9th lvl bard, Vincent's page

No posts. Organized Play character for wuhan.



Liberty's Edge Goblin Squad Member

Just finished watching Adam Curtis's "The Century of Self" part 3, for like the 4th or 5th time.

At 52:25min in, the questions are asked.

"What do you want?"
"What do you really want?"
"What do you want that for?"

For pathfinder Online, I want what I can't seem to find in the real world.
The fantasy, of "Propriety."

Liberty's Edge Goblin Squad Member

These are all actual lessons and phrases.
(I'd like to see some of these philosophy put in the game.

"To defeat a monster, give it what it wants, and then run like hell."
"A monster feeds, and then it grows. And then it wants more. Until eventually when there is nothing left to consume, it consumes itself."

"A nation without heroes is a cursed land."
"A Martyr and a hero are the same word."
"Heroes are the first to die."
In ancient times, "Heroes did not advertise."

Do good deeds in secret.

If the penalty for committing a crime is death, who dares be a criminal?

When you go after the king, make sure you kill him.

Warfare is about being as evil as you want to be. -Napolean

Call your enemy what you are. And always tell the exact opposite of the truth. -Vladimir Lenin

The illegal we do immediately, the unconstitutional takes a little time. -Henry Kissinger

Liberty's Edge Goblin Squad Member

not to be over looked.

= dancing.

Somehow, I would play a MMORPG game longer if it only had better dancing scripts.

Liberty's Edge Goblin Squad Member

Before Never winter nights came out I was hyped about it for a year and a half.
Oh wow, this is gonna replace Dnd. We're gonna make adventures we can play online!
Played Neverwinter for a year and a half. But never played Neverwinter 2.

When Diablo 2 came out, I was hyped for Diablo3 for 2 years. But it took like 10 years. And I have yet to play Diablo3.

Since this'll be a year and a half before a beta, how will ye keep up the hype?

Would like to see more Q&A videos, and Demos.

Liberty's Edge Goblin Squad Member

1 person marked this as a favorite.

Said in blood bowl chat:
<fangbanger> wuhan, now he's the luckiest SOB on the sight , he's good mind you, but nuffle has truly choseen him as his adopted son, thats a fact jack, but again he skirts the rules , but he's NOT a cheater
<Synn> lol
<Synn> so true

So I don't want to get a criminal or attacker flag. But I want to hamper an operation/organization.

What can I get away?
Stinking Cloud?
Obscuring mist?
Control Weather?
Deeper Darkness?
Earthquake?

Have my pet attack?
Have my summoned monster attack?
Have my charmed creature attack?
Have my paid mercenary attack?

Because what's wrong with paladins paying an assassins guild in favors???
Aren't those that say they want to do the most good, really just politicians?

Liberty's Edge

I was going to have the PC's fight a bunch of low level clerics...

But what happens if all 5 clerics cast doom on the barbarian?

Does it stack?

Liberty's Edge Goblin Squad Member

I imagine the big money is in seizing settlements?

Can a LG settlement, be controlled by an Evil empire, or does it change alignements?

Liberty's Edge

Grappled creatures cannot make attacks of opportunity.
A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple.
Grappled creatures cannot move and take a –4 penalty to Dexterity.

does the -4 penalty to dexterity stack with the -2 to combat maneuver checks? so you'd have a -4 CMD?

if a dire bear is grappling a PC. And another PC bull rushes the bear, away from the grappled PC, does that break the grapple?

Liberty's Edge

Scene:

x = empty space
P = PC (move speed 30')
B = Barrel/Furniture (+2ac partial cover, difficult terrain)
M = Monsters with Crossbows

xxxx
xxxx
xxxx
xxxx
PPPP
xxxxxxxxBM
xxxxxxxxBM

If a PC decides to hide around a corner, and fire with their ranged weapons or spells, how much cover would they get?
Do they have line of sight on the Monsters?
Can they even fire around the corner?
Would they need shot on the run to even make this attempt?

Liberty's Edge

EL5 encounter, for lvl 3 PCs.

The fight is 5 CR 1/2 fast zombies, and 2 CR 2 Juju zombies 2hd.

Making a Juju Zombie Ninja, and a Juju zombie monk.
They get equipped like normal NPCs.

Should the Zombie monk, get a potion of mage armor. Effectively giving
him AC23?

He has Combat Reflexes, Improved Grapple, and Body Guard.
While the ninja, has dodge, mobility.

Motto: It's not a fight until someone dies!

Liberty's Edge

Scene: 3rd level PC's have moored their ship to the pier. Arrived on Pirate Island.

The walk up a steep 80' steep slope, to the Large Pirate Building. Pirates are in a building at the top of the slope. The door is slightly ajar, and the pirates are hiding with full cover.

When the PC's enter within 30'. The make perception checks dc23.
Failure indicates surprise.

5 Pirate, Sailor CR 1/2 +1 Cleric1/Bard1 +1 Barbarian1/Cleric1 (Besmara)
rush out of the building Seal Team 6 style, and surround the PCs.

