We Be Goblins with The Gamemaster

Game Master Billybrainpan

Map

Loot Doc



*Not for society credit, sorry*

"You are goblins of the Licktoad tribe, who live deep in Brinestump Marsh, south of the hated man-town called Sandpoint. Once, other goblins tried to burn Sandpoint down, and they would have been legends if they had succeeded. But they didn’t bring enough fire, and got themselves killed as a result.

Yesterday, your tribe discovered that one of your own had been using forbidden arts and was engaged in one of the greatest of taboos—writing things down. In fact, rumor holds that what he was writing was a history of your tribe! There’s no swifter way to bring about bad luck than stealing words out of your mind by writing them down, and so your tribe had no choice. You branded the goblin’s face with letters to punish him, which is why everyone calls him Scribbleface now, and then you ran him out of town, took all of his stuff, and burned down his hut.

That’s where things got interesting, because before you all burned down his hut, Chief Gutwad found a weird box within the building. Inside was a map and a lot of fireworks—fireworks that immediately came to use in burning the hut down. Then, this morning, Gutwad announced that tonight there would be a feast in order to drive out any lingering bad luck from Scribbleface’s poor decisions. But perhaps even more exciting, all of you have been secretly invited to meet at Chief Gutwad’s Moot House. Why would the chief want to speak to you? It can only mean that he’s got an important mission foryou all... one that the other goblins of the tribe couldn’t pull off. This could be your chance to go down in
Licktoad history!"

I'm looking for four level 1 Goblins ready to get into all sorts of trouble and possibly die terribly in a freak firework accident! We be goblins is short and very silly and I intend to play into it's goblin humor as much as I can, and so should you

We won't be using the pre generated characters, although if you want to tweak one of them to be your own that's fine. I'm looking for a semi-balanced group of interesting funny goblins who will post consistently. This is very much a fluff over crunch game.

-Character Creation-
Level one

15 point buy

Any paizo class, summoners are unchained, no spellbooks (goblins fear writing will steal the words from their heads)

Average wealth by class

2 traits, one must be a goblin racial trait, optional drawback for an extra trait

Backround skills are in use

Feat tax is in use

Liberty's Edge

Oh, yes, I've got a couple of ideas, most of which include explosions; I'll likely go for Pyrokineticist.


Oh goodie! I've been wanting a chance to play this character for a while now. Dogdog was made for another We Be Goblins game that didn't quite make it off the ground.

Even for a goblin he's a deranged little mongrel. He thinks he's a dog. or, maybe he just really likes pretending to be one. He carries around a Scizore made from the skull of the goblin dog who raised him and uses it like a handpuppet. He talks to it and makes it talk back. He wears a leash and mostly does what he's told when the person holding it gives him commands.

Mechanically, Dogdog is a Barbarian with an Animal Companion. They're both tough frontline combatants specializing in pack tactics. Between the two of them, they're great scouts and trackers with sharp senses and fast reflexes. Dogdog is a team player who takes direction well, is very protective, and doesn't have much in the way of self preservation instincts.


I've been hoping for a goblin campaign soon. Here's my entry:

Torch the Goblin

Concept/Party Role:
Torch will be a torch/dogslicer dual-wielding ball of mayhem that will charge into the fray atop his mount, Not-Dog, to set anything and everything on fire. With a fixation on pyromancy and dog-killing, Torch will generally agreed with anything involving the two, including setting himself on fire.

Character Background/Personality:
-----------------------
Background
-----------------------
A nearby pack of wolves were howling the night that Torch was born, and since that day, Torch has grown up with the belief that he is to carry out Bark Breaker's will. Praying and doing rituals was too boring, though, so Torch decided to just set things on fire instead. And kill dogs. But Torch couldn't find any dogs, so he set more things on fire instead. Torch has been so faithful.

Earning his name from his constant fixation on gazing at torches, Torch was quickly drafted to become the chief's new torchbearer after the last one set himself on fire and died. Torch remembers that glorious death, and hopes that he can one day end life in such a fulfilling way as well.

