Legendary Planet - Goblins in Spaaaace!!! (Inactive)

Game Master Zesdead

The 'Legendary Planet' Adventure Path from Legendary Games.

Book 1, 'To Worlds Unknown'

...in which, our unlikely heroes find themselves on the unknown world of Argosa...

Party Health
Ravboom: 11/36HP, 3 Hero Points
Palomia Kasic: 24/24HP, 3 Hero Points
Relas: 10/26HP
Vael Dahl: 6/22HP, 3 Hero Points
Blekk: 22/35HP, 3 Hero Points

Maps
Lomrick's Laboratories
Zel-Argose


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Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

No, you could give Relas a +8 racial bonus on Disable Device, and put a rank into it, and that would cover it. :) He could use his claws to pick the lock.


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

I've done that before with a Velociraptor animal companion, actually!


Inactive

Hah! Fair enough, I'll keep that in mind next time we level up :)

Also I don't know if anyone here plays or cares anything about PFS but I decided to make a version of Palo and Relas to play there too, just because I like them so much :3

Also Pt. 2, I made a summoner for another PbP game which I unfortunately had to bow out of when I decided to cut back some on my longer-term PbP commitments. What's funny is that I inadvertently made Don Quixote with that character so I might have to resurrect that idea for PFS too...

Also The 3rd and speaking of ridiculous character concepts, one time I had an idea for some sort of goblin bard/skald modeled off of El Kabong but now I wonder if such an idea might actually work better as a vigilante :D

(This is what happens after I work night shift...)


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

Oh man, now I want to make a goblin vigilante whose vigilante identity is literally just him with a super fake-looking moustache.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Senor Vorpal Kickasso!


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

That is because goblins are wonderful.

And Ravboom stealing is bad ;)


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

No, stealing from good people is bad.

Stealing from evil people is good, because they'll use whatever you're stealing to hurt good people.


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

I am listening to goblin logic ;) even when it makes sense it feels weird.

And my phone sucks for posting in game.


Inactive

It's amazing the enjoyment I get out of everyone just standing around throwing shade at each other in this game :3


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

I keep forgetting I have magic :(
Detect Magic or guidance would have been useful here. Oh well.
Edit: I am a 9th lvl caster who hasn't cast a single spell yet XD


There is now a map in your campaign tab... I will put CL4P-TP and Vael in when I can get to it (unless someone beats me to it!!!!)


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16
Palomia Kasic wrote:
It's amazing the enjoyment I get out of everyone just standing around throwing shade at each other in this game :3

This is by far the most dysfunctional group (at least socially) I've ever been a part of. Also my favorite group, by far.


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

I am rather fond of this group. I am pleased I had to the option to join.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

GMpleaserolllow GMpleaserolllow GMpleaserolllow GMpleaserolllow ...
If this works, it will be funny :)
Also, if anyone wants to aid me on the bluff check?
Also, also; First Spell Cast! I am now officially a spellcaster! You lot better beware, MUHAHAHAHAHA! ahem.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear
Vael Dahl wrote:
I am rather fond of this group. I am pleased I had to the option to join.

So am I actually :)

You know, I was once one of the original members to this campaign back in the day with Rav, Palomia, Solie and Biggun, back then I had played a goblin rogue named Sparky. However the character was "flat", he had a sheet of crunch but I was unable to give him personality and bring him to "life" so I ended up dropping out.
As you can (hopefully) imagine, I have not had that problem with Claptrap :3

Still, I was suprised and glad I was able to get back into this campaign a second time and I have been enjoying myself immensely.
Do any of you guys remember Sparky?

Heh. I was Solie's little green minion ^_^ not much has changed, now that I think about it >_>


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Sorry everyone, new contract, and I have to drive 4 hours to reach it Monday and 4 hours to get home Friday. Was sick Thursday, so all in all, sucky week. Should get better next week, and the week after. Got a hotel room for the whole month now, so I can drive in on Sunday nights and back on Saturday mornings, meaning I'll get more rest and not have any more 14 hour days. Had 33 hours Wednesday evening before getting sick.


Inactive

Just checking in, think we're waiting on a combat action from Vael right?


