Goblin

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Goblin Squad Member. 1,687 posts (2,576 including aliases). No reviews. 1 list. No wishlists. 5 aliases.


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Male Goblin 3 Urban Ranger

I was checking back to this page periodically, looking for a link to the game... when now I realize it's on the tab at the top, /facepalm. Holidays been busy as well, if you still will have Grip I can get an RP post done tomorrow, I've not made characters on here, and still can't figure out how you all put your stats above your avatars and what not, if there's a tactic to creating a character on this site, or a guide somewhere I could easily transfer over from Mythweavers.

Anyways, Merry X-Mas and take care

-Spazz


Male Goblin 3 Urban Ranger

Grip Riddleshot Reporting for... well, err... Grip Riddle shot awaiting execution sir!

Greetings folks, never played a campaign on this site, so still getting navigating it down. :] I'll whip up some character specs, sheet and all that jazz in the near immediate future.


^^ Thanks for the picking. /salute. (Will make sure character sheet is all up to date and ready.)


Why thank you, I'll just leave it at that for now, maybe at some more history RP examples in the future for kicks, and check back in periodically. Looking forward to see what kind of other characters folks choose to play, been waiting to play an evil campaign. (not had a chance to play Way of the Wicked yet.)


Grip Riddleshot(Character Application):
Name: Grip Riddleshot
Race: Goblin (Over-sized ears. Alternative Racial Trait.*)
Class: Ranger ( Urban Ranger Archtype )
Ability Scores: STR:12 | DEX:22 | CON:14 | INT:16 | WIS:12 | CHA:9
Alignment: Neutral Evil
Crime: Grave Robbery: "I just can't understand, why these idiots bury their dead with so many valuables? Loot the dead, Burn the Bodies. That's what I always say. After all, what use do the fallen have for all that shiny?"

PossibleTraits:-
Trait 1: Vagabond(Select one of the following skill Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you (Slight of Hand)) Theft has been a big part of Grip's life, even more so since he's left his clan. With much practice, he's found out how to be quick with his hands.
Trait 2: Goblin Foolhardiness(You have a tendency toward gross overconfidence in combat. Benefit: When facing an enemy that’s larger than you are, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 trait bonus on attack rolls with non-reach melee weapons.):Grip is stubborn but not foolish, though he tends to be overconfident in his martial abilities. Perhaps he thinks because he's a few inches taller than the average goblin, that he stands a better chance against foes that tower over him.

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Description & Personality: Grip is tall for a goblin, standing easily a head above the average lot. He slouches to keep his presence down, but if he's not paying attention he can stand out in a crowd. As if it wasn't already bad enough being tall, his ears are also quite large, and perk up and out. It makes eavesdropping much easier, but it is also another way for him to stand out. He holds himself with much more bravado than he should, but one may chop that up to him being overly cocky in his abilities. He has quite the sinister laugh, and often will burst out laughing at things others wouldn't find amusing. That and he laughs at his own jokes, what pretentious goblin eh? Ah well, despite all that he tries his best to keep a clear head, and on the good side of those that are stronger and have more resources than himself.

Physically he stays fit, though that's never said to be hard for goblins.(Less you're one of those sit around lazily eating and whoring all day, like many of those obese leaders that Grip hates so very much.) His eyes are a dark brown with a red hue, and his teeth are oddly stained from tobacco and rum. He wears a red and black oil stained leathers, form fitting armor and boots that come up to just below his knee. He also keeps a full quiver of arrows on his lower back, and fairly well made bow as well.

---------

Story: Who is Grip?: From the deep north, Grip of Clan Slarg, had always been different. He was taller, quicker and smarter than most of the other goblins in their clan. It became a hassle everyday, as he constantly found himself making up for the others flaws. Whether it was hunting, crafting or even often negotiating with other clans. He did not excel at the latter, but even still he fared better than most. Eventually the incompetence of his tribe was to much, and so he left one morning, never to return. Upon leaving, he even abandoned the clan name and took up his own, Riddleshot.

Grip had spent years running with groups of thieves and vagabonds, still searching for his place to shine. He is ambitious for his race, often finding himself trying to take a leadership roll in the groups he joins or creates. It usually doesn't work out well for him, but he tries nonetheless. He would bring unique job ideas to the table, coaching their band to see them as a good idea. Ambush a merchant caravan here, break into a house rumored to be riddled with valuables there. Usually the information was solid, but the execution was flawed, always finding some form of complication. Luck stayed on his side for a long time, as him and most of his colleagues managed to escape, mostly empty handed. Grip would end up losing most of those who travel with him, only to round up another group for the next job. There were only a handful of others, that actually stuck with him through all of his mischief. He always had long term goals, and that was the reason the loyal ones stuck with him. They talked of creating a thieves guild of their own, one that could have influence over one of the greater cities. They would run it from the background, recruiting those of like minds. They would bring the wealthy nobles to their knees, lining them up in a order that the guild saw fit. Of course a venture like that, is going to cost a substantial amount of coin. That minor detail, is what kept Grip's brain constantly at work.

