Gremlin, Jinkin

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Id definitely say that an aid another could use other attributes but for large scale projects like shipbuilding or constructing a golem the project lead is most definitely using their INT score.


Whats the deal with him banning mint? Are the peasants not allowed to have fresh breath?


Not directly with any summoning spell Im aware of, however, a summoner class with the brood summoner archtype could get you some goblin themed summons. Start off with one and eventually have a tiny tribe.

So out of curiosity, are you the goblin king?


blahpers wrote:
Not to mention: at that level, any casty boss and any boss with a casty cohort is going to scry any meddling party it finds out about.

And would have gotten away with it to, if not for those meddling wizards.


blahpers wrote:
Nice work, Fox-Paw.

Thanks you Blahpers, though I must admit with my character folder and Hero Lab on hand not much was going to stand in the way of my referencing :D

If anyone can think of any other items, spells, feats or food items I have a Ninja character that would be very interested in the information also.

Almost forgot this one as well,

HARPY MUSK 100GP - Makes you smell just like a harpy, Goblins and other creatures with the scent and experience of such a creature will not like what they smell.

WINE - Sometimes its beneficial to smell like a drunk

PRESTIDIGITATION - Always a favorite spell, if I can make a stone taste like boiled chicken, then Gods be kind I can make it smell like boiled chicken, throw it to the Goblins watch them fight over it.


As a DM I've gathered a reputation among my players as encounters never being what they appear to be, my advice to you is exactly that, this character to me sounds assured that his technique is flawless, time to bring out the trickery.

Give him monsters, traps and encounters that are not as they appear.
How about some beasts from the Under Dark, non of these creatures hunt by eye-sight thus why the Drow specialize in masking their scent.

Creatures that are immune to critical hits is one thing, but hows his reflex? Classic Horrors Revisited gives us a nice template, Exploding Skeletons, for every 2 HD the critter has it explodes dealing 1D6 Points of Damage, he wont be expecting that. Combined with the 3.5 feat from Libris Mortis, Destructive Retribution, these skeletons will also release a burst of Negative energy, healing other Skeletons and making this cocky ninja think twice about a melee attack.

Environmental Conditions, Stealthy guy are we, well the entire floor is covered in knee deep water, go ahead, make your stealth check, whats that a ranged attack? Sneak attack has a ranged of 30ft, Bad guy gloating 40ft away, Nope.

Then theirs my favorite sort of thinking, over the years players have come to memorize every description of every monster in every manual, so lets change the description slightly and the delivery of the monster, as an example I refer you to a Pathfinder Module, Crown of the Kobold King, presented is an encounter from the module.

KoboldKingModule wrote:

"An evil hiss rises from the darkness ahead. A

floating dwarven form shrouded in full plate
rounds the corner. The air about this dwarven
specter shimmers eerily, and the walls and floor
sizzle and smoke where it passes. The thing’s
boots scorn the earth, gliding a full foot above
the masonry floor. It drags a cruel bloodletter
axe in the air behind it.

THE TRUTH:
Hi, Im a gelatinous Cube, I had Adventurer for Dinner, I cant digest his magic armor.

An extremly fun module if I do say so myself, if you dont have a copy, go grab one, product placement aside.

Now when the Ninja spys his target his first instinct is going invisible, followed by attacking the spectral image, low-light, poor perception check, WHAM! your now inside a

Spoiler:
Gelatinous Cube
A bad place for any level of adventure to be as you are possible paralyzed and drowning.

Try to come up with some other example yourself of deceptive monsters and encounters. Hope this Helps.


SPELLS
=-=-=-=-=-=-=-=
HIDE FROM ANIMALS 10min/Level
level 1 Abjuration
Animals cannot sense the target by any extraordinary or supernatural senses such as; Blind-Sense,Blind-sight,SCENT and Tremor-sense.