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Sorry. I am still trying to catch up in a few games. If I am keeping things up always feel free to bot me. In a different game that I was boted in I, with the GM rolling, managed two crit's. That was nice.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Palo is very scary.

Here's proof!

Palo is scary bad at hitting things with her Cross-Bow!

Palo is scary bad at hitting things with her Spells!

Palo is scary bad at making perception checks!

Palo is scary bad at making skill checks!

Palo is scary bad at making saves!


Inactive

Hey! I...I can be really good at buffing people...and maybe some battlefield control. That's good, right guys? Guys?

*sobs quietly*

Seriously though, as much as I like playing Palo and Relas man do USummoners seem to take forever to get going. My kingdom for keeping the Unchained eidolon stuff but getting the old Summoner spell list back...


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

Honestly, besides Haste as a level 2 spell (seriously, what the hell was with that?) the old summoner spell list wasn't too horrible. Just...what the hell were they thinking with Haste, though? It's like the old Eidolon getting pounce at first level. Sure, you can take other options, but you'd be an idiot if you did.


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

I feel your pain with the unchained summoners spell list. If the eidolon wasn't better this way the plain summoner would be better.


Also you all are adorable! So adorable. That string of posts from CT's to to Blekk had me cackling :D


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear
Zomskane, The Anonymous Coterie wrote:
The Zomskane coterie portrays two different faces to the outside world. One face presents the grand compound which guards its lucrative gate and the seat of its considerable political power. But the other champions the downtrodden of Argosa by administering to them in ways which unite and marshall their manpower to raise riots, block boulevards, expose or blackmail officials, and contribute to a dense network of spies, informants, errand-runners, and muscle to carry out their wishes.

I think I am turning into a right, propper Zomskane! ^_^

Now if only I could, you know... Succeed... _-_

And Palioma, I'm rooting for ya!
I know! I'll have Claptrap do a celebratory dance for you the next time you succeed/don't mess up!


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Who said you can't teach a dead horse new tricks?!? See? We are learning! We are actually using stealth. I call that progress guys, Hi Five!


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

And we used diplomacy to get out of a fight! I don't think that's EVER been done in the history of Goblinkind before!


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

By the way-I'm working on a few "backup" characters in case Blekk bites the dust. What's the max amount of race points we should aim for if we make custom races? I'm trying to answer the age old question of "How can you make the common goblin even more ridiculous?"

The answer, of course, is to mix them with Kobolds. But I want to see how much craziness I can stuff into this race.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear
Blekk D'spessmun wrote:
And we used diplomacy to get out of a fight! I don't think that's EVER been done in the history of Goblinkind before!

I know, right? And all it took was magicing him into killing his friend, betraying his orginazion, blackmailing him with it, and failing to AoO him on his way out!

I love diplomacy!
;p

As for the modified goblin, I built Claptrap from a 10pb and even then, looking back I dont think I was innitially allowed to, I just kinda took a chance and got some acceptance from the original group.

That aside, I have long thought about how I would design the goblinkind. You see, I want to write stories one day and goblins are a favorite of mine so I want to include them in my stories, however they need to be unique, not just ripped off from Tolken or JK Rowling.
My solution? Make the goblins highly empathetic and adaptive.

Question. Why are goblins so endearing in pathfinder?
Answer. While they are small, weak and funny looking (big ears, oversized head, spindly arms), they really became endearing because of a combination of excessive curiosity, cruel ingenuity, mischievousness and a callus disregard for life (theirs and others).
Aka they do stupid things for stupid reasons and get themselves blown up. We all laugh :p

That and they are just evil enough to actually pull it off. They also breed like rats so if one does something stupid and blows himself up then we all laugh because we have been conditioned to think of them as expendable and that its ok if they die, there is always another!

So how would I change them? Well first off, I would increase their interactions with humans, specifically their chance for mischef. Increasing their chance to create memorable moments instead of just being killed off on sight. I would do this by giving the goblin juuust a bit of innate magic allowing them to blend in unnoticed.

Mischief Magic (2RP) wrote:
Once per hour, a goblin can cast a limited form of Disguise Self, allowing him to appear as a small sized humanoid with ugly and overtly large features. A goblin cannot maintain this form indefinitely and must remain in his true form for at least half an hour between uses. Entering combat immediately dispells this illusion.

