The Goblin Games/We Be Goblins (Inactive)

Game Master Wolfwaker

Goblin mayhem!


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RPG Superstar 2013 Top 8

Here is the discussion thread.


Male Goblin Druid (Swamp Druid) 3 | HP 26/26 | AC 18, touch 13 Flat-footed 15 | CMB +0 | CMD 13 | Fort +5, Ref +4, Will +8 | Perception +10 (+2 when hearing, +1 in swamp)

Where is everyone?

RPG Superstar 2013 Top 8

I sent PMs to the others yesterday. I'm not sure what to do--reopen recruiting?


male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

should I keep checking in recruitment or in the game play. And I just started a second job, one in the daylight and one in the beautiful night. I should still be able to post once a day like you mentioned though. If I fall behind when we start let me know.

RPG Superstar 2013 Top 8

Just keep an eye on gameplay. Click on your name at the top of the page, and then the Campaigns tab, and it will show up there when there is activity.


male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

noted and thank you


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

I made the mistake of posting initially as Hmm in gameplay, and now Hmm is listed as a character in the character list. I've edited my post so that it comes out as Twitchy, but that did not fix the listing.

Is there anyway to change it in the listing from Hmm to Twitchy, or should I just let it go?

Hmm


male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

should the skills be done in green and if so how do I do that?


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Twitchy rolls her "Knowledge (Paizo Forums)" skill:

Knowledge (Paizo Forums): 1d20 + 4 ⇒ (15) + 4 = 19

I successfully rolled my skill! (Now if only I could do that well in game!)

Ronk Bonk, look at the "How to format your text" button, and choose dice expression. The messageboard calculates your roll and puts it in green text.

It's pretty cool, actually.

Wolfwaker, do you want Squishy and Fluffer to act on the same initiatives as their Goblin Companions?

RPG Superstar 2013 Top 8

Yeah, that's fine. I'll do initiative by block, for example if the order is Twitchy, Ronk Bonk, Ice Troll, Gurp, Medge, then it's fine if Ronk Bonk goes before Twitchy.

I will roll initiative, perception, maybe a few other things to help keep the pace up. You can of course roll your attacks and damage, and any skill checks you want to do on your turn. If you have some way of modifying a roll that I do, we'll figure something out.

I don't have much time at the moment so I may not get a post up until late tonight. (I'm in Central time US, I'm not sure where everyone else is. As long as you check in once a day or so it should be fine. I'm usually less active here on the weekends.

Twitchy--I fixed the character list. The GM can edit the active players on campaign info.


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs
Wolfwaker wrote:
Yeah, that's fine. I'll do initiative by block, for example if the order is Twitchy, Ronk Bonk, Ice Troll, Gurp, Medge, then it's fine if Ronk Bonk goes before Twitchy.

Can you explain this again? What do you mean by "block?" My guess: If we are in the group before the Villain, we can act in any order. If we are in the group whose initiative is behind the villain, we must wait until after the villain's turn, but then can act in any order. Is this correct?

Wolfwaker wrote:
I don't have much time at the moment so I may not get a post up until late tonight. (I'm in Central time US, I'm not sure where everyone else is. As long as you check in once a day or so it should be fine. I'm usually less active here on the weekends.

I'm in the Twin Cities metro area. My spouse is out at his regular roleplaying game that doesn't involve me, so I'm hanging out more at the computer than usual today. We're in the same time zone.

Wolfwaker wrote:
Twitchy--I fixed the character list. The GM can edit the active players on campaign info.

Excellent! Thank you! Also, thanks for agreeing to be our GM, and for being so welcoming. I really appreciate that!

Hmm


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Pig riding? I'm starting to really love this module.

I'm really hoping that there's a rude song competition. Not that Twitchy has a chance of rolling at that, with no perform skill and a negative charisma modifier. But I think it would be fun, and give our bard a chance to shine.

Hmm

RPG Superstar 2013 Top 8

Twitchy Boom Boom wrote:

Pig riding? I'm starting to really love this module.

I'm really hoping that there's a rude song competition. Not that Twitchy has a chance of rolling at that, with no perform skill and a negative charisma modifier. But I think it would be fun, and give our bard a chance to shine.

Hmm

Why not? I'll throw one in.


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Excellent. As you can tell, rude songs is my favorite part of Goblin Culture. I figure that making them up is part of acting out the clever wordplay trait.

(Okay, that's an outright justification. I love writing rhyming Goblin boasts because they are so ridiculous.)

Hmm


male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

I feel shame. The attempt at posting a ride skill failed so hard. And I also thank you for being so welcoming. A

And thanks to Twitchy I need to practice my Goblin rhyming. Lucky for me Goblins are Goblins and their skill at rhyming is as atrocious as mine.


male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

Can some one put a step by step of the dice post and how what I type should look. If you what to know why look at the attempt I made in game.