As torchbearer, Torch is quite content, enjoying having fire so close at all times. Especially since he gets to be the 'one' to start the many fires for the festivals of the tribe. Torch also got to ride on the previous torchbearer's wolf, Not-Dog. Not-Dog used to be called Black Fur, but Torch believes Not-Dog is a much better name for him.

Having been the honored one to begin the fire that consumed Scribbleface's hut, Torch is still filled with a bit of europhia and hopes to be able to join the tribe in raids soon so that he can set more fires. Oh, and kill some dogs. Yes. Some dogs would be nice to kill.

-----------------------
Personality
-----------------------
Torch loves to set things ablaze and stare at the flames while mayhem begins to ensue. While he is natural mischevious like most goblins, Torch is particularly aggressive against dogs, and takes large offense if Not-Dog is compared or referred to as a dog. Because Not-Dog is definitely not a dog.

Torch also loves to cause disorder around him, and enjoys a good prank, whether he is the trickster or target. If something gets set ablaze during these pranks, all the more fun.

Not-Dog is quite a loyal companion, despite Torch's mischeviousness and constant demands. Captured as a pup, Not-Dog is already used to the mayhem and fire of the tribe, but prefers to sleep in cool places rather than do anything else. And though he is used to Torch's love for fire, he still refuses to let Torch set him completely ablaze to make him Fire-Not-Dog. He does not seem to care much that he outlived the last torchbearer and has a new rider.

-----------------------
Description
-----------------------
Torch is a green skinned goblin with several burn marks and even some patches of fur, though even Torch has forgotten whether he grew them or added them on. He is almost always found carrying a torch and atop or near Not-Dog.

Not-Dog is a black furred wolf with a few patches here and there missing from repeated attempts from Torch to make Not-Dog into a Fire-Not-Dog.

Stat Block:
-----------------------
Torch
-----------------------
Male Goblin Cavalier (Order of the Cockatrice*) 1
Age 14; Skin Green; Faith Bark Breaker (Zarongel)
CN Small goblinoid (goblin)
Init +4; Senses Darkvision (60ft), Perception +1
*Called the Order of Torch and Not-Dog by Torch

-----------------------
Defense
-----------------------
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
HP 11
Fort +3, Ref +4, Will +1

-----------------------
Offense
-----------------------
Speed 30 ft.
Melee torch +5 (1d2+1), dogslicer +4 (1d4/19-20)
. . . dogslicer +6 (1d4/19-20) (Finesse)
. . . torch +7 (1d2+1) (Finesse)
. . . horsechopper +2 (1d8/x3)

Special Options
Challenge - +1 damage, -2 AC, and +1 damage/4 lvs if soloing target
Spark (Magical Talent) - DC 10

-----------------------
Statistics
-----------------------
Str 10 (+0), Dex 18 (+4), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 10 (+0)
Base Atk +1; CMB +0; CMD 14

Traits
Advantageous Distraction - Racial - Swift action to gain +2 AC for 1 round by being distracted.
Rough and Ready - Equipment - No improvised penalty for tools of trade and +1 on attacks.

Feats
Tandem Trip - Whenever you attempt to trip an enemy threatened by an ally with this feat, you roll twice and take the better result.
Two-Weapon Fighting - Penalties reduced by 2 and 6.
Weapon Finesse (Feat Tax) - Can use Dex on attack rolls with finesseable weapons (dogslicer).

Skills (7 ranks - 4 class, 1 Int, 2 Background Skills)
Bluff +4 (1 rank, 3 class)
Handle Animal +4 (1 rank, 3 class)
Intimidate +4 (1 rank, 3 class)
Perform (Sing) +4 (1 rank, 3 class)
Profession (Torchbearer) +5 (1 rank, 3 class, 1 Wis)
Ride +12 (1 rank, 3 class, 4 Dex, 4 racial)
Stealth +13 (1 rank, 4 size, 4 Dex, 4 racial)*
*-2 armor check penalty when not on mount

Favored Class Bonuses
Cavalier - 2 Bonus Hit Point to Mount (Goblins of Golarion page 31)

Languages*
Goblin, Common
*All only spoken. No written knowledge.

