Krag Bloodshield
Dwarf Paladin (Stonelord) 1
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 21, touch 13, flat-footed 18 (+6 armor, +2 shield, +3 Dex)
hp 16 (1d10+6)
Fort +5, Ref +3, Will +4; +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee heavy shield bash +4 (1d4+3/×2) and
. . dwarven dorn-dergar +4 (1d10+4/×2) and
. . throwing axe +4 (1d6+3/×2) and
. . warhammer +4 (1d8+3/×3)
Special Attacks hatred, stonestrike
Spell-Like Abilities
. . At will—detect evil
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Statistics
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Str 16, Dex 16, Con 16, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 17
Feats Steel Soul, Toughness
Traits conspiracy hunter, glory of old, indomitable faith
Skills Knowledge (nobility) +4, Perception +6, Sense Motive +5
Languages Common, Dwarven
SQ aura of good, greed, hardy, rock stepper, slow and steady, stability
Other Gear Lamellar (steel) armor, Heavy wooden shield, Dwarven dorn-dergar, Throwing axe (2), Warhammer, Paladin's kit, 54 GP
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Special Abilities
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Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonestrike +1 (1 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 2 hardness & if on earth/stone add to CMD.
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Kragthorn Al'Trin
Dwarf Fighter (Armor Master) 1
LN Medium humanoid (dwarf)
Hero Points 1
Init +3; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 20, touch 13, flat-footed 17 (+5 armor, +2 shield, +3 Dex)
hp 16 (1d10+6)
Fort +5, Ref +3, Will +1; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee heavy shield bash +4 (1d6+3/×2) and
. . dagger +4 (1d4+3/19-20/×2) and
. . dwarven waraxe +4 (1d10+3/×3) and
. . throwing axe +4 (1d6+3/×2)
Special Attacks hatred
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Statistics
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Str 16, Dex 16, Con 16, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 17
Feats Steel Soul, Toughness, Two-weapon Fighting
Traits armor expert, conspiracy hunter, suspicious
Skills Craft (weapons) +4 (+6 on checks related to metal or stone), Perception +6, Sense Motive +6; Racial Modifiers craftsman
Languages Common, Dwarven
SQ hardy, hero points, rock stepper, slow and steady, stability
Combat Gear Oil (2); Other Gear Scale mail, Shield Spikes Heavy wooden shield, Dagger, Dwarven waraxe, Throwing axe (2), Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Flint and steel, Rope, Trail rations (7), Waterskin, 174 GP, 7 SP
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TRACKED RESOURCES
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Dagger - 0/1
Throwing axe - 0/2
Trail rations - 0/7
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Special Abilities
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Armor Expert -1 Armor check penalty.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
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background:
Kragthorn Al’Trin a.k.a Krag Bloodhand
It was a dark eerie morning, the mist had settled unnaturally thick little could be seen and the noise of the caravan was muted. He had his brothers at arms had been hired to protect a particularly valuable cargo. It didn’t take long of the attack to come, the goblins came screaming over the hill as their information had suggested.
Krag’s first skirmish was fierce and quick, the goblins fell beneath dwarven axes and their blood soaked the road. The cargo unharmed, they prepared to continue on their journey there was one thing left to do. Krag reached into a pool of blood soaking his hand. Placing his hand on his shield to leave the mark of those who complete their right if passage in the house of Trin, the Bloodhand.
House Trin:
The House of Trin
The Seventh House
The House of the Bloodhand
Characteristics
Race: Dwarven
Alignment: Lawful
Income: Trade, Mining, Craft, Brokerage and Protection
Colors: Crimson and Gold
Arms: Crossed golden axes on a crimson background
House Trin has maintained its wealth and power of the centuries in the only way it knows how, strength of arms. They are known for unwavering trustworthiness and willingness to resolve any disputes with an axe to the skull. That said they often called in to mediate amongst others as no one will break and agreement with House Trin.
House Trin consists of the Main House or as they like to call it the Royal Line of Trin and the Branch Houses. Centuries ago the branch houses swore to protect the main house, and that oath is still held about all others to this day.
One Dwarf Cleric for the mix. Background to follow when I get home.
Krag Bloodshield:
Krag Bloodshield
Dwarf Cleric 1
LG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 12 (1d8+4)
Fort +6, Ref +1, Will +7; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training; Resist resistant touch
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Offense
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Speed 20 ft.
