Hrokon

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bookrat wrote:
Level three inquisitor with Seize the Moment teamwork feat. Every time your allies make a crit, you get an AoO (if you threaten).

You need to be at least level 12 as an Inquisitor to get "Seize the Moment" because it requires Improved Critical, which requires a BAB of +8, which you get at level 11. Then at level 12 you can take Seize the Moment.

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"No, she won't do it."

"Why?"

And my son smiled, showing that he was wise in the way all children consider themselves wise, and said "I have my reasons."

-sounds like my nephew

good stuff


Just hearing the dad had said, "well, that's it - we're dead" made me laugh pretty hard...awesome stuff.


Pupsocket wrote:
Compare Elephant Stomp to...just walking up to a guy and hitting him.

Because with Elephant Stomp, instead of only knocking her prone while moving through the space (and possibly into the middle of her gang)...you get to charge up to her, knock her prone, get an attack you otherwise wouldn't get with overrun, and now she's prone so you get the +4 to hit her on top of the +2 from charging.

That's why the description says, "You deliver a crushing blow to downed enemies."

That's a pretty nice benefit...and combine that with Vicious Stomp, it gets even better.

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You could always limit Staggering Crit to 1 attempt per round like Stunning Fist, so you wouldn't get to rattle of a bunch of attempts?


Besides using ways to avoid crits...Remove Paralysis (2nd lvl spell) gets rid of the staggered condition . . .

I'd rather be staggered than paralyzed, confused, etc . . .

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Full-Round Actions

A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

That's right from the book. "...Thus, it can't be coupled with a standard or a move action.."

This shirt says you get an extra move action for your round 1/day. Doesn't that mean you'd just get 2 move actions and a standard action when you use the shirt on your round? I think burning a hero point is the only way you can actually get an extra action in addition to your regular round of actions. Plus, the shirt also states the extra move action it provides is only for movement. So the best you could do is take a move action, take a movement using the shirt, and get a single standard action...at least that's how I read it.


thanks...


anyone?

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My catfolk ninja and his group will soon be traveling over the pole . . . is Snow considered "difficult terrain" or does it hamper movement in its own unique way?

Just want to make sure Featherstep would take care of any movement penalties due to snow.

Thanks.

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mplindustries wrote:

Vital Strike is terrrible for just about everything other than very large monsters using Improved Natural Attacks.

My last character was a Bard that used the Vital strike chain with his firearm . . . worked rather well.

Legomancer wrote:

If only you were a master of many styles, then you could throw Snake on with it, and with a decent enough Sense motive total turn two attacks into outright misses.

Fighting in full defense with that and panther would be so much fun until your DM decides to stop letting mooks kill themselves on you while you dance around them.

I have following step, step up, step up and strike so I can prove to be very annoying when I get in close.

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Weables wrote:
The monk is giving up offense for that defense, has a lower tohit, and less damage than if he had taken a offense feat chain. He generally gets pretty safe to ignore by big bad things with 1 attack.

Yep. We have a couple beefy fighters so my Hungry Ghost Monk likes being a skirmisher, acrobatics n such to get into flanking positions because I use a "menacing" temple sword, harass spell casters, aid others with attacks since my "to hit" is lower and I don't do as much damage compared to the fighters, and using Punishing Kick to either move people around or try and drop em prone with that hopeful roll of 1 on their save . . .

so that's why I got concerned when there was talk of house ruling my character's one ability that would alloy me to shine for that one crucial moment - not to mention my basic means of survival.

The DM's biggest concern was the automatic block part . . . and how it nulls a one-hit creature or a fighter using the Vital Strike build, but I said that's an example of balance having a build that counters such things.

Anyway, the session was a perfect example of how the conditions need to be just right in order for me to use it. We were fighting large, heavy-hitters in cramped quarters or on difficult terrain that took a lot of double-moving, shifting, jumping, and use of the Ki pool. I was getting pounded like a Whack-A-Mole . . . After only one swat without my Crane Wing I would have to get back a round or two and wait for channel energy and drink potions (healing spells were being used for the front-liners) . . . In a big encounter I was able to take one hit on the way inside the creature's reach and took a chance, aiding the paladin's attacks and providing a great flanking bonus to the 4 guys on the other side of the beast . . . So it took a whole day of brutal punishment and close calls for my build to finally come in useful for one big encounter - that's not a sign of something being broken.

