We be Goblin(?) Kings, Kingmaker

Game Master Freddy Honeycutt

What happens when the heroes chartered to explore the Stolen lands make treaties with locals and end up dead with the charter passing into the hands of goblins???

The Old map of the greenbelt

Hex map for exploration


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M somewhat akin to a kender Y / MA

You should look at all the racial traits. Also having the tribes working together all these years we might have some room for learning other racial traits (within reason) via the "adopted trait".

Just find traits you like and we will figure it out. I love traits and have even used the additional traits feat at first level for character creation....

Still expecting to launch in January.


Ratfolk Human Warpriest 1 - Summoner 1

Can I build this Eidolon as the embodiment of Ratfolk and thereby grant it the Swarmfighting ability as a 1 point Evolution? This would be a great build for the trajectory of this character to be sure.

I would like the Eidolon to be a front liner but one that I can stand with so that we may assist each other from time to time.

EDIT: Getting a bit tired over here - can I use Craft Alchemy to make Poison?

Submission:

Rikkan Tikki

Ratfolk Warpriest 1/Summoner (Unchained) 1
(25 Point Buy)

Strength 10
Dexterity 12
Constitution 13
Intelligence 12
Wisdom 16
Charisma 16

HP= 17 +(Summoner HP roll) [Favored Class Warpriest]

AC = 12 (Summoner can cast wearing Light Armor with no penalty)

CMD = 0

CMB = -1

BAB = 0

Melee Attack – +1 - Heavy Pick 1d4 x4 Critical

Ranged Attack – +2 - Hand Crossbow – 1d4 + Poison

Swarming - Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Fortitude +3

Reflex +1

Will +7

Movement – 20’

God – Ferrakus - Ferrakus & Trait.

Combat Proficiencies – Simple Weapons + Hand Crossbow, Rapier, Sap, Shortbow, Short Sword + Heavy Pick, Light Armor & Light Shields.

Languages:
Common, Goblin.

Skills: Warpriest 4+1+1 Favored Class, Summoner 2+1.
Acrobatics = (1) +5
Bluff = (1) +7
Climb = +0
Craft (Alchemy) = (1) +7
Diplomacy = (1) +7
Disguise = (0) +5
Escape Artist = (0) +3
Fly = (0) +3
Handle Animal = (0) +3 (+4 more for Rodents)
Heal (0)
Intimidate (0) +3
Knowledge Arcana (0)
Knowledge Dungeoneering (0)
Knowledge Engineering (0)
Knowledge Geography (0)
Knowledge History (0)
Knowledge Local (0)
Knowledge Nature (0)
Knowledge Nobility = (1) +5
Knowledge Planes (0)
Knowledge Religion = (1) +5
Linguistics (0)
Perception = (1) +9
Profession (0)
Ride (0)
Sense Motive = (1) +7
Sleight of Hand (0)
Spellcraft (0)
Stealth = (1) +11
Use Magic Device = (0) +5

Abilities: Well Hidden (+2 Disguise & Stealth)

Blessings:
Luck - At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, or once 1 minute passes, the effect ends.

Earth - Acid Strike (minor): At 1st level, you can touch one weapon and enhance it with acidic potency. For 1 minute, this weapon emits acrid fumes that deal an additional 1d4 points of acid damage with each strike. This additional damage doesn't stack with the additional damage from the corrosive weapon special ability.

Aura – Neutrality.

Sacred Weapon – 1d4 Damage – Heavy Pick

Race Ratfolk:
Small Size +1 AC & Attack Bonus, -1 CMD & CMB. +4 Stealth.
+2 Dexterity & Intelligence, -2 Strength.
Tinker +2 Alchemy, Perception, Use Magic Device.
Rodent Empathy. Swarming.
Darkvision 60’.

Traits:
Bane from Below - Benefit Whenever you flank a target, you gain a +1 trait bonus to damage. Priests with the sneak attack ability may also add this bonus damage to sneak attack damage as well.

Amiable Blunder - Your easygoing demeanor allows you to sometimes recover from potentially awkward social situations or even condemnatory faux pas. Benefit(s): Once per day when you fail a Diplomacy check by 5 or more and would cause an NPC's attitude toward you to worsen, you can immediately attempt another Diplomacy check against the same DC as a free action. If you succeed at this second Diplomacy check, the character's attitude doesn't change, as though you had failed the original check by 4 or less.

Life Link – Transfer HP to retain it on plane must be w/in 100’ to retain full power.