NEGATE AROMA 1hour/level
Level 1 Transmutation
When cast the target creature looses all natural and unnatural odor. A creature under the effects of this spell cannot be tracked, located or pin-pointed by the SCENT special/extraordinary/Supernatural ability

PASS WITHOUT TRACE 1hour/level
Level 2 Transmutation
The creature under the effects of this spell does not leave any visible foot prints or SCENT trails as it moves, tracking the subject is impossible by non magical means.
=-=-=-=-=-=-=-=

ITEMS
=-=-=-=-=-=-=
Kaava Musk 40GP
Perfume common/exotic 10GP/1000GP
Beast-Scent 75GP
Scent-Cloak 20GP
=-=-=-=-=-=-=

FEATS
=-=-=-=-=-=-=-=
CONCEAL SCENT - Orision, Land of the-
Pre: Survival 1 rank
Stealth 1 rank
Creatures with Scent can only track you at half the distance but cannot pin-point your location with the SCENT quality.

EQUIPMENT TRICK KAAVA MUSK - Sargava, the lost colony
Pre: BAB +1
Give a bunch of small uses relating to the item, nothing to handy unless you plan on using it a lot, provides some combat uses such as splashing people in the eyes.

SITUATIONAL BONUSES/OTHER

<> Direction and Force of Wind currents
<> Skunk Musk
<> Chocolate, surprisingly pugnet particularly to canines
<> Mud
<> Water - A little tricky, requires full submergence, once you leave however certain smells are enhanced by water.

And that's really all Ive got, a description of the above items can be found in the Core/Advanced Players Guides and The Adventures Armory, failing that check out the Pathfinder wiki.


Paladin of Baha-who? wrote:
Witch wrote:
Coven (Ex): The witch counts as a hag for the purpose of joining a hag's coven. The coven must contain at least one hag. In addition, whenever the witch with this hex is within 30 feet of another witch with this hex, she can use the aid another action to grant a +1 bonus to the other witch's caster level for 1 round. This bonus applies to the witch's spells and all of her hexes.

*Actually picks up his copy of Advanced Players Guide*

*Flip Flip*

*Reading Whilst Mumbling*
Curse the vague descriptions of Hero Lab, a pox upon their houses, lol fairly well, I admit defeat this day, the joust to you good sir.
Still not without its merit, as stated earlier Witches have ways of bringing Hags into their ranks, can the Planar Occultist summon one later?


Quote:
A coven requires at least 1 hag to operate. (Witches using leadership to gain nothing but witches was extremely broken.) However, witch with occult patron is still a fair necromancer, grave walker isn't horrible either. Still, I'm not sure its the equal of the cleric necromancer.

Coven Hex: The Witch counts as a Hag for the purpose of joining a Hags Coven.

HAG [ PG 167 Bestiary ]
Organization: Solitary, Coven (3 Hags of any kind)
Coven: When 3 hags of "any type" gather, they can form a coven to gain increased magical ability. Any combination of Hags can form a coven, but green Hags are the most common.

Forgive me if Ive misjudged this, but the way I interpreted it was that a party of squishy witches could form a coven, besides keep them 10 feet apart or kill 1 of the 3 and the coven is broken, covens are easily disposed of and not easily repaired. The iconic Witch back-story for example. If this was repaired in an errata, then my apologies.


The rival is a classic and ancient gaming practice, ala Gary Oaked.

Regardless without knowing to much about the party my advice with harrasing PC spell casters are Counter-spelling Bards, Not enough GM's counter-spell these days and by far it is one of the most annoying tactics a rival group can bring to the table.

Another fun adversary is reputation, no one will want to associate themselves with "X" in the great city of "Y", this is where the Charlatan Rogue Archetype comes into its element, the spreading a rumors can be a wondrous thing and they dont even have to be immediately bad for the party, example would be creating a rumor that they are war Heroes or some such, then having the townsfolk find out this is a lie after they have been treating them with such respect and generosity, people of all walks of life dont like being made a fool of.

Next, the fem-fatal, I mean this in the highest respects by the way ladies, but as literature and film have lead us to believe and they may be right a women's greatest weapon his her sex appeal, rogues, spies and brigands of all walks do well at their job because men think them helpless eye candy, have this particular women approach the parties play boy and ask him about his up coming adventures, he talks on and on about their next raid, she of course is using the ancient art of Fanology or Fan-Language [Awesome stuff, Google it.] to sign this to her party members, she leaves abruptly, they leave and clear out the dungeon before the PC's, the player has no one to blame but himself.

