Fixed; fixed yea says yea swabs, but I gots deez plans; ooh plans; <starts whipping or drawing and notes> wheeer iz our catapults; our spear chuckers or wenches an longtooth boats...our dragon belchers
whoosi's eyes alight with dreams of pointy chucky things all over the ship; Ank-hores message gets through....
well, we first kin check him fer loot
Whoosi starts checking the body over for loot, clues; maps tattoed on his head or bottom of his feet.
Ank-hore is thinking about the corpse in front of them. Then looks at the Capn searching the body knowing that he has the corpse's money in his pocket. "He had nuffin, Capn"
just the results of my checking over the body; cavity search and all; this gobby is not squeemish; look through his guts even in case he swallowed something interesting.
Ank-hore takes the end of his demon mace putting it in the pile of guts swirling them around trying to the find the pattern that best fits the tribes future. while he is doing this his stomach growls.
Whosi searches the dead sailor with, ahem, thoroughness, but does not find anything worthwhile. It would seem that the sailor had no eaten in some time and his stomach contents reflect that.
Meanwhile Ank-hore tries his hand at haruspicy, swirling the entrails about until they seem to tell a story.
Unfortunately that story is a rather sordid tale of entrails in love, entrails at war and entrails at dusk. Well, mostly just entrails. Still, he almost fancies he can see something else in there...
Wisdom check, Ank-hore.
By the time night rolls around, the hurricane is behind you and the faint lights of Tashket are before you. Several large fires demarcate the line of the harbor and song can be heard on the wind, as well as the smell of roasting fish and other savory treats. You can easily see a dock that is less well lit than the others, perhaps owing to its being partially under construction, that might make a suitable place to set aground.
Or of course, you could run the ship aground if you choose right in the middle of town.
Or you could weigh anchor just outside the harbor and take the ship's boat to land.
He can see a spectre, a shadow stretched over the ship, its baleful influence poisoning the future. He can see a tipping point, a moment where everything hangs on a single decision. Lastly he sees a woman's influence: hateful and protective all at once and desperately dangerous.
The lights of Tashket draw nearer and the Captains can see that if they plan to drop anchor, they'll need to do it soon to avoid notice.
Upon Crang's order, the nearest goblin jumps to action: he immediate grabs the cleric and begins to drag him to the railing, clearly with the intent to toss him overboard.
acck, put mez down now capt'n tell um to putz me downs" Ank-hore flashes back to when the hummies tied him to the anchor and bites the gob holding him and yells "entrails say ship cursed by woman, youz needs me to stopz it."
The confused goblin puts Ank-hore down and makes his way over to the anchor. Seeing Splurg's affirmative, he shrugs, picks it up and walks it over to the edge of the ship. Holding it tight he lifts it up and promptly leaps over the edge, still holding onto the anchor. A few bubbles rise to the surface of the water, then cease.
looky hears slobs and gobs; wees in trouble soon; that Haiy Pain is a blowin our way; weez gotsta take all da sails down; batten da hatches; aint no wimpy Anger gonna hold us on place; can weez take da ship under again; be pleanty safe me thinks under da water da wind canna blow none too strong. Den we can creep ashor from under waters maybe like water snake out huntin fer a tidbit; what says yea? Shee's a good ship with a right beaut fer a lady on the mizzen; dont wann no hard to come ta her
The ship is secured, the anchor goblin seems to be holding steady. The hurricane is stationary; you've sailed through it with surprisingly little difficulty. The lights of Tashket are starting to diminish as people blow out lamps and head to bed. The sounds of carousing can still be heard from a few dockside pubs, but even these seem to be disappearing. A thin fog is starting to form over the water, which may help to mask your approach.
Whosi:
You've just finished your speech when something catches your eyes. The figurehead, that jackal-headed woman, seemed for just a moment, to look over her shoulder and smile at you. It was a predatory smile, the smile of a wolf who knows it's about to catch prey. It sends a shiver down your spine, but when you look back, everything is normal. The figurehead doesn't seem to have moved.
alright; which won oven youse magic wankers is funnin me? I aint drank enough ta be seein things....yet
whosi, shivers and wiggles with the heebeegeebeez; then gives the mages and clerics a hairy eyeball thinkin they are spellin him fun like he tries to click off on his fingers if he ate any of THOSE mushroom; got conked on the head; to close to an explosion; sniffed some funny vapors....