Melee heavy shield bash -1 (1d4+3/×2) and
. . dagger +3 (1d4+3/19-20/×2) and
. . spiked gauntlet +3 (1d4+3/×2) and
. . warhammer +3 (1d8+3/×3)
Special Attacks channel energy, hatred
Spell-Like Abilities
. . 6/day—resistant touch, touch of law Cleric Spells Prepared (CL 1st; concentration +4):
1st (2/day)—protection from chaos, bless, magic weapon
0 (at will)—stabilize, detect magic, create water
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Statistics
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Str 16, Dex 10, Con 16, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 13 (13 vs. bull rush, 13 vs. trip)
Feats Steel Soul
Traits exposed to awfulness, indomitable faith
Skills Knowledge (planes) +4, Knowledge (religion) +4; Racial Modifiers craftsman
Languages Common, Dwarven
SQ aura, domains (law, protection), hardy, slow and steady, spontaneous casting, stability, stonecunning
Other Gear Scale mail, Heavy wooden shield, Dagger, Spiked gauntlet, Warhammer, Backpack (empty), Bedroll, Blanket, Trail rations (7), Waterskin, 56 GP, 9 SP
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (2/day) (DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Cleric Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Touch of Law (6/day) (Sp) A d20 roll becomes 11.
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Think Mat Cauthon from wheel of time for appearance and attitude.
Nico wonders town to town picking up odd jobs where he can find them on his way to the Big Drop to find his fortune.
I would write more of a story but I like to develop that as the game goes as along.
Nico
Human Fighter (Tactician) 1
CG Medium humanoid (human)
Hero Points 1
Init +4; Senses Perception +0
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +2, Will +0
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Offense
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Speed 20 ft.
Melee glaive +5 (1d10+6/×3) and
. . kukri +5 (1d4+4/18-20/×2) and
. . spiked gauntlet +5 (1d4+4/×2) and
. . throwing axe +5 (1d6+4/×2)
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Statistics
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Str 18, Dex 14, Con 14, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Combat Reflexes, Power Attack
Traits magical talent, reactionary
Skills Climb +8, Diplomacy +3, Ride +6, Sense Motive +4, Survival +4, Swim +8
Languages Common, Elven
SQ hero points
Other Gear Hide armor, Glaive, Kukri, Spiked gauntlet, Throwing axe (2), 98 GP
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TRACKED RESOURCES
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Magical Talent (Create Water) (1/day) (Sp) - 0/1
Throwing axe - 0/2
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Special Abilities
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Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Magical Talent (Create Water) (1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
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Grom is a wondering initiate of the Hangman. Brash, but heroic. Tasked with delivering the final words of those passing on. Ever on the watch for those who poses a heroic spirits, he hope to watch a glorious death or two.
Grom
Half-Orc Cleric 1
LN Medium humanoid (human, orc)
Hero Points 1
Init +0; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 16, touch 10, flat-footed 16 (+4 armor, +2 shield)
hp 10 (1d8+2)
Fort +5, Ref +1, Will +7
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Offense
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Speed 20 ft.
Melee heavy shield bash -1 (1d4+3/×2) and
. . bastard sword +3 (1d10+3/19-20/×2) and
. . spiked gauntlet +3 (1d4+3/×2)
Special Attacks channel energy, gentle rest
Spell-Like Abilities
. . 6/day—gentle rest
Cleric Spells Prepared (CL 1st; concentration +4):
1st (2/day)—magic weapon, deathwatch, obscuring mist
0 (at will)—detect magic, create water, light
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Statistics
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Str 16, Dex 10, Con 14, Int 10, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 13
Feats Intimidating Prowess
Traits brute (apg), indomitable faith
Skills Intimidate +12, Knowledge (religion) +4, Sense Motive +7; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ aura, domains (heroism, repose), hero points, spontaneous casting, touch of glory
Other Gear Hide armor, Heavy wooden shield, Bastard sword, Spiked gauntlet, Backpack (empty), Bedroll, Blanket, Flint and steel, Masterwork tool Death Mask (Intimidate), Trail rations (7), 20 GP, 9 SP
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TRACKED RESOURCES
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Cleric Channel Positive Energy 1d6 (3/day) (DC 12) (Su) - 0/3
Gentle Rest (6/day) (Sp) - 0/6
Touch of Glory (6/day) (Sp) - 0/6
Trail rations - 0/7
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (3/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Heroism) Associated Domain: Glory
Cleric Domain (Repose) Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Gentle Rest (6/day) (Sp) Melee touch attack staggers target for 1 rd.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Glory (6/day) (Sp) Grant +1 to a CHA-based skill or ability check.
