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


351 to 400 of 902 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

GM:
Biggun needs to get into a fight the moment they arrive in the city...

While it would be amusing, honestly, I really want to play up the stereotype of the brute in a city of advanced civilization. As he slowly gets overwhelmed but everything he sees, I imagine Biggun coming across something, such as a back alley attack against someone (even him) that shows that things are still the same as ever.


Inactive

GM:

Are you familiar with Hitchhiker's Guide to the Galaxy? If so, I think it'd be hilarious and rather fitting if we ran into Ford Prefect at some point!


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)

GM:

After reading Palo's, I'll add that running into Oz and Skeeve, possibly with Tandy would be awesome as well (although only if you know what I'm talking about with those names, they are certainly 'mythical' enough). :)

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

GM:
We need River Tam and a Pathfinder version of the Firefly crew!


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

GM:
Oh man, Blekk would lose his freaking mind if he met Zaphod Beeblebrox. "He has two heads...WANT!"

But in all seriousness, I think the first place Blekk would seek out is some sort of hospital or university, somewhere that he could learn this new world's tech and medicine. He's a fairly smart guy, and would want to figure out how to use this tech to give himself a "power up", if you will. I've already kind of referenced it a few times, but he started out as a regular old goblin, and through the self-experimentation he's already gone through, has more or less turned himself into a monkey goblin. Basically, in the long run I can see himself being turned into Mecha-Blekk. If Zed allows it, I'm definitely going to try and splurge for fungal grafts-they just seem too fun to pass up.

He also definitely wouldn't pass up the opportunity to get a spaceship of his own. When you come from a tribe who worships people in flying saucers, surely the man who owns a flying saucer of his own would be the most powerful, right?

Sovereign Court

CN Oracle 2 | HP: 16/16 | AC: 13 (13 Tch, 11 Ff) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +3; +2 vs fear and despair | Init: +4 | Perc: +2, SM: +0 | Speed 30ft | Dancing Lights 1/1, Flare 1/1, Prestidigitation 1/1, Produce Flame 1/1 | Spells: 1st 1/5 | Burning Hands Wand 4/50 | Active conditions: None

GM:

Well, the first thing Solie would be interested in is the Sun, Suns, Lots-of-Suns here, or however many Suns there may be here. She'd definitely be interested in encountering some form of astronomy/astronomers/observatory and likely do just about anything to get them to teach her things about the solar bodies in the sky. The very idea that every star is a sun would sweep her off her feet.

I know the Cult of the Sun had come up before, and I'd love to see a few breadcrumbs there, even if they ultimately lead nowhere, just the very idea that there's a cult out there waiting for her TO TAKE OVER AND RULE THE WORLD(S) WITH would be extremely motivating for her to continue exploration.

I'd also love to have the party accidentally start a bar fight in a space bar. Hans Solo vs Greedo style, or, if you've seen Firefly, like Mal did on Unification Day. I mean, this is huge culture shock, I'm sure one of them is going to end up doing something offensive enough for that!


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)

GM:

Rav would love for Solie to get a view of an actual sun as up close as possible, realize it's 10 bazillion times larger than she is, and then see her face. :)


Inactive

As an FYI I'm working night shift the next three nights (tonight, Friday, Saturday) and sleeping during the day so my posting rates will likely drop during the time. I'll try and catch up/keep up as best as I can but feel free to bot Palo & Relas as needed to keep things moving along.


Inactive

I think if we can tough it out until we can get out of here and into proper civilization, things will get a little easier for us on the combat front (I hope). We'll be able to pick up better gear and of course we'll have hopefully gained another level (and a mythic tier too I think?). The prologue and this first part have felt fairly tough at times due to the limited gear and such, which is the desired effect I'm sure!


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 just find it annoying that they put in a weapon that looks like a gun, acts like a gun, and then put in a note that it's not a gun, and nobody can use it, even if they have weapon prof(firearms). That's just the AP writers giving gunslinger class the finger. :(


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

You'd think that a campaign taking place in space would be literally a perfect place to have guns absolutely everywhere. Kinda weird if it's not designed with them in mind.


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)

That was the only reason I went with this class, was it seemed the perfect class to use, a barbarian into technology.