---
so what kind of town is this apparently; what kind of peeps live here; all wood contruction?
Tashket is a solid small town. Most of the buildings are two-story, with the first story made of stone and the second story made of wood. There are what appear to be tents on some of the flat roofs. The climate is quite warm and humid; these could be rooftop beds. Strangely there doesn't seem to be any churches, but there is a large stone building in the center of town with a domed roof. Of course the docks are mostly wood and several low stone buildings sit along the harbor; music and sounds of carousing can be heard from these.
[b] I could go relieve them of a few bottles hehe; wonder what race they be anyway; shall we go see; a thought occurs to me Captain Crang; if they is out partying; who is watching their valuables at home heheheheheeee [b]
"I thinks it is, Humie meat is also tasty." looking at Whosi No onez is watch'n valuables, we shouldz teach them lesson by takin it." thinking for a second and maybe burning all the buildin's to the grounds."
Whenever you're ready, I'll need a Stealth check from each of you, as well as a description of who is going, how many gobs you're taking, where you're aiming to leave the boat and in what manner you plan to proceed into town.
Spots and I will take some of the more animal friendly groups to liberate teh pigs horses etc. starting at the inn, we would like to take Gutbucket and his kitchen crew so he can raid for stores and maybe set up a goblin kitchen in the "castle"(inn). Leave the boat underneath the docks if there is one since we are short
a couple of spot and stealth rolls as needed. Am of mind to check out the village and look for some places of interest to visit that dont have occupants after I scope out the situation
With uncharacteristic silence that comes of knowing that mayhem is shortly to be unleashed, the goblin boat rows beneath the docks. A rope is quickly tied and as one you all swarm up the wet wood to the docks above. A small leaning hut sits at the dock's edge. A lit in on inside and a drunken man's singing can be heard over the sound of muffled carousing from the bars and the wet slap of waves on the dock.
"Ohhhh, a happy sailor's a miserable sot, his bunkmates all hate him, his capt'n's besot, his sea-wife's a terror, his ropes never knot, let's tip him o'er the side and draw up his lots! Ohhh, tie me down, lads, tie me down, boys! Me berries are itchin', me sausage's annoyed!"
With your stealth rolls, you are able to get right up the Harbormaster's hut and the bars if you'd like. Let your mayhem fly, lads!
Whosi slips into the Harbormaster's hut like a shadow, sliding along the wall and keeping low and out of sight. He spots a small lockbox, sitting next to the fat Harbormaster on a low table. The Harbormaster is clearly drunk, reclining on a wooden chair tilted back on two legs and holding an unlabelled bottle of something strong and pungent. He's older, fat and bald, his shirt untucked and stained and his boots wears in places. Whosi moves to the lockbox and manages to lift it off the table without a sound and is making his way back to the door when five goblins, led by Crang erupt into the room.
"And whass this? <HIC> Here's a bunch of little men with little knives bouncin' into me hut. Well now little men: I'm not nearly drunk enough to deal wit' the likes o' you right now. Go away and come back after I've finished me next bottle. Or pull ups a chair and drink a toast to me health and long life with me, eh?" The Harbormaster drunkenly grabs another unlabelled corked bottle from the table next to him and tosses it to Crang, who looks to be in charge. The other goblins all pause, their confused faces looking toward Crang for guidance.
The liquor inside is at first sweet, then burns as it goes down your gullet. The Harbormaster smiles and raises his bottle. "Indeed, hallucination! I buy that from a man wit'out teeth. Best drunk you ever had, I tells ye. Burns in the belly, keeps a man warm through the night. Better'n women or wine, b'far. Got me through four wives, three ships sinkin' and nine ungrateful children. Here's ta a life well-lived! Cheers!" He takes a long pull from the bottle.
Splurg looks on in wonder at Crang and decides to move on and take the Goblin Castle(inn). Motioning to the rest of the Goblin crew they continue to move into town dispatching small groups as they pass buildings.
