Goblin

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I feel - reading over the few replies I do have here- that I might have sorely misrepresented myself by vice of gratuitously over simplifying not only my build, but my intentions and most importantly the context. As Bobx3 has so aptly questioned, "why?" - and to that I answer 'doh I guess it was kind of stupid to try and slap the bare minimum of my hodgepodge build onto the forums and NOT expect people to try and tear it apart' because... well... it is a hodge podge of crap. Though hey! That is /vaguely/ the point and should everyone viewing here have the patience to read into it I will sort of have to explain the context and thought process into exactly why I am doing what I am doing. So- to start us off?

(On a related tangent, my default icon the forums have gifted me is oddly serendipitous to how I am feeling right now)

The Character
The characters name is Na Tai, a character concept'ed to make the idea of playing a barbarian interesting to me, because after working through other martial classes I have saved the rage boys for last- however faced with the task of forming up a barbarian character based around the classic Conan archetype I found myself utterly BORED with this idea. To save some time I will summarize the next few steps: I remembered that Conan the Barbarian was loosely based on Genghis Khan himself and decided that the most well known of the Mongol... would you call it a dynasty?... would be a fantastic place to start building up this character.

I took the Carefully Hidden and Military Training traits to give my martial class a +1 to will saves flat, a +2 to resisting divination effects and the military training to give my boy access to two exotic weapons. I picked the fauchard because the fauchard is an awesome weapon with trip and reach. Also the fauchard is a 1d10 polearm weapon that seems like it could be very useful for the flavor of Mongols (and Hongals) being primarily mounted combatants -also reach is dope- and the Bolas because the fauchard already also has Trip so why not give myself a ranged tripper as well.

Ontop of this I took a campaign trait that gave me another +1 to will,
(you will(ha) be seeing this as a theme with this build as we move forward, for reasons that will also be explained later) -and a drawback that gives a -2 to bluff and diplomacy

And since Na Tai, at this point in the build already has an affinity for trip, I will need to give him some combat maneuver feats to allow the guy to do this job as I plan to stick with this weapons build.

Now then, with the ground work for this mere concept out of the way, we can focus onto why oh why I would try to slap together such a assortment of weird mixes for what I am apparently trying to go for.

The Build

It is here that I must admit to an teensy-weensy lie from my first post when I called the character a combat maneuver fighter, that isnt actually true. The way I'd like the fighter to behave is as a 'flex' warrior who is adept at dealing with all kinds of physical challenges both in and out of battle, combat maneuvers will just help him do this. Every fighter I have ever played alongside has been consistently brought down by the dreaded Will Save (usually to a dominate person at higher levels once they can totally turn around and murder their allies) and for Na Tai? I really don't want that so the concept of buffing my saves is a big, big, big mark that I want to make sure I have cleaned up- even if that means I have to sacrifice other aspects in order to get there. Oh also I plan to keep light armor for the obvious reasons as we move forward- Which brings us to-

>>>>>Unbreakable Fighter

Now since I kind of have to commit to the trip combat maneuver (past the weapons its a really good one early game anyway) then in my mind, for this character I sort of have to go fighter in order to best facilitate the feat tax it'll take to get my Trip up to snuff, I am also going to focus on Grapple and Dirty trick and that should pretty much have me covered for CMB' stuff that I want to focus on for the character right? So by taking some levels in fighter I get a nice fat bonus to my fortitude and my BAB becomes damned respectable for a guy who is gonna be in the middle of the fray (as one should expect from a fighter) And looking at the archetypes, what do I see? But an archetype that boosts my will save? Well damn isn't that tantalizing? I'll take it! At first level it takes away my bonus combat feat from fighters, BUT it gives me endurance and diehard. I know, I know, these feats aren't necessarily all that great but it'll let me sleep in my armor to prevent night ambushes and me without my armor on and gives me a +4 to a bunch of circumstantial checks that might help eck-out the last bit of survival I will need in situations... holding breath while swimming.... forced marches... they might not come up but if they do I will be GOTDANG READY... and die hard? Well it'll let me keep fighting once I reach 0 HP as 'disabled' whiiiiiiich isnt super good.... but we'll get to that later!