This grants a goblin all sorts of chances to get into mischief and an opportunity to engage with humans in a non-violent way, but it is unreliable and non-permanent. Perfect to get into a sticky situation, buuut not out >:)

Note: it is not designed to be unlimited. You are still a goblin, not a halfling!

Next I would change their modivations. While they would still retain their love of petty cruelty and explosions, I would dial their adventurousness and thrill seeking up to eleven.
Imagine a goblin with this mindset (taken from the gnomes);

Adventures wrote:

They often become wanderers to experience new aspects of life, for nothing is as novel as the uncounted dangers facing adventurers. Many goblins see adventuring as the only worthwhile purpose in life, and seek out adventures for no other motive than to experience them.

Goblins can just as often be driven by passions and desires that non-goblins see as eccentric at best, and nonsensical at worst. A goblin may risk his life to taste the food at a giant’s table, to reach the bottom of a pit just because it would be the lowest place he’s ever been, or to tell jokes to a dragon—and to the goblin those goals are as worthy as researching a new spell, gaining vast wealth, or putting down a powerful evil force.

Couldn't you picture a goblin sneaking up onto a giants table to pinch a piece of pie, all for the sake of bragging about it to his tribe afterwards? Or climbing the highest spire of the tallest human castle just to say that he has been taller then anyone else, ever?

Next I would increase the chances of the goblin getting away with it. Sure goblins doing something stupid and suiciding is funny, but if the goblin survives against the odds and in doing so it leaves him emboldened then it also leaves the reader with an expectancy of what he will do next time.
In game terms this would mean allowing the goblin to just book it.

Prank's done, BOOK IT!! (2RP) wrote:

When a goblin's work is done, or he finds his world has gone to heck in a hand basket, there is only one thing to do. RUN!

When a goblin uses the Withdraw action and moves a distance greater then his base speed he can then make a free Stealth check at a -10 penalty. Goblins can make stealth checks while Withdrawing at a -10 penalty.

I also thought about altering their ingenuity but I figure that is best left up to the character to come up with. I have tried before but I have found that you cannot write creativness into a creatures rules, you can only provide opportunities for it. The rest is up to the player. This grants ample oppertunities for the player to create ample mischief >:)

I also have an example goblinoid race if you would like to read him :)

Goblin! (14 RP):

Goblins can just as often be driven by passions and desires that non-goblins see as eccentric at best, and nonsensical at worst. A goblin may risk his life to taste the food at a giant’s table, to reach the bottom of a pit just because it would be the lowest place he’s ever been, or to tell jokes to a dragon—and to the goblin those goals are as worthy as researching a new spell, gaining vast wealth, or putting down a powerful evil force.

These goblins are the same as the standard goblins with a bit more. I have significantly toned up the race's curiosity and eccentricity, as well as giving them the tools to utilize that creativity more often. They are more adventerious, more apt to sneak into places, and they have a greater desire to cause mischief once there, then run like hell to get out. These are not individual changes but rather changes to the race as a whole, goblinkind is out to get into trouble.

Adventurers: Goblin adventurers are usually curious and inclined to explore the world, They often become wanderers to experience new aspects of life, for nothing is as novel as the uncounted dangers facing adventurers. Many goblins see adventuring as the only worthwhile purpose in life, and seek out adventures for no other motive than to experience them however they are often killed off by their own foolish misdeeds or hunted down for their random acts of destruction. Their pernicious nature makes normal interactions with civilized races almost impossible, so goblins tend to adventure on the fringes of civilization or in the wilds. However goblins unchecked curiosity and desire for mischief have allowed them to overcome these bariers with just a hint of innate magic. Despite this, the ability to enter society does not automatically grant the ability to integrate into society and the goblins usually cause mayhem in civilized cities every chance they get before running for the hills.
Lucky goblins that have survived the Adventurous lyfestyle often ride goblin dogs or other exotic mounts, and focus on archery to avoid close confrontation with larger enemies. goblin spellcasters prefer fire magic and bombs over almost all other methods of spreading mayhem.
However there are no shortage of stupid and insanely brave goblins with a desire to go toe to toe with giants...

Standard Racial Traits

Ability Score Racial Traits: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
Type: Goblins are humanoids with the goblinoid subtype.
Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits
_________________________________________________________
Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.