Their tactics are don't let the Pcs gain the higher ground, but 5' downhill for a flank.

Initiative is rolled. Pirates surround the PC's. While the PC's are somewhat still in their formation.
Then the Pirate/Bard casts Grease on a cluster of PCs.
A PC fails, and slides down the steep slope...

Do the Pirates get AOO while the PC's slide down between them?

Steep Slope: Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter each square of steep slope. Characters running or charging downhill (moving to an adjacent square of lower elevation) must succeed on a DC 10 Acrobatics check upon entering the first steep slope square. Mounted characters make a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2 × 5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Acrobatics checks by 2.

Liberty's Edge

If my Halfling Samurai, uses Aid another on his Wolf mount.

For a successful +2 attack, +4 because of helpful trait,

And the mount hits with his next attack, and gets to trip for free,

Is the Trip also at +4 CMB?

Liberty's Edge

Scene: 5 Villains are up a 20' ledge, 10' x 15' Raining down Ranged touch spells, and arrows, on the PCs.

The PC's are on a 5 ft 10inch wooden walkway that leads both to the ledge with the villains and away from it.

If the PC's don't want to have Spellcasters in their back ranks pick them off a ledge like playing the Atari game Carnival...

How do the PC's climb up the ladder and fight the villains?

Full Name

Myrgar

Race

Goblin

Classes/Levels

Cleric of Zarongel 1; HP: 8/8; AC:18 T:15 FF:14; Fort: 2 Ref: 4 Will: 4

Gender

Male

Size

Small

Age

14

Special Abilities

Darkvision

Alignment

N

Deity

Zarongel

Languages

Goblin, Common

Occupation

Vagabond

Strength 12
Dexterity 18
Constitution 10
Intelligence 10
Wisdom 14
Charisma 12

About Myrgar

Stat block is at the bottom of the page.

--------------------------------------------------------------------------- --

A married couple of researchers, magical scientist type people, wanted to conduct a nature vs nurture experiment, and decided to capture a baby goblin to raise from near birth. They plotted out a plan to raise it like a child in a typical human society, and put their plan into action after consulting several experienced child rearers. (What you common folk might call "mothers.") They paid several of the village warriors already combating a local goblin problem to bring back a live goblin baby that they could raise.

The experiment went fairly well for the first few years. The goblin child, Myrgar, though sharing some goblin-like tendencies such as fascination with fire and a ridiculous amount of energy, loved his "parents" deeply and respected their rules. (Although curiosity sometimes got the best of him, he never broke the rules for the simple sake of breaking them.) With that said, the day finally came when Myrgar brought up the topic of leaving the house. The two researchers had thought at one point that exposure to the town's population would provide an unnecessary variable in their study, but little by little came to accept that keeping a growing goblin cooped up in their house would lead to inevitable disaster.

So one day, they agreed that Myrgar could leave, as long as he never left their sight.

Big mistake.

Upon seeing the two researchers walking side by side with a goblin, whispers and rumors ran rampant through the town. Some said that the researchers were aiding the nearby tribe of goblins in ambushing the town. Others thought that the couple had been put under a spell. It was generally agreed that something must be done, but no one could agree upon what. A town guard decided to take it into his own hands.

He seized Myrgar from the couple on one of their walks, not caring about their cries of protest in the slightest. The guard interrogated the goblin fiercely, at several points threatening violence. Myrgar had no idea what was going on, of course, and at one point broke down in tears, begging the guard to explain what was happening to him. Myrgar didn't understand everything that was said, but something about a battle and goblin scum and human deaths... When Myrgar still pled to know nothing, the guard finally gave up and returned the goblin to his home with strict orders not to leave.

The conversation that followed Myrgar's returning to home was the most important turning point in his life. After demanding to be told what was going on, the researcher couple had to inform Myrgar for the first time that he was a goblin, not a human, and was thus treated differently from humans. After a long conversation regarding the difference between different species of humanoid, Myrgar asked the dreaded question. If he wasn't the child of the researchers, who were his parents? Long poking and prodding of his caretakers' minds revealed to him the truth. His mother had been slaughtered so that he could be the test subject for the developmental study. A goblin was the perfect subject, as they were, according to what the researchers stated, "primitive, animalistic creatures" who needed to be taught how to live properly or be executed.

Completely shocked and outraged, Myrgar fled from his first home, never to return.

After fleeing from his home, Myrgar found himself lost in the massive forest surrounding his home town. On the verge of starvation, he learned that his stomach could tolerate food of which he never thought was even digestible. Hard, armored insects, mushrooms (that very likely would have been poisonous to any creature with a stomach not as resilient as a goblin's), even rats were fair game. All through this period of pure survival, Myrgar longed to find goblins that he could call his family; he longed to find out where he came from. The opportunity was much closer than he expected.
Myrgar was introduced to the Bushfire goblin tribe in a very unfortunate manner, involving him being attacked by two goblins and immediately taken prisoner. He was kept in a small den guarded by a goblin dog. While he finally had the opportunity to observe the lives of his own kind, Myrgar was panicked. He had no idea if he was to die in the den, be eventually eaten by the dog, or be executed for trespassing in the Bushfire tribe's land, but a stroke of luck came to him one day. A goblin moved into view of the den's opening one day, followed by several other goblins all holding torches. Myrgar called out to them to ask what was going on, but instead of receiving the expected response of "being burned alive," he instead recieved "being blessed."