(PS - Not an inexperienced gamer so the "If the Monk was played right it would have been broken" grumble doesn't apply. Trust me, when a person takes the time to make just the right build, they do their damndest to make use of it.)

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FuelDrop wrote:
GM_Wil, we're on to you! ;)

Of course you are, my current Charisma is a 5.

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Add difficult terrain to the list of why I couldn't activate it . . . and add a checkmark to the "Ha, not broken!" list.

(Note to self: Carry daggers so if one movement doesn't get me close enough, I can still chuck one defensively.)

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Gorbacz wrote:
OMG, somebody took theorycraft to practice and verified how something works in actual play? 2012 truly is the final year of our civilization.

I know right? I figured it would just end up turning out that way. The DM is actually awesome and figured common sense would eventually win and I wouldn't have to make my plea. Thanks for all the help folks. I'm glad I didn't need to use it.

Happy New Year all.

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TOZ wrote:
I love playtest reports. I hope it wasn't too brutal on you! :)

Hahaha - not too bad - didn't result in death, just low enough to have to retreat to drink and wait for a channel energy.

Having to move at half speed to use Acrobatics to get into combat, using a Ki point also being a swift action, having a lower initiative, not being able to make an attack (defensively), not being able to hit well enough to warrant an attack made on me, etc all prevented me from using it so I laughed after the 4th time I couldn't and mockingly commented with a "HA! Broken my @$$!"

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After only half of today's session this isn't an issue anymore. I got slammed a few times today because I wasn't able to activate it, proving to them it's not broken by the circumstance needed to benefit from it.

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TOZ wrote:
Look again, MY POST IS NOW DIAMONDS! actually it is now a link.

yeah i saw the link the first time but for some reason when i initially searched the forums to avoid a repeat thread that didn't come up.

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TOZ wrote:
Again?

Didn't see another post about Crane Wing vrs being broken - just different applications of it.

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Morgen wrote:
You've used it once?

I have a couple levels of fighter so haven't had it too long and we have a front line fighter who usually is the target/meat shield.


Trying to come up with a good argument why it's not but would like some support because it happens to be about my character. Even if it was someone else's I would defend it because there are requirements for it be used and I'm level 8 and I've only used it once.

Any suggestions on how to explain why it's not broken? I searched the forums and haven't found anyone else complaining about it.

I need to prepare a good case why it's not before I present my argument because my DM is an actual lawyer! (Hahaha)

Thanks!

-Cromlech, the orc Monk

PS - any new errata or anything about Crane Wing?


Oh, I forgot to post the Clan stuff we are doing. I wanted an abstract representation of goblin raiding parties. I had each character create a Clan (family line) and then came up with a quick and easy handout.

(goblin pic)

The _________________________________ Clan

I have _____/20 goblins in my clan with ___/5 goblin broods. (4 goblins make a brood). For every brood there is a dominant goblin who is a Goblin Warrior. Once you have 10 goblins in your clan, you attract the help of a loyal Bugbear Champion. Once you reach 20 goblins in your clan, you gain another. If a Bugbear Champion is killed, another one will take its place in 1d6 days.

I have ___/5 Goblin Warriors. My clan is protected by ___/2 Bugbears.

Clan and Warrior Rules:

Goblins would never survive by themselves. They need large numbers because not everyone comes back from a raiding party.

Population control: If your tribe has a lair big enough to support the population (at least one open square per goblin - not counting halls), your clan gains 1d4 Goblins per month up to a maximum of 20. (Your lair must have the open space available before you roll). If instructed to do so, the tribe can expand the lair while you are away, whether it be adding a 4x4 hut or digging chambers underground.

Wealth: At the end of each month you get a tithe from each brood = 10 x your level in gp.

Redshirt Warriors:

This is an abstract way to represent goblin raiding parties. You can take goblin warriors with you on adventures. If you take them all, just remember your clan will have no warriors to defend the tribe, outside of a possible Bugbear.