Splurg moves into town, noticing that while the bars are hopping, the rest of town seems to be asleep. You pass a few inns, but by far the largest building in town seems to be some sort of church or temple, but has no recognizable religious symbols on it; all it has is an outline of a man. Still it's two stories tall, made entirely of stone and features an impressive dome. Its doors are open and light spills out from it, though it is silent.
The gobs break into small groups, heading off to commit the usual atrocities. As Splurg approaches the large stone building, he can hear sudden shouts, screams and the jubilant songs of goblin rage, as well as see and smell burning as fires flare up through the town.
Splurg gazes in wonder on the giant stone building. "This be our castle lads, if be a true pirate you will go in first!" Splurg fakes like he is going in and waits for a few goblins to pass before following.
The last remaining goblins with Splurg all gulp and look at each other for a moment, before charging into the dome.
Inside, the dome is huge and two stories tall. In the center, movable chairs sit facing a massive stage that dominates one side of the dome. On the opposite side, doors lead to several smaller rooms, that look like meeting rooms or offices.
On stage, a fearsome sight looms! A knight clad in shining plate wields a burning sword in battle against a gigantic fire-breathing dragon! The two foes face each other silently, but pause as the goblins race into the dome. A voice issues from the dragon:
"Earl, did you order any kids to dress up as goblins for this show?"
Splurg exclaims over the crowd "Ack a dragon!!!! and it Talks...." Spots just looks at Splurg and shakes his head knowingly. waiting to hear from Whoosi and Ank-hore on how to proceed
The knight shakes his head. "Not me, Stefan. But I got to say, it's very good make-up!"
As the dragon and knight peer at the gobs, a thin, foppish looking elf in a bright blue beret stomps onto the stage. "I TOLD YOU TO SHADOW BOX, NOT TO TALK ABOUT GOBLINS! THIS PLAY WILL BE A FIASCOOOOOO IF YOU DON'T AT LEAST GET THE METAPHORICAL DRAGON BATTLE DOWN. I mean, really, you two, how will the people understand the struggle of the common man versus the ruinations of religion and false idolatry if they don't a knight fighting the dragon? It's simple preeeeeeposterous the sort of trouble you so-called actors give me an artiste like myself... Simple PREPOSTEROUS!" The elf stops, his head in his hand dramatically and turns back toward the audience. He pauses, peering at the goblins. "And WHO IS THIS?!? I CANNOT WORK WITH ALL THESE INTERRUPTIONS. OUT! OUT I SAY!"
The liquor inside is at first sweet, then burns as it goes down your gullet. The Harbormaster smiles and raises his bottle. "Indeed, hallucination! I buy that from a man wit'out teeth. Best drunk you ever had, I tells ye. Burns in the belly, keeps a man warm through the night. Better'n women or wine, b'far. Got me through four wives, three ships sinkin' and nine ungrateful children. Here's ta a life well-lived! Cheers!" He takes a long pull from the bottle.
No teef, aye, I know no-teef.
Crang burps loudly: Good booze. No more sharin'
Crang pushes the man over, takes any bottles he can find, and goes outside: grinning from ear to ear.
Doing his bes pirate impression, he bellows Abash, me farties!
With a surprised "Whoaa!", the man goes over, falling hard against the hut's walls and letting out a huge belch as he does. Crang grabs the remaining two bottles of rotgut and heads outside. Once outside he can see the city is starting to erupt in chaos as goblins run to and fro, carrying burning torches and screaming lewd songs. In the distance, Splurg can be seen disappearing into a large domed stone building...