What followed involved lots of dangerous games involving fire, setting a pile of leaves on fire, and then settling down to pray... around a fire. A few goblins of the Bushfire tribe had reasoned with their leader that if Myrgar could be made to worship Zarongel, he would be redeemed for his trespassing and be set free. Myrgar had no idea of this deal, but was so intrigued by the ceremonies of the goblins that he asked of his own accord to be taught the ways of Zarongel. During the next several months, Myrgar studied under the tribe's resident cleric of Zarongel and found that as he studied, he felt stronger as well. Before long, he was casting several basic clerical spells granted to him by the great Zarongel.

Something still greatly disturbed Myrgar about his relatively happy life at this point, though- humans and goblins were constantly at each other's throats. Having lived amongst both races, Myrgar truly felt for both of them, despite his "parents'" awful deeds.

One day, Myrgar left his tribe with fond farewells. (And a fond bit of fire-play.) He wanted to continue his quest for understanding of himself and the world around him. He wished to travel as far as he could, to the ends of the earth, to try and understand the ways of every race of Golarian, to understand their actions, and to survive in a world full of so much hatred.

--------------------------------------------------------------------------- ---------------------------------------------------------

Myrgar's Notable Traits

-Asks lots of questions; very curious and seeks understanding
-Hates sleeping inside houses, or anywhere other than under the open sky, really.
-Can be naive due to his extreme isolation during early development
-Tries his hardest to be kind to those who have shown him kindness, but won't go out of his way to help those who aren't his friends
-Doesn't like those who he finds "boring."
-Like most goblins, he loves fire
-Is more likely to become frightened than angry
-Both fascinated and disturbed by any kind of racial hatred

--------------------------------------------------------------------------- -------------------------------------------------------------
HP: 8
Base Speed: 40 ft
Armor Class: 18; Flat Footed: 14; Touch 15
Fortitude Save: 2; Reflex Save: 4; Will Save: 4
BAB: 0; CMB: 0; CMD: 14
Faint Aura of Evil

Feats:
-Additional Traits- Pick two additional traits for your character

Traits:
-Armor Expert- When wearing a suit of armor, reduce the armor's armor check penalty by 1, to a minimum of 0.
-Beast Bond- You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.
-Dog-Sniff Hate- You gain the scent special quality but only against canine creatures, like dogs or wolves, including monstrous hounds such as hell hounds, yeth hounds, and even werewolves. You gain a +2 trait bonus on attack rolls against dogs you can smell.
-Flame-Touched- You gain DR 1/— against creatures and attacks with the fire type.

--------------------------------------------------------------------------- -----------------------------------------------------------

Clerical Abilities (Animal/Travel Domains)

Channel Negative Energy 1d6, 4/day, Will Save DC 12
Speak with animals 4 rounds/day

Spells per day:
Level 0: 3
Level 1: 2+1

Spells prepared:
[Lv. 0] Detect Magic
[Lv. 0] Guidance
[Lv. 0] Spark
[Lv. 1] Firebelly
[Lv. 1] OPEN
[Lv. 1] Calm Animals

--------------------------------------------------------------------------- -----------------------------------------------------------

Skills:
-Acrobatics: 4
-Appraise: 0
-Bluff: 1
-Climb: 1
-Craft (None): 0
-Diplomacy: 5
-Disable Device (Can't use): 4
-Disguise: 1
-Escape Artist: 4
-Fly: 4
-Handle Animal (Cant's use): 1
-Heal: 2
-Intimidate: 1
-Untrained Knowleges (Can't use): 0
-Linguistics: 4
-Perception: 2
-Perform (None): 1
-Profession (None): 2
-Ride: 9
-Sense Motive: 2
-Sleight of Hand (Can't use): 4
-Spellcraft: 4
-Stealth: 4
-Survival: 2
-Swim: 1
-Use Magic Device (Can't use): 1

Weapons: Light Crossbow, Morningstar
Light Crossbow- Range: 80 feet; Attack Bonus: 5; Damage: 1d6
Morningstar- Attack Bonus: 2; Damage: 1d6

--------------------------------------------------------------------------- --------------------------------------------------------

Carrying Capacity: Light: less than 32.5 lbs; Medium: less than 64.5 lbs; Heavy: less than 97.5 lbs

On person: Studded Leather Armor, Light Crossbow, 10 Bolts, Dog Paw Necklace (holy symbol), Morningstar

CP: 0
SP: 0
GP: 0