Advancement: The total hit point values (5 x your level) and attacks (equal to your level) are the only 2 things that change every level. However, whenever you get an attribute point from gaining 4 levels, your Goblin Warriors advance in ability by raising one Tier. You can’t change gear or take anything from them because it’s an abstract representation of their overall fighting ability and resources.

Your Bugbears raise a Tier at level 10, 15, and 20.

To avoid slowing the game down, the following rules apply;

You can only have 1 active warrior at a time.

It originates from your square.

It always acts on your initiative.

If you die all of your warriors retreat back to the tribe until you are raised.

If a warrior *dies, the next one can’t be activated until the start of your next turn.
*Remember to subract the dead warrior from your clan’s total population.

The only healing an active warrior can benefit from in combat is channeled energy.

If your warrior survives the encounter, its hit points reset. (Representing healing)

It has 4 available actions:
It can move.
It can provide a flanking bonus to you or a tribe member.
It can perform aid another for you or a tribe member.
It can drag your body from danger at half speed if you are incapacitated.

(I created a small stat sheet for the goblin and bugbear Tiers too)

Sample Tier 1 Goblin: http://homepage.mac.com/wilknoble/goblin_tier1.jpg
Sample Tier 1 Bugbear: http://homepage.mac.com/wilknoble/bugbear_tier1.jpg

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Mergy wrote:
What do you people do with all of the characters that you never have a chance to play?

You can always post them for others to play or they can gain life if a DM out there uses them as an NPC.


The Morning after the goblin party in the Licktoad Camp. Each personal encounter is worth 200xp.

Read Aloud:

The early morning air is as thick as wet wool. The mist hangs low, leaving a glistening layer of dew on everything. Even the singing smoke from embers smells wet. Ash flutters from various fire pits and dusts everything with a chalky grit. The warm and damp stillness is occasionly stirred by a cool breeze, bringing a collective sigh from the drunken rabble that is scattered about the camp. It's like a giant sleep spell has been cast. Goblins litter the grounds in various poses, positions, and states of conciousness. If one were to stumble upon the Licktoad camp they’d think it was the remains of a bugbear raid. Even the livestock are quiet and still, heads hung low with sleep.

Roll 1d8 to see who wakes up where…

1. Hogtied
You awake to someone sniffing your ear. When you try to move you realize your arms and legs are tied. When you try to open your eyes, you notice you are also blindfolded. Whoever is sniffing your ear, starts tugging at your bonds. When your hands are finally free, you reach up and pull the blindfold off. The person who freed you is actually Squeely Nord. The proud piglet is chewing on the rags that had once kept you captive. When you raise your head to inquire how you got in the pig pit, you see your legs are not only tied, but the rope binding them is also loosely tied to the piglet, and you’ve just startled it.
Roll Initiative!
Escape Artist Check. Treat the loose rope as a net, DC 20. Full-Round action. If the character succeeds, he is free. If he fails by 5 or less, he loosens the rope even more, reducing the DC by 5 each round.
If the character fails he takes 1d4 points of damage every round from being drug around the pit. If for some reason he doesn’t break free, the pig will cease to be spooked if the character is knocked unconscious.

2. A Dog-Eat-Dog World.
You awake to the sound of growling and licking. You smile because you might have been a part of some fun with a goblin female. When you open your eyes, you realize the licking is actually suckling. You are lying next to a goblin dog mother and surrounding you is its pups, scrambling for breakfast. Sharp little claws scrape you as they fight for milk, some of which drips on you, spurning one to furiously lick your face. When you push yourself up, the mother realizes you are not a pup.
Roll Initiative!
The mother is not happy. She will bite the goblin until it leaves, but will not give chase.