-----------------------
Possessions
-----------------------
Inventory
two dogslicers (small), outfit (dog pelt), chain shirt, horsechopper, torch, tindertwig, two flasks of questionable water, pouch of sand (belt), pouch of two Goblin pickle jars (belt)

Inventory Weight and Load
Current Load - 19.5 lbs (light up to 25 lbs)

Possessions Carried/Used by Companion
saddle (riding), saddlebags, simple banner (Red's insignia)

Possessions in Saddlebags
fangfile, fetish (tribal), fire carrier, goblin pickles (jar) (x13), torch (x2), tindertwig (x3), pig grease, tossglove, sack (empty)

Wealth
0 pp 13 gp 10 sp 40 cp

-----------------------
Special Abilities
-----------------------
Mount (Ex) - A cavalier gains a mount that acts as a Druid's companion, except for the share spells ability.

Order of the Cockatrice (Ex) - Add Cha modifier to the DC on any attempts to Intimidate this cavalier.

Tactician (Tandem Trip) (Ex) - As a standard action, the cavalier can grant this teamwork feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability 1 time per day.
----------

Not-Dog:
-----------------------
Not-Dog
-----------------------
HD: 2
Medium animal (wolf, companion)
Init +2; Senses low-light vision, Scent, Perception +5
-----------------------
Defense
-----------------------
AC 14, touch 12, flat-footed 12 (+2 natural armor, +2 Dex)
HP 22 (HD: 1d10+2*) (*+2 from Cavalier Class Bonus)
Fort +5, Ref +5, Will +1

-----------------------
Offense
-----------------------
Speed 50 ft.
Melee bite, primary natural +2 (1d6+1, plus Trip)

-----------------------
Statistics
-----------------------
Str 13 (+1), Dex 15 (+2), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Base Atk +1; CMB 2; CMD 14

Feats
Armor Proficiency (Light)
Tandem Trip

Skills
Perception +5 (1 rank, 3 class, 1 Wis)
Stealth +6 (1 rank, 3 class, 2 Dex)

-----------------------
Equipment
-----------------------
Carrying
Saddle (riding), saddlebags, banner


On another note, should the adventure go well and the players and you be up for it, is there a chance for the game to continue on into the other We Be Goblins modules or other misadventures?


This is fun! I am going to work on a insane Cthulu worshipping cleric tonight.

Do you have a date deadline? Just wondering so I know how often to recheck this thread.


Goblin racial traits: Looking for a source for these.

I see the alternative racial traits, but that is not what you mean, I think.

Grand Lodge

Professor Zord! Insane goblin cleric. He can heal (not very well), channel some nasty madness energy, summon nasty madness monsters, and he is CRAAAAZZZZYYYY! Since his prime attributes are the two that goblins get a -2 in... poor professor Zord is pretty un-optimized. He will actually probably be pretty terrible at life.

******************************

Zord was a normal goblin: eating humans whenever he could, eating dogs when they were available, and otherwise digging through the trash of his wealthier neighbors.

Zord ran a little fortune-teller stand in the corner of the cave. He was terrible at the job, and only a few of his friends would throw copper his way here and there, knowing that he just lied about all the fortune-telling anyway. Zord was a pretty dumb, even going by goblin standards, and just barely scraping by.

One night, while mumbling and uttering various profanities in the course of his normal prayers to the goddess Lamashtu, Zord accidently said the precisely correct combinations of gibberish to piece the veil between the prime world and the distant plane of madness where Cthulu, the Great Old One, resided. Zord's soul and mind was immediately lain asunder before the might of the demigod, and Cthulu laughed and laughed to see a pitiful goblin before him.
Cthulu's laugh entered into Zord's brain, and utterly broke him. Cthulu, finding great humor in the whole situation, granted Zord a small bit of power, allowing Zord to channel destructive energy and pull misshapen creatures from the beyond. Zord! Cthulu's representative on Golarian!

Zord is now utterly insane, and incapable of speaking in more than single word sentences. He does like laughing, though.