Now the bonus to Will is nice, inarguable. And I personally will only ever call a 2 for 1 feat deal a good thing, but again there will be some nice combos to discuss once we get to the barbarian side of things. The hits to weapon and armor training is bad, but... I think I can actually get my GM to help me out here so considering I am only going to level 6 with unbreakable fighter I am only losing the first level of weapon training and little else. Which sucks. But doesnt destroy my already respectable damage and to-hit.

SAVES @ LEVEL 6 UNBREAKABLE FIGHTER
(These are considering my stats AS a level 1 character as they are right now with no magical items or benefits)

FORTITUDE: 5 [+2 CON] =7
REFLEX: 2 [+1 DEX] = 3
WILL: 2 [+2 Traits] [+2 Unbreakable] = 6

Next up!

>>>>>Martial Artist Monk

Now considering the fact that I am only going 2 levels into monk, the benefit of the Martial Artist is inarguable as it will let me straight up ignore the alignment restrictions of Monks- with the first change of this archetype coming in at level 3 it feels kind of like a get-out-of-jail free card.

For Monks though? +3 to every single one of my saves across 2 levels only? Benefit. Free unarmed strike in case I am without my weapon? Benefit. Stunning fist? Two free bonus feats? One of which I can take Improved grapple for? Maybe Dodge, or Deflect Arrows? I don't know about that second one, we'll see by the time I actually start taking those levels. And the reason I am dipping in the first place, Evasion as a fighter main. I get to make a reflex save and possibly negate AoE Damage? Are you kidding me? As a flex fighter this is an absolute in my mind to give me the ability to handle tough situations that a lot of fighters can... but usually by just tanking the damage.

And hey, fun little benefit, if I am ever trapped, caged or anything where I dont have my gear, these levels will help carry me with bonus to AC and damage.... of course I will have to see what I can do about pumping my wisdom but for now that point is kind of moot.

SAVES @ LEVEL 6 UNBREAKABLE FIGHTER + 2 MONK
(These are considering my stats AS a level 1 character as they are right now with no magical items or benefits)

FORTITUDE: 5+3 [+2 CON] =10
REFLEX: 2+3 [+1 DEX] = 5
WILL: 2+3 [+2 Traits] [+2 Unbreakable] = 9

>>>>>Unchained Barbarian

Oh Na tai, my son, what a wild ride we've taken to get you here all the way to a level 10 character with only 2 of those levels actually being in barbarian. But what do we get from 2 levels of Unchained Barb? Well since I plan to keep you in light armor, you get fast movement. So that's an extra 10ft of movement. Awesome. You get a Rage bonus, which we will get to in a little bit! But you also get a nice rage power just to top you off (I am taking auspicious mark) AND uncanny dodge which means it is going to be hard as balls to flank me and otherwise squirm through to hit me flat footed... which while wont be impossible... is another line of defense I am racking up alongside evasion to prepare this character for the later game where everything is looking to hit your Will saves and using AoE spells etc etc etc!

Now then onto how /unchained/ rage works! Unchained rage is much much simpler for the trade off of being a bit less powerful and a lot less risky! At second level I will be able to rage 3+Con(2)+2=7 rounds per day! Nice! But at a flat rate I will gain the following:
+2 on my to-hit
-2 to my AC
+2 to Damage
2 Temp HP per hit die (not barbarian level, straight up hit die which since i'd be level 10 by the end of this, is an extra +20 hp when I enter a rage.)

Now what I like to do with Barbarian Rage is take Combat expertise... which subtracts -1 to-hit and adds +1 AC with an additional 1 for high enough BAB, in my game the GM house rules that you can choose to take a lesser bonus from Combat Expertise meaning at level 10 I can take -2 to-hit and +2 to AC which if my math is correct would totally cancel out the barbarians rage to-hit and AC penalties and bonuses' and instead give me a pure +2 to damage and +20 health.

Which in a situation where my character suddenly drops below 0 health and I am left when an immediate action to act as a disabled character? I enter a rage and BOOM a +20 health back in my pool to give my character a chance to RUN THE F*CK AWAY- assuming I havent burned through those temporary HP of course.