Male goblin gunslinger 1
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft; Perception +6
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Defense
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AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +2
Special: Gunslinger's Dodge
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Offense
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Speed 30 ft
Melee dogslicer +1 (1d4/19-20)
Ranged medium blunderbuss +3, scatter+1 (1d8/20),
Special: Deadeye, Quick Clear, +1 critical hit confirmations
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Statistics
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Str 10, Dex 18, Con 12, Int 12, Wis 14, Cha 7
Base Attack +1; CMB +0, CMD 14
Grit (2 grit points)
Feats: Gunsmithing, Roll With It
Traits: Color Thief, Goblin Pirate
Skills: Acrobatics +7, Perception +6, Profession (sailor) +6, Ride +3, Sleigh of Hand +7, Stealth +13, Swim +7
Combat Gear: small leather, small dogslicer, medium blunderbuss, powder horn with 12 doses of black powder, 6 firearm bullets, 6 handfulls of pellets, 1 dragon's breath cartridge, gunsmith's kit
Other Gear: Corsair hat (worn sideways), black eyepatch (worn over his left eye), handkerchief with flower motives worn as a bandana, a rat's tail worn as a ponytail, red stained shirt, small backpack, small rusty knife, wooden pipe used as a toothpick, broken astrolabe, coin purse full of bone irregular dice, his former lucky toad (Drowny) that died of dysentery: he glued a crow's beak to the toad face and now he usually put that over his shoulder, half a bottle of rum, old healing potion full of seawater, 8 crusts of cheese (counts as a daily ration).
Background:
Buz always wanted to be a pirate. The tales he heard depict them as bloodthirsty adventurers, sailing the seas, pillaging and plundering along the way. What's not to like? But the life as a member of the Licktoad tribe is no adventure, and the largest body of water near his village was just a big pond of mud. Sick of swamps and frogs, Buz left his tribe and headed to Sandpoint, looking for a good chance to join a pirate crew. For a while he lived in the sewers near the city docks, catching glimpses of his future life as a mighty bucaneer. He was able to steal a corsair's hat, a blunderbuss that is too big for him (he struggles with recoil sometimes) and a black eyepatch (his left eye is perfectly fine, but Buz believes that wearing it helps him with the aim somehow). But what he really wanted was a truly pirate peg leg, so when he accidentally shot himself in the tip of the right foot he was very happy to make 5 crudely crafted wooden toes, and he proudly wears the half-exploded boot for everyone to see. When he heard that a ship was headed near The Shackles, a zone notoriously full of pirates, he snuck past the ship guards and travelled all the way there into the ship's lower decks. He managed to arrive there, and since then has joined the Gullchoker goblin pirate tribe. He may not be as experienced as his companions, but he's eager to make his enemies tremble in fear for his name.
Buz's Song Hear Buz thunder, hear Buz shoot,
hear yar buttocks meet his boot.
Toads and mud he don't give a hoot,
Cuz he wants the shiniest shiny loot.
As there is a cleric and druid, that is a lot of magic; so I will build my guy on the rogue base, but the city rogue doesnt really make sense so I would like to use the wilderness rogue changes from the Unearth Arcana which is more along the outside pirate goblin theme.
As there is a cleric and druid, that is a lot of magic; so I will build my guy on the rogue base, but the city rogue doesnt really make sense so I would like to use the wilderness rogue changes from the Unearth Arcana which is more along the outside pirate goblin theme.
I don't know if there's an official 'engineer' class, but earlier you were talking about doing an 'engineer' and the GM surely didn't sound against the idea.
(And Whosi is hilarious, also I dunno if I'm accepted yet and even if I am party balance isn't as important as unbalanced nuttiness probably. :) I just posted here cuz I saw you ask about how to make an engineer)
That Engineer is pretty cool; but will stick with what I got I think. One Feat; boy tuff choice; so many to choose from. Hehe, any chance gobs are like humans and get two :) ?
been kicking around a background; got to put pen to paper.
I just saw that we are supposed to have minimun starting gold, 60 gp in my case. That's barely any money for ammo! If I drop the dragon's breath cartridge, the armor, 2 doses of powder, 1 bullet and 1 pellets I might get to that money. James, are you ok with this or can you just let me keep the armor?
The minimum starting gold is to reflect the fact that you're all starving goblin members of a failing tribe that has been hounded by enemies on all sides. You're not bright eyed heroes out to conquer the world. Lose everything down to the minimum. Don't worry, treasure will flow.
Also: everything used in the build must be Paizo-made. No Unearthed Arcana, no third party stuff. I've had bad experiences with both.
Pix; how did you make your character; is there a book? I have some ideas and some pathfinder stuff. Gunpowder? yes?
hehe Goblin most likely to blow himself sky high. could use some help fleshing out my guy; am posting basic idea.
The book I'm using is the Goblins of Golarion companion. It gives you the stats for goblins PCs, new traits and feats and info about the different tribes. The stat block and the Other Gear section is instead inspired by the pregenerated characters in the We Be Goblins module, which unlike the Companion is free at the Paizo store.