When Zord summons a creature, though, his mind grows sharp, far sharper than he was even before encountering Cthulu. He is able to talk intelligently in these situations, but only to the creatures that he summons. His friends all call him Professor Zord when this happens...


@Mustachioed: Go to Race Traits on d20pfsrd and press ctrl+F to search the page. Type Goblin, and you'll find all the racial traits for goblins right now.


@Fire Drake - I don't have the other books, but if all goes well with this and we decide we want to I would consider getting them. Also would you mind making an alias for Torch. You don't need to post with it here, just give me a link.

@mustachioed - I'll close the recruitment by next saturday (feb 10th), maybe sooner if I get enough submissions.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I have a few ideas.

There is a variant of the goblins for unusually large goblins in the Monster Codex. It makes them medium size and the stat modifications change to +2 str +2 dex -2 cha. I had some notions inspired by Strong Belwas. Just a big mean dangerous goblin who loves a good fight.


@ The Gamemaster:Here ya go. Also, the whole set of the goblin modules are free downloads here on paizo.


@Kevin O'Rourke 440 - It looks like that adds a size category and +2 in racial bonuses for no drawback. I'll consider it if you add some sort of handicap as well.

@Fire Drake - Thank you for the alias helps keep everything organized. Doesn't look like you actually posted a link to the downloads

EDIT: found them!


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I will point out you lose two dex to get the +2 strenght. By the race builder rules medium and small size are the same cost so I believe they meant them to be balanced. Rather than trying to rework it a regular goblin will work for other concepts... they have a lot of things funneling into stealth!


I'd love to play a goblin Tome Eater Occultist! He would have a "spellbook" as his implement per the class, but doesn't read it and probably has it all chained up to keep it safe and closed. And he eats any other books he finds! Does that break your no spellbook rule?

I could make him a melee or a caster or in between as needed. I can put together some more details tomorrow.

If the tome eater is a no-go, then a haunted spiritualist, haunted by a big dog or horse phantom would also be entertaining.


@Kevin O'Rourke 440 - they get a +2 strength replacing a -2 to strength so +4 strength from the normal goblin. In a game that wan't all goblins I would be less hesitant.

@Lupulus - Tome Eater is fine. Im sure such a character is controversial among the Licktoad tribe.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

That's fair... all the stealth bonuses with a classic goblin at least.


Here I was watching for billybrainpan, silly me. I'll have a goblin ranger put together in a jiffy.


Here is Rankrump

He's a ranged offensive caster / rogue type, but I can rebuild him slightly for either melee or healing and summoning.

Liberty's Edge

Presenting Grubble Gruuu, pyrokineticist extraordinaire. Funny, never before had I dumped ALL of the mental skills.

Grubble:
Grubble Gruuu
CE Goblin Kineticist (Pyrokineticist) 1
Humanoid(goblinoid)
Init +5; Senses Perception -1, darkvision
--------------------
Defense
--------------------

AC 18, touch 15, flat-footed 13 (+5 Dex, +3 studded leather armor)
HP 12 (8 + 3 Con + 1 FCB)
Fort +5, Ref +7, Will -1
--------------------
Offense
--------------------

Speed 30 ft.
Melee
- Dogslicer +5 [1d4-1, Slashing, 19-20/x2]
Ranged
- Fire Blast +5 [1d6+1, Fire, targets touch AC] x2
--------------------
Statistics
--------------------