On one stormy night, Grip led a small group of four, to the next brilliant job. He was certain, this one was going to make them their fortune. Robbing a noble families crypt, right in the under their noses. They would use the cover from the storm to infiltrate, hit the crypt hard, and be out before anybody knew they were there. Of course, like most of Grip's foolproof plans, there was a complication...

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Complications(RP example): The storm raged above up above, rolling thunder and pounding rain, masking the sound of pickaxes hard at work. Getting past the guards in this weather, was so much easier than they had expected. Grip went to town on a marble coffin, chipping off chunk after chunk, a devious smile across his face. He could just taste the gold and jewels, that were all just waiting for him. His eyes glanced at the others in his small band, always being watchful, always being careful. Grip knew never to trust a thief, and he wasn't about to start doing so now. It was a cruel and vicious profession, having to worry about a knife in the back, as often as you needed to worry about armed guards. He wasn't really worried, just cautious, after all he did travel with two that he trusted. "There we go!" He thinks excitedly, as the pick ax finally breaks through the ridiculously thick coffin. Three more hard hits and he was through enough to start pillaging. "Ha Ha ha! This is what I'm talking about!" He jumps up and down a few times, pulling a priceless looking golden amulet, with a vast array of gems encrusted on it. He flashed it to the others, who were also starting to get through their tombs, and tossed it in a burlap sack. There was a collection of laughter, as they all went back to work.

Grip looted that coffin, and moved on to the next one, stopping to pick up a few urns and ornate boxes. He gave them a shake, and anything that sounded metallic, he tossed into the sack. The looted everything they could, filling their bags up to the brim. Everything was going according to plans, and within the next few moments they would be leaving this place with more wealth than any of them had ever acquired. "Time to go!" He called out to the others, as he held one last handful of gems and jewelry. Grip's cheeks hurt from smiling so much, the overwhelming greed taking over him. As he turned around, his smile faded quickly to a look of a shock. One of the new members of the squad, stood twitching with a longsword stuck through his chest. His bag of jewels falling to the floor, and spilling all over the place. Six fully armored guards of the house, blocked the entrance with shield and weapon ready. "Oh crap..." Grip's mind raced with possible ways to escape, his head turning and searching for an option. When he faced away from the guards, he took a golden ring and a small ruby, and threw them in his mouth, swallowing them both. He knew there was only one way out of this situation alive, and he turned back to the advancing guards, dropping the sac of valuables and his weapons on the ground.

Grip holds both of his hands up in front of him, and speaks out in the common tongue. "I surrender!"
------------
So, now Grip Riddleshot spends his final days locked away in prison. His luck finally running out, and now he was due to be beheaded for his crimes. He figured it wasn't the worst way to go, but it still wasn't something he found himself looking forward to. A once hope filled and ambitious goblin, now battered and lost, in a place where none escaped. He contemplated trying to take a few guards lives, and going out in a blaze of glory and chaos, but he just couldn't bring himself to do it. He has gone through various stages while being locked up, ranging from anger to despair. He cursed Mitra, and prayed to the old gods, begging for them to throw him a bone. Being locked up was a horrible experience, having not truly appreciated the freedom he had before. In the end, he resigned to keeping quiet and accepting his fate.

(Class Archetype, Racial Alternative Trait to consider.)
Urban Ranger Archtype
-- http://www.d20pfsrd.com/classes/core-classes/range r/archetypes/paizo---ranger-archetypes/urban-ranger --

Goblin Race (Alternative Racial Trait on the same page)
-- http://www.d20pfsrd.com/races/other-races/featured-races/arg-goblin


Expressing Interest, I will have a character post here in a few for you.

Would you allow characters to use the Feat that allows you to take 2 traits if they wished?


I'm building a Human Slayer, Dex focus... planning to go DW with Weapon Finesse and Slashing Grace. It's a 15-point buy game, starting at 4th level. Any pointers?

Idea: STR: 8 DEX: 15 CON: 14 INT: 12 WIS:10 CHA:12
It is going to be a heavy RP game, so I don't want to neglect my bluff/diplomacy.. but I could still se putting the CHA down to 10.(but no penalty.)

With a negative modifier to strength, what problems will I come into? (I mean the feats should cover hit and damage.)


There's also a spell called "Strong Jaw." which is a min/level buff, that adds 2 size categories to ones natural attacks. It's only cartable by ranger/druid, but if you end up with one in the party and can negotiate a buff trade... that'd really help your damage. (not sure if all DMs will allow the spell,


Bloodrager + Dragon Disciple to finish it up, looks like it could be crazy.

She's at 22 STR right now with a belt of STR/CON +2.