SAVES @ LEVEL 6 UNBREAKABLE FIGHTER + 2 MONK + 2 UNCHAINED BARB

FORTITUDE: 5+3+3 [+2 CON] =13
REFLEX: 2+3+0 [+1 DEX] = 5
WILL: 2+3+0 [+2 Traits] [+2 Unbreakable] = 9

BAB= (+6/+1) + (+1) + (+2)

SO since I am building a flex fighter with barbarian flavor with a monks level of combat acumen and hugely great saves for characters of equal level- trading off AC and BAB for Evasion, Uncanny dodge and sustainability while still being able to pump out good damage with the benefits of two handed fighter + power attack... I donno... I feel like this answers the question as to why pretty thoroughly......... although super long windedly.

The question I am struggling with is what the heck to do next, I'd like to figure out how to bump my AC I suppose but I don't think that's what I can do with classes.


Hendelbolaf wrote:
Since barbarian and monk have an alignment conflict, you may want to talk with your DM on how to best work through that. You will need to take one or the other completely before you change alignment and then cannot progress in the previous class anymore.

Martial artist monk doesnt require lawful alignment, my char is true neutral


Alright, so i'm starting my combat maneuver martial fighter, and my plan is to do 6 levels in unbreakable fighter, 2 levels in martial artist monk and 2 levels in unchained barbarian.

The plan is to take these levels in barb and monk to net me evasion and uncanny dodge, plus the nice little bonus health that barbarian rage will allow me. Plus hey, free unarmed strike from the monk levels for when im disarmed in an emergency and a niiiiice boost to my saves.

I am probably going to take the two barbarian levels early to get that bonus health for the early game but I am generally wondering what to do with the other 10 levels of my build as I cannot for the life of me figure out what prestige class might work.

I am a human fighter, flavored to be a member of the Hongal coming to a foreign land to conquer it for his ancestors... as such I considered spending my last 10 levels into shaman but that seems like it could seriously stunt my martial capability.

STR 17
DEX 12
CON 15
INT 11
WIS 11
CHA 10

I'd really like some advice on when to start taking levels in my monk/barb and what else I could do with this build.


DM_aka_Dudemeister wrote:

I think machine gods are well covered by Brigh and events in Iron Gods.

I'm thinking chemistry, transformation and explosions.

Brigh covers constructs and the alike more often than not? The creation of magical items and alike, the image I was conjuring was purely technology in a purely (and a bit ironically) secular sense. Brigh for sure covers invention, but invention for the sake of inventing. Honestly, in a stricter sense Brigh feels more like a robotic (gee I wonder why, right?) deity of science than a God of the bonding of humanoid and machine in order to progress (and in this literal case, be on par with gods themselves). Again, this was just the idea I got from it.


Scavion wrote:
DM_aka_Dudemeister wrote:

I could definitely see a god of Alchemy being a great addition to the gods, but what if it was a God of Alchemy and Guns as they become more prevalent in the setting.

A God of technological progress is the vibe I'm getting.

It's a good vibe.

This would have to be some kind of grease rat rogue or a plain ol' good crafter build. Even if they're not an alchemist. Just a god of Craft, Creation and Technology who passes the test and then just shows up in the pantheon like WHAT UP FOOLS I GOT MAGIC /AND/ TECH NOW. Just totally dismissive of divine powers of others because he made it on his machinery.

If their name isnt a play off a Deus Ex Machina thing I will personally be disappointed.

For those who dont know the literal meaning of that common phrase, it literally means : God from the Machine.


Shiroi wrote:
You probably should share yourself first, since it's your thread. Have you ever seen someone start a "1001 ways to ____) type thread and NOT put the first one (or ten) down? Get people in the mood for it, show us the fun, give us a format to follow.

Yknow what? This is a good point, I was going to originally make an edit to the original post only to remember- well oops.

I'll just lay out my idea here, its pretty in depth considering its the one that spawned the threat concept.

Stabsneed the patron God of Goblin Civilization.

What may be surprising to a few of you but this God would be lawful!