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Okay, I've figured out how to format this so that you can see both the formulae and the results.

So here is what you would type in:
[dice=Ride]1 d20 + 11[/dice]
[dice=Ride]1 d20 + 11[/dice]
[dice=Ride]1 d20 + 11[/dice]
[dice=Reflex]1 d20 + 1[/dice]
[dice=Damage]1 d3[/dice]

Which turns into:

Ride: 1d20 + 11 ⇒ (9) + 11 = 20
Ride: 1d20 + 11 ⇒ (9) + 11 = 20
Ride: 1d20 + 11 ⇒ (16) + 11 = 27
Reflex: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d3 ⇒ 1

You need to start and close off each dice expression.

For reference, here is what you originally posted:

Ronk Bonk wrote:

[dice = Ride]d20 = 20+1 = 21

d20 = 16 +1 =17
d20 = 4+1 = 5
Reflex d20 = 8+1 = 9
Damage 2

Does this make sense?

Hmm


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs
Ronk Bonk wrote:

I feel shame. The attempt at posting a ride skill failed so hard. And I also thank you for being so welcoming. A

And thanks to Twitchy I need to practice my Goblin rhyming. Lucky for me Goblins are Goblins and their skill at rhyming is as atrocious as mine.

There are other challenges coming. Twitchy will too have her turn to fail! As for atrocious rhyming, the more the merrier!

Hmm


male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

where in that do I put the dice number that I rolled when I tried it earlier it marked the d20 as 10 which wasn't my roll. I am not getting how to reflect my dice roll in this formula.


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

You don't physically roll the dice, the forum does it for you...

Just type it in exactly as I have it in bold, and the forum will roll it for you. In the formula, you tell it what dice you are rolling and what you are adding to the roll. The forum does the rest.

So, I want to roll my Profession (Teacher) skill. I have add a +2 circumstance bonus because I can show the formulas, but my wisdom is low, so I also have a -1 to my normal skill.

I type this exactly.

[dice=Profession (Teacher)]1d20 +2 -1[/dice]

The forum then rolls it for me and produces the roll:

Profession (Teacher): 1d20 + 2 - 1 ⇒ (12) + 2 - 1 = 13

Hmm

PS I am eagerly awaiting the results of your heroic charge!


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

I have a question to the GM about rolling rolls unskilled.

What do you add to unskilled rolls? Do you add the appropriate stat and any racial bonuses? If so, Medge may have made her first ride roll (barely.) Goblins get a plus 4 racial to ride, and she appears to have a pretty high dex judging from what she added to her acrobatics skill.

Hmm

RPG Superstar 2013 Top 8

Twitchy is correct, you still get the stat bonus (Dex), any racial bonuses, morale, luck, circumstance, etc. You calculate the skill bonus as normal with 0 ranks. The only thing you don't get is the +3 class skill bonus (if it is a skill in class but you have no ranks).

Note that there are some skill checks you can't do untrained, such as Use Magic Device, Disable Device, and any Knowledge check over (or equal to?) 10.

Medge, you should have the goblin +4 to ride unless you took one of the alternate racial traits. Here are the goblin abilities:
http://www.d20pfsrd.com/races/other-races/featured-races/arg-goblin

Also, it looks like you took the archaeologist archetype. You should list your class as Bard (archaeologist). (Plus any others if you took more than one.) Either in the blank for class, or just somewhere on your sheet.

RPG Superstar 2013 Top 8

Everyone, if you could do like Twitchy and put a summary of your stats on your post header that is a big help to me. You can do this by filling in the blank for Class on your alias profile with

"Class (HP X, AC X, .....)"

I believe what goes in your header is whatever is in the Gender/Race/Class blanks.

Another helpful thing is to post your current status in a spoiler tag like this (without the spaces). You don't have to do it every post but it is a good way to keep up with daily abilities (or any status effects on you):

[ spoiler = status ]
HP 5/8
Luck 2/4
bardic performance 6/7
sickened: 2 rounds remaining
Spells remaining: Bear's strength, Detect honey
[ /spoiler ]

This will show up as:

status:

HP 5/8
Luck 2/4
bardic performance 6/7
sickened: 2 rounds remaining
Spells remaining: Bear's strength, Detect honey


Male Goblin Druid (Swamp Druid) 3 | HP 26/26 | AC 18, touch 13 Flat-footed 15 | CMB +0 | CMD 13 | Fort +5, Ref +4, Will +8 | Perception +10 (+2 when hearing, +1 in swamp)

Consider it done!

RPG Superstar 2013 Top 8

Medge, did you take two traits?


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

I have a question about cure light potions... I noticed the Goblin pregens started with some in their equipment. Although I could probably make one at half-price as an alchemist, for everyone else a single cure light potion would be all their gold.