So far, the AP writers seem to have specifically gone out of their way to make it hard to play anything other than the classic four.


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 think it's just a really, REALLY tough AP, tbh. I don't know about Palo or Solie, but I'm finding it tough managing my spells right now-kinda thought we'd breeze through a handful of encounters and then rest, like in most normal campaigns. I kinda like that, it forces us to really kind of be stingy and use stuff like that when we need it most. But seeing as my build focuses around me mostly being mutagen'ed...that part kind of sucks. We should try and rest soon, haha. I have a feeling a party of the classic four would be even worse off. The Wizard would've been using his light crossbow (or acid splash) since the zombie attack.

Also, have I mentioned yet how much I'm loving the stuff from Horror Adventures? Because I just got it and some of the spells (especially the alchemist stuff) are just incredible. I cannot wait to get 3rd level extracts so I can use some of them.


It is a really tough AP... or it certainly feels it so far... The prison is rather large for getting out of in a 'one-shot / no-resting' way - which is it what it feels like it should be to me (the place is falling down around your ears and you are escaped prisoners... long-resting shouldn't really be in the agenda... but the other group, without giving too much away, rested twice!!! )If you folks need to do the same to keep the game fun then I'm sure you will find somewhere to hole up!!!

...however I do think you are being harsh w.r,t the Spur Rifles... I don't think anyone is giving the middle finger to gunslingers at all... this is a weapon of the like that none of you would have encountered... it really should be an exotic weapon... and, not targeting touch AC or using gunpowder or lazors, it just isn't a gun at all!!! Maybe, if the authors had their time again, they wouldn't call it a 'Rifle' - if I run it again, I certainly won't call it a rifle :)

...and to manage your expectations, you folks have been captured, imprisoned and held in an off-world laboratory type area... consequentially, you're mostly stuck with the gear you started with - I don't think that's particularly unreasonable... But when you do escape from here things will become far more open to you....

...and finally, once you get past the mimic, there's stuff lying around here (specifically called out by the authors) to get alchemists, gunslingers and most other folks who have consumables restocked...


Blekk D'spessmun wrote:
You'd think that a campaign taking place in space would be literally a perfect place to have guns absolutely everywhere. Kinda weird if it's not designed with them in mind.

Just my take: You'd think that a campaign taking place in a space prison would be literally a perfect place to have guns absolutely everywhere nowhere. Kinda weird if it's not designed with them in mind.


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

You know, I keep forgetting we're actually in prison and not just on a weird old space station. That stuff makes a lot more sense now. And glad to hear about the possible upcoming restock, it'll make my life a bit easier.


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

Did I handle the thing with the Bhagra right? I feel like him failing his Sense Motive check so badly would make him think that they were totally on board with him.


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)

Yep! You did fine. Fortunately, we get multiple chances to save the doggies.


Yep, I think that's exactly how it would have played out with such a series of rolls!!! And, like Ravboom says, you will have other opportunities to rescue the Bhagra.


Male Goblin Savage Skald 2 | HP: 13/13 | AC: 19 | T: 15 | FF: 15 | Init: 4 | Per: 5 | F: 1 | R: 7 | W: 3 | Perform: 1/10 Hero Points: 3

GM:
Globlob would like to go to an intergalactic rave. No, really. If not a rave, some sort of music venue would be awesome, especially because he will definitely try to join in on the musical talent. Probably horribly, but he really does want to try and at least learn from whoever he can. And if he indulges in a little sex-drugs-and-rock-n-roll or space techno at the same time, so much the better!

Other than that, he wants to try literally as much space-food as he can get his hands on, regardless of how little it agrees with his body. Globlob is a creature of many vices.


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)

Considering we are going to eventually (shortly) have access to advanced firearms, dipping a level in Gunslinger or some archetype that gets firearms is not a bad idea at all for any class with low BAB, giving them ranged touch options.

Or just dropping a feat for it if you are a caster class and don't want to lose casting progression. A pistol with 6 rounds of RTA out to 150 ft is nothing sneeze at and probably worth a feat for a caster.