Summon Monster I – 6x Day – 1 Minute Per Level

Spellcasting:

Concentration +4

Spells:

Cleric – (Channel Positive Energy)

0th – (3) Detect Magic, Guidance, Resistance

1st – (2) Cause Fear, Protection from Evil

Summoner –

Known

0th – (4) Acid Splash, Arcane Mark, Daze, Mage Hand

1st – (2) Expeditious Retreat, Rejuvinate Eidolon (Lesser)

Per Day

0th – Unlimited

1st - 2

Cult Leader

Eidolon – Level 1

Psychopomp – Spirit of the Rat - Neutral

Base Form – Quadruped (Bite Limbs (2 Legs))

Base Evolutions – Level 1 Immune to Death Effects, Disease and Poison.

HP = 11 – AC = 14 – Initiative +6

Str – 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11

Speed 40’ – For +3, Ref +4, Will +0

Bite - +3 – 1d6+2

Darkvision, Link, Share Spells.

Feat: Improved Initiative

Skills: Climb +3, Intimidate +1, Stealth +3, Swim +3

Evolutions 1 – (Typical) Swarmfighting OR Improved Damage (1d8 Bite) OR Claws 2 more attacks 1d4 +2 Damage each

EDIT 2: Still need to pick a feat and buy gear.

EDIT 3: Does Augment Summoning work on an Eidolon? I have seen arguments both ways. I would need Spell Focus as a Pre-Requisite first anyway.

EDIT4: Summoner HD 1d8 ⇒ 7


Ratfolk Human Warpriest 1 - Summoner 1

I answered my own question on poison!


AinvarG wrote:


Question: Am I correct in thinking that anything that enhances a mite's Handle Animal skill is going to benefit them in their working with vermin?

I edited my post and added a question not realizing that you had already read and answered the original question, so here it is again.


KenderKin wrote:
You should look at all the racial traits. Also having the tribes working together all these years we might have some room for learning other racial traits (within reason) via the "adopted trait".

How about a vermin-themed Animal Friend trait? I'm still holding out hope that my combination of abilities allows me to use Handle Animal against vermin. If it doesn't apply against Animals as a result, I'm OK with that.


M somewhat akin to a kender Y / MA

The feat vermin heart might be worth considering. I would allow a mite to take tgat feat to augment his/her vermin empathy. Also the trait unnatural prescence as well for nonmites....


Interesting; that feat is apparently missing from Hero Lab.

Racial ability: Vermin Empathy (Ex)

This ability functions as a druid's wild empathy, save that a mite can only use this ability on vermin. A mite gains a +4 racial bonus on this check. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing mites to train Medium vermin and use them as mounts. Vermin empathy treats swarms as if they were one creature possessing a single mind—a mite can thus use this ability to influence and direct the actions of swarms with relative ease.

Feat: Vermin heart

You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to influence vermin as easily as you influence animals.

Conclusion
I don't think I gain anything from this feat. I already have the ability to train vermin according to the description for the racial ability and that's what I was really looking for. I have a better wild empathy ability with them than the feat provides. Thanks for the suggestion.


I am wanting the Handle Animal skill as a class skill; I have taken Savannah Child as a trait to take care of that.

Now I figure out how to get a greensting scorpion in Hero Lab.


King of Goblins *MAP*

That's very cool.

My understanding is that it's 25 pt buy, but you can't drop your low stats below 10. We'll all have a strength of 8, minimum.

Here's my goblin trickster's stats: S 8, D 20, C 13, I 17, W 7, Ch 8.

Unchained rogue 1/Evoker 1. Standard treasure, I presume?


Ratfolk Human Warpriest 1 - Summoner 1
GM Goblin King wrote:

That's very cool.

My understanding is that it's 25 pt buy, but you can't drop your low stats below 10. We'll all have a strength of 8, minimum.

Here's my goblin trickster's stats: S 8, D 20, C 13, I 17, W 7, Ch 8.

Unchained rogue 1/Evoker 1. Standard treasure, I presume?

Max gold I believe. I paid a few extra points for a 10 Str :-)


King of Goblins *MAP*

Oh, wait. I got it all wrong on the stats. 8, 20, 12, 18, 7, 8.


Mite Cleric of The One Below 2; 25/25 hp

Initial pass at the character sheet for the mite cleric. "The One Below" was a vision she had in a dream of a snake or worm or something like it that moves through the soil below her feet. She's never seen it, but she hears it in the soil at night. She began worshiping it and her strong faith has led to her clerical powers.

She has a greensting scorpion familiar and a riding rat (which I intend to reskin as a riding beetle, but that wasn't an option in HL and I've killed too much of a day on this character build, especially considering it's not all that special.)

Anyway, here she is so far, warts and all.


King of Goblins *MAP*

I really like her, so far.

Do we get 2nd level treasure? 1000 gp? Or max for 1st level? Sorry if I missed the exact amount.