I see that you are going with Rogue. A good trait to choose could be Color Thief: you blend into the enviroment due to the odd colour of your skin (+2 stealth if you wear light or no armor), which is fine since you are basically covered in coal.
As for feat, in the Companion there is the Burn!Burn!Burn! one (1d4 extra damage when attacking with nonmagical or alchemical fire, +4 reflexes to avoid catching fire). I think it would fit your character.
The minimum starting gold is to reflect the fact that you're all starving goblin members of a failing tribe that has been hounded by enemies on all sides. You're not bright eyed heroes out to conquer the world. Lose everything down to the minimum. Don't worry, treasure will flow.
Also: everything used in the build must be Paizo-made. No Unearthed Arcana, no third party stuff. I've had bad experiences with both.
Gotcha. Dropping all the stuff, getting a padded armor (5 gp) instead. I'm not using any 3rd party stuff as far as I can see.
What do you think of my character? Do you have any suggestions to make?
The minimum starting gold is to reflect the fact that you're all starving goblin members of a failing tribe that has been hounded by enemies on all sides. You're not bright eyed heroes out to conquer the world. Lose everything down to the minimum. Don't worry, treasure will flow.
Also: everything used in the build must be Paizo-made. No Unearthed Arcana, no third party stuff. I've had bad experiences with both.
Gotcha. Dropping all the stuff, getting a padded armor (5 gp) instead. I'm not using any 3rd party stuff as far as I can see.
What do you think of my character? Do you have any suggestions to make?
You can get stuff for 3/4 the cost if it is 'cobbled together'. This means that it weighs double what it should and it breaks on a natural roll of a 1.
Which just adds wonderfully to the image of gobs running around with tied-together weapons too large for them that are as liable to damage the wielder as the target, IMHO. :)
That's a rule from the Goblins of Golarion Companion, btw, so totally legal here (I made a LOT of use of it!)
Pix; I dont have the Companion; would you mind just making my gobby? I think you have a good grip on what I am trying for and this feat and trait you suggested are fine.
Pixel Cube wrote:
Valegrim wrote:
Pix; how did you make your character; is there a book? I have some ideas and some pathfinder stuff. Gunpowder? yes?
hehe Goblin most likely to blow himself sky high. could use some help fleshing out my guy; am posting basic idea.
The book I'm using is the Goblins of Golarion companion. It gives you the stats for goblins PCs, new traits and feats and info about the different tribes. The stat block and the Other Gear section is instead inspired by the pregenerated characters in the We Be Goblins module, which unlike the Companion is free at the Paizo store.
I see that you are going with Rogue. A good trait to choose could be Color Thief: you blend into the enviroment due to the odd colour of your skin (+2 stealth if you wear light or no armor), which is fine since you are basically covered in coal.
As for feat, in the Companion there is the Burn!Burn!Burn! one (1d4 extra damage when attacking with nonmagical or alchemical fire, +4 reflexes to avoid catching fire). I think it would fit your character.
