Goblin

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I'd like someone to double check me on this... but I believe the Dual-Cursed Oracles only gain the "bonuses" from one of curses they take. The second curse never gets better. So if you took Clouded Visions as second curse, you never get beyond 30' range vision.

"A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits."

So he would only be gaining oracle curse bonuses for either deaf or clouded visions, not both.


Thanks for the advice. I am hoping it won't be as brutal as you're predicting. Maybe others can chime in and give their opinion.

The group is going to encounter this next Friday.

Today we had a great game getting the party together and having a lot of great role playing. I'm very excited about this campaign.


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I am getting to start a campaign.

The party is stranded on an abandoned island awaiting rescue. Upon exploring the island they will discover they aren't the only inhabitants.

Near the islands center lies a small goblin encampment. The goblins are led by a Goblin Ranger and his monkey, King O-ma-bu-sha-ka.

There will be 4 players, fighter/oracle/rogue/bard, with higher than normal stat lines. This will be a slow, long campaign.

Below are the creatures they will encounter. I'm looking for advice if this seems like fair-challenging encounter for them on their first night. They are all very experienced and advanced players that work well together.

Goblin Ranger:

GOBLIN RANGER CR 1/2
Male Goblin Ranger 1
CN Small Humanoid (Goblinoid)
Init +2; Senses Darkvision (60 feet); Perception +4
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DEFENSE
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AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 10 (1d10)
Fort +2, Ref +4, Will +0
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OFFENSE
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Spd 30 ft.
Melee Unarmed Strike +1 (1d2-1/20/x2)
Ranged Shortbow +4 (1d4-1/20/x3)
Ranger Spells Known (CL 0, 1 melee touch, 4 ranged touch):
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STATISTICS
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Str 9, Dex 15, Con 10, Int 10, Wis 11, Cha 8
Base Atk +1; CMB -1; CMD 11
Feats Point Blank Shot
Skills Climb +3, Fly +4, Handle Animal +3, Perception +4, Ride +10, Sense Motive +1, Stealth +14, Swim +3
Languages Goblin
SQ Enemies: Humanoids (Human) (+2 bonus) (Ex), Track +1, Wild Empathy +0 (Ex)
Combat Gear Arrows (20), Leather, Shortbow; Other Gear Backpack (empty), Flint and steel, Meat, chunk of (4), Waterskin (2)
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SPECIAL ABILITIES
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 +1 to survival checks to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Note: King's weapon is a Stingchuck, just renamed for fun.

King O-ma-bu-sha-ka:

KING O-MA-BU-SHA-KA CR 1/4
Male Monkey Rogue 1
NN Tiny Animal
Init +3; Senses Low-Light Vision; Perception +5
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DEFENSE
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AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 8 (2d8)
Fort +2, Ref +7, Will +0
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OFFENSE
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Spd 30 ft., Climbing (30 feet)
Melee Bite (Monkey) +0 (1d3/20/x2) and
Unarmed Strike +5 (1/20/x2)
Ranged King's Rancid Poo of Flinging +5 (1d2/20/x2)
Space 2 ft.; Reach 0 ft.
Special Attacks Sneak Attack +1d6
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STATISTICS
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Str 10, Dex 16, Con 10, Int 10, Wis 11, Cha 3
Base Atk +0; CMB +1; CMD 11
Feats Rogue Weapon Proficiencies, Weapon Finesse
Tricks Attack [Trick], Down [Trick], Fetch [Trick], Fighting [Trick], Seek [Trick], Stay [Trick], Work [Trick]
Skills Acrobatics +15, Climb +16, Escape Artist +7, Fly +7, Perception +5, Sleight of Hand +8, Stealth +16, Swim +7
Languages
SQ Fetch [Trick], Fighting [Trick], Hero Points (1), Seek [Trick], Trapfinding +1, Work [Trick]
Combat Gear King's Rancid Poo of Flinging;
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SPECIAL ABILITIES
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Climbing (30 feet) You have a Climb speed.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.
Work [Trick] The animal pulls or pushes a medium or heavy load.

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Goblin (x3):

This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.
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GOBLIN #1 CR 1/3
Male Goblin Warrior 1
NE Small Humanoid (Goblinoid)
Init +6; Senses Darkvision (60 feet); Perception -1
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DEFENSE
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AC 16, touch 13, flat-footed 14 (+2 armor, +1 shield, +2 Dex, +1 size)
hp 6 (1d10+1)
Fort +3, Ref +2, Will -1
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OFFENSE
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Spd 30 ft.
Melee Light Shield Bash +2 (1d2/20/x2) and
Shortsword +2 (1d4/19-20/x2) and
Unarmed Strike +2 (1d2/20/x2)
Ranged Shortbow +4 (1d4/20/x3)
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STATISTICS
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Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Acrobatics +1, Climb -1, Escape Artist +1, Fly +3, Ride +9, Stealth +9, Swim +3
Languages Goblin
Combat Gear Arrows (20), Leather, Shield, Light Wooden, Shortbow, Shortsword;
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ECOLOGY
--------------------
Environment Temperate forest and plains (usually coastal regions)
Organization Gang (4-9), warband (10-16 with goblin dog mounts), or tribe (17+ plus 100% noncombatants; 1 sergeant of 3rd level per 20 adults; 1 or 2 lieutenants of 4th or 5th level; 1 leader of 6th-8th level; and 10-40 goblin dogs, wolves, or worgs)
Treasure NPC gear (leather armor, light wooden shield, short sword, short bow with 20 arrows, other treasure)
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SPECIAL ABILITIES
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Darkvision (60 feet) You can see in the dark (black and white vision only).

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In total the encounter would be the ranger, 3 regular goblins, and King (monkey).

Please give me your opinions on what you think of this. I haven't provided the tactics etc, but the goblins and monkey will work together as best a bunch of goblins and a poo flinging monkey can ;)


Wiggz,

I've been doing some research on Paladins and looking at various guides etc to help me make informed decisions and to get ideas for character paths.

The Archer Paladin can be a very strong build from what I've read, much like the Fighter Archer builds. Here is a link to one of the guides I found that covers some of the Archer Paladin feats and other things.

Google Doc Link -
Bodhi's Guide to the Optimal Paladin

I find that the Pathfinder SRD is a great reference tool.
Pathfinder SRD

Best of luck with your search.

- Dodson


If you don't want to go pure healing, I would suggest looking at Mystery of Heaven for oracles. For clerics you could look at Domain of Luck and Domain of Travel. I'm currently working on a build right now for new group that is going to be starting up in Ptolus and I've been hashing out what I want to play. We don't have nearly that much room to work with though power wise, we're just doing high fantasy - 20 point builds.


You could always go with Oracle with haunted curse. Solid spell casting abilities depending on build and ability to heal when needed.

I would take the 2nd set of bonuses and as the +2 Charisma and +2 Wisdom, along w/ other two powers are very nice. Ventriloquism at will as a spell like ability would be very fun to have.

Also you could do a mean cleric with that second set of abilities.