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![]() 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. ![]()
![]() 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 -------------------- DEFENSE -------------------- AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size) hp 10 (1d10) Fort +2, Ref +4, Will +0 -------------------- OFFENSE -------------------- 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): -------------------- STATISTICS -------------------- 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) -------------------- SPECIAL ABILITIES -------------------- 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. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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 -------------------- DEFENSE -------------------- AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size) hp 8 (2d8) Fort +2, Ref +7, Will +0 -------------------- OFFENSE -------------------- 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 -------------------- STATISTICS -------------------- 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; -------------------- SPECIAL ABILITIES -------------------- 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. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Goblin (x3):
This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head. -------------------- GOBLIN #1 CR 1/3 Male Goblin Warrior 1 NE Small Humanoid (Goblinoid) Init +6; Senses Darkvision (60 feet); Perception -1 -------------------- DEFENSE -------------------- 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 -------------------- OFFENSE -------------------- 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) -------------------- STATISTICS -------------------- 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; -------------------- 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) -------------------- SPECIAL ABILITIES -------------------- Darkvision (60 feet) You can see in the dark (black and white vision only). Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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 -
I find that the Pathfinder SRD is a great reference tool.
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. |