Let's say best case scenario at 18th level. 24 STR natural before gear.

Belt +6 STR
Rage +4 STR

34 STR (That's crazy... I'm sure somebody could find a way to increase it too, but I think that's pretty overkill. (Also being able to cast 1st-2nd level spells.)

Hit Modifiers: STR:+12, Power Attack(FF) -5, Weapon Focus +1, Weapon training +1, +2 Longspear
BAB: +16/11/6/1,

Non-buffed to HIT PA: +32/+22/+17/+12 (Hasted Attack(+1): +28)
------to HIT non-PA: +32/+27/+22/+17 (Hasted Attack(+1): +33)

Damage Modifiers : STR: +18, Power Attack +15, Weapon Specialization +2, Weapon Training +1, +2 Longspear.

Non-buffed Damage PA: +38 (O_O) +2d6 sneak (19-20 crit, x3)
------Damage Non-PA: +23 +2d6 sneak

Buffs: Haste +1/0, Bard Song +4/+4, Good Hope +2/+2, Enlarge +0/+1(size), Prayer +1/+1, and Flanking. +2/+0 Total: +10/+7

So, stars aligned fully buffed, right position, ROAR!

HIT: +42/+32/+27/+22
Damage: 2d6+45 (19-20x3) +2d6 sneak....

...the enlarge might just paint a target on my head but it's fun to map that out.


My DM will let me re-work feats if there's a lot of down time, or if I haven't used the feat for a reasonable time and I'm leveling. (I retrained Point Blank Shot .) I'll look into those Dirty Tricks, but finding somebody to flank with hasn't been very challenging as we've got quite the melee heavy group.


I keep MW 3 short-spears, and a spell-storing dagger for my missile weapons.


Hmmm... How does this sound for further progression.

Bloodrager(Draconic Bloodline) for 4 levels (10th-13th)
Dragon Disciple (14th+) That'll end up being +4 STR 18th level. now the question is, will dragon disciple's advance the bloodrager bloodline.'''''


@Gwen, Thanks your post was very helpful, giving me good ideas. I'll give it all a good look.
@Everyone, thanks as well for posting.

What is all your take on the Investigator?


Ah there's no remaking this character for sure, and when we started this campaign (damn near 4 years ago, Slayer wasn't even available :[)

If Slayer's sneak attack damage got added to the rogues, i'd be more inclined to consider it. (Especially the cleaner archetype, totally fits the kind of work my character could be doing.) I bet I could get the DM to agree to it. (perhaps it's to late to start on it now though. /shrug.


I'm just mulling over ideas for where to take my character.

Here is what I currently am at.

Race: Human
Class: 6th level Fighter, 3rd level Rogue (Poisoner)
Alignment : Neutral Evil (with good intentions?.. or not all bad towards her family.)

22 STR, 16 DEX, 17 CON, 16 INT, 14 WIS, 12 CHA (I believe are the stats.)

We are in a magic light world, so our gear is still not so great for a level.. though we are starting to have time/money to craft our own gear.

My fighting style is Longspear, with dagger throwing for some style points.

Feats:-
-- Toughness
-- Weapon Focus : Longspear
-- Improved Initiative
-- Quick Draw
-- Power Attack
-- Weapon Specialization: Longspear
-- Furious Focus
-- Iron Will
-- Combat Reflexes
-- Improved Critical: Longspear

... So I just hit 10th after last nights session, and I need to decide where to go.

4th level rogue for Uncanny Dodge / Rogue Talent (Also was considering Bandit Archtype, though perhaps I'm undervaluing Uncanny Dodge.)

7th level Fighter... Armor training, BAB +1

or something else entirely, I wouldn't mind exploring a PRC or a Hybrid class or hell even something that uses magic, late bloomer bloodline perhaps, or a newly discovered God(though the latter is highly unlikely.) with the only Gods she's aware of right now being... Pharasma, Selune, Cyric and Rovugug (we're kinda in a mix of old gods/new D&D 3.5/pathfinder) Pharasma is the most likely choice if she went that route, as her younger brother is a follower, and she's found his tellings interesting.

This is a King Maker kind of game, with lots of different houses fighting for political, social, finical standing and all that. There's some Aberrations( folks trying to bring back rovugug, working for aboleths and what not. ) among the city where our keep is, and part of our plan is to rid it of it. There are also plenty of humans to fight, and I imagine Orcs may be a possible threat... though I'm 50/50 on that.

so yeah,

Any Thoughts?