Magic:
Domains: Evil (Touch of Evil: Sickened creatures count as 'Good' for purposes of spell descriptors for (1/2 cleric lvl min. 1) rds, 3+2/day), Oceans (Surge: Make CMB check against target using Lvl+Wis Bonus instead of normal CMB to pull/push creature as if using Bull Rush or Drag maneuver, 3+2/day)
Orisons: Detect Poison, Guidance, Virtue
1st Level: Cause Fear, Doom, Protection from Good (D)
Statistics:
Str 8, Dex 13, Con 10, Int 12, Wis 15, Cha 13
BAB 0, CMB -2, CMD 9
Feats: Channel Smite
Traits: Big Ears, Flounderer
Skills: Profession: Sailor +6, Heal +6, Craft: Ships (rafts!) +5
Combat Gear: Small Leather Armor, Cobbled Small Lt. Wooden Shield (Platter), 6 Darts, Cobbled Sickle, Cobbled Small Barbed Vest
Other Gear: Artisan's Tools (shipbuilding, crude), Tribal Fetish (Hunk of dead, pitted coral that looks something like a large seagull skull, Shriga tends to ornament it with seaweed tassels and bits of colorful shell and strap it atop her head), Jar of Pickled Eels, Ball of bits of String, Twine and Yarn, Bag of Bits of Sea-Polished Glass and Slippery Rocks, One Dead Seagull (usually replaced when she gets hungry) with a Crude Noose Around its Neck (worn on back, wings out), Spare Fish, a Bedraggled ex-Halfling Ball Gown (Originally Hot Pink), Various Fish Bones (Many Sharpened), Rather a Lot of Seaweed, Pet Crab ("Cuddles"), Assorted Tide Pool Slime
Background
Spoiler:
Shriga was born into the Gullchoker tribe and earned her name well prior to being uncaged for her incessant attempts to mimic gull calls. On a good day, this performance actually brought food on the wing. On a bad day, it didn't make anyone's headaches any more bearable. She is more skilled than most goblins of the tribe when it comes to the art of salvaging Things That Float and assembling them into Still Larger Things That Float, at times even taking raftbuilding and ship-repair to a level that could even be considered craft. Her other hobbies appear to involve faceplanting in tidepools and licking semi-toxic marine life. When she fell off a raft one evening, the more ingrogulated locals deemed it a relief. Unfortunately, a few days later as the tribe was engaged in breaming a larger captured hull, she flopped out of the shallows with a wide-eyed glassy look, a face full of urchin spines, and an almost inarticulate announcement that she had Spoken To Lady Lastbreath. Subjected to several days of alternately breathing dried stonefish smoke and attempts by the existing priestess to drown her, Shriga finally was reluctantly admitted as an apprentice. That incident occurred over a year ago, and at the last Spring tide, the priestess booted her out again, having announced to all and sundry that she'd taught Shriga 'as much as she needed to know' while grudgingly admitting that Shriga was 'a priestess' but certainly not 'The Priestess' and that anything else was 'between her and the goddess'. Shriga has spent a fair amount of time engaged in her disconcerting pastime of lying face-down in tidepools since then, a habit made even more disturbing since now she seems to be able to do it for extensive periods of time. When not apparently drowning inland, she is often seen wandering about with various bits of salvaged flotsam, small buckets with captured toxic sea creatures, and either glaring or looking with hungry cunning in the direction of The Priestess's raft.
Description:
Spoiler:
Voted most-likely in her litter to be mistaken for flotsam. Stormy-ocean dark grey-green hide, three foot two, many well-honed teeth, lean and bony, with charmingly scarlet enormous bulging eyes and...Is that hair or seaweed trailing down her scalp and back? Yes to both! She tends to be rather damp. Also slimy. Wears what was once a stunning halfling ball-gown. Now the only thing stunning about it is its color, which is a synapse-searing hot neon pink with undertones of scarlet where the sun hasn't yet bleached it. Over the gown she wears a sort of open long (on her) jack-coat of soggy leather, patched with kelp and turtle-skin and covered with tangled netting and old rusty fish-hooks. Many, many old rusty fish-hooks of various sizes. If it isn't propped up reverently on a post, a boulder or the remnants of a barrel, she will have a hunk of heavy coral which looks like a large bird-skull tied atop her head (not in the 'cool fantasy' I am wearing a skull way but in the 'I am ludicrously skinny and have a big rock on my head' way). Said hunk of coral is similarly decorated with seaweed and shiny shells. Usually has a dead gull on her back, partly making use of the available fish-hooks there and partly tied with twine, dismembered just enough at the joints to let the wings flap around when she is waving her arms excitedly. The gull is wearing a reasonably well-tied noose. She carries a freakishly hook-curved length of sharpened, ocean-patinaed jagged metal attached to a stick, and has what served in better years as someone's wooden trencher strapped to one arm. Has two alternating settings: mumbling, or shrieking at the top of her lungs. Also one factory default setting: face down in a tide-pool with her ears occasionally giving spasmodic twitches.
Shriga's Awfully Pompous Priestess Song
Spoiler:
(Alternately near-whispered and shrieked, to no perceivable rhythm or tune)
Clever, cunning quick,
She teaches us every trick.
All slippery and slick
Fun toxic things to lick!