Str 8, Dex 20, Con 16, Int 8, Wis 8, Cha 6
Base Atk +0; CMB -1; CMD 14
Favored Class Bonus +1 HP/lev
Feats
- Feat Taxes (mostly, Finesse)
- Roll With It (when struck by a melee attack, can attempt Acrobatics (DC 5+damage) to move 1 ft/damage and not take damage)
Traits
- Bouncy (Racial) (when falling, convert 1d6 damage to nonlethal, +2 to Reflex to avoid falls)
- Wolf Cub (1/day, can gain scent for 1 min)
Armor Class Penalty -1
Skills(ranks)
(3 skill points/level) (4 base, -1 Int, +2 BG)
- Acrobatics +8 (1 rank, +5 Dex, +3 class, -1 ACP)
- Escape Artist +8 (1 rank, +5 Dex, +3 class, -1 ACP)
- Stealth +12 (1 rank, +5 Dex, +3 class, +4 size, -1 ACP)
Background Skills(ranks)
- Sleight of Hand +8 (1 rank, +5 Dex, +3 class, -1 ACP)
- Lore(fire) +3 (1 rank, -1 Int, +3 class)
Languages Goblin
Special Qualities Darkvision, Weapon Familiarity, Burn (max 6), Basic Pyrokinesis (light, flare and spark cantrips), gather power (move, 1 burn), Burning Infusion (1 burn, target catches fire for 1d6/round, against a burning creature fire blasts get +2 to attacks, DCs and CL checks)
Special Attacks Kinetic Blast (Fire Blast)
Magic Items --
Mundane Items weapon, armor
Encumbrance light load
Money 2 gp

And here's the backstory in character.


If everyone could put there stat blocks into this format please. It makes my job much easier.


Goblin name Zoof. Zoof get stories soon.

Crunch:
Name
Male Goblin Ranger()Infiltrator, Skirmisher) 1
CE Small Humanoid(Goblin)
Init +5 Senses Perception +4
----------------
DEFENSE
----------------
AC 17
T 15
FF 12

hp 12
Fort +4
Ref +7
Will +0
----------------
OFFENSE
----------------
Spd 30 ft.
Melee
Dogslice +6 1d4 19-20/X2 Fragile
Horsechopper +1 1d8 x3 Reach Trip
Range
Longbow, Composite +6 1d6 x3 110’

Space 5 ft.; Reach 5 ft.
----------------
STATISTICS
----------------
Str 10
Dex 20
Con 14
Int 12
Wis 10
Cha 5
Base Atk +1
CMB +1
CMD 15
Feats
Dog-Killer, Horse-Hunter
traits
Dog-Sniff-Hate, Killer
Skills
Climb 1 rank
Handle Animal 1 rank
Knowledge(Dungeoneering) 1 rank
Knowledge (Geography) 1 rank
Knowledge(Nature) 1 rank
Perception 1 rank
Ride 1 rank
Stealth 1 Rank
Survival 1 Rank

Languages Goblin, Orc
Equipment
Composite Longbow +0
2x Dogslicer
Horsechopper
Leather Armor
Ranger’s Kit
This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.
Common Manacles
----------------
SPECIAL ABILITIES
----------------
Race
+4 ride and stealth
Darkvision 60’

Class
Favored Enemy (Animals) +2
Tracking
Wild Empathy
½ level damage bonus vs horse and dog.


Rankrump:

Rankrump
Male Goblin Occultist (Tome Eater) 1
CE Small Humanoid(Goblin)
Init +4 Senses Darkvision (60 ft.) Perception +4
----------------
DEFENSE
----------------
AC 17
T 14
FF 14

hp 9
Fort +3
Ref +4
Will +2
----------------
OFFENSE
----------------
Spd 30 ft.
Melee
Dogslicer +5 (1d4-1/19-20)

Range
Telekinetic Projectile: knack vs AC, +5 (1d6 [+1])
Burning Hands: spell, 1d4/lvl fire in 15 ft cone, reflex 14 for half
Energy Ray: Evocation Focus (1 MF) vs Touch AC, +5 (1d6 [+1])

Space 5 ft.; Reach 5 ft.
----------------
STATISTICS
----------------
Str 8
Dex 18
Con 12
Int 16
Wis 10
Cha 6
Base Atk +0
CMB -2
CMD 12
Feats Weapon Finesse (Tax), Precise Shot

traitsBruising Intellect, Dog-Sniff Hate, Pragmatic Activator, Paranoid (Drawback)

Skills
Acrobatics +3
Appraise +7
Bluff -2
Climb -2
Diplomacy -2
Disable Device +7
Disguise -2
Escape Artist +3
Fly +5
Intimidate +7
Knowledge (Arcana) +7
Knowledge (Engineering) +7
Perception +4
Ride +7
Sleight of Hand +7
Spellcraft +7
Stealth +13
Swim -2
Use Magic Device +7