Okay, so how does this look for Feat Progression

---Slayer--- (1st-6th level)
Feat #1 Weapon Finesse (1st)
Feat #2 Improved Initiative (Human)
Feat #3 Deceitful (Cleaner -replaces- Track)
Feat #4 Two-Weapon Fighting (Slayer Talent 1)
Feat #5 Slashing Grace (3rd)
--(Slayer Talent 2 is replaced by a Cleaner Archtype ability)---
Feat #6 Alertness (5th)
Feat #7 Improved-TWF (Slayer Talent 3)
---Warpriest---- (7th level)
Feat #8 Exotic Weapon Prof (Sawtooth) (Warpriest)
Feat #9 Weapon Focus (Sawtooth) (Warpriest)
Feat #10 Iron Will (7th)
---Red Mantis Assassin---(8th-10th level)
Feat #11 Weapon Specialization (Sawtooth) (Sabre Fighting 1)
Feat #12 .... ??? (9th)

Feat Ideas:
-- Bloody Assault (I am using Blood-Crystal Sawtooth Sabres. Could cast true strike, throw a dart on my way into combat, get the bleed started, then get an extra 1 damage per hit, and mad style points.)
-- Combat Expertise
-- Improved Disarm ( Could be quite useful, I imagine )
-- Critical Focus, Bleeding Critical,
-- Skill Focus (Stealth, Bluff, Other things...)
-- Arcane Strike (+3 dmg once my caster level reaches 10th.)
-- Combat Reflex ( Suppose this could be useful with a 24 dex...) **
-- Quick Draw
-- I don't know, other stuff.

---Future Progression---
---Red Mantis Assassin--- ( 10th-17th level )
Feat #13 Improved Critical (Sawtooth) (11th)
Feat #14 ... Great Weapon Focus (Sawtooth) (Sabre Fighting 2)
Feat #15 ... (13th)
Feat #16 ... Greater Weapon Specialization (Sabre Fighting 3)
Feat #17 ... (15th)
Feat #18 ... (17th)

---Resume Slayer or War-priest, or pick up something new all together. ---

Feat #19 ... (19th)


Pardon it being full of typos.


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Thanks for the extra advice. Will look into it more tomorrow

What I meant by house was just some in-game knowledge, there are 12 different houses that make up this city we're working on taking over, with one main house"castle/ruler that oversees it all. Something along those lines.

Here's the characters background /info I sent to my DM, just incase you're interested.

Name: Zeek Revin’Aka
Class: 6 Slayer(Cleaner Archtype: Advanced Class Guide), 1 Warpriest of Achaekek(ACL), 3 Red Mantis Assassin (ISWG)
Race: Human (Dual Talent:- Alternative Racial Trait) +2 to any 2 ability stats. (Replace bonus feat, and Skilled)
Age: 30

Background: Zeek grew up within the human city, a hardly noticed member of one of the houses.(Think fourth son, or something along those lines.) He delved into a trouble in his youth, finding he had a canny knack for getting out of it as well as covering for others. While he got chased away from the city guard from time to time, no one ever managed to catch him in the act, at least no one of legit authority. He got caught stealing ale and goods from other crooks in the city, though not on his first attempts. So he sustained some beatings, but eventually his talents were seen for what they were, and that caught the idea of some of the more shady members of a household(Perhaps his, perhaps another. Maybe he didn’t like his own house, perhaps there was something there about the king or leader of it, that disgusted him.)

He was only 15 when that occurred and then the coaching began. Over the years he would hone his skills, not only the typical rogue skills, but also his deft hand with a blade. A year later into this ordeal he had going on, Zeek witnessed the eldest son of whatever house, commit an act that would have had him likely killed. He panicked and left a bloody scene behind. Zeek made it his own business to clean up the mess, delicately destroying any sign of evidence that it had happened.

Eventually the son confessed to his crime to his father, begging for him to help him. When they went to check the location, there was nothing to be found. While the immediate family did not know of Zeek’s involvement in it, his coach and mentor (So and So and So and So. I don’t know, you pick whoever that is.) was quite privy to the knowledge. This led to even more opportunities for Zeek.

Over the next few years, Zeek became the “Cleaner” for his mentor/their house/ and even for higher, along this time he had also started to take contracts to end lives, though they were scattered few and far between at first, mainly when the “go to guy” was unavailable to complete a necessary task. Eventually, Zeek, though not his true identify, was starting to create an infamous reputation, but only for those were privy to the deeper areas of the criminal syndicates or whatever you’d call it. It would be said that when a name was marked, the price was paid, that in frightening time, the victim would simply... cease to be. No sign of struggle, not a speck of evidence left behind, at least none that got out publicly.(Figure he made a mistake here or there, but ya’know... you’re bound to roll a 1.) The nickname was “Reapers hand.”... saying, best watch it or the reapers hand will take you, and things of that sort.

Zeek did hold a certain bravado about himself, but he could keep his night life separate from his daily deeds.

So that continued for some time.. (Until 6th level!)