From Laaaaaaaaaaady Lastbreath!
All that we could wish:
Drowning in anguish,
Wood, dead things and fish
All make a tasty dish
From Laaaaaaaaaaady Lastbreath!
Drown-dead gulls and drown-dead men
Things to fix and use again!
(Shriga doesn't have to rhyme.)
Shriiiiiiiiiiiiiiiiiiiiiga!
Calls Laaaaaaaaaaady Lastbreath!
Whosi probably needs to redo skills for pathfinder; for AD&D; all those are class skills for a wilderness rogue except for knowledge: Architecture and Enginering.
James Martin wrote:
Buz looks fine to me. Feel free to head over to the Game Thread here.
Whosi: What are your trained skills?
Shunka and Splurg: You're good to go! Head over to the Game Thread!
Whosi probably needs to redo skills for pathfinder; for AD&D; all those are class skills for a wilderness rogue except for knowledge: Architecture and Enginering.
There is a Rogue Archetype called 'Trapsmith' in the APG, but it hasn't got the Architecture or Engineering skills. Perhaps our benefactor will let you swap 'Knowledge (Dungeoneering)' for 'Knowledge (Architecture)' or 'Knowledge (Engineering)' or some such like?
There's a suggested 'Tinker' with the traits 'Improvisational Equipment' and 'Master Craftsman' somewhere around here with a skill list like that.
From most of what I am seeing, depended on how wedded you are to the idea, you might just be better off picking a class that matches the effects you want and describing your spells/feats as clockwork/technomagic. Sorry.
There seems to be some steampunky/clockworky stuff in the Rhune Pathfinder supplement but I haven't got it, so I don't know beyond the illos online...
Well, here's Greblak, assuming there's still room in the party.
Stats:
Spoiler:
STR 9 DEX 16 CON 11 INT 8 WIS 7 CHA 16
Male Goblin Sorcerer 1 Elemental(Fire) Bloodline
Standard goblin racial abilities, + fleet
Skills - Use Magic Device, Intimidate
Traits - Big Ears, Colour Thief
Gear:
Spoiler:
Club, Fangfile, 2 jars of goblin pickles(barnacles and spiders), 10 darts, flint and steel, shiny necklace(string necklace of bits of metal, mostly copper)rags(smelly), belt made of woven seagull intestines(very smelly)
Background:
Spoiler:
Greblak is the bestest gobber ever! Greblak have the burning powers, even big chief little feared of Greblak. Greblak use mighty power to make tribe big big again. Just don't make Greblak go on scary boats!
Spells:
Spoiler:
Cantrips - arcane mark, ray of frost, flare, detect poison. First level - burning hands, expedious retreat
Pix; I dont have the Companion; would you mind just making my gobby? I think you have a good grip on what I am trying for and this feat and trait you suggested are fine.
Hey Pixel; can you help me figure out my skills for next level; I really need some climb and perception; thanks
Adding skill in PF is very easy. A rogue gets 8+Int ranks per level, so 11 in your case. You can also add another 1 as Favored Class Bonus (rogue), or you can decide to spend the bonus as an additional hit point, your pick.
For skills that you are already trained in (the ones you have rank in) is very easy: add 1 of your 11 ranks to the ones you want to improve (I'd suggest Stealth, Acrobatics, Sleigh of Hands, Disable Device, Escape Artist, and the four Craft you have) Add +1 to all of them.. This mean we spent 9 ranks in improving skills you already know.
Learning a new skill is slightly different. Climb and Perception are class skill for you, so learning them gives you a bonus of +3 to them. This is how you figure out the final bonus:
1 rank + 3 (training) + the appropriate stat modifier.
So, Climb would be 1+3+Str modifier (0) = +4
Perception 1+3+ Wis mod (-1) = +3.
This mean we spent all our 11 ranks. Your choice is if you want to spend another 1 from the favored class bonus or if you want an extra hit point (I'd go for the hit point).
Please remember to copy your stats in Whosi character's page! This way James and us can easily access your stats during the game.
So; if I understand this right; I can add +1 to the skills you mentioned AND get climb and perception as noted and one hit point? or is it add 1 to those skills or get climb and percept? I think the hit point is a good deal too.
will check back ;but will update assuming I got it right the first time.