3. Threesome
You awake and your head hurts when you yawn. You push an arm off your stomach and a leg off your face. You find yourself staring at the ceiling of a hut. Odd pieces of junk are suspended form the hide roof, wavering in the breeze. Your eyes adjust to bring your environment into focus. Two females sleep on either side of you, both of which wear bits and pieces of your own outfit. You frown, wondering if they are wearing your clothes, what do you have on? You look down and see you are not only wearing a dress, you wear two. The hut’s flap is thrown aside and a big goblin stumbles in. He looks down and blinks quickly, as if surprised. The two females wake up. “Promised one,” they gasp, “you’re back already?”
Roll Initiative!
If the husband wins initiative, he will declare the character can have his two wives. He’s tired of their nagging. They will demand half of his stuff so he’ll pull out 2cp’s and gives them one to split between the two of them.
If the character wins initiative and attacks, the goblin husband will step back and say they aren’t worth fighting for. If the character continues to attack the husband, 1d4 guards will come to his aid having heard the whole encounter.

4. Under the Sun
You wake up lying on the ground but you are in a confined space. You turn, dirt sticking to your damp face, and see a painted sun. Painted sun? Why is that so familiar. You nod, remembering that sun is the one painted on one of the tribe’s big drums. You and a giant of a goblin were pounding the hell out of it the night before. You were beating on the drums with such ferocity, you see a small tear in the hide. You crane your head up and peer through the hole to see that giant goblin. Curiously he still looks drunk on cider, but worse yet, he is lifting a giant hammer to beat on the drum some more.
Roll Initiative!
Escape Artist check. Treat the drum as a Net DC 20. If he escapes, the big goblin misses the drum and apologizes. If the character doesn’t escape, the big Goblin swings the hammer. (Attack +4, 1d6+2 damage).

5. Hang ‘Em High
What is that noise? Is it whetstone? Bees? You open your eyes and find yourself face-down in the dirt. You spit mud from your mouth and sit up, your head protesting any movement. You smack your dry lips and blink the sleep from your eyes. You take a deep breath, the taste in your mouth is of rotten apples, or is it shit from worms that eat the apples? You feel something constricting your throat when you swallow. You reach up and feel a rope, a tight rope. You reach behind your neck and feel it’s actually a noose. You look up and see the rope is tied to a large branch, and thankfully the person who tied it gave you too much slack. You turn to the trunk of the tree and see a wide-eyed goblin holding a rusty blade, standing in sawdust. He tilts his head as the tree shudders and begins to tilt. He mutters, “Timber?”
Roll Initiative!
Escape Artist check. Treat loose noose as a net, DC 20. If the character fails to get out, the falling tree, cut down for firewood, will jerk the character doing 2d4+2 damage.

6. King Wrong
You wake up in a nice soft, warm bed. You feel a tickle on your face and you chuckle and wave it away. It tickles you some more so you reach up and give it a tug. You hear a deep grunt when you do. You freeze and open one eye. You are shocked to find yourself lying in Chief Gutwad’s lap. How you got there is beyond you, but thankfully the Chief is still asleep, head thrown back in a loud snore. One of his bodyguards suddenly appears at his side. The sentry looks down and can’t believe his eyes. “What are you doing!” he whispers, straining not to yell. “Don’t move that hand,” he hisses, pointing to your grip on the Chief’s goatee. “Where’s your other hand?” he asks. “Between two pillows,” you reply. The chief stirs and opens his eyes, “Those aren’t pillows!”
Roll Initiative!
If the chief and guard wins initiative, they both take one swing. Attacks +4, Dmg 1d4+1 each.
If the character wins initiative Diplomacy check to avoid getting hit. Treat the Chief’s initial attitude as Unfriendly, DC 22. If the character succeeds, the Chief will clear his throat and begin to pace, talking about dares that happened the night before. The guard will just look around and begin to whistle. If the character fails the diplomacy check, the chief and guard will try their one swing but will not pursue.

7. Cart Wheels
You awake to find the world askew. You are hanging upside down, and since all the blood is in your head, the pain behind your eyes is incredible. You groan when you lift your arms because they feel like they weigh a thousand stone! Ropes fall free of your arms but the bindings around your ankles are still tight, holding you aloft. You shake the cider-induced sleep from your brain and suddenly realize you are tied to a wagon wheel. You are about to untie the ropes when a large bee hovers around your toes. It lands on your big toe and its abdomen, holding a giant stinger, rises and lowers slowly like it’s taunting you before a sting. It flies off and you follow its flight path until it lands on the rump of an ox…the ox that is tied to the wagon. Luckily the bee is peaceful. You turn towards some movement and see a goblin youngling with big eyes, watching the bee. Suddenly the wide-eyed goblin lifts his arms to swat the bee, with it chosen weapon…a rider’s whip.
Roll Initiative!
Escape Artist DC 20. If the character succeeds, he drops to the ground. If he fails by 5 or less, he loosens the rope to reduce the DC by 5. He will be flung in circles, bashed against the ground every round for 1d4 points of damage. The ox will run for 3 rounds.