Other then these few examples of mischief Id have to agree with UltimaGabe, the Rival is hard to pull off, but rewarding when done right, as a final note I might recommend jumping over to Roleplayingtips.com they have many GM articles on a lot of subjects, defiantly a resource worth having, perhaps you can find something there.


A few classes make great necromancers.
But the Undead Lord Cleric variant and the Necromantic Wizard make the best choices.

Lets have a closer look

CLERIC: Not a bad front line fighter if the need calls for it, divine casting not affected by Armour, gets access to undead creating spells earlier and has the added bonus of the undead companion, be creative with this, I personally have an undead lord cleric that has a master crafted bone staff as my undead companion.

WIZARD: "Sir please these are my undead"
Not as versatile as the aforementioned cleric, however the wizard gets a nice little trick, necromantic wizards get a boost ability that raises the resistance of their undead horde.

All in all though clerics make the best Necromancers, especially with their healing abilities.

WITCH: What ho, a new contender... Wait hear me out, Should you have a party of 3 witches you may all take the coven hex, and thus whenever within 10 feet of each other count as a hags coven.
Coven: Whenever a group of hags are within 10 feet of each other they may combine their magic as a fullround action to perform the following spells as spell like abilities [CL9]
Animate Dead
Balefule PolyMorph
Mirage Arcana
ect ect
Spell like abilities have no material, somatic or verbal componets.

FEATS: Now if your GM is allowing some good old fashioned 3.5 goodness
<> Corpse Crafter - Undead Gain +4Str +2hp per HD
<> Destructive Retribution - EXPLODES dealing 1d6 + 1d6 per 2HD of negative energy damage, heals other undead ;p
<> Deadly Chill - Undead deal 1d6 cold damage with unarmed strike/natural weapons

These are applied to any undead you help create, all are from The Libras Mortis Supplement.

QUESTION:
As for variant undead, I'm not sure how they work, can someone help me out here, lets say a 3rd level cleric casts animate dead, and selects skeletons with the variant explosive skeletons, do they cost extra HD or require a greater caster level, the only thing I can see in Classic Horrors Revisited is a CR change.


Hay guys,

So it would seem I've spent to long in the GM chair, having just stepped back up to character creation I'm having a little trouble with group dynamics and build ideas.

So to the point at hand, a friend of mine is running multiple parties through the same world and is hoping for some GvG head-butting.
The other party consists of fighters and a single spell caster and are your stereotype goodie goodie party.

The other side of the play field, the small group I'm involved in has decided to play a coven of Witches, so we have 3-4 Witches and are unsure of what to do with them, aside from the obvious Coven Hex.
Only one player has etched his build in stone so far, a Dimensional Occultist.

So any ideas on how to make this party of 4 a force to be reckoned with would be appreciated.


Although having just started walking away from my computer I thought of something.
Knock 2 of these Gnomes out, preferably both male and of a brash nature, you can do this by many means, but currently your best one is the have them in a confined space with smoke arrows, to much smoke in ones lungs [as fire safety should have taught you] causes you to fall unconscious from lack of oxygen. Next remove their cloths and tie them loosely to a bed with the silk rope and manacles. After this deed is done inform the Captain or the patrolmen that you heard a struggle coming from the room, the crew will enter to find the couple in what looks like a saucy embrace, want to make it a bit more real, smearing some lard from the cooks kitchen lightly around the room will give the room that hot a sweaty smell, your winter blanket could also be draped on the pair to raise their body temperature whilst they nap causing them to sweat.

Fraid that all Ive got for now, pranks are mainly situational, so its hard to scheme them on the fly.


Ah yes Cigars, who doesnt enjoy the rich flavor of Tobacco.
Are these Gnomes the smoking type, perhaps they would like one, wedge a small charge of gunpowder within the Cigar, after a few puffs the thing will explode causing a fright and no damage to the participant.
Although I guess my main concern is, define Prank. I mean do you want a laugh or are you trying to send these Gnomes the message, dont screw with me?