Inactive

I do think once things open up a bit more I'm going to reevaluate some of Palo's choices. The VMC thing is cool and thematic but I don't think I really thought it through at the time so I might drop that if Zed is okay with it. I'd probably be better off reworking my feats and taking Eldritch Heritage if I want to stick with the theme of having a celestial bloodline/ancestry.

Or Palo could undergo a race change. "Surprise, I was a secret aasimar all along!" :P


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, I definitely need to get firearm proficiency-giving up bombs for sneak attack cut my ranged options far more than I thought it would. Not sure how I want to do it though...I'm not a huge fan of VMC (and the gunslinger track is absolute garbage anyways) and I'm usually the kind of guy who just picks one class and sticks with it. I'm very hesitant about multiclassing.


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 multiclass all the time, in almost every game. But, I tend to go with odd characters who need to MC to pick up the tricks I want for them.

I had a monk/cleric/druid who flurried with a scythe and worshipped a death goddess (LN). Drove the GM nuts, because she'd do a trip flurry, knock the guy down with the first hit, then slam him with the blade on the second hit. Then he'd get up, and she'd get an AoO full BAB hit on him standing up. :) She didn't do a lot of damage, but she had combat reflexes and a good AC, and anyone who got near her went 'thump' on their back. :)

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

Like Blekk, I was never really one for multiclassing, though I'm starting to see some benefit for it. Unfortunately, Biggun is all about melee, and having a ranged weapon doesn't really fit his dying fighting style. A reach weapon, though, I'm considering getting.


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

It's really a shame we're not playing 3.5, Biggun. The spiked chain was straight up broken. It was a reach weapon that could also hit (and provoke) at regular weapon range-so if someone moved into your zone they could possibly provoke twice just by moving close to you. It also still had disarm and trip. It's a really good thing they nerfed it into oblivion in pathfinder, but a small part of me always wondered, "what if?"

EDIT: By the way, what is the tech level going to be considered, as far as guns are concerned? Because that kind of modifies their cost and what you need to have in order to actually use them.


Tech level will be dependent, a presumption at the moment given that the entire AP is yet to be released, on the planet that you are visiting... I am going to be contacting Legendary Games to just clarify the Tech Level for the first world that you are visiting... I think it's likely to be quite high (although I haven't seen it specifically called out in the text yet) - I also have a question re: Androids... I haven't seen them in any of the chapters yet so am wondering if they are 'a thing' or not in the Legendary Worlds campaign setting...


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

Just in case anyone was thinking of getting a familiar, here's a pretty funny idea you should try to use.


Inactive

I can totally see characters too stupid or deranged to know any better doing this :3


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

Actually, now that I think about it...think this thing would work with the tumor familiar alchemist discovery?

"Blekk, what's that awful smell?" "Oh, it's just my tumor. It died."


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)

To all my games : My father injured himself again Friday, and I have to go to Louisiana next week to deal with the aftermath. My ability to post will be spotty at best. My apologies in advance.


So... I went looking for the aura details for Stone of Alarm... And ended up paying fifty-ish dollars for a seriously big (and quite cool) collection of Pathfinder / RPG pdf's from the Open Gaming Store (think it's okay to post the link in this little corner of Paizo's website?)

Dreamscarred Press and Raging Swan bundles for those who might be interested.


Inactive

I'm sorry to hear that Rav; keeping your father and your family in my thoughts and prayers.


Yeah, echoing what Palomia said... hang in there Ravboom - hope your father recovers quickly. Totally appreciate that your posting may be a little slapdash - Family comes first always...

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

Oh yeah, definitely family first. Hope he gets better soon.


It looks like we have lost Solie from the game, it’s well over a month since she last posted and she hasn’t responded to any PM’s – and so, as we reach the end of this part of the adventure, it seems likely that I will end up writing her out of the game… I will mull over whether we recruit a replacement or maybe just carry on with 5 players (and it isn’t something we will need to rush into anyway)…

…as a ‘get ready’ notification, also note that when you leave Garsilt you will gain a Mythic Tier… the Mythic within the AP is planned to go to a manageable level (rather than the craziness of Wrath of the Righteous with 10 Mythic Tiers - from memory, the developers were thinking about 4 levels or so)… So, it is probably time to start planning what Mythic Path you folks might follow….