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I'm interested; I'll be posting a minor noble of House Leroung, imprisoned for a murder he did not commit, ejected from Acadamae for same reason and now living in shame and poverty until he can discover those behind the false accusations.
Ok, so I am the 5th or 6th person in the group every role is covered and I can pretty much play whatever, however they need someone that can do damage.
They already have a Paladin, Oracle (life), Alchemist 1/Rogue 5, Urban Druid, Wizard (generalist).
My characters name will be Aaron Darkwater, his family are not native to Alkenstar, however he was born in the city. His father is a blacksmith and prior to that he was a soldier, his mother keeps the home and brought up his 2 elder brothers, 2 elder sisters and him. The youngest of 5 Aaron was spoilt frequently by his siblings and parents.
Now at the age of 18 Aaron has begun to focus even more on his swordsmanship a hobby he developed as a child watching his father craft and train with swords, it was only a matter of time before one of his sons picked up the blade. His elder brothers after their apprenticeships with their father moved onto work in the Gunworks, however Aaron decide the way of the sword was for him, forgoing anything else Aaron is focused on creating the perfect blade and continues to work with his father in the city, once the work day is complete Aaron will don his armour, pick up his sword and begin to train.
Aaron is not sure why his family moved Alkenstar and his father refuses to speak about, however praying to the gods is not something that happens in the Darkwater household and the children have been taught to rely on the strength of their arms and own belief in themselves.
Description: Aaron stand a shade of 6 foot tall, he has a muscular build from years of hammering away at the anvil, his hair is black and his eyes are brown in colour, those who can tell know he is of the Kelish origin.
Personality: Aaron can be stubborn at times but has a good nature, always walking down the middle road his only true goal is to become the perfect blademaster.
I am going to with a character whose goal is to become the greatest swordsman in a city full of guns. He has nothing against guns, he chooses blade over bullet.
a Head's up, I have my RL game tonight, and Martial arts practice after that. This weekend is my birthday and my black belt exam so its most likely I won't be able to update for a couple of days.
"Ooooh this is bad right cause that's blackstaffs blackstaff, or is it good?" Oz's eyes then dart to the Cleric "Oi you don't move!"
As he waves a glowing bomb his way.
Ready action if the cleric moves I throw a bomb at him.
Krag spent his youth in the depths of the a cold hard mountain training under his father as a warrior. The Bloodfist clan are proud warriors and will fight any foe head on. When Krag suggested to his father maybe they should fortify there home a little instead of attacking their foes constantly an argument broke out in the grand hall, after a lot of shouting and smashing of anything that happened to be at hand, Krag decided it would be best if he let things cool down for a decade or two. With that he grabbed what little he had he found himself in RiddlePort on the path of adventure.
Exceptional Goblins.
• –2 Strength, +4 Dexterity, +2 Intelligence, –2 Charisma: Goblins are fast and cunning, but weak and unpleasant to be around.
• Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
• Fast: Goblins are fast for their size, and have a base speed of 30 feet.
• Darkvision: Goblins can see in the dark up to 60 feet.
• Skilled: +4 racial bonus on Ride and Stealth checks.
• Keen Senses: Goblins receive a +2 racial bonus on Perception skill checks.
• Goblin Dogs: Goblins receives a +2 racial bonus on Handle Animal checks when dealing with Goblin Dogs.
• Hatred: Goblins receive a +1 bonus on attack rolls against humanoid creatures of the Gnome subtypes due to special training against these hated foes.
• Pyromaniacs: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s flame mystery, and when determining the damage of alchemist bombs that deal fire damage (this ability does not give goblins early access to level-based powers, only affecting the powers they could use without this ability). They gain a +2 racial bonus on saving throws against such spells.
• Weapon Familiarity: Goblins treat any weapon with the word “goblin” in its name as a martial weapon.
• Illiterate: Goblins are illiterate and take -1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain -2 racial bonus on saving throws against such spells. Goblin wizards only can overcome this by spending 2 skill points in linguistics but gain a -2 on Cha based skills when dealing with Goblins.
• Languages: Goblins begin play speaking Goblin and Common. Goblins with high Intelligence scores can choose any of these bonus languages: Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc. Goblins are Illiterate
Also trying to think of how Goblin druids or rangers could take the Goblin Dog as an animal companion
I spent some time on this today, I would like some feedback please and maybe some alternate suggestions, in the end it seemed it compared closer to a gnome than human but they are closer. Thanks Fatty.
Quote:
So I want to play a Goblin, now they have stats in the bestiary.