Saw this topic and had to log in:
Here's a few:

<Rough Winds>
{2X Length of Rope, 2X Block and Tackle, 2X Pulley, 1X Bed, 2X Windows or Doors}
Depending on the location of the targets bed in their room you will need 2 portals or open spaces for this trick, whilst the target is asleep tie the two lengths of rope to opposite sides of the bed, attach to appropriate pulleys/Tackles, start gently pulling the ropes opposite each other in tempo, 1,2,1,2,1,2. Should the target suffer from sea/air sickness this gentle rocking should stir the targets gut, otherwise proceed to heave the ropes too and fro like there's no tomorrow simulating turbulence.

<No Magic in the Privy>
{1X Toilet/Privy/Chamber Pot, 1X Mage capable of casting floating disk}
Have he mage cast floating disk between the target bodily functions and the Privy... This is akin to placing Cling Wrap over your toilet at home... ewww

<Kiss of Nature>
Add extract of poison oak to the targets shaving lather and to his/her razor, the fine hairs of the oak will cause irritation of the skin.

<Egg Bucket>
Water in a bucket is all well and good for these Gnomes, but its time to up the ante, Take 3-4 eggs and place them in a seal-able jar with Vinegar or Brine, leave for as long as possible, trust me it gets better with age, open jar, remove eggs with tongs, and place this new liquid in a bucket and repeat the water bucket prank, this stuff smells terrible, will stain cloths, bleach hair, strip paint and will not wash out with ease.

<SLAP!>
Have an unseen servant slap the target in the face at random intervals throughout their day or whilst sleeping.

I realize some of these pranks are childish, but they are Gnomes, if these suit your needs then all is well however if you require a more sophisticated prank befitting the setting then please let me know.
{Also a more detail description would help with the writing, Details such as: Class, Items/Resources, Target and Setting may be very helpful.} The most fun pranks are usually available to illusionists.


Oraxax wrote:
I try a rumor based on how the band is tied to a prophecy (in the distant future) that will bring about the closing of the world wound. The Crusaders would then get behind you and you could turn a possible enemy to an ally.

This, this is brilliant.


Whipshire wrote:
Woah... I will have to look into that. I already have an idea forming thanks to Fox-Paw about becoming the head of my own hoax/religion. Having alot of my "avatars" running around would really add to that...

I'm glad I could inspire good sir, be wary however of aiming to big to fast, as con-victims tend to become very upset and unpredictable once they realize they've been had, the problem with founding a new organized or in this case "street fairing doom callers" XD

is that your bound to attract the wrong attention, spread to quickly and become localized in the streets the other religions may think you a cult of Demon worshipers or just evil doers in general. Spread to office with or without the wrong moral sets and suddenly the other religious organizations are declaring a Holy war on you... and they have paladins and clerics and horrible abominations made from canine demon offspring blood.

If I have inspired you to take the road to divinity [A road which for some odd reason I seem to inspire a lot of players to take] I recommend reading "Masks of the Living God" Pathfinder Module.

[P.S. The inspired to divinity road, in my case, the track record isn't good, sigh, so many dead bards.]


Actually I just realized just how far certain rumors can spread.
For your listening pleasure
Admittedly though the extent of public reaction to the above event is debated.

As for further inspiration I recommend reading up on famous con-men.

MORE EXAMPLES

<> MON DIEU! The greatest [Insert Profession] of Taldor is coming here to our fair city {Its you by the way} quickly we must prepare our finest wares, who knows perhaps he will buy from us designs/scripts/weapons/armor. {So someone important is coming to town, all the townsfolk try their hardest to be noticed by you your grace, gifting you and your entourage with food, items and arts of the finest craft, either way if you don't like them now return in the night to steal them.}

<> WANTED:DEAD A warrant for the immediate assassination/execution is out for the local LORD/LADY but as a fair individual you will allow them to live, providing they pay half the bounty you would have received, those fops will give anything to keep on living.