8. Eagle’s Nest
You awake to the pricks and pokes of dry straw. Why couldn’t it be in a nice, comfy hayloft? You try to roll your body into a more comfortable position but you are just poked more. Finally, in a tired frustration, you open your eyes. It’s not straw, it’s a woven tapestry of sticks, twigs, and dry grass. It looks like a nest. When a young eaglet hops into view, you realize it IS a nest. Straw suddenly would have been preferable. You sit up just as the chic’s mother arrives with a fish in its mouth. The eagle sets down, drops the fish, and its head jerks from side to side as it tries to figure out what the hell is in its nest. With a few rapid blinks, the eagle decides the strange chic has got to go!
Roll Initiative!
If the character jumps, it’s a 20’ drop doing 2d6 pts of damage. DC 10 Climb checks. The eagle will attack as long as the goblin is in the nest or within 5'. If the character fights;

Eagle
Small animal Init +2; Senses low-light vision; Perception +10
DEFENSE AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size) hp 5 (1d8+1) Fort +3, Ref +4, Will +2
OFFENSE Speed 10 ft., fly 80 ft. (average) Melee 2 talons +3 (1d4), bite +3 (1d4)
STATISTICS Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7
Base Atk +0; CMB –1; CMD 11
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception


Goblin Inherited Traits

Adaptive Immune System
Benefit - You gain a +2 bonus to Fort saves vrs diseases.
Drawback - Poisons act so quickly you don’t have time to adapt. -2 penalty to Fort saves vrs poisons.

Adrenaline
Benefit - When your hit points drop below 50%, your strength raises by 2 at the start of your next turn.
Drawback - 4 rounds later you are sickened until you rest for an hour.

Agile
Benefit - Your Reflex saves get a +2 bonus.
Drawback - You take a penalty of -1 to Will saves and Fort saves.

Ambidextrous
Benefit - When fighting with two weapons, you lessen the penalty by 1.
Drawback - Your balanced concentration comes at a cost of strength. When fighting with two weapons
you take a -1 penalty to damage and a -2 penalty to confirm critical hits.

Ancestral Lands
Benefit - Pick 2 Favored Terrains from the ranger list on page 65 in the corebook. You gain the +2
bonuses that are listed and upon reaching level 10, they increase to +4.
Drawback - When in any other terrain, your base speed is 20, not 30.

Big boned
Benefit - When confirming a critical hit against you, the foe takes a -2 penalty.
Drawback - Squeezing counts as 3 squares of movement, not 2. You take a penalty of -2 to any Escape
Artist check or to resist/escape a grapple.

Elephant Hide
Benefit - You gain a natural armor bonus of +1.
Drawback - Your wounds are hard to close. When you are the target of a healing potion or spell, you
lessen the amount healed by 2.

Empathic
Benefit - You have a deep sense of what others feel for a +2 to diplomacy and +4 to sense motive.
Drawback - You are so empathic you forget about yourself. You take a -1 penalty to Will saves.

Faint-of-Heart
Benefit - When you are healed, treat the dice as half or above.
Drawback - For every ally that drops below 0 hit points or is killed, you are shaken for 1 round. Your
stomach is so queasy you must also make a hit roll to perform a coupe de grace.

Hearty
Benefit - You gain 1 hit point per level.
Drawback - When rolling for hit points you use the best if 2 rolls, not 3. (I have them do the best of 3 rolls when rolling for hit points every level)

Hyper Immune System
Benefit - You gain a +2 Fort saves vrs poisons.
Drawback - Diseases are more resilient and stay in your system longer. -2 penalty to saves vrs disease.