I'm really hoping that we can get hold of some kind of healing. The druid can heal a little, but I can mix cure light elixirs for myself only. If we're going to be low, should I spend my last gold on a half-price cure light potion in lieu of a saddle?

Hmm

PS I am trying out the status spoiler. Is this what you want?

Status:

HP 9/9
Ranged: Sling +3 (1d3-1/X2) -- 8 bullets, unless I up my encumbrance.
Ranged bomb +5 (1d6+3 Fire)
Special Attacks bomb 4/day (1d6+3 fire, DC 13)
Alchemist Extracts Prepared (CL 1st; concentration +4)
1st—firebelly (DC 14), shield

RPG Superstar 2013 Top 8

Excellent!

Good point, I'll make sure you get a bit of help in your supplies when the time comes, so don't worry about buying potions.


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Okay, great.

Thanks, by the way, for being so patient with all my questions -- and with my tendency to spout bad goblin doggerel.

Hmm


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

When looking for more information on Play by Post conventions, I came across Building a Better Doomed Hero: Painlord's Advanced Play-by-Post Play. I found it an interesting read.

Have any of you seen this before?

Hmm

Grand Lodge

Wolfwaker --

In response to your comments about the saddle. I guess I've decided to go with medium encumbrance on the Roc and take the saddle.

Fluffer's fly skill would drop from 10 to 6, and her speed would drop from 50ft to 40ft. Is this correct?

Here is the weight and equipment information:

Equipment and weights:

Twitchy herself -- 27 pounds -- n/a
Alchemist kit -- 2.5 pounds -- Free
Book of Formulae (drawings only) -- Free
Leather armor -- 7.5 pounds -- 10 GP
Training harness -- 2 pounds -- 2 GP
Sling + 20 bullets -- 10 pounds -- 2 SP
Exotic Saddle -- 15 pounds -- 30 GP

Total = 64 pounds

RPG Superstar 2013 Top 8

2/3 speed would be 33', we'll call it 35.

Based on the Fly spell, it can ascend at half speed and descend at double speed with a medium load. Although I'm not sure what the standard climb/descend rates are.

I figure almost anything that is size-dependent will be half-weight. Exceptions would be items like potions, tanglefoot bags, etc. that work for any size. We'll say the alchemist kit is half weight.

Training harness is 1 lb. for small rider/medium creature
Since I'm looking at it, a traveling spell/formula book is 1 lb (half that for small).
Bullets should definitely be half-weight since Small bullets do less damage (5 lbs for 20).

I don't expect everyone to track every single item's weight but I like to make sure your combat gear is not over-encumbering you, to encourage people not to dump Str too much.


male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

Spoiler:
HP13/
Melee attacks: Great Club +4 att (1d8+2 x2) or Bite +4 (1d6+2 x20
Finesse/Ranged attacks:+3, +2 att on improvised weapon
Rage (5/5,Melee attacks: Great Club +6 att (1d8+4 x2) or Bite +6 (1d6+4 x2, Finesse/Ranged attacks: +3, +2 att on improvised weapon
HP15/15, Will save +3, AC13, Touch12, FF 11


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Alright, so the final weight would be:

Weight and Encumbrance on Fluffer:

Twitchy herself -- 27 pounds -- n/a
Alchemist kit -- 2.5 pounds -- Free
Book of Formulae (drawings only) -- .5 pounds -- Free
Leather armor -- 7.5 pounds -- 10 GP
Training harness -- 1 pounds -- 2 GP
Sling + 20 bullets -- 5 pounds -- 2 SP
Exotic Saddle -- 15 pounds -- 30 GP
Total = 58.5 pounds or Medium

Bringing Fluffer's flight speed down to 35, and her fly skill down to +6.

Weight and Encumbrance on Twitchy:

Alchemist kit -- 2.5 pounds -- Free
Book of Formulae (drawings only) -- .5 pounds -- Free
Leather armor -- 7.5 pounds -- 10 GP
Sling + 20 bullets -- 5 pounds -- 2 SP
Total = 15.5 pounds or light

Light encumbrance at strength 8 goes to 26 pounds.

Does the math work for you?

Hmm

PS: Does the resource spoiler in my header work for you? I'm trying it as an experiment. I can also do more detailed spoilers in the main message if needed.

RPG Superstar 2013 Top 8

Looks great!


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Gurp, what an awesome curveball you threw me!

Now Twitchy has to compose the sad, sad song of the baby slugs in atonement.

Hmm

PS At the top of some forums on this board (but not all) is a warning that bad weather in the Pacific Northwest may cause the forums to be unreliable. They suggest composing long messages in a text editor first.

I know the forums went down for a while last night, so it's something to be aware of.

PPS Well-played, Medge!

RPG Superstar 2013 Top 8

Twitchy Boom Boom wrote:

Gurp, what an awesome curveball you threw me!