Then one day when he was out to take the life of another victim, while he was cleaning the blood from his blade, he came across a book. It was laying out just waiting for him to take, it felt almost convenient. (As in it was set out for him to find.) This book held knowledge of a patron deity, the Red Mantis. His heart froze when, and for the first time in years, he felt true panic. The Red Mantis Assassins, they were known to him, though he’d never truly seen one, or met another who had seen one. But he always knew they existed, even if some claimed it rumor.

Had he just taken the life of one of their members? Was his time no forfeit, would he be dead before the sun raised in the morning. He did not know, but he finished his job nonetheless, combing over the area in a far more meticulous way then usual. He would leave nothing, he would hope that he would not be found. There was no sign of the victims weapons, or other things to lead Zeek to believe him to be of that dreaded order.

He would not sleep that night, or for the follow three nights at that, instead he just held up in his quarters, armed and waiting. Over the time he read over the book, and on the third day he prayed to the Mantis God, asking him to forgive him for taking the lives of one his followers. He did so in not a desperate manner, as he’d already accepted his fate. “If there is anything I can do, to make this right... I will do it.”

Then something strange happened... He got a response.

(1 level of Warpriest of Achaekek. ) More story to develop here.

Five lives to take in the name the Red Mantis, at no cost, that was fine and fair way to have his life spared.

In the months to pass, he took four lives, names whispered into his head, and into his dreams. Then on the night of his fifth, as he finished. He was confronted, by a man clad in black and crimson armor, wearing the mask of a Mantis. He two sheathed blades with wicked hilts, wrapped it what he’d later find to be the belly skin of a gold dragon. This is when his true oppurtunity presented itself, and he was invited to join the ranks of the Crimson Assassins.(Or Red Mantis Assassins.)


Ah yes, Iron Will.. one must not forget about that. Especially when they have a 12 Wis, and the classes you're taking doesn't give jack for will saves.

I'm already sold on the Mantis Assassin for sure, I like the Mask of the Mantis too... perfect for the scenario, as we're taking up residence pretty deep underground, so the dark vision would be nice.

So what do you think about the single level of war priest, I know part of me sees that as min-maxing, which quite a bit of this is in the first place, but as I read about the class, and picture the characters background, as he starts off a slayer/clearer for such-and-such organization or house, he gets essentially find the mantis god for one reason or another, creates a link for him (explaining the level of war priest.) Then gets actually recruited into the organization, and is able to go back to his roots as the assassin. For an RP stand point, I can see it better than most level dips...

Though how do I start if I do...

4,5 or 6 levels of Slayer
1 level of War-priest
and 5, 4, or 3 levels of Mantis Assassin.
and I will surely plan on going back to Slayer.

As for the Sword and Board, that's something I'll have to consider. It also saves me money from buying 2 swords, which leaves more funds for other items...

As for the focusing on Strength, I'm fairly certain the DM will okay the Dex on the offhand as well... but also I've played 2 other rogues in the past few years, and both have had strength over dex, one an Orc-rogue/fighter, and the other a human poisoner/fighter also... I'd like to focus this one on light armor, and heavy dex build.


I was looking at the Cleaner Archtype for the Slayer, I like that one for the character a lot.

I single level dip into war priest looks pretty solid idea. Exotic Weapon Prof and Weapon Focus...

I'm also curious about the Sacred Weapon (or Profane Weapon in this case.) Need to look into it.


I'm sold on the Slayer build, all though I'm noting War-priest as a future character candidate, cause it looks like it could be some fun. Slayer just seems to fit the character I've got in mind already, the thrill of the hunt, a house assassin that's about to turn on his house.

The party does have an alchemist that can whip up Potions of Invisibility, so I don't think the archetype is necessary, though I do like it's description.


Hmm.. I will have to look both of these over, thank you for the input. Warpriest has highly interested me just from looking it over, only problem is the spells/wisdom...

and the Slayer, that would save me from needing Weapon Finesse, but then my AC would take a substantial hit, not that I want to get hit, My DM just has a knack for turning around and killing rogues, especially after they just tore up the enemy.


Hello folks! Last night I decided to PK another player, one that had it coming, and my character was exiled for his actions.(At least he wasn't executed, it was a close vote!) So be it, now I must roll in a new character

I'm looking for ideas to help make this class I'm building better suited to destroy casters, it's going to be my primary focus, but I also can't suck at doing other things. :]

So here's what I've got so far.

Coming in at 10th level.

Race: Human
Class: 3 Rogue(Archtype: Chameleon), 2 Ranger, 5 Crimson Assassin(Mantis Assassin.)

Two-Weapon Fighting build, Sawtooth Sabres of course and yeah. Here were my starting stat rolls.

Rolls: 18, 14, 13, 12, 12, 11
Distribution: STR: 11, DEX: 18, CON: 14, INT: 12, WIS: 12, CHA: 13.