Magical Racial Traits
_________________________________________________________
Mischief Magic: Once per hour, a goblin can cast a limited form of Disguise Self, allowing him to appear as a small sized humanoid with ugly and overtly large features. A goblin cannot maintain this form indefinitely and must remain in his true form for at least half an hour between uses. Entering combat immediately dispells this illusion.

Movement Racial Traits
_________________________________________________________
Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)

Prank's done, BOOK IT!! When a goblin's work is done, or he finds his world has gone to heck in a hand basket, there is only one thing to do. RUN!
When a goblin uses the Withdraw action and moves a distance greater then his base speed he can then make a free Stealth check at a -10 penalty. Goblins can make stealth checks while Withdrawing at a -10 penalty.

Senses Racial Traits
_________________________________________________________
Darkvision: Goblins see perfectly in the dark up to 60 feet.

Additional Racial Feats
_________________________________________________________
Integrated
Preresiquites: Mischief Magic
You get a laugh hiding under the noses of the more civilized races and your extended forays into the human world has honed your innate magic.
Effect: Your Mischief Magic functions at +1 CL and you no longer need to wait half an hour between castings. The illusion is still broken by combat however, and it is still limited to 1 casting per hour.

Deep Cover
Preresiquites: Mischief Magic, Integrated, Character level 5
You are so deeply entrenched in the civilized world you sometimes forget you are even a goblin and your guise can be maintained seamlessly.
Effect: Your Mischief Magic functions at an additional +1 CL and increase the DC to see through the illusion by 1. Furthermore the illusion is not broken by by combat.
Your understanding of the human aesthetic has also developed enough that you can create disguises that are pleasing to the eye, and no longer are limited to just forms that are ugly with overtly large features.

Getaway Artist
Preresiquites: Fast Movement, Prank's done, BOOK IT!!
Nothing can catch you when you run!
Effect: when you take the Withdraw action you gain a +2 dodge bonus to AC against attacks of oppertunity and a +1 bonus to your Ref save for 1 round.

Spoiler:

Race Points: Goblin
Type: Humanoid (goblinoid) (0rp)
Size: Small (0rp)
Base Speed: Normal (0rp)
Greater Paragon (–2 Str, +4 Dex, –2 Cha) (2rp)
Languages: Standard (0rp)
Skills: Sneaky rider (6rp)
SLA at-will: Disguise Self (2rp)
Prank's done, BOOK IT!!: (2rp)
Senses: Darkvision 60 ft. (2rp)
Total: 14rp

What do you think? They are a straight up improvement from the normal goblin, and more race points then the standard races however the upgrades are largely utility and not direct combat bonuses. In fact the goblin could be played exactly like an old goblin with a built in Cap of Disguise if you wanted to.
As for the power levels of the bonus abilities, BOOK IT!! Is probably worth a bit more then 2 RP, its hard to tell. However SLA at-will has quite a few more restrictions then the base ability and therefore should be worth a bit less then 2 RP so it evens out.
On that note, I wanted Mischief Magic to NOT be a permanent ability, you are still a goblin! Despite this, if you want to you can invest the feats to turn it into a semi-permanent effect.


Well thats my take on it, but dont take mine, feel free to steal from it what you want and create your own!


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

Loving those new traits, super flavorful. I'm hoping to focus more on goblins' innate survivability-they can eat anything, reproduce better than rabbits, and eventually can adapt to any environment. Currently I'm thinking of a way to somehow incorporate both a fly speed and a burrow speed into them-because let's be real here, burrow speeds are criminally underused in Pathfinder, and it'd be hilarious to see a goblin coming towards you like a freaking land shark. I'm working on a whole backstory for the race, it involves rocs, sand wurms, and a kobold. Once I nail down the racial abilities I'll definitely be asking you guys for help tweaking it.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Sorry everyone. Work is kicking my ass. I'll try to get posts up today.


Inactive

Hey guys, my laptop has died and I'm stuck working the next couple of days so until I can get the issue addressed I'm limited to posting from my Kindle - which makes using maps difficult.

Just bot Palo/Relas as needed and I'll try and catch up when I get home from work tomorrow night.