Intellectual
Benefit - You gain 2 extra skill points, no matter what your Intelligence score is.
Drawback - You permanently lose 1 hit point.

Iron Knuckles
Benefit - You get a +1 to your unarmed damage.
Drawback - You spend so much time with your fists clenched, you take a penalty of -2 to craft skills,
disable device, and sleight of hand checks.

Iron Grip
Benefit - You get a +2 bonus to resist disarm attempts.
Drawback - Your grip is so strong you lose flexibility. You take a penalty of -2 to any craft skill,
disable device, and sleight of hand checks.

Knobby Elbows
Benefit - Even when unarmed you can still cause trouble. If an opponent provokes an attack of
opportunity by moving through areas adjacent to you, you are considered having the

Improved Unarmed
feat to throw an elbow in his face.
Drawback - Tossing an elbow diverts your attention. -1 to your AC until the start of your next turn.

Lucky
Benefit - Every day you get 1d4 uses of inherited luck, granting you a luck bonus as if you were wearing
a Stone of Good Luck. The effect lasts for 1 round.
Drawback - None, that’s just how lucky you are.

Much Mojo
Benefit - The opposite sex is attracted to you, giving you a +2 to diplomacy, bluff, and sense motive.
Drawback - Members of the same sex are jealous so they give you the same in penalties.

Mutation
Benefit - Your forefathers dabbled a bit. You gain a racial trait from another race. Your choice.
Drawback - Odds you lose Darkvision - Evens your speed drops to 20.

Natural Swimmer
Benefit - You gain a swim speed of 15.
Drawback - You are clumsy on land. Your base speed in a swamp is 30, but in any other terrain, it’s 20.

Nervous Nelly
Benefit - You are so jumpy you get a +2 bonus to your initiative.
Drawback - You are always looking around and can’t sit still. Take a -2 penalty to stealth checks.

Night Owl
Benefit - Your perception at night is at a +2.
Drawback - Your perception during daylight is at a -2.

Ravenous
Benefit - Your natural healing and ability damage recovery is doubled.
Drawback - You eat twice as much as normal. In addition, at the start of every initiative, you must
spend a standard action to eat something or be sickened until you do.

Strong Arms
Benefit - You apply 1 ½ times your Strength damage with thrown weapons.
Drawback - Your accuracy suffers so you take a -1 to hit with thrown weapons.

Strong Back
Benefit - You treat your strength as 4 points higher to determine encumbrance.
Drawback - You run like a golem. You can only run 3x your speed, not 4x.

Strong Willed
Benefit - Your Will saves get a +2 bonus.
Drawback - You take a penalty of -1 to Reflex saves and Fort saves.

Stubborn
Benefit - You get a +1 to Will saves, +2 to resist bull rush attempts, and you drop unconscious at -2 hit
points instead of 0.
Drawback - You never back down. You can’t use the withdraw action.

Sturdy
Benefit - Your Fort saves get a +2 bonus.
Drawback - You take a penalty of -1 to Will saves and Reflex saves.

Tiny Hands
Benefit - You get a +2 on Sleight of hand checks.
Drawback - It’s hard holding onto things. After a pickpocket, you have a 50% chance of dropping it.

Vocal Veracity
Benefit - You get a +2 bonus on any Intimidate check because of your voice.
Drawback - You’re annoying. You take a -2 to diplomacy and handle animal.


Goblin Creation: I created some "Inherited Traits" that they would get for free through their goblin blood-line. They each come with a benefit and drawback and I added a feat to the game called "Bequeathed Begone!" they can take at 5th level to cover them finally overcoming it, removing its effects if they wish to.

Deck of Card draw...

If you draw the big Joker you get to redraw and take only the benefit. If you draw the small Joker with the writing on it, you didn’t inherit a trait.