-I opted for the alternative race trait (Dual Talent), to sacrifice the Human Feat and Skilled, to instead get the +2 to another ability score.
I figured, +2 on Dex, +2 on Charisma,
4th (+1 CHA), 8th (+1 Dex)

Final Stats: STR: 11, DEX: 21, CON: 14, INT: 12. WIS: 12. CHA: 16

Feats:-
Bonus:
Rogue Talent:: Weapon Focus(Sawtooth Sabre),
Ranger Combat Style 2nd Level:: Two-Weapon Fighting,
Red Mantis Assassin 1st Level:: Weapon Specialization
Red Mantis Assassin 5th Level:: Greater Weapon Focus
1st level:: Weapon Finesse
3rd level:: Exotic Weapon Proficiency(Sawtooth Sabre)
5th level:: Improved Initiative (Our DM does a round by round Init)
7th level:: Unsure
9th level:: Unsure

I have base wealth for a 10th level character, so 62,000g

I figure I know I want good weapons, and I'd love to have Phase Locking on one of my sabers, cause I am so sick of quickened DDs. -_- and my DM loves them... but from there I'm not sure


Here's a bit more I've got to add to the Fey Domain idea:

1) Wild Magic (Sp): At 8th level, when you cast a spell that deals damage, you may chose to tap into the innate wild magic around you. You roll two(one?) percentage dice and follow the effects of the chart below. (Duplicate roll counts as nothing.(Or cause for re-roll?)) The spell casting time increases by one increment, but the spells slot used is the same as originally cast. The damage done is pure arcane damage, even if the spell cast is of a specific element.

Percentage Magic Alteration
1-5 Backlash: deals 1d6 damage per level of the spell.
6-20 Merciful Spell
21-40 Bouncing Spell
41-60 Piercing Spell
61-80 Intensify Spell
81-94 Empower Spell
95-100 Quicken Spell

You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

2) Ley Line Aura: (Compare to many other domains with auras) Tap into the world magic, share with those around yoou. (30ft radius, effects spells cast within it, increases effective caster level by +2, (Any energy cast within has it's type changed to untyped magic damage.) 8th level, used rounds per druid level, rounds need not be consecutive.

3) Mind of the Earth: (Compare to Strength domain.) At 8th level, Use your cleric/druid level as an enhancement bonus to wisdom, can be used up to your cleric/druid for rounds per day. This ability can only be used for Wisdom checks and wisdom based skill checks, these rounds need not be consecutive.

4) Fey Resistance**: (Compare to most elemental domains.) At 6th level, you gain Energy Resistance: 5 cold and electricity, and a +2 to saves vs mind effecting spells. At 12th level, the resistance changes to 10 cold and 10 electricity, +4 vs Mind Effecting, and you gain DR/5 cold iron. At 20th level, the resistance changes to 20 cold and 20 electricity, DR/10 cold iron. and immune to mind effecting.

5) -

(Plant) Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—wall of thorns, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambled.
(Fey) Domain Spells: 1st—Speak with Animals, 2nd—Tree Shape, 3rd—Nixie's Lure, 4th—, 5th—, 6th—, 7th—, 8th—, 9th—

(Spell Ideas)
-- 1st: (Vanish, Silent Image: not on the druid spell list.), Speak with Animals**, Faerie Fire**, Entangle, Summon N/A.
-- 2nd: Resist Energy, Tree Shape**, Barkskin, Gust of Wind, Restoration Lesser, Magic Fang(Lesser)
-- 3rd: Animal Aspect(Greater), Burrow, Burst of Needles, Call Lightning, Cloak of Winds, Dominate Animal, Life Shield, Protection from Energy, Magic Fang(Greater), Nixie's Lure**, Neutralize poison, Wind Wall.
-- 4th: Absorb Toxicity, Aspect of the Stag, Blight, Command Plants, Control Weather, Dispel Magic, Earth Glide, Freedom of Movement, Geyser, Grove of Respite**, Kiss of the First World***, Moonstruck, Reincarnate, True Form, Thorn Body.
-- 5th:
-- 6th:
-- 7th:
-- 8th:
-- 9th:


If my pitch for a Fey Domain doesn't go well, I will be taking the Plant Domain(Growth). I'm trying to design the domain not specifically for my character, but something that would suit something for fey in general.


I am about to start a game right now, where I will be trying to play a custom race. Tiny size fey creature. Quite plant like, with Ivy wings.

Here are the details. (15 RP creation.)

( It's a variant of the Gathlain race, I'm calling it a Vine Runner. )
Racial Traits | RP
Ability Score(Basic): +2 WIS, +2 DEX, -2 CON | 0 RP
Type: Fey | 2 RP
Size: Tiny | 4 RP
Base Speed: Slow | -1 RP
Languages: Standard | 0 RP
Spell Resistance, Greater | 3 RP (Coming from a forest ripe with wild magic.)
Camouflage(Forest) | 1 RP
Fly: 40ft (Poor) | 6 RP
Low-Light Vision | - RP (Fey)

Here are the base stats I'm coming in as. (30pt buy.)
STR: 11, DEX: 16, CON: 12, INT: 14, WIS: 16, CHA: 12.
Here are the modified stats.
STR: 9(-2 size), DEX: 20(+2 race, +2 size), CON: 10(-2 race), INT: 14, WIS: 18(+2 race), CHA: 12

Now I'm still kind open to changing the stat distribution, but I think the set up suits the character well, as much as I don't want to have no hit points, I will be avoiding taking damage as much as possible.