Languages Common, Gnoll, Goblin, Orc
Equipment dogslicer (small); outfit (peasant's/small); studded leather (small); animal glue; grappling hook, common; rope (hemp/50 ft.); potion of cure light wounds; bell; teapot; toad; lamp (common); tanglefoot bag; Canteen ; Flask (Empty) ; Pot (Iron) ;

----------------
SPECIAL ABILITIES
----------------
Race
Darkvision Goblins can see in the dark up to 60 feet.
Fast (Ex) Goblins have a base speed of 30 ft.
Skilled (Ex) Goblins gain a +4 racial bonus on Ride and Stealth checks.

Class
Distortion: Illusion As a standard action gain concealment miss chance of 5% per focus invested (max of 5% + 5% / 2 lvls). Caps at 50% and then gain invisibility. Ends when I make an attack. See invisibility and similar effects not affected.
Intense Focus: Evocation Holder uses implementas focus for instantaneous evocation spells and focus powers to add 1 damage for every 2 mental focus invested to a maximum of 1 + 1 per 2 levels.
Focus Powers: (DC 13 = 10 + lvl/2 + Int
Energy Ray (Evoc) Standard action and 1 MF for ranged touch attack in 30 feet for 1d6 + 1d6 per 2 levels after 1st of acid, cold, electricity, or fire damage
Minor Figment (Illus) Standard action and 1 MF to cast ghost sound or minor image. Lasts 1 round per level.
Shape Mastery (Evoc) As part of casting an evocation spell with an area of effect, you can expend a number of points of mental focus up to your Intelligence modifier to exclude an equal number of squares from the area.
Bonded Tome (Su) A book that serves as single implement. Once per day as part of casting a spell can expend 1 MF from school to raise CL or DC by 1. Once more at 6 and every 5 levels after.
Devour Books and Scrolls Can eat books or scrolls as a full round action. No benefit until level 4 :(

----------------
SPELLCASTING
----------------
CL 1
SPELL DC = 3 + spell level
0th: (DC 13) Ghost Sound, Telekinetic Projectile
1st: (DC 14) Burning Hands, Vanish

Grand Lodge

"Blergh! Crunch! Stats! Fixed! Heee heee haw!"

translation: I put the stats in like you requested.

Crunch:
Professor Zord
Male Goblin Cleric 1 (Elder Mythos Cultist)
Chaotic Evil Small Humanoid (Goblin)
Init + 0 Senses Perception -2; Darkvision

----------------
DEFENSE
----------------
AC 17 (Size +1, armor+6, shield+1) (armor check penalty -5)
T 11
FF 17

hp 8/8 (8 class, 0 con, 0 favored class)
Fort + 2 (+2 base, +0 trait, +0 stat)
Ref + 0 (base +0, stat +0)
Will +5 (base +2, +3 stat(uses Charisma), (–2 penalty on Will saves to resist mind-affecting effects; automatically fails any save to resist the effects of confusion, insanity, and nightmare))

----------------
OFFENSE
----------------
Spd 40 ft.
Melee Dogslicer. To-Hit: 3 (Str 2+1 size). Damage: d4+2
Range: None
Space 5 ft.; Reach 5 ft.
----------------
STATISTICS
----------------
Str 14
Dex 11
Con 10
Int 7
Wis 7
Cha 16
Base Atk +0
CMB + 1 (BAB 0 + Str 2 - 1 size)
CMD 11 (10+ BAB 0 + Str 2 + Dex 0-1 small),
Feats
Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
traits
Occult Bargain (drawback trait) Effect(s):You take a –1 penalty on concentration checks, and you must invoke the entity’s name by word or text each day or be unable to regain spell slots that day. You must be able to cast 0-level and 1st-level spells as a class feature to select this drawback.

Foul Belch (goblin):Once per day as a standard action, you can force a particularly odious belch at a single opponent within 5 feet. The character affected must make a DC 12 Fortitude save or be sickened for 1d6 rounds. The save DC is Constitution-based.

Possessed: Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check.