Still working on my goblin, tentatively named "Gufi." Unchained rogue is a lot cooler than the original. He'll have 3 levels of it, if he gets that far.

So, we've got a Mite cleric 2, a Ratfolk warpriest/summoner, a Goblin rogue/wizard and a Kobold (?), right?


M Goblin Unchained Rogue 1/Admixture Evoker 1 | HP: 18/18| AC: 18 (16 T, 13 FF) | CMB: -2, CMD: 13 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +3

I've got Gufi started. Still have to determine money and gear, but here's the basics.


M somewhat akin to a kender Y / MA

Looks like we have our goblin, kobold, mite, and ratfolk!

Here is a question to consider....
Do you guys want to get a gnome or Halfling PC, or do you want to go on with the assumption all the initial group perished????

Please private message me with your choice. if you have no preference don't send anything.


Male Kobold Ranger 1

I would just as soon assume the initial group perished. ...though it would be funny to have the only "normal" race in among a bunch of monster folk trying to keep things sane.


M somewhat akin to a kender Y / MA

Wealth by level, you guys are level 2.
Initial crafting can be no more than a third of wealth...

Yeah we have Baron Oleg to help with that, but only when you guys run amuck and find yourselves near Olegs...may be some others later on...

still waiting on player votes...


Fatal flaw in your method. You said not to vote if we had no preference, then did not set a deadline. You could be waiting for people that voted by not responding. Like me.


M somewhat akin to a kender Y / MA

Nah. just a flesh wound.

One message I got did wonder if this 5th PC was going to be a PC or an NPC.... I was talking about a PC not an NPC.

The other option is pick one of the iconics as a survivor and have him/her act as errand person between the four nations and Olegs...


King of Goblins *MAP*

I'm OK with whatever you decide.


+1


King of Goblins *MAP*

Gufi's finished. He's got 6 more 1st level spells than he started with. I paid 25 gold apiece for him to learn them, if that's OK.


M somewhat akin to a kender Y / MA

You can save some starting wealth to order from Oleg's...if you think it might not be something you could have purchased or found in the four nations.....

I am OK assuming you have normal starting gear...I would also say some minor poisons, alchemical items, etc. are logically there as well.

I intend to stat the four kingdoms as a single unit....


M somewhat akin to a kender Y / MA

I have been looking over the characters.

They all look really great!!!!

Has everyone decided how they are going to play the characters???
Ie personality and speaking, etc...


Ratfolk Human Warpriest 1 - Summoner 1

I am thinking Colvin is an advisor/student of Splinter.

A give and take. He is loyal to his people but through Splinters vision can see how making the pact work will be to the benefit of his kin.

He will be confident but not overly so. Willing to stand and fight for what he believes in but will not sacrifice himself for glory.


King of Goblins *MAP*

Not sure about Gufi. I want him to talk a little goofy, but he's got an 18 int, so he's not very goofy. Goblins seem to all talk like Gollum.

Maybe he should talk more like someone else. Some weird verbal mannerism...


Mite Cleric of The One Below 2; 25/25 hp

Quuroog is fearful. She worships out of fear and receives abilities from that worship, so she fears that she will use it wrong. She's not certain that Scratch, her greensting scorpion familiar, is there to help her or to spy on her. She's pretty sure it was sent by the entity she worships.

She may spend an inordinate amount of time talking to the scorpion to make sure it's happy with what she's doing.

She's a work in progress, but that's the off-the-cuff reaction I have to that question right now.


Male Kobold Ranger 1

Charyx is the most civilized of the bunch (so he believes). He is a leader, so naturally it comes with awesome perks and responsibility... and he has to be the leader because he is the only one who can handle that kind of responsibility.

Basically, an arrogant Professor X. Frail and weak physically, but a mental powerhouse and believes he is in charge because who else is as amazing as he is?


Shadow's Status
GM Goblin King wrote:

Not sure about Gufi. I want him to talk a little goofy, but he's got an 18 int, so he's not very goofy. Goblins seem to all talk like Gollum.

Maybe he should talk more like someone else. Some weird verbal mannerism...

It would ne pretty funny if he spoke proper English when Goblins were NOT around and degenerated his speech pattern when Goblins were around so as not to alienate himself from his own people. :-)


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M somewhat akin to a kender Y / MA

I am laughing already....the mite cleric worships the "monster under the bed"....

The kobold nerd doesn't believe in the monster under the bed....

The goblin burned his bed just in case....

The ratfolk wonders what's a bed.....


King of Goblins *MAP*

I know nothing about Kingmaker. Should be fun!


1 person marked this as a favorite.
KenderKin wrote:

I am laughing already....the mite cleric worships the "monster under the bed"....