Do any of my saves or attack bonus change at this level? I am not sure how much like D&D this Pathfinder tracks.
So; if I understand this right; I can add +1 to the skills you mentioned AND get climb and perception as noted and one hit point? or is it add 1 to those skills or get climb and percept? I think the hit point is a good deal too.
will check back ;but will update assuming I got it right the first time.
Do any of my saves or attack bonus change at this level? I am not sure how much like D&D this Pathfinder tracks.
thanks much.
You get the pluses AND the new skills AND the hit point. Remember that you should get 5 more hit points regardless of this extra one due to the 2nd level.
You saves and attack go up to! Add +1 to both base attack and to the Reflex save.
You also get the Evasion class feature (if you manage to successfully save against some magical attacks that go against Reflexes, like fireball, you get no damage instead than half damage as it normally is).
Then there's your Rogue Talent you can choose. The list is long and you can just see it yourself here.
Question GM: could Ank-hore use his surge ability to help push the ship along it is meant to bull rush or drag a target could the ship be the target where he is low enough level it shouldn't damage the ship more just push it along.
Question GM: could Ank-hore use his surge ability to help push the ship along it is meant to bull rush or drag a target could the ship be the target where he is low enough level it shouldn't damage the ship more just push it along.
I know I threw a curveball at you with the submersible, so let's see what you like, what you don't like and what you'd like to see. Throw me your wishlists and we'll see how many things I can fit into the game.
Just to give you an idea of what comes next: You're going to find the island that the skull spoke of, and being underwater for that journey will become a good thing. Eggs will hatch and we'll probably transition from being ship-based to island based for a time. I'm envisioning a treasure hunt/dungeon crawl with an eventual return to the ship, hopefully after the crew has made some much needed repairs. From there, it's open seas and I'm open to any ideas for what you want to do after the Island. I promise to keep the Lost plot lines to a minimum. Although, an ogre named Hurley would be pretty fun...
so; is this going to be an underwater adventure for a while; might want to pick up an underwater skill or two if that is the plan; never done one so might be fun; definately something new.
Updated to level 3, took average hp. I'm having loads of fun of this campaign, I'm liking everything so far and I'm pleasently surprised by the recent turn of events. So I can only keep up with the good work.
I also am happy to date would like to see more animals I can study so when I finally can shapeshift I can do some stuff :D Even normal animals are fine.
Is something the matter? You seem to be absent a great deal, when you post you don't seem to have read the posts since yours and you don't seem to be gelling much with the other characters. Is it a question of language or a question of not enough free time for a PbP?
nothing the matter on my end, am just trying to be true to my character type and skills; am not a up front warrior type so there hasnt been a lot for me to do yet that is very rogueish; am letting the wrriors shine their warrior stuff and giving support.
nothing the matter on my end, am just trying to be true to my character type and skills; am not a up front warrior type so there hasnt been a lot for me to do yet that is very rogueish; am letting the wrriors shine their warrior stuff and giving support.
Valegrim:
That doesn't really answer my main concern. You're not responding to things that have happened. You're not reading the posts since the last time you acted. I can dig the idea that you want to play your character, but if you're going to continue in this PbP you need to read all the posts since your last post so that your actions fit with the situation.
Alright, let's sound off gobbos! What do you like, what do you not like, what would you like to see more of, what do you think you would like to do next?
I'm really enjoying it, I like the gonzo-goblin things (dinosaurs, cannibals, devil-worshippers, giant fish).
Goblins are super-sneaky, so I wouldn't mind a bit more stealth to be able to enjoy a sneaky party (rather than a single sneak in party).
Honestly, though, Crang is not really a pro-active character, he doesn't have the concentration, so it will be interesting to see where the others want to go. Crang is bound to follow.
Loved the crazy goblin cannibals. I'm good with the sneak side as well, so far my only concern has been running out of spells super fast :P. Just need to pace myself more.
So things I'd like to see
goblin swashbuckling pirate attack on another boat
sewer run for food in city!
getting another pet dinosaur or two
Finding/founding a goblin city <-- Or trying to take over the city from We Be Goblins!
Trying to take over a small town like it's a major accomplishment....
LEVEL 5! ;)