DJ TPK |
This game is in simple terms running through at least the first two We be goblins. I say at least because This game may turn into something else before we get to the we be goblins too or free.
I'm currently running through kingdom building rules with the idea to run a game based on a tribe sending out it's heroes to found a sister tribe, or them being the survivors of their tribe looking for somewhere new to settle.
The build rules are you'll be starting as NPC classes. Your goblins have just grown to adulthood and are being let out of the whelping cages for the first time so you have no specialized training. You should have a pretty good idea which NPC class most closely matches which PC class. If you're not sure, ask.
Stats are 15 point buy
Level 1
1 trait, no extra from drawbacks
10 starting gold. (Goblins have little use for money and you being almost children means you're destitute.)
Write a goblin song about your goblin. It can be short or long but it's important to this first adventure.
Dakcenturi |
Haven't played either of the modules, so no knowledge of them. So, for your consideration, Ribtz the Adept who will likely later level into witch.
Goblin adept 1 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee club +0 (1d4-1)
Ranged blowgun +4 (1)
Adept Spells Prepared (CL 1st; concentration +1)
. . 0 (at will)—create water, detect magic, purify food and drink (DC 10)
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Statistics
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Str 8, Dex 16, Con 13, Int 16, Wis 10, Cha 8
Base Atk +0; CMB -2; CMD 11
Feats Additional Traits
Traits balloon headed, bruising intellect, deformed
Skills Heal +4, Intimidate +4, Knowledge (nature) +7, Perception +5, Profession (herbalist) +4, Ride +7, Stealth +15, Survival +4; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Draconic, Goblin, Orc
Other Gear blowgun, blowgun darts (40), club, backpack, trail rations (2), 3 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Goblins kick and goblins bite
but Ribtz goin' ta have all the might.
Mr. Jumpy will lead the way
so all the gobos follow Ribtz one day.
Plants and animals are my friends
'cause other gobos follow stupid trends.
One day Ribtz gonna have so much power
all the gobos bring presents ever hour.
DJ TPK |
No. This will not be for PFS and yes, you are making your own goblins. If you want. You can always play one of the pregens if you'd prefer.
On Ribt, Goblins are raised in cages because they're maniacs. They literally sit there and eat each other as they age until they're deemed smart enough to come out. You haven't helped the tribe at all. You also don't have a toad, B4 will have you going forth to catch a toad.
The Chess |
It’s just probably something funny and not too optimized. Secret identity and similarities can be ignored... He just thinks he’s incognito. An antipaladin of Lamashtu would be funny too (of course, willing to be working with the party... Not CE stupid). It’s mostly to get out of the common place for goblins (rogue, gunslinger, etc).
ScorchedOne |
We are proud to present:
Purg the Goblin Warrior
(Future Inquisitor of Zarongel)
Purg throw things that land on you
Purg throw rocks and throw them far
Purg will leave you with a scar
Pointy sticks are good to stab
Purg think the look very drab
Pointy sticks are better thrown
When it miss you're on your own!
NE Small Humanoid (Goblin)
11 HP
BAB: +1
F 3 / R 4 / W 1
Str 12 Dex 16 Con 13 Int 12 Wis 13 Cha 8
3 Skills
Acrobatics 8 (1)
Climb 9 (1)
Swim 5 (1)
Trait: Deft Dodger
Alternate Racial Trait: Tree Runner
Ammon Knight of Ragathiel |
Kavaks class is either going to be Unchained rogue, if thats not allowed then probably some kind of evocation Wizard
Kavak is an intelligent manipulator, smarter than most of his goblin kin. He's no leader, more of an advisor. Lacking bulk to intimidate Kavak uses words and trickery to bend others to his desires.
Kavak's goal is not leadership but survival and thriving.
Goblin Song
Goblins fight and Goblins bite,
Kavak smarter and can write
Hides in shadows, whispers words
Kavak knows to set the boards
Tricks and plans all his games
Kavak will have all the fames
Level 1-
Race traits
Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.
Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)
Darkvision: Goblins see perfectly in the dark up to 60 feet.
Character Traits
Clever Wordplay
Your cunning and logic are more than a match for another’s confidence and poise.
Benefit: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Ammon Knight of Ragathiel |
Goblins fight and Goblins bite,
Kavak smarter and always right
Hides in shadows whispering words
plan ahead and beat the turds
Kavak has many his many tricks
a troubled fight? He has the fix
Kavak is an Intelligent manipulator similar to Jafar {See Aladdin the disney movie}, He's prideful and smart. He uses his intelligence to trick people into following his plan.
Kavak was one of the first, if not the first welpling out of his generations cages. He snuck out, picking the lock using a thin bone when no one was looking.
In general he would rather be an advisor than the leader in charge. in his mind, still have power with less responsibility
Tyrnis |
Okay, I admit, while I'm generally more interested in Starfinder than Pathfinder, this sounds like it could be a lot of fun and full of some great RP even if we all die horribly along the way! Consider my hat thrown into the ring.
Gorkle may be young, but he has already met his one true love: Fire. While he was still in the cages, he could stare at it, simply watching the fire burn, and imagining what it would do if it were only _bigger_. And what it would be like if he could could use it against all the things he didn't like. He is also a very clever goblin, and learned quickly how to _make_ fire. Fortunately for those around him, he's also very easily controlled -- simply tell him what to burn, and he'll do so with great pleasure. Promising to teach him how to make a bigger, better fire (or explosion) can work, too, although his attention span (or lack thereof, when fire _isn't_ involved) makes this a somewhat more dubious method.
He'd end up being an Adept initially, but would level into Alchemist, and specifically Fire Bomber.
Goblin song (to the tune of 'Let it Snow'):
Oh the nasty dogs are so frightful,
Gorkle's fire is so delightful!
So once their tails all do turn,
Make 'em burn, make 'em burn, make 'em burn!
Stats will follow tomorrow, assuming the concept is approved.
Tyrnis |
Okay, so after a bit of research, kineticists seem to be widely regarded as fairly sub-par mechanically, but thematically it just fits so perfectly that I can't bring myself to care.
Since I'm not actually a caster as a kineticist, I think I may start off as an Expert rather than an Adept as well.
Are we doing anything like maximizing hit points at level 1? I'm a little spoiled to Starfinder, where it's a flat amount per level, so I thought I'd at least ask (and, well, I'm going to need all the HP I can get. :-p)
Tyrnis |
Okay, so: stats. As an expert, I got 10 class skills, but only could put points in 6, so the +0 skills are listed solely because they're class skills.
Gorkle
Goblin Expert 1
CN Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 15, touch 14, flat-footed 12 (+3 Dex, +1 size, +1 armor)
hp 11 (1d8+CON)
Fort +3, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee Torch (+0 attack, 1d2+1 damage)
Ranged Sling (+3 attack, 1d3-1 damage - 50 ft.)
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Statistics
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Str 8, Dex 16, Con 17, Int 10, Wis 10, Cha 8
Base Atk +0; CMB -2; CMD 11
Feats
Reactionary (Trait): +2 initiative.
Fire Hand: Proficient with torches. +1 attack with melee weapons that deal fire damage.
Skills:
(C)Craft (Alchemy) +4, (C) Intimidate +3, (C) Handle Animal +0, (C) Knowledge: Geography +0, (C) Knowledge: Local +4, (C)Perception +8, (C)Profession +0, (C)Stealth +7, (C)Survival +4, (C)Use Magic Device +0
Racial Modifiers +4 Perception (over-sized ears)
Languages: Goblin
Gear:
Padded Armor (+1 AC) (5gp)
Sling (+3 attack, 1d3-1 damage)
Sling Bullets x20 (2sp)
Torch x 3 (3cp)
Flint and Steel (1gp)
Fishing kit (5sp)
Backpack (2gp)
Waterskin (1gp)
Bedroll (1sp)
17 cp
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Special Abilities
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Darkvision (60 feet)
Over-sized Ears: +4 perception (Replaces Skilled)
Mogmurch Rotfoot |
Finally, here is the goblin ninja!