• –2 Strength, +4 Dexterity, –2 Charisma: Goblins are fast, but weak and unpleasant to be around.
• Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
• Fast: Goblins are fast for their size, and have a base speed of 30 feet.
• Darkvision: Goblins can see in the dark up to 60 feet.
• Skilled: +4 racial bonus on Ride and Stealth checks.
• Languages:Goblins are illiterate, Goblins begin play speaking Goblin and Common. Goblins with high Intelligence scores can choose any of these bonus languages: Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.
Now I think goblins need a bit of work before they can become a playable race. So before we breakdown the above stats I think we should breakdown a standard race and the most standard is human.
Quote:
• +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Humans have a base speed of 30 feet.
• Bonus Feat: Humans select one extra feat at 1st level.
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Stats: First of all we note that humans have a +2 bonuses to any stat and we know that all playable races will always have a +2 bonus to stats even if there are multiple bonuses as there will always be a -2 to balance it out. Works out to be a 2pt buy overall.
Size Medium: Nothing to discuss here.
Normal speed: Nothing to discuss here.
Bonus Feat: Humans get a bonus feat to start this replaced by a specific feat or a bonus to a skill or weapon familiarity or some bonus on a save. Other races or a mixture of these as they are less versatile than a free feat.
Skilled: 1 free skill point. Again this is usually replaced by same bonuses as above with other races.
How are goblins described? From the bestiary.
Quote:
Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.
Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).
Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.
Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food—except, perhaps, vegetables.
1st paragraph: This suggests that they are good at surviving and looking for useful things, suggesting if a bonus on survival checks or a bonus on perception checks when searching for items.
2nd paragraph: So Goblins hate Gnomes, Horses and Dogs but like goblin dogs; Easy one racial hatred Vs. Gnomes.
3rd paragraph: So they are superstitious, treat magic with awe of fear, they like fire and hate writing. Possibly a bonus to fire spells and bonus a to saves vs Fire (all) and -1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings.
4th Paragraph: They like to eat. Not a lot here maybe a save vs sickening. Not that important.
Goblin Breakdown
Stats: The total is 0, not a +2 like other races, point buy is 1pt.
Size: Small
Fast: They have a base speed of 30 instead of 20, +10 bonus on other small races.
Darkvision: 60ft, they spend a lot of time in the dark.
Skilled: +4 ride and stealth checks. Good bonus here.
Sooooo how can we make this a more suitable race for PCs
Stats: we need a bonus here we have a physical bonus on dex so maybe a mental stat not Cha because it has a negative, goblins seem to lack common sense so not Wis but I think they could be quiet cunning so I purpose a +2 to Int.
They already have a Fast and Darkvision. So lets look at saves and skills.
+2 racial save vs Fire spells or Effects.
+2 Handle Animal checks with Goblin Dogs.
+2 Perception checks.
Hatred: Goblins receive a +1 bonus on attack rolls against humanoid creatures of the Gnome subtypes due to special training against these hated foes.
Weapon Familiarity: Goblins treat any weapon with the word “goblin” in its name as a martial weapon.
And when it call comes together we have!
Quote:
• –2 Strength, +4 Dexterity, +2 Intelligence, –2 Charisma: Goblins are fast and cunning, but weak and unpleasant to be around.
• Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
• Fast: Goblins are fast for their size, and have a base speed of 30 feet.
• Darkvision: Goblins can see in the dark up to 60 feet.
• Skilled: +4 racial bonus on Ride and Stealth checks.
• Keen Senses: Goblins receive a +2 racial bonus on Perception skill checks.
• Goblin Dogs: Goblins receives a +2 racial bonus when dealing with Goblin Dogs.
• Hatred: Goblins receive a +1 bonus on attack rolls against humanoid creatures of the Gnome subtypes due to special training against these hated foes.
• Fire Resistance: Goblins get a +2 racial saving throw bonus against [Fire] spells or effects.
• Weapon Familiarity: Goblins treat any weapon with the word “goblin” in its name as a martial weapon
• Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.
Oz smiles at the foreign lady in the corner, dumps the two logs he carried and sits down at the space Gareth made, when a ale is suggested he merely smiles, at the mention of Alice he starts to sit up straight, as she wonders of the wistful look in his eye is plain to see.
Oz turns a watches the new comers for a second.
1d20 + 5 ⇒ (2) + 5 = 7 Perception
Oz leans over and whispers into Arikor's ear "Who are they?"
They know Gareth so they can't be of the bad sort.