Inactive

New laptop ordered; should have it by Tuesday :)


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

*sigh*

Monday : Work
Tuesday : Sick
Wednesday : Sick
Thursday : Sick but still worked, behind on work
Friday : Worked, father sent to hospital, Drive 4 hours
Saturday : Father sent home (dehydrated from not drinking liquids, didn't want to 'go to the bathroom every 5 minutes' so blood pressure spiked)
Sunday : Ran around all day getting rental cars switched out, 4 hour drive to Dallas changed to 6 hour drive due to rain and car accidents
Monday : Behind from last week, work, plus work at hotel after work on second client
Tuesday : Behind from last week, work, plus work at hotel after work on second client
Wednesday : dead in the water, still behind, client killed my login to their system, waiting on it to get fixed. Hooked up tether to phone, posted here. Client's system blocks the Paizo site.


Inactive

Bit of a delayed response (sorry!) but I'm sorry that work and RL have been so stressful for you lately. I hope things settle down for you soon!


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

OOC : That was a flat out evil act, helpless foe, murdered. Especially since Clap 'helped' to stabilize her then murdered her. While the information was useful, it wasn't worth it. Especially since we could have trussed her up, healed her up later, and done the same thing without killing her once she was healed up. One evil act does not an alignment make, however, Clap has been going full bore 'CN leaning CE' since he activated (talking about selling drugs being the best way to make money, I believe advocating slavery or at least wondering if it was good money, and now murdering a helpless foe he'd just stabilized...).


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

I feel like I should give a bit of a heads-up and explain why Blekk doesn't care much about the wanton murder even though he's *technically* CG as well. He does, just not right now. I'm really trying to plant the Master Chymist angle early, and the biggest part of it is the alignment shift in your mutagen form. Blekk's other self is going to be a bit of a dick. And it's starting to show as he levels up.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

? scratches head ?

Ok we just Coup de graced one guy for the simple reason that he happened to be in front of us, and then I go and kill a guy for information, which is exactly what we were hired to acquire in the first place and its an irredeemably evil act?

Blekk D'spessmun wrote:

He absentmindedly pokes the thug on the ground with his morningstar. "Huh, looks like he's still breathing. Just give me a sec..." He then smacks the unconscious thug in the head with the morningstar.

Coup de Grace damage: 4d6 + 6 ⇒ (5, 1, 1, 3) + 6 = 16

"Oops, sorry Palo-you've got red on you now. Didn't think he'd splat so much."

In my defense I actually didn't know Brain Drain did any damage at all at first. Originally I just thought it stole information and then allowed me to make a Knowledge check. So I helped stabilize the girl, cast Brain Drain then copy/pasted the ability so it was easier for the GM to read. Then I realized it did damage and retroactively edited that in.

If I had realized it did damage I would have used it earlier in combat, dealing 3d4 damage instead of my crossbow for 1d6 damage, and/or not bothered to stabilize her :/ I thought I was supposed to save it for after combat.

.

But this one, specific instance aside, thanks for bringing up the alignment issue, that is worth discussing.
Claptraps Alignment is CN. He does random things and says random stuff (or at least stuff that doesn't make a lot of sense), in large part because he doesn't have a vocal filter. He also has very little understanding of human morality (but he is trying to learn!).
Basically he is a rogue robot. Human moraity doesn't apply to him but that doesn't mean he isn't trying. He actively tries to become more human-like, or at least emulate humans. This includes stupid things like drinking coffee because it is a very "human" thing to do, or going to the battle pits and betting on contestants (Note: this is something very normal for our current scene, even if it would be viewed negativly in our real-life, modern day world) because that is what a normal citizen does. Heck, he wants to be Mayor someday :/ During the Water Treatment Plant Claptrap was worried about the cities wellbeing if the water got shut off for a few days. If anything his latest attempt to save Blekk by covering him would speak just as loudly about his alignment.

Morality aside, Claptrap does have another feature. His missing vocal filter.
I have been making Claptrap say all kinds of stupid things, usually only half-thought out things or top-of-the-head things. Basically he blurts out the first thing that comes to mind, or he thinks out-loud so you get to hear his thought processes.
But those are his surface thoughts, not his actions.
He can think (and then automatically say) about selling drugs to make easy money (and it probably would), but after 2 more thoughts he realizes that it would be a bad idea and promptly discards the idea, but only after he has already spoken out about it. (and the Druglord was said purely for comedic effect and not to be taken seriously, I even said so in the post.)