Mogmurch Rotfoot
Goblin Warrior 1
CE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +3
Favoured Class: Ninja
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Defense
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AC 17, touch 16, flat-footed 12 (+5 Dex, +1 size, +1 armor)
hp 12 (1d10+2)
Fort +4, Ref +5, Will -1
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Offense
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Speed 30 ft.
Melee Punching Dagger (+6 attack, 1d4-1 damage, x3, P)
Ranged Sling (+6 attack, 1d3-1 damage, x2, B, 50 ft.)
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Statistics
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Str 10, Dex 20, Con 14, Int 12, Wis 8, Cha 6
Base Atk +1; CMB +1; CMD 16
Trait:
Highlander (Hills or Mountains)
You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands.
Benefits: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Feats:
L1: Skill Focus (stealth)
Skills:
The warrior’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), and Swim (Str).
Skill Ranks per Level: 2 + 1 Int modifier
Climb +4 = +0 str + 1 rank +3 class
Stealth +18 / 20 = 5 dex + 1 rank +4 racial +4 size +1 trait +3 skill focus (+2 in hilly/rocky areas)
Swim +4 = +0 str + 1 rank +3 class
Racial Modifiers: +4 racial bonus on Ride and Stealth checks
Languages: Goblin, Common
Gear:
Sling (+3 attack, 1d3-1 damage) 0g
Sling Bullets x20 2s
Haramaki (+1 AC) 3g
Backpack 2g
Waterskin 1g
Bedroll 1s
Flint and Steel 1g "When in doubt, build a fire, and burn something." - A wise man
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Special Abilities
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Darkvision (60 feet)
Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.
Mogmurch is a sneaky, sneaky goblin. After an early bonk to the head, he got notions of finding odd angles to attack from, getting a distinct fondness for leaping from the "high ground". He ate his childhood rival Rotfoot and by his logic, his name. Finally free of the cages, he believes that he has received "special training" in "secret arts".
"For I am the goblin ninja,
I come to show you, teach you,
Pinkskins no test the ninja,
I come to show you, teach you,
I on higher ground than rest of ninja"
Goddity |
Have you got time for one more? I give you, Bork! Goblin warrior! General public nuisance! Menace to safety and local housing pricing! He has a tree and he's not afraid to use it!
Bork slash, Bork crash, Bork eat ash
Bork big 'n tall, Bork win all
Bork rip down tree, hit stupid goblins with tree
Tree solve all Bork's problems, really
Bork be the best, Bork kick bird nest
Then Bork eat bird. Bird good
'Smasher' be Bork's club, meat be Bork's grub
Longshanks are squishy, fights are risky
But Bork ready for trouble! Bork is bigy!
Bork Bork Bork Bork Bork Bork... (continues to yell Bork until someone shuts him up)
Bork Bork
Goblin Warrior 1
CN Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception -1
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Defense
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AC 16, touch 15, flat-footed 12 (+1 size, +1 armour, +4 dex)
hp 12 (1d10+CON)
Fort +5, Ref +4, Will -1
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Offense
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Speed 30 ft.
Melee Bite +3 (1d4+2)
Greatclub +2(1d8+5)
Ranged
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Statistics
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Str 14, Dex 18, Con 14, Int 8, Wis 8, Cha 7
Base Atk +1; CMB +2; CMD 16
Feat: Power attack
Trait: Resilient (+1 fort)
Skill:
Intimidate +2 (+1 rank +3 class -2 cha)
Languages: Goblin
Gear:
Greatclub
Padded armour
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Special Abilities
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Darkvision (60 feet)
Hard head, big teeth: 1d4 damage bite attack (Replaces Skilled)