Anywho, I'm going with druid as the class, Menhir Savant archetype.

trying to think of a possible cross class that would go well with it. I almost went with a straight ranger class, but decided to go druid instead. The DM is having my shapeshifting size cut down by one, so that will affect my wild shape a bit.. though I will be able to turn Diminutive and Large, instead of Tiny / Huge. (Though I'm not sure what benefit that will be.)

Idea 1) I was thinking Zen Archer archetype for a monk, for maybe a couple levels, because I'd love to see the tiny creature attempting to do damage with a bow once he gets spelled out. ) I'd also like to get those bonus feats and a Wis bonus to AC.

Idea 2) Ranger of some sort, it can't be urban because the character comes from the Fey home world, so it wouldn't make sense.

Idea 3) Bard or other arcane caster class, so I can take the arcane strike feat.

Idea 4) No cross class, simple plan but not as fun.

I'm looking for input, should I completely ignore martial damage of any sort since my arrows will be doing Tiny damage, or is there a class / archetype i'm missing that could make use of the lack of strength and tiny size? Let me hear your thoughts folks, and thanks for reading.

(Also this is probably more work than anybody is interested in, but I'm going without an animal companion, and taking a domain. The DM is willing to hear a pitch for a Fey Domain, but I'm not entirely sure where to go with it.

Here's what I got for a 1st level domain ability.
Fey Mischief (Su): (Compare to: Air Domain(Wind))

At 1st level, you may target one creature, as a standard action you may attempt to cause them to stumble and fall. With a snap of your fingers, you cause an object the creature is wearing, or something within five feet of that creature, to act abnormally. (Figure shoe laces tied together, or a piece of cloth on the ground, or a boot stiffening up to where it won't bend at all.(or pants) things like that.) The item gets in the way of the creatures movement. You then make a ranged trip attack to shove the opponent off balance, using your caster level as your BAB, Wis modifier in place of STR or Dex. If you bypass their CMD, the target falls prone.
This ability can be used 3/day + WIS mod.

I want the 6th or 8th level ability to have something to do with Wild Magic. I dot know though, still have to decide on domain spells as well. So I'm stumped, and I'd be totally open to hear ideas.

-Spazz


Quick fix for any disloyal cohorts of cohorts. "Excuse me sir fellow spell caster in the party, I've got some useful heals and an entire army to back me, would you like a little extra benefits? How about a dedicated healer to follow you around for a bit, at my 'request' of course. All it will cost you is a single spell or two, every two weeks."
--(Dominate Person.) Bwahaha.

Pretty soon the entire campaign will go from progression, to in-house turmoil, leading to the antagonist of the story, to now be an ex-cohort.


Oh so it makes your overall character level that much higher, so if we're starting at 9th level.. than to stay balanced. I'd need her death to have happened at 6th level, so she comes back as a 9th level character, 5 sorcerer, 3 bugbear, +1 ECL


(So I realize this is a pathfinder forum, but this game I'm playing 3.5... hope nobody minds.(The DM plays pathfinder as well, and a ruling form this would also be considered.) <.<

So I'm playing a play by post game, and my character is coming at 9th level.

For story wise, I've got the character as a once conceded elf, totally high charisma and beyond vain. Well she's going to be a spell caster focus. Her story is she's gotten ganked,(so 1 death towards her three.) and has been reincarnated into a Bugbear.(I picked a caster class, as I didn't want to use the bugbear simply to boost her physical stats.) So the DM loved the idea, and it's gotten okayed... but now I have no clue how to get this started.

Let's say for creation purposes, she died when she was 7th level, was reincarnated, and regained her levels back up to 9th. (I offered to take the death penalty and start at lower levels than the others, but he said it wasn't a problem, so she'll come in at 9th as wel.)

So. 7th level Sorcerer, DEAD... comes back to life...
Now... How do you calculate the Bugbear racial HD, ECL into the character?
Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
bugbear ECL+1

When she comes back, does she come back as a 3nd level Sorcerer with 3 levels of Bugbear, and the -1 level penalty for being brought back to life? Or does the Bugbear HD stack with her original class levels, so she comes back as a 6th level Sorcerer with 3HD worth of Bugbear strength?

Thanks for your read guys, this has been a pain in the neck to find answers for, or even opinions.

-Spazz


Oh man, my DM would so turn them against me in a heart beat. BUT..