Skills

Adventuring Skills 1 rank per level, 1 favored class bonus, -5 Armor Check
Acrobatics: -5
Bluff: 3
Climb: -3
Diplomacy: 7 (1 rank)
Disguise: 3
Escape Artist: -5
Fly: -3
Heal: -2
Intimidate: 3
Knowledge (Religion): 4 (1 rank+2 profane+3 class+-2 intel)
Knowledge (Arcana): 0 (-2 intel+2 profane) use untrained
Knowledge (Dungeoneering): 0 (-2 intel+2 profane) use untrained
Knowledge (Planes): 0 (-2 intel+2 profane) use untrained
Perception: -2
Ride: -1
Sense Motive: -2
Stealth: 0
Survival: -2
Swim: -3

Background Skills (2 ranks/level)
Knowledge (History): 4 (-2 intel+1 rank+3 class skill+2 profane)
Profession (Soothsayer): 2 (-2 intel+1 rank+3 class skill)

Languages common
Equipment
Scale Mail
Dogslicer x2
Small Wooden Shield

----------------
SPECIAL ABILITIES
----------------
Race
Darkvision:Goblins see perfectly in the dark up to 60 feet.

Fast Movement:Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)

Size:Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Ability Score Racial Traits:Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.

Languages: Goblins begin play speaking Goblin.

Weapon Familiarity: Goblins’ traditional weapons are the dogslicer and the horsechopper, weapons designed specifically to bring down their most hated foes. Goblins with this trait are proficient with the dogslicer and the horsechopper, and treat any weapon with the word “goblin” in it as martial weapons. This racial trait replaces skilled.

Class
Forbidden Knowledge (Ex)
An Elder Mythos cultist gains a +2 profane bonus on all Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (planes), and Knowledge (religion) checks, and can attempt these checks untrained. This bonus doubles if the check is related to the Elder Mythos.

Unhinged Mind (Ex)
Bartering sanity for unspeakable knowledge, an Elder Mythos cultist props up his crumbling sanity with a darkly enigmatic personality. An Elder Mythos cultist uses Charisma instead of Wisdom as his key spellcasting ability score (to determine his spell DCs, bonus spells per day, bonus on concentration checks, and so on), to determine the effects and number of uses of his domain powers, and to modify his Will saving throws.

However, because of the fragile state of his mind, the Elder Mythos cultist takes a –2 penalty on Will saves to resist mind-affecting effects. An Elder Mythos cultist automatically fails any save to resist the effects of confusion, insanity, and nightmare, and other similar effects so long as the effect’s caster level is higher than his character level.

Channel the Void (Su), (6 uses/day, 1d6, DC14 Fort for half, 30 ft spread)
At 1st level, when an Elder Mythos cultist channels energy, he taps into the unthinkable void between the stars. This is similar to channeling negative energy, but instead of healing undead, this blast of energy harms and devours living beings, corporeal non-skeletal undead, and constructs crafted from flesh (such as flesh golems). This is not negative energy damage; instead, the damage manifests in the form of wounds from supernatural deterioration and rot. A creature that would take damage from this energy can attempt a Fortitude save to halve the damage, rather than a Will save. At 8th level, a creature that both fails the Fortitude save and would be killed or destroyed by this effect is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. This ability still counts as channel energy, but it counts as neither positive nor negative energy specifically (for example, the Elder Mythos cultist couldn’t take the Turn Undead or Command Undead feat).
For the purposes of feats that require channel energy but refer to what happens if the character channels positive or negative energy, this ability alters the listed effect for negative energy. For instance, an Elder Mythos cultist could use Channel Smite to damage living or fleshy creatures with his melee attack.
This ability alters channel energy and replaces spontaneous casting.

Domain Void, Subdomain: Dark Tapestry, It Came from Beyond (Su)
Once per day, when you cast a summoning spell, any one creature you summon is more powerful than normal. The creature gains the advanced creature simple template. If you summon more than one creature with a spell, only one of the summoned creatures gains the advanced creature simple template. A summoned creature that gains the advanced creature simple template in this manner appears unnervingly deformed or unnaturally hideous, bringing with it a whiff of the emptiness of the void. This ability works only on spells you cast as a cleric—it does not work on spellcasting abilities gained from any other spellcasting classes you might have.