The other reason, and heres the big one; I am doing it this way because its funny. Or at least I think it is?
I have been worried my humor would cross lines but so far I have been getting small hints and lols about the comedy I have been trying to write, I have been getting a few "Adorable" comments, or your gobsmacks, and I even got a favorited post to assure me that I am indeed being funny.
And thats the reasoning for the vast majority of what Claptrap says, its to be funny. Even his melodramatic laughs :p

If its not funny, or if it is crossing lines just let me know and I will try and tone it down or adjust it, as for this current mission, well we are supposed to put a stop to their opperations and teach them a lesson but we as a group are failing at the no-killing bit :/
Guess we got a bit carried away?

Zomskane Agent wrote:
"Bring back the documents they stole... no-one need die but they must be taught a lesson that they will not forget. Slow them down, cripple their criminal activities, encourage them to steer clear of Zel-Argose for a while - and, if there is any other evidence of plans against Zomskane or the citizens of Zel-Argose, needless to say we would like those averted as well..."


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

I'll admit, the way I did that execution wasn't portrayed well. I was essentially thinking that we'd already let one guy go, and there was the possibility that he would double back, heal his buddy, then in the next room we'd be ganked by those two again while we were fighting the next group. Cynical? Yes. But also (in my opinion) pretty pragmatic.


Inactive

Although I suspect it might not have come across strongly enough compared to Rav's post, I will clarify that neither Palo nor Relas are going to be happy if we (the party) start killing people for the sake of killing people and doing other nasty things. As an agathion eidolon Relas is actually going to be trying to influence the party to do and be good (though whether anyone listens to him is another matter, of course!) and Palo kinda fits in the same 'grump but still CG' box as Ravboom does.

Of course this could open up some pretty entertaining RP opportunities for people in the group to try and show CT a better way to be, so this situation isn't all bad :)

Also CT, I actually do find your posts very amusing and the 'robot off his leash' thing comes through nicely!


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

I am going to agree with Palomia on this end. Compartmentalizing is the only reason Vael has not gone off on the murder. That and considering where she was recently released from has her rather distracted. Which works out rather well at the moment since I am not managing to post like I prefer due to real life madness. Also her fear that this group would leave her.

I personally I no issue with how anyone is playing their characters. All of you are hilarious to read :D I feel the need to mention that. Now that I have. Vael is a healer and does not like hurting people. She will do it because she gave her word that she would help in this but killing was supposed to be a no no.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

I mostly didn't react to Blekk's coup-de-gras because I was slammed at work, to be honest. Rav should have gotten upset on that as well.


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

I feel you on that one.


Inactive

Hey folks, just a heads-up that I'll be heading out town Thursday morning to a convention and likely won't be back until either very late Sunday night or very early Monday morning. I'll have my Kindle and phone with me but I'll likely not be posting at all during that time. Please feel free to bot me as needed while I'm gone :)


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Flat characters have a better cutting edge :D
And sorry, I coulda posted sooner.

On a completely unrelated note, it looks like I am getting recruited for a pyramid scheme. This should be fun >:)


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

Working late tonight, but I'm gonna have a post up in a few hours hopefully.


Inactive

Hey folks, I *am* back from my trip but between returning to work and the site being wonky it's been a challenge to get to the boards and catch up on my games. Things seem more stable now though so hopefully I'll be able to completely catch up on this game when I get home from work tomorrow evening :)


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

Yeah, the site's been absolutely ridiculous lately. When it's up, I'm at work-it's like as soon as I get home, it goes back down.


Yeah... it's been unpleasant - what is worse is getting in, writing a post - pressing submit and then it just hangs there!!! Fortunately I have been bitten too many times in the past by wonky website performance and I always* hit 'select all' / 'copy' before pressing the submit button...

* - except when I don't!!!!


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Sorry for the delay posting. Between the website refusing my fun and the fact that I finally moved in with my brother and his family I have fallen a little behind.


Inactive

No worries Vael! I hope with the move finished, things can return to some semblance of normal for you :)

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