<> HOW DECADENT. Boar,Pheasant,Vegetables, no matter from your kitchen they will taste of the divines. {Buy extremely cheap ingredients, kill a pigeon and serve it up in an elegant garden restaurant, strangely enough people will often be fooled by appearance alone, you could be taking farm grown peasant snacks and selling them to the inner seas elite for an inflated price}


During WWII the British had an entire division devoted to the engineering of false information, the Americans soon followed suit with the help of one Robert Knapp, he wrote a "Manual" if you will on the art of Rumor Engineering that was declassified in 2004.
Enjoy

Otherwise my thoughts:

Criteria for a good rumor.
<> The rumor is easy to remember
<> The rumor plays on the current interests and circumstances of the target
<> The rumor exploits the emotions or beliefs of the target

In other words sometimes rumors are a situational thing, your like the con-man of the early 30's, smooth talking and know what to say and when to say it, but it also means you know who to talk to and when to listen
"The rumor plays on current interests of the target."
Alice Longworth said it best "If you haven't got anything nice to say about anybody, come sit next to me."

Example Rumors [What you wanted from this Thread all along]
Think adventure hooks, it really depends what you want to achieve.

<> The local Tavern-keep has been sprinkling his mead with an exotic spice [Illegal][Addictive][Against Tradition][Sales-"I happen to have a supply of such an elegant tasting spice"]

<> A well on the outside of town is said to grant any women who throws in a sum of jewels youth and beauty...[Monetary] [Entrapment] [Superstitious] [Personal worth "If a lady/lord finds themselves offensive perhaps they have low self esteem, build rumor around this flaw]

<> A famous Painter/Composer has died, his work now worth thousands [Lots of said paintings/sonnets in my wagon]

<> "Did you hear they say another has past the trial of the Star Stone, used to be a [Insert profession], now hes a god, goes by the name of [Insert Name]." {{I have personally used this one, let me tell you its great for character development, the new persona can be anything you want, my character went through a Han Solo style transformation, well, he has yet to marry into royalty}}

Those are just a few I can think of, they may seem trivial, but remember one rumor can just be a strand in an elaborate web of lies.


Just noticed you already posted a response Egoish, but Ill stick with the level 1 spell for now, if he chooses to dabble further I know where to turn, cheers.


Quote:
By the third or fourth encounter, the party wizard has the Int and Dex of a cabbage...

This gave me a nice chuckle, truly evil sir I approve.

Now all you need is to find a way to deliver it with no questions asked, for example Phased ammunition, so that those pesky PC cannot take cover from the gas and slime.


Thank you both for the responses, Ive been reading up on this myself and peanuts seems to have hit a nail so to speak, although break covers giving an item the broken condition.

My conclusion 1st level, fragile quality, half hardness and appropriate saves respectively due.
The current spell[Reinforce Armaments] seems to imply mundane items in the flavor text after all it bestows the Master work quality for the duration of the spell, of course logically anything none mundane is either MW or Magical which requires the latter, So the spell only effect mundane to begin with.

Should be fun though, we just wont let the rogue near his spell book.
After all using this spell on glass would in my ruling reduce its hardness to 0, allowing the dashing scoundrel to tear through windows like paper.[Glass Hardness 1, Paper Hardness 0]


Greetings fellow Wizards,

Recently during one of my campaigns a player raised the following question.

"Can I spend 2+ Weeks and the Required gold to research an opposed spell to Reinforce Armaments?"

[Reinforce Armaments]
1st level spell
Transmutation School

The rules state that yes he certainly can, further more I'm not about to tell him no, my one concern is that neither the player in question nor myself have ever crafted our own spell{s}.

My main concern is that the resulting spell should be higher then level 1.
This is due to the fact that Reinforce Armaments grants the target item the "master work Quality", doubles its hardness and negates the fragile quality for the spells duration, Should this new Arcane research bear fruit and be classed as a level 1 spell then in theory it would remove the "master work quality", half the items hardness and bestow the fragile quality for the spells duration.
Not soundly over powered yet, but another member of the party is a fan of spells like break and shatter and I'm just worried that certain challenges may instill less fear so to speak.

All in all, what would be the best way to go about crafting this new spell? Weaken Armaments.


I wouldn't worry about it, to quote the second paragraph of the cavalier Mount ability:
"A cavalier does not take armor check penalties on RIDE checks whilst riding his mount."

If your after a feat that will decrease your check penalty all round, then Im not sure, If your GM is allowing 3.5 feats then go to the FEAT INDEX on the wizards webiste, other than that multiclass seems like the option.


