should be it.


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 gosh I thought Chompy had two claws already! I can give you 2 claws with the Alteration sphere, if that affects your judgement at all on this.


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

Mmm....no, but that's help me more freely spend my rage as a thought. I had planned to pick up either a level of Barb or Rogue to add some much needed damage potential to Chompy.

I gotta say, you suddenly see a a kobolds teeth gleam, their claws lengthen and sharpen, their muscles ripple, and they suddly become a whirlwind of paper cuts...you might actually be scared!


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

Scrabble is EVEN MORE SCRABBLEY

6 HP

11 skill points

+1 reflex saves

+1 Deflection to AC

Evasion

Improved Dirty Trick

Athletics Sphere: Climb package


Male Goblin Cavalier 2 | Init +2 | AC19 t13 ff 16 | CMD 15 | hp 16/20 | Fort +6 Ref +3 Will -1 | Dkvs 60 Perc +3 | perform 3/7 | challenge 0/1 || Breakfast AC17 t13 ff 14 | CMD 17 | hp 7/16 | Fort +3 Ref +6 Will +3 | llv, scent, Perc +6

Level 2 of ranger you can take aspect of the beast aa a bonus feat to gain a permanent set of claws too, if you can wait a level after the barbarian investment.


Male Goblin Thaumaturge [Eldritch Researcher] 8 HP 102/102 AC(T) 24/25, Fort(E)+15, Ref(E)+16, Will(M)+13(Resolve ) Perception(E)+11 Darkvision

Ser Helmut is a Wizard 2.
Nothing out of the ordinary here, I swear...


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 is now re-built as an Incanter 2 rather than doing Soul Weaver.

Main differences: I lost channel energy but gained more magical talents. I'm still Charisma-based.

I'll still be dropping negative energy bombs, but by way of the Destruction sphere instead of channels. I have the Life sphere for healing instead of channels. I gained the Alteration sphere, as was being discussed here. And there is no change to my talent choices in the Death sphere. =)

The hit dice and number of skill points are the same between Soul Weaver and Incanter. 2nd level gave me 4 + 2 from CON hit points (PFS style means half the hit die +1, right?). My Heal skill modifier actually went down because it's not a class skill for Incanter like it was for Soul Weaver, but I added my 3 skill points to the same 3 skills.

Check out my profile for details on what my spheres/talents can do.

My pool of spell points went from 3 to 4, my Will save increased by 1, BAB (and CMB/CMD) increased by 1, and for my level 2 endowment I picked Thick Skin (level 1 I had Elusiveness).


Looks like we're set to go. 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

If I were to get Ranger first or Barbarian it wouldn't matter so much at this level I think. Ranger would give me Perma claws...but Barbarian also gives me five rounds of extra damage.

And once I take the Ranger level and gain claws through that feat you mentioned, when I rage my claws will be D6s instead ^_^...So hazzah!


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 mean, how much is the carapace gonna weigh anyways? Chompy should be able to carry about 50 more pounds before he reaches his load maximum. I assume Dys has a similar load but Breakfast and Rugnut both have higher Str than us, so I assume we can use some rope to tie the carapace pieces and use them like sleds to drag behind us with all the various loot we need to dragon home loaded in them.

The lower Str gobbos can follow along beside and help stabilize the loads...We'd be going at probably half speed but we'd be able to drag it all home I think and it'd be easy to drop to our normal loads in case of encounters on the way home.


Male Goblin Cavalier 2 | Init +2 | AC19 t13 ff 16 | CMD 15 | hp 16/20 | Fort +6 Ref +3 Will -1 | Dkvs 60 Perc +3 | perform 3/7 | challenge 0/1 || Breakfast AC17 t13 ff 14 | CMD 17 | hp 7/16 | Fort +3 Ref +6 Will +3 | llv, scent, Perc +6

Breakfast definitely has some load to spare, especially if we hook him up to pull. He doesn't have the "work" trick yet though, Rugnut will need to push him to start dragging I think.


Male Goblin Thaumaturge [Eldritch Researcher] 8 HP 102/102 AC(T) 24/25, Fort(E)+15, Ref(E)+16, Will(M)+13(Resolve ) Perception(E)+11 Darkvision

I do have Anthaul in my book, but not a lot of slots yet.


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

Can carry another 50 lbs. or so before maximum load, but I also like the idea of turning the chitin plates into sleds and dragging them.


Sounds good. For the record, my question was about dealing with the bulk, not the weight. After all, it's a Huge creature. XD

Also, you're not in any danger, so you can totally take 20 on those Climb checks.


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

We only really need the important bits. Later when Mog is more powerful, he can cast Restore Corpse on it and then raise it.


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 good news if Godbug is raised at the moment, so long as we move him outside quickly before the spell runs out, we won't have issues bringing all the carapace and such up and out!


Looks like everyone's getting ready to leave. Sounds good! It'll take 36-48hrs to get back to your longshanks fort base (assuming you head straight back with no distractions of side treks). The big piggie is somewhere in the woods to the west. The kobold dragon tracks you've been following continue toward the southeast. Also, either Rugnut or Ser Helmut (I forget who) knows about another longshanks camp somewhere along the river.


Male Goblin Thaumaturge [Eldritch Researcher] 8 HP 102/102 AC(T) 24/25, Fort(E)+15, Ref(E)+16, Will(M)+13(Resolve ) Perception(E)+11 Darkvision

Ser Helmut does, but he wants bacon!