----------------
SPELLCASTING
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CL: 1
SPELL DC = 10+ spell level
Level 0
Bleed
Detect Magic
Detect Poison

Level 1:
Summon Monster 1
Cure Light Wounds (d8+1)
Featherfall (Void Domain spell)

Biography

Zord was a normal goblin: eating humans whenever he could, eating dogs when it was available, and otherwise digging through the trash of his wealthier neighbors.

Zord ran a little fortune-tellers stand in the corner of the cave. He was terrible at the job, and only a few of his friends would throw copper his way here and there, knowing that he just lied about things anyway. Zord was a pretty dumb, even going by goblin standards, and just barely scraping by.

One night, while mumbling and uttering various profanities in the course of his normal prayers to the goddess Lamashtu, Zord accidently said the precisely correct combinations of gibberish to piece the veil between the prime world and the distant plane of madness where Cthulu, the Great Old One, resided. Zord's soul and mind was immediately lain asunder before the might of the demigod, and Cthulu laughed and laughed to see a pitiful goblin before him.
Cthulu's laugh entered into Zord's brain, and utterly broke him. Cthulu, finding great humor in the whole situation, granted Zord a small bit of power, allowing Zord to channel destructive energy and pull misshapen creatures from the beyond.

Zord is now utterly insane, and incapable of speaking in more than single word sentences. He does like laughing, though. And his channeling of Cthulu's madness is surely something that should be feared.

When Zord summons a creature, or when coming up with some random piece of information from a knowledge check, though, his mind grows sharp, far sharper than he was even before encountering Cthulu. He is able to talk intelligently in these situations, but only to the creatures that he summons, or sometimes to himself. His friends all call him Professor Zord when this happens...


Alright, current submissions.

Dogdog - barbarian (mad dog) - needs re-formatted stat block
Torch The Goblin - cavalier - All Set
Rankrump - Occultist (tome eater) - needs re-formatted stat block in alias
Professor Zord - cleric (elder mythos cultist) - All Set
Zoof ranger (infiltrator, skirmisher) - needs alias and backstory
Grubble Gruuu pyrokineticist - needs alias
something from Kevin O'Rourke 440


If it's alright, I'd prefer not to make an alias unless selected, so I've reorganized the crunch into this placeholder.


@Sapiens - if you don't post with an alias you will be able to delete it. That's why I had others just post a link.

Liberty's Edge

Alright, here he is. The backstory is in the profile.


Zoof is finished.

Everything is in the alias.

Grand Lodge

1 person marked this as a favorite.

Sapiens backstory is hilarious. Except she used paper!

"No. No!!! Book. Paper. No. Bad. Kill! Ha ha haaaww!"

Liberty's Edge

Professor Zord wrote:

Sapiens backstory is hilarious. Except she used paper!

"No. No!!! Book. Paper. No. Bad. Kill! Ha ha haaaww!"

"Is not paper! Paper burns too quick! Is, uhhh... Not-Paper! Grubble's very big secret!"


Well now you've given the whole thing away


"Grubble like heads. Zoof like heads. Grubble come hunt heads with Zoof, many many tasty longshanks heads. Ignore stupid Zord, he not know paper if it bite off his nose and quack in his ear."


I will decide characters this Saturday (the 10th).


"Paper already took all words from head of Zord. That why he so stupid."

Grand Lodge

"Zord! Smart. Very. S-M-T. Paper. Bad. Blergh! Cthulu!"


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Not sure if I'm going to get this character done before heading to work tomorrow. Either way whoever gets in I hope ye have a blast!


I've added your preferred crunch format to my alias.


Sorry I'm a bit late, Paizo was down when I tried earlier.
Selections
Grubble Gru
Dogdog
Professor Zord
Torch the Goblin

You four check into the discussion page and I'll have the first gameplay post up today or tomorrow.

Sorry to those who I didn't select I enjoyed all of the characters very much. Good luck.


Thanks for consideration, have fun everyone.

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