The kobold nerd doesn't believe in the monster under the bed....

The goblin burned his bed just in case....

The ratfolk wonders what's a bed.....

Nice summation!


M somewhat akin to a kender Y / MA

I am trying to divide the labor of the four nations.

What items do you want your tribe to be experts at???

This can be as broad as "masterwork armor and weapons", or as narrow as "MW alchemical pickaxes".....

I am hoping to get most of the major types of goods...

I see potions being more numerous than scrolls....

Any ideas??


Shadow's Status

Ratfolk gain pluses to Alchemy so i would say potions and other alchemical items from the ratfolk.


King of Goblins *MAP*

I don't know what Goblins would produce.


Shadow's Status
GM Goblin King wrote:
I don't know what Goblins would produce.

Maybe instead of producing they can provide raw materials to create goods? Would make them integral to trade.


How about if ratfolk are relative newcomers and bring general manufacturing prowess, specifically things chymical, from their more recent exposure to other races and civilation?

I believe I saw that the Sootscales were going to have a role as primary source of silver. Of course, as a race, they often make a claim for magic in their blood. Those might translate to a knack for silver craftsmanship and general creation of magic items for the nations.

Goblins might have an iron mine and could have developed some skill fashioning basic item products. I don't picture them getting really sophisticated with their creations, but that's up to you and might only happen when an exceptional individual comes along.

Mites don't like iron because of its similarity to the cold iron they abhor, so their tools are generally made of wood. They have been known to produce some wondrous items or "potions" of rootstock, but only on those rare occasions that one of them develops the magical ability, generally the result of an ancestor with particularly strong fey blood. That and they are the primary contacts for the four nations and the fey in the region - not because the non-nation fey like them better, but they feel like they know what to expect from the mites where the non-fey are different. And better victims than allies.

That's off-the-cuff, initial reaction to the question. More might come later and you are more than welcome to ignore every word.


M somewhat akin to a kender Y / MA
GM Goblin King wrote:
I don't know what Goblins would produce.

Alchemist's fire

Troll styptic
Skunk oil

Raw materials

I see the ratfolk and kobolds being a bit more organized than the mites and goblins.....
To the point of having frequent patrols, with the others going out when they feel like it.
But I also see the mites and goblins being the best scavengers..gatherer's

Of course PCs are not defined by any stereotypes!!!


King of Goblins *MAP*

That makes sense. They could find odds and ends useful for alchemy or spell components, among the stuff they scavenge and reuse.


M somewhat akin to a kender Y / MA

Also notice the second level cleric/wizard, witch, bard, druid spell masterwork transformation.

If you don't think any of our PC races can make MW items.

Costs the same as just buying MW items!


King of Goblins *MAP*

You either produce them, or buy them.


M somewhat akin to a kender Y / MA

I am fine either way. Some things you will have to order through Oleg's.


King of Goblins *MAP*

I'm good. This is a fine character, straight out of the box. Thanks.


King of Goblins *MAP*

The unchained rogue is a big improvement, even with only 3 levels. I'd add it to the AT guide, but I can't access it anymore.


Ratfolk Human Warpriest 1 - Summoner 1

I will be away from January 1 to January 6. Will check in as I am able but likely I will be unable to post anything significant until my return.


M somewhat akin to a kender Y / MA
Colvin "Slick" Dashtail wrote:
I will be away from January 1 to January 6. Will check in as I am able but likely I will be unable to post anything significant until my return.

Good we will start at your return!!


Shadow's Status
KenderKin wrote:
Colvin "Slick" Dashtail wrote:
I will be away from January 1 to January 6. Will check in as I am able but likely I will be unable to post anything significant until my return.
Good we will start at your return!!

Sounds good, I am sure we are all looking forward to it! I have ever read anything about or played in Kingmaker so it should be a great experience.


M Goblin Unchained Rogue 1/Admixture Evoker 1 | HP: 18/18| AC: 18 (16 T, 13 FF) | CMB: -2, CMD: 13 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +3

Until then, shorties-es!


M somewhat akin to a kender Y / MA

So still thinking about the start point, ie the first post in the gameplay thread. And the options you guys will have at that point.

Even with the minor rewrite literally tons of options....

No peeking.

Spoiler:
Coming across the field of battle the bandits have killed and stripped the iconics of their gear....

Following the bandit trail.....
Trail splits with some going north and others heading to the woods....

If woods, then Thorn River Camp...
If north defending Oleg's


M somewhat akin to a kender Y / MA

Gameplay thread is up....
Peeking is OK, but please wait to start posting.
If you must post, delete it within a brief period...

Are there other questions??

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