Male Goblin Cavalier 2 | Init +2 | AC19 t13 ff 16 | CMD 15 | hp 16/20 | Fort +6 Ref +3 Will -1 | Dkvs 60 Perc +3 | perform 3/7 | challenge 0/1 || Breakfast AC17 t13 ff 14 | CMD 17 | hp 7/16 | Fort +3 Ref +6 Will +3 | llv, scent, Perc +6

I have been operating under the assumption that

rugnut:
Rugnut has no idea where he is, is completely lost, and has been wandering for a while but really doesn't know much at all about the area.


Male Goblin Cavalier 2 | Init +2 | AC19 t13 ff 16 | CMD 15 | hp 16/20 | Fort +6 Ref +3 Will -1 | Dkvs 60 Perc +3 | perform 3/7 | challenge 0/1 || Breakfast AC17 t13 ff 14 | CMD 17 | hp 7/16 | Fort +3 Ref +6 Will +3 | llv, scent, Perc +6

If it's going to take a while to get anywhere else, does it make sense to sleep here since it's relatively secure? Understood that that would mean bad things for the skelebug.


Male Goblin Thaumaturge [Eldritch Researcher] 8 HP 102/102 AC(T) 24/25, Fort(E)+15, Ref(E)+16, Will(M)+13(Resolve ) Perception(E)+11 Darkvision

I am out of spells, so a goblin slumber party wouldn't be remiss.


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

I say we all get on the skelebug, and sleep while it drives us where we want to go.


Male Goblin Cavalier 2 | Init +2 | AC19 t13 ff 16 | CMD 15 | hp 16/20 | Fort +6 Ref +3 Will -1 | Dkvs 60 Perc +3 | perform 3/7 | challenge 0/1 || Breakfast AC17 t13 ff 14 | CMD 17 | hp 7/16 | Fort +3 Ref +6 Will +3 | llv, scent, Perc +6

Choo choo, all aboard the bug train!


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

The skelebug only lasts 2 hours, unfortunately. Plus another 2 hours when I reanimate it again, but that will be my final spell point for the day.


So where are we going?


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

Dys is in favour of sleeping now and travelling later. Maybe we can animate the skelebug just enough to get it out of the cavern, then we can chop it up and drag it?


Male Goblin Cavalier 2 | Init +2 | AC19 t13 ff 16 | CMD 15 | hp 16/20 | Fort +6 Ref +3 Will -1 | Dkvs 60 Perc +3 | perform 3/7 | challenge 0/1 || Breakfast AC17 t13 ff 14 | CMD 17 | hp 7/16 | Fort +3 Ref +6 Will +3 | llv, scent, Perc +6

Yeah unfortunately it sounds like even 4 hours of travel with it isn't going to get us anywhere useful.


Male Goblin Cavalier 2 | Init +2 | AC19 t13 ff 16 | CMD 15 | hp 16/20 | Fort +6 Ref +3 Will -1 | Dkvs 60 Perc +3 | perform 3/7 | challenge 0/1 || Breakfast AC17 t13 ff 14 | CMD 17 | hp 7/16 | Fort +3 Ref +6 Will +3 | llv, scent, Perc +6

Does anyone object to sleeping, then going after the boar?


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

Sounds like a good plan.


Male Goblin Thaumaturge [Eldritch Researcher] 8 HP 102/102 AC(T) 24/25, Fort(E)+15, Ref(E)+16, Will(M)+13(Resolve ) Perception(E)+11 Darkvision

Yuppers!


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

Works for 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

Agreed!


Sounds good. Give me a destination hex, and we can get this show on the road. XD


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

I think we are headed to the dire boar hex next


Male Goblin Cavalier 2 | Init +2 | AC19 t13 ff 16 | CMD 15 | hp 16/20 | Fort +6 Ref +3 Will -1 | Dkvs 60 Perc +3 | perform 3/7 | challenge 0/1 || Breakfast AC17 t13 ff 14 | CMD 17 | hp 7/16 | Fort +3 Ref +6 Will +3 | llv, scent, Perc +6

Hahaha we're going to get to the Outpost eventually and the owners will be dead of fright.


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

Can I tell which way the outpost is with that Survival roll or do I need to roll again?


A quick heads-up: my wife's going through some intense medical stuff right now, and it's occupying almost all of my time and energy. As such, I probably won't be able to post more than once (maybe twice) a week for a while. Don't worry: I'm not abandoning you. Things will return to normal once I'm able.


Male Goblin Cavalier 2 | Init +2 | AC19 t13 ff 16 | CMD 15 | hp 16/20 | Fort +6 Ref +3 Will -1 | Dkvs 60 Perc +3 | perform 3/7 | challenge 0/1 || Breakfast AC17 t13 ff 14 | CMD 17 | hp 7/16 | Fort +3 Ref +6 Will +3 | llv, scent, Perc +6

That's totally understandable, and thanks for the heads-up. Best wishes for a speedy and safe recovery.


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

Take your time, and best wishes to your wife.


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

Chompy, I can't remember now: do you already have claws, or would you like me to cast a shapeshift which gives you two claws?


It figures that you'd decide to attack an angry owlbear. Goblins.... *sighs* XD I've thrown up a map in the usual spot. Show me where you're located. Owlbear's coming from the west.

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