
Bjorkus |

Red hasn't talked much about his own character but I believe he's going to be doing the ranger, Bjorkus is going to be a barbarian instead.
So far it's:
barbarian/bard (either sea singer or default)
melee ranger (freebooter)
support aquatic druid
storm sorcereress
??? <--- That's you

Jman72 |

Red hasn't talked much about his own character but I believe he's going to be doing the ranger, Bjorkus is going to be a barbarian instead.
So far it's:
barbarian/bard (either sea singer or default)
melee ranger (freebooter)
support aquatic druid
storm sorcereress
??? <--- That's you
So we need a skill guy? Will said Druid be able to provide healing?

Bjorkus |

If you wanted to do bard, you're welcome to Sea Singer. It's a very cool archetype with some very nice tricks for the AP. I'm likely never going to have more than two levels so if you're going to take it all the way, it's yours.

Chubwart |

Unnamed Hero
Goblin Rogue (Knife Master, Scout) 2
CN Small Humanoid (goblinoid)
Init +4; Senses Darkvision; Perception +7
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Defense
--------------------
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 19 (2d8+4)
Fort +2, Ref +7, Will +2
Defensive Abilities Evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +6 (1d3+1/19-20/x2) and
Masterwork Dagger +7 (1d3+1/19-20/x2)
Bite +6 (1d4/20x2)
Ranged Shortbow +6 (1d4/x3)
Special Attacks Sneak Attack +1d8/+1d4
--------------------
Statistics
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Str 10, Dex 19, Con 14, Int 12, Wis 14, Cha 7
Base Atk +1; CMB +0; CMD 14
Feats Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse
Traits Eye for Plunder, River Rat (marsh or river)
Skills Acrobatics +8, Appraise +2, Bluff +3, Climb +3, Disable Device +10, Escape Artist +8, Fly +5, Perception +7, Profession (sailor) +7, Ride +3, Sleight of Hand +8, Stealth +13, Swim +5
Languages Common, Goblin
SQ Hidden Blade +1
Combat Gear Crossbow bolts (20), Dagger, Masterwork Chain shirt, Masterwork Dagger, Shortbow; Other Gear Backpack, masterwork (5 @ 8.67 lbs), Bedroll, Belt pouch (2 @ 2 lbs), Mug/tankard, Signal whistle, Tanglefoot bag, Thieves' tools, masterwork, Waterskin
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Eye for Plunder +1 to Perception to find concealed/secret objects (including doors/traps).
Hidden Blade +1 +1 bonus on Slight of Hand checks to conceal a light blade.
Hard Head, Big Teeth Goblins are known for their balloon-like heads and enormous maws, but some have even more exaggeratedly large heads filled with razor-sharp teeth. Goblins with this trait gain a bite attack as a primary natural attack that deals 1d4 points of damage. This racial trait replaces skilled.
Sneak Attack +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Full Attack:
Mswk Dagger +5 1d3+1
Dagger +4 1d3+1
Bite +6 1d5
Sneak Attack: 1d8 (dagger) and 1d4 (bite)
I know you said not too crazy on races, but I think this guy can add some nice flavor as a pirate. He lost Trapfinder, but is still +8 in DD. Does he work for you guys?

Bjorkus |

Heh, there is no curve but yes, I tend to agree. I think the archetype writers are too quick to replace trapfinding.
Ultimately, it's not a big deal. Red already mentioned that he can handle the trapfindering. If you like Chubs, you're good to go.

Jman72 |

Heh, there is no curve but yes, I tend to agree. I think the archetype writers are too quick to replace trapfinding.
Ultimately, it's not a big deal. Red already mentioned that he can handle the trapfindering. If you like Chubs, you're good to go.
Yeah, but I am stealthy, have evasion, and have a decent perception to be a scout. Stinks I can't disable the trap. I guess I can scout and then get Red to disable to trap.
Minotaur and Goblin LOL going to be best buds!

Bjorkus |

I was actually thinking the same thing.
You could get trapfinding back with a dip. You'd take a BAB hit but it might be worth it.
You could do Seeker Oracle with the revelation that lets you see through fog. That gets you trapfinding back and if ever got into trouble you could put down a fog cloud and snipe people through it.

Bjorkus |

I'll tell you what he doesn't look like... he doesn't look old, angry, pouty, or unintelligent. And that seems to eliminate most of the avatars.
Male/Female
Race/EthnicityHair Color
Etc

Oladon |
You're so demanding!
So this is the one that's closest to how I imagine him, but the turban is... well, it's a turban. He's young, male (human), unsure in these surroundings but full of fascination at the world.
Medium-long hair (shoulder-length or thereabouts), somewhat tanned skin, eyes with pupils... I like this one somewhat, but the color's off.

Jman72 |

I could do 1st level ranger (Trapper) too-Then go straight rogue. That would increase my BAB and HP. I didnt have the charisma for oracle spells.
I would get proficiency with Kukri too which down the road I could get improved critical and then pass my crits to my minotaur friend?

Jman72 |

Unnamed Hero
Goblin Ranger (Trapper) 1 Rogue (Knife Master, Scout) 1
CN Small Humanoid (goblinoid)
Init +4; Senses Darkvision; Perception +7
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 19 (1d10+1d8+4)
Fort +4, Ref +8, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Kukri +6 (1d3/18-20/x2) and
Masterwork Kukri +7 (1d3/18-20/x2)
Bite +6 (1d4/20x2)
Ranged Longbow +6 (1d6/x3)
Special Attacks Sneak Attack +1d8/+1d4
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 14, Int 12, Wis 14, Cha 7
Base Atk +1; CMB +0; CMD 14
Feats Rogue Weapon Proficiencies, Weapon Finesse
Traits Eye for Plunder, River Rat (marsh or river)
Skills Acrobatics +8, Appraise +2, Bluff -2 (+0 vs. Humans), Climb +3, Disable Device +11, Escape Artist +8, Fly +5, Perception +7 (+8 to locate traps, +9 vs. Humans), Profession (sailor) +7, Ride +7, Sense Motive +2 (+4 vs. Humans), Sleight of Hand +8, Stealth +15, Survival +6 (+8 vs. Humans, +7 to track), Swim +5
Languages Common, Goblin
SQ Favored Enemy (Humans +2), Hidden Blade +0, Track +1, Trapfinding +1, Wild Empathy -1
Combat Gear Crossbow bolts (20), Kukri, Masterwork Chain shirt, Masterwork Kukri, Shortbow; Other Gear Backpack, masterwork (5 @ 8.67 lbs), Bedroll, Belt pouch (2 @ 2 lbs), Mug/tankard, Signal whistle, Tanglefoot bag, Thieves' tools, masterwork, Waterskin
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eye for Plunder +1 to Perception to find concealed/secret objects (including doors/traps).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Hidden Blade +0 +0 bonus on Slight of Hand checks to conceal a light blade.
Sneak Attack +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Track +1 +1 to survival checks to track.
Trapfinding +1 +1 to find or disable traps.
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Fort goes up 2, Ref 1
HP go up 1
Gain Access to Kukri/Longbow
Gain Trapfinding/DD goes up 1