To get the whole idea there is a large backstory here, and ill add a TLDR to the bottom.

Goblin God Summary:
Their life started as you'd normally expect, born in a vast goblin swamp city of Bogseep (though 'city' is still a generous term if for no other reason the population density) one night when he was a young, young little critter a group of humans on a pilgrimage through the swamp was captured by the war-parties of Bogseep and dragged back for whatever purposes Bogseeps elder would have for them- curious and through sheer dumb luck the young Stabsneed found his way to their cages past the gaurds, their leader, a Monk named Yoku tried to communicate with the young goblin (knowing their tongue) and offer him a deal. If the young goblin would release him, Yoku would give him a massive blue gem on his belt and train him to become strong... and when offered... Stabsneed promptly yanked the jewel away from him ( again, dumb luck) and left the entire group of humans for dead... he ran out of the city to hide his new shiny prize. However, the monk apparently had plans for the gem before having actual plans to give it away, it acted as a catalyst of communication (much in similar respects to clerics) and Stabsneed experienced the sight of a divine, no one is entirely sure which God it was, but someone intervened.

The young goblin, in fear of the mighty magic agreed to the Gods terms and became a monk himself with strict orders for training, perhaps for absolution? Not to be smitten? Perhaps this goblin was special? Though thats probably unlikely . The rest of his life Stabsneed, who later would use the name Yoku in respect and mourning for the original monk who he had left for dead, would train... and learn... and adventure! Until the fates brought him back to his home of Bogseep, years and years later in his mid life. His goal was to train, teach and oversee the city now and turn it into an actual civilized city that could even compete with that of human cities.

Upon returning to the swamp now, he'd found that it had been overtaken by... the original Yoku... far more sinister and sick than how the goblin had originally left him. A battle happened, it was close, and kind of epic but it resulted with Stabsneed taking back Bogseep for goblins, out of respect his renounced the name Yoku and convinced the other goblins to give the tyrant monk a proper swamp burial and then... proceeded to spend the rest of his life until old age building the infrastructure of the goblin city. Actual stable and sturdy buildings were constructed, massive classes would form listening to the powerful goblin monk speak, writing no longer stole the words from their heads! Well... it did but the paradigm was changed, writing now stole the old words from your head so new, fresh ones could form, it allowed you to record yourself for the future to enjoy. And with all of that, the city would start to grow into what Stabsneed wanted.

The years between his installation as leader and him taking the test of the Starstone was unfortunately not as well recorded, even with the taboo of writing removed, goblins songs say different things, but one thing was certain, on the edge of his death the great monk leader Stabsneed took a group of his disciples on a pilgrimage of his own- to take the test of the starstone and cement his addage that the true potential of goblins. He took ten goblins in with him, all who were willing to die for him... and they probably did. But the test was passed and Stabsneed became an ideal of goblins... ones that meant they didnt have to be at odds with other species, or themselves.

TL;DR A goblin starts training as a disciplined monk, leaving his home city. Decides he was going to change the lives of every goblin for the better by starting a vast change for goblins, pushing them to be more educated, trained, etc. He returned to his city, became its leader and through his whole life, which though relatively short he had the potential of the entire city behind him which made things move along way quicker than anyone could have expected, and reformed an entire goblin city. When he was super old he took a group to do the test of the starstone, and ascended.

This character being a God in canon has the potential to change the entire landscape of goblin behavior, or actually, at least makes the range wider between what can be expected of the common goblin. He would represent progress, civilization and the innate potential of every goblin. Its all very saccharine, I know.


I always liked the idea of Paizo opening a contest for the pathfinder RPG for people to submit their own heroes/ characters for the trials of the Starstone to become a new official god in the canon RPG. Though I imagine this won't be a thing anytime soon, unless it already was and I totally missed that... ANYHOW...

What is a character you'd put forward for the Test of the Starstone. Characteristics, alignment, dominion, character backstory, associates and heralds. Literally all the details youd want on the prospect wiki page. Included in this is new gods you have made for your own purposes, this is homebrew afterall.

I do have one but I wont share myself yet I am way more interested in other peoples.