I could see him allowing one Cohort Druid, with his own Animal Companion.

Kind of like a trainee of sorts, but that's only because the game we're playing is getting all frickin' faction oriented.

David Knott wrote:
If I were DMing somebody who wanted to pull this trick, I would ensure that they couldn't get infinite followers (in other words, their followers/cohorts/whatever must be lower level than them) and that only the top tier individuals could adventure with them. Then the organization they founded would become part of my campaign setting.

Somebody already stated that was how it is, basically your cohort can not level up to past 2 levels below you. (So if you're 13th, you can get a 11th level cohort at best.)

I just want to turn my animal companion into an awakened state, and still have him follow me. ^^ (Then I get another companion, which I will not awaken.) But doesn't it make sense to teach your ex-animal companion, to be a druid.. because you're a druid. I mean I guess he'll be smart enough to do whatever he wants... /shrug, who plays the animal companion gone awaken status... the GM/DM?


Oh man undead hordes, no wonder every bad guy in history seems to have an endless one.

boring7 wrote:

"You are reincarnated as a dire badger, and life is good."

Would you like to play again?

-YES! :D

So on a more practical level, turning awakening the animal companion (ape) into a cohort, then getting a regular animal companion that flies to replace him, is about as far as I'd ever let this go. (Ape's totally going to take levels of fighter, he's already got custom made armor and has had a lot of work fumbling around with weapon this entire campaign.)

That is unless the DM will house rule allowing the animal to be awakened and stay an animal companion. (probably just take out the class level aspect.)


That's awesome, I suppose you could do this with starting your own guild too. I have a 8th level rogue(poisoner) that's been building the foundation of a rogue/assassins guild in one of my campaigns, that's something to keep in mind.


So let's see.. my character is 13th level.

(Me. 13th (1)) - (Animal Comanion (2))
(Cohort:11th (3)) - (Animal Companion (4))
(Cohort of Cohort: 9th (5)) - (Animal Companion (6))
(Cohort of Cohort of Cohort: 7th (7) - (Animal Companion*(8))
(Cohort of Cohort of Cohort of Cohort: 5h (9) - (Animal Companion* (9))

Okay so that's not that crazy, though that's not counting "followers", The stupid crazy amount of stuff the druids could summon.\

I don't know, how could you make it more ridiculous?
Let's make the 7th and 5th level Cohorts Eagles, and be Bards instead. One the Magician Subtype, the other a regular Bard.
(Inspire Courage +2, and Dweomercraft +2.)


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Ah, Interesting... so you could have cohorts, with cohorts with animal companions. God can you imagine maintaining all that paper work... a quick way to be the most hated person at the table. :D


Wow. Thanks for all the responses guys :], I will have to start coming and playing on this forum more, I knew there were all kinds of busted up stuff on there, but not even nearly that close

Diego Rossi wrote:
Everything.

Thanks for that detailed post.


So, I was playing around with the thought of Awakening my animal companion in my current game right now, reading up on it and things of that sort. So it seems once that happens, you should be able to go all leadership/cohort status with your ex-animal companion... then it can start gaining character levels.... now...

What if that now intelligent animal, lets say an for the sake of it an Ape, it then takes druid as class levels, and gets it's own animal companion. ( You go get yourself another animal companion too! Hell you can make it a group effort. Being friends and all that.)

Then you take him with to kill a handful of trolls, he gets a couple levels, and then it takes the leadership feat itself.

Then! You cast awaken on it's animal companion(Let's just assume you had enough time to really-befriend these companions, and there's no maltreatment.) Then Your Cohort, has a Cohort... and everybody has animal companions.

Rinse Repeat Rinse Repeat. You've recreated Planet of the Apes.
(I'm sure there's a rule somewhere that cohorts can't have cohorts, but it was fun to imagine.)


So the title says most of it.

1st. Can you fight defensively and charge at the same time? (I'm Sure it's been asked before, but I would rule no if it were up to me.)

2nd. If you are wielding a Two-Handed weapon, are you still able to make unarmed attacks?(Say if you trip a creature, and get a free unarmed attack to anything that gets knocked prone next to you.)

There's a monk in a game I'm playing with, that's got variations of all kinds of arch-types, a single level in a few different classes . As well some other crazed min-maxing, and I've made it my mission to Help make sure he isn't completely disregarding some important rules...

...Like charging and fighting defensively with a Scythe, 2 acrobatics checks to jump twice(To a ledge, and then off the ledge to gain further altitude.)to make a leaping attack from above, also using acrobatics to avoid an AoO(while in the air.) from a large creature with reach, blowing a ki point for an extra attack after landing to trip, taking an unarmed attack against said creature using Crane Wing on the first attack that comes his way and I think that's it.

Either way, this style of game play is ridiculous to me, as epic as it might seem to the player. (Sure we all want to be a bad-a**, but seriously?)