Gonna throw around some concepts that Ive played or have considered at one stage or another [Hopefully wont offend anyone]

O An extremely devoted purist Paladin (No sins of the flesh kid of person) Harboring Homo-erotic tendencies, always an "interesting" roleplaying sit when the party find the character in the embraces of a "escort" at the local Inn.

O A young wizard/Sorcerer who decided to animate their close childhood friend, yeah your familiar is a stuffed animal that doubles as a back pack, good times.

O A Fairy Artificer/Alchemist who has stolen or created a ring of create water, now for an average human thats not so scary, but imagine if you will what 10 Gallons of water must look like when your 2 Inches tall.

O An exotic glass merchant from the far desert, his sculptures are known far and wide for being so detailed, kinda helps when you use fire spells to Glass monsters covered in sand.

O The glutton, go for the monk with a love for food, or perhaps its a kobold who has decided he will sample the meats of the land, both monster and intelligent beings alike.

O A rouge specialized in the use of the Deadliest weapon known to man-kind.... The butterfly net, What? The handles made of dark wood and the net itself is garrote wire, O did i mention the base of the net constricts like a man catcher, ouch. [This one is borrowed from a friend, she wields that weapon in a current game, DANGEROUS.]

O The paper mage, this spell caster loves their paper crafts and Origami, and why shouldnt they, with spells like animate object and explosives runes its sure to be a good time.

Hope these help, they are some of the more obscure ones I could think of.


[QUOTE="Jamesblonde"
Unfortunately I'm not interested in roleplaying as a witch. I can't really mesh with the whole idea of flying on a broom. :D

Hmm could always strap a saddle to a flying Great sword... I jest.

Id say go with Wizard, lots of down time means some good old fashion item creation, in fact check out the Chillax book its got some cool spells, I believe there is one in there that allows you to possess things that have your image [Some one site this please] so if you want to keep an eye on things just place a bunch of Gnomes around town that look like you, they can even smile with you controlling them.
As a side note, I played a witch once, there isnt as much Broom flying as youd expect.


From a Role-playing aspect id probably up my CHA and take some charm spells, become the ladies man, ever played a game called Trine? The wizards back story states "Attempting to learn the fireball spell to impress the ladies." Could be a classic character :D


Pendagast wrote:

barbarian i think would be perfect.

crazed, maniacal... i would definately pick up rage powers that let you get an extra bite attack, and maybe even an elemental enhanced bite (fire)
however our game once had a barbarian/sorceror/dragon disciple that was very successful and ran about biting all sorts of things.

DD would make up for alot of the races short commings combined with rage and the whole dragon disciple schtick would go along well with a kobold thinking it was a dragon.

Have you seen the 3.5 book "Races of the dragon" had a ton of stuff on dragon classes, powers, feats and kobolds.

The 3.5 Races of Series does in fact grace my shelves with its presence, Dragonwrought Kobold Barbarian? Hmm perhaps, I think you may have sold me on this concept Pen, originally I thought of giving him some merciful spells to knock monsters unconscious before stewing them, however just taking a bite seems like more of a kobold thing, Thx.

Tagion wrote:
You sir, made my morning. I love that game.

Kobolds Ate My Baby, also sitting on my shelf, its well loved XD

"ALL HAIL KING TORG."


[Hay guys long time browser first time poster]
Anyway Ive got a question for the community.
Let me get you up to speed here, so a friend of mine is running a campaign soon and I thought it would be neat to play myself a Kobold, to add a bit of flavor I thought id give the guy a little "hobby", more a complex really, you see the little blighter has gotten it into his head that he should embrace his dragon heritage by, well, eating lesser creatures. Unfortunately I'm not sure what class/abilities or feats will help reflect this the best.

So lets see what you can come up with guys and girls.
Help me make a crazy little Kobold Jamie Oliver.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Notes
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
> STAT BLOCK: [To be rolled 1st Session][Feel free to generalize though]
> Preferably use the Pathfinder Books, 3.5 Wizards products are excepted but need some GM permission.
> Was thinking of using a rouge or beguiler base class [unfortunately no conversion available for beguiler]. But im open to suggestions :D

I'm very curious to see what the community comes up with.