Inherited Trait - Card

Spades

Adaptive Immune System-Ace
Adrenaline-King
Agile-Queen
Ambidextrous-Jack
Ancestral Lands-10
Big boned-9
Elephant Hide-8
Empathic-7

Clubs

Knobby Elbows-Ace
Hearty-King
Hyper Immune System-Queen
Intellectual-Jack
Iron Knuckles -10
Iron Grip-9
Lucky- 8
Much Mojo-7

Hearts

Mutation-Ace
Natural Swimmer-King
Nervous Nelly-Queen
Night Owl-Jack
Ravenous-10
Strong Arms-9
Strong Back-8
Strong Willed -7

Diamonds

Stubborn-Ace
Sturdy -King
Tiny Hands-Queen
Vocal Veracity-Jack
Feint-of-Heart-10


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A few things I whipped out quick to add some flavor to the Goblin campaign we are starting. I thought I'd share in case any other groups are going the Goblin route for fun. I did the Hangover encounters during my lunch hour. I'll post 'em.


It's a cheap shot but I thought it was too funny to keep to myself.

Keep rollin those dice!


http://homepage.mac.com/wilknoble/goblin.jpg


Magicdealer wrote:
A weapon must be masterwork before it can be made magical. A person can be masterful, but not masterwork :p

That pretty much sums up my issue with it . . . that wording is pretty clear.

I guess I'll be using Monk weapons.

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I've never played a Monk before so why I'm after a clarification. I have both a monk and a fighter but I can't choose which one. I like having things clear before a person starts to avoid b!!$#ing later on . . . nothing worse than getting 5 levels into a character to find out you can't do something you thought you could.


When I read this text, I read it as a Monk can enchant his unarmed strikes just like a fighter can a sword . . .

"A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons."

Why else would they have that paragraph? "For spells like Magic Weapon" you say . . . If a mage can cast Magic Weapon on a Monk for his unarmed strikes to get a +1 magical enhancement bonus, why wouldn't a +1 enchantment bonus work? The enchantment is basically a permanent version of that spell. Furthermore, it even says in the spell Magic Weapon; "A monk's unarmed strike is considered a weapon"

That's two places they say a Monk's unarmed strike is a weapon, so by definition, he should be able to add enchantments to it.

A Monk doesn't even get a 1 to 1 ratio for their BAB (rogue BAB) so it wouldn't make any sense for a Monk to not be able to get enchantments when fighting with his primary weapon.

If that's not the case, it would be a no-brainer to take that same character and make him a fighter instead. You get a higher BAB progression, weapon training, weapon specialization, a feat every level, more Hit Points, and you can wear armor. If you are worried about losing the multiple attacks from flurry of blows, just use two weapons. You'd have a much better character.

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If you fire a regular arrow from a +2 bow, do you add the +2 to its damage. There is a question in the group about it not effecting ammo but as far as I read . . .

<<< The weapon part on 467 starts out with the sentence, "A magic weapon is enhanced to strike more truly and deliver more damage." Then it says "They apply these bonuses to both attack and damage rolls when used in combat." It says there are two categories but the only difference is if you throw a melee weapon, the bonuses apply to both melee and ranged. When it talks about ammunition, all it says is they don't stack. >>>

If you don't know, do you GM's have a Pathfinder NPC who uses a magic ranged weapon? If so, could you please check their stats to see if they apply it to damage too.

Thanks in advance.

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I was a last minute entry (literally) so I whipped this up for an entry. 195 words on the word count. Congrats to the 32.

Siege Quiver: This appears to be a quiver that can hold 20 arrows. When you fire an arrow drawn from it and miss your target, it goes ethereal and returns to your quiver for use in the following round. At the cost of an arrow and full-round action, you can turn an arrow into a flaming missile upon release. At the cost of an arrow and full-round action, you can turn an arrow into a signal arrow that can be heard within a mile. Once per day, you can fire an arrow to mark your range, enabling you to target anything within thirty feet of it, ignoring range penalties and gaining a +1 competence bonus to hit. Twice per day, you may use a full-round action to fire an arrow into the battlefield and instead of doing damage, the arrow goes ethereal, returning to your quiver with 5d4 arrows, or as many as it can hold. Three times per day, you may reach into your quiver to withdraw hardtack and mug of water. Upon consumption, the mug must be returned.
Moderate conjuration; CL 9th; Craft Wonderous Item, Leomond’s secret chest; Price 1,500gp; Weight 2 lb.

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