Yes, nice role playing!


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Ooh, I like the current challenge. This will be a good one for Ronk and maybe Medge! I don't know if goblins are capable of teamwork, but this might be a great teamwork one for us to do.

Hmm

RPG Superstar 2013 Top 8

Thanks, the first 2 are in the published module. This is one I added.


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

It's a good addition.

Hmm


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

BTW, I got a PM from Talas. He's taken me up on the offer to stat up his sorcerer in Hero Lab. I'll get that done tonight.

Hmm

RPG Superstar 2013 Top 8

OK cool, if he wants to tweak the final numbers or skill choices later, that is no problem.


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

That's what I figured. This will just let him leap in and get started in all the goblin mayhem.

Hmm


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Wow, I got the GM to throw a bag of slugs at me! That's okay, I would have thrown slugs at me too after that song. :)

Hopefully though it mends the fence with Gurp.

Hmm


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Flamefinger --

Here is your complete stat block. I am missing your spell choices still, but I am sure you can let the GM know your choices later.

Paste this text in your profile in the box marked Classes/Levels:

Elemental Sorcerer 1 | HP 7 | AC 13 | T 13 | FF 11 | CMD 9 | F +0 | R +2 | W +1 | Init +2 | Per +8 (+10 if hearing)

Paste this in the About Flamefinger textbox:

Flamefinger
Male goblin sorcerer 1 (Pathfinder RPG Advanced Race Guide 114)
CE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +8

DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 7 (1d6+1)
Fort +0, Ref +2, Will +1

OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee dagger -1 (1d3-2/19-20) or
dagger -1 (1d3-2/19-20) or
heavy mace -1 (1d6-2)
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
6/day—elemental ray (1d6 fire)
Sorcerer Spells Known (CL 1st; concentration +4)
?
Bloodline Elemental

STATISTICS
Str 6, Dex 14, Con 10, Int 12, Wis 8, Cha 16
Base Atk +0; CMB -3; CMD 9

FEATS and TRAITS
Feats Combat Casting, Eschew Materials
Traits Big Ears, Seeker

SKILLS
Acrobatics -1 (-5 to jump), Knowledge (arcana) +5, Perception +8 (+10 to hear noise), Spellcraft +5
Languages Goblin + one more

GEAR:
daggers (2), heavy mace, fetish, tribal, sorcerer's kit, 21 gp

SPECIAL ABILITIES
Big Ears Your massive ears are your pride and joy, and other goblins claim you can hear a flea scream as it falls off a goblin dog. While this might not quite be the case, you gain a +2 bonus on all Perception checks made to hear noises.

Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy.

Combat Casting +4 to Concentration checks to cast while on the defensive.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Elemental Ray (1d6 fire, 6/day) (Sp) As a standard action, ranged touch attack deals damage to foe.

Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

I hope this helps.

Hmm


Male Goblin Druid (Swamp Druid) 3 | HP 26/26 | AC 18, touch 13 Flat-footed 15 | CMB +0 | CMD 13 | Fort +5, Ref +4, Will +8 | Perception +10 (+2 when hearing, +1 in swamp)

I think Gurp might be one of my favorite characters that I'm playing right now.


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Gurp's posts make my day, too.

I have to admit that I have been having fun with all the stupid songs. It's even more fun knowing that Twitchy's Perform skill is a -1. I performed the Song of the Sad, Sad Slugs for my boyfriend last night, and completely broke him.

Hmm

RPG Superstar 2013 Top 8

Glad you are enjoying it--I am!


male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

I am going to take a moment practice some rolls since I have serious issues with it so here I go.
Fortitude: 1d20 + 3 ⇒ (14) + 3 = 17
1d8 + 2 ⇒ (5) + 2 = 7


1 person marked this as a favorite.
male Goblin Barbarian Feral Gnasher Lvl 3 HP 27| AC 16| T 12| FF16| CMD 15| F+4| Ref+2|W+2 | Init+5 | Per+7
Spoiler:
melee Great Club +7 att (1d8+3 x2) or Bite +6/+8gr (1d6+2 x2), +2 att improv, Rage 9rnds, HP 29, Will+4| AC14| T 12| FF 13| attacks +2

Ha! I succeeded!

Ronk is the Hero
Stupid computer is a big ZERO!
Ronk can type like a King
To deliver this mighty Zing!


Female Goblin Alchemist (Winged Marauder) 3 | HP 23/23 | AC 18 | T 14 | FF 15 | CMD 13 | F +4 | R +6 (+8 vs falls) | W +1 | Init +3 | Per +6
Resources:
20 bullets | 20 bolts | 6/6 bombs | 3 elixirs

Twitchy claps. "Great song! Yay, rude songs! Songs for everyone!"

Hmm approves of the dice rolls, too!

Hmm

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