Inactive

Will do! Shame about Soli; I really liked the character :(

Also sorry for being a bit slow to post/push the action along; have had to work more than usual this week. Next week should be better...


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, really sorry about my posting lately-I started working with this new kid at the school I teach at. Long story short, he's VERY tough to work with, and has basically taken up all my free time and energy. Hopefully I'll be able to get back to normal posting habits soon.

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

I've just been fighting off the flu (for the first time in so long I can't remember the last time I had it!), and I've just been feeling blah about gaming lately. I don't plan on dropping out or anything, and I'm really enjoying the game, just letting you know what's what.

As for Solie getting the boot, I say run us as a party of five for a while and see if we need something to shore up a side.


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, last week was busy. Got back late friday night, slept through the weekend, and then got hammered Monday at work because nobody could do anything without me last week. *sigh* I'll be caught back up by this weekend and normal posting will resume.


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)

On the topic of Mythic...

I think Rav is pretty much locked into Champion...

Path Ability : Limitless Range (x5 to range increment, so pistol is close range out to 20x5 = 100 ft, or 100 ft RTA) 1st, then Armor Master, then unstoppable attack, and finally Fleet Warrior

Champion Strike : Fleet Charge (full move and make one melee or ranged attack anywhere during the move, ignore DR)

Not sure on feats, depends on how advanced we'll find firearms to be. Mythic Rapid reload and Mythic Precise shot are most likely..


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 kinda realized that I'm playing hard-mode, as far as my build goes. Hear me out-we're doing automatic bonus progression, and I'm doing a natural weapons build. Enough said there, I think. And I'm playing an Alchemist, which really doesn't have a single path that's considered "optimal" for Mythic. I guess the closest one is Trickster, which is probably what I'll end up taking.

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

Champion for me, though Guardian does have some interesting options. Biggest problem, really, is that Mythic isn't fond of archetypes.


Inactive

Archmage seems the most obvious choice for Palo though Dual Pathing to pick up what few eidolon boosts there are (think it's the Guardian path?) might be something I'll look at too.


Male Goblin Savage Skald 2 | HP: 13/13 | AC: 19 | T: 15 | FF: 15 | Init: 4 | Per: 5 | F: 1 | R: 7 | W: 3 | Perform: 1/10 Hero Points: 3

As much as I hate to do this when we're all getting geared up for the next book, mythic, and whatnot, I actually have to bow out. Work has picked up significantly for me and I can barely keep up with one PbP, much less two or three of them. If there was any way I could keep it up while still enjoying things, I gladly would. But as it is, I'm dragging just trying to keep up at the moment.

Thanks for the great game, all. It was a blast while I was a part of it. I wish all of you luck and apologize again for the frustration and inconvenience of losing another so soon.


Globlob Needlefingers wrote:

As much as I hate to do this when we're all getting geared up for the next book, mythic, and whatnot, I actually have to bow out. Work has picked up significantly for me and I can barely keep up with one PbP, much less two or three of them. If there was any way I could keep it up while still enjoying things, I gladly would. But as it is, I'm dragging just trying to keep up at the moment.

Thanks for the great game, all. It was a blast while I was a part of it. I wish all of you luck and apologize again for the frustration and inconvenience of losing another so soon.

No worries... thanks for letting us know and, honestly, now is probably a good time to make the decision... I'll GMPC Globlob through the last encounter on Garsilt... hopefully you enjoyed it whilst it lasted and maybe we'll see you again one day on these boards...


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

Sorry to hear that, Glob-gonna miss your goblin songs. Seriously, they were AWESOME.


Blekk D'spessmun wrote:
Sorry to hear that, Glob-gonna miss your goblin songs. Seriously, they were AWESOME.

Yeah, echoing that!!! Way better than most I've seen....


Inactive

No more goblin songs!? Noooooooo ;_;

Seriously though, I understand feeling crunched; I've felt that way myself lately with working like I do. It's been great fun playing with you and I hope to do it again sometime when life is less hectic for you.


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)

Awwwww, hate to see Gobby go. :(

Ok Zed, does this mean we should re-recruit now? I don't think there's a better time if we are...

351 to 400 of 902 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Legendary Planet - Goblins in Spaaaace!!! Discussion All Messageboards

Want to post a reply? Sign in.