Goblin

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At 2nd Level, Rogues can take a feat called Minor Magic...

Minor Magic wrote:
You've dabbled in a variety of tricks, gaining minor magical abilities from a particular tradition. Choose arcane, divine, occult, or primal magic and then two cantrips from the common cantrips available to that tradition.

I've been doing some looking around and it seems like the Spell attack DC for cantrips that do damage, such as produce flame, would come from my Charisma. (see Innate spells p. 302) Also, these cantrips will still auto heighten with my level like cantrips from actual spell casting classes.

I guess I'm just a little confused as to why someone would take this feat? Instead, You could just dabble in multi-classing in Sorcerer. At 2nd-level you could take the Sorcerer Dedication feat (p. 230). You still, technically, get to choose which tradition of spells your cantrips come from, but you are *also* trained in the bloodline's two skills. Plus you still get to use your Charisma as your primary casting mod. Not to mention Sorc Dedication is a prerequisite for further multiclassing in Sorcerer. (if you wanted) But Overall it seems like a better deal than minor magic, since you're also getting two free skills.

Is there a reason why someone should take minor magic? Is there something I'm missing!? It seems like a trap.


One of the characters in my campaign may or may not soon contract entothropey/ werespider depending on thr party's actions on our next session. The question I have is would this character, in hybrid form, settle down and say... open an antique shop after trying to murder the party, since that would be at odds with his chaotic neural (borderline evil), adventuring, friend-loving, carefree lifstyle?

Quote:
entothropy shouldn’t be a method to increase a PC’s power, after all, and what an afflicted entothrope does while in hybrid or vermin form is often at odds with what the character would actually want.


I'm running a Dark Carnival.
At one time, many years ago, I ran a halfling oracle/gunslinger in a wild west setting campaign that was sort of a grandstander. He traveled the world looking for rarities and odd beasts and putting them on display in sort of a traveling curiosity shop/ Menagerie. (Magnum opus story feat and heavy ranks and skill points in perform: oratory)

For Halloween I am, forgive me pun, resurrecting him as a vampire. He owns his own demiplane plane now, and within it is his very own Twilight Carnival. I have many games, challenges, prizes, etc. While my Vampire will be Lawful Evil, his is bound under the old laws not to harm guests, besides, it would bad for business. (Intruders, however...) many of the carnies are going to be Halloween monsters, as will a couple of the challenges.

After my players have explored most of tvr fair, a sect of paladin zelots arrive to murder The vampire and anyone else who is in attendance.


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I am a witch and I LOVE my animal familiar.

In one of my current campaigns I play a gnome witch who is a master of deception. While most people consider charisma the witch dump stat, it is my second highest; while strength is my lowest.

My animal familiar is a Viper named Slipstich because my character is obsessed with crocheting. (Gnomes, am I right?)
Vipers give a bonus to bluff which I love, since my witch is a compulsive liar.

Slipstich hangs out in the hood of my witch's cloak. Once, she was singled out and grappled by a thug, and provoked an AoO from her viper, which managed a critical hit and made the thug both poisoned, and also starting to bleed like crazy from the crit.

I tend to be more attached to the idea of role play, than min/max as well. Since my witch has been bonded to an animal, it isn't in her personally to ditch him for something better. And since my CHA is high enough, I having started upgrading him with the evolved familiar feat.


In my current campaign we are playing ourselves, that have been sucked into the world of Golarion.
As a 32 year old male gamer who bakes for a living, I have no experience swinging a sword or casting spells.
Thus, after our arrival in Golarion, and a couple months of training in our selected classes, starting out at level one makes sense.


For the campaign I am currently in we have no set DM. We are taking turns writing modules or story archs. At the end of this month it will be my turn to DM and I'm doing a Halloween themed event, because how fun is that.
I present to you Dr. Elix Elizer's Twilight Carnival.
I intend to incorporate a haunted house, a house of curiosities, scavenger hunt, pumpkin carving contest, a test- your-strength arena challenge, as well as various food and drinks (both in game and irl) and more (still brainstorming)

Each event with merit a certain number of carnival tokens depending on how fast or how well the players do. These tokens has be redeemed for carnival prizes.

I want to have four prize boxes, each with a bunch of random items.
1 token prize box will have silly mundane items with a small chance for a silly magical item.
5 token prize box will have a slightly higher number of magical items
10 token, even higher
20 token garenteed silly random magical item.

Any favorites or good ideas for these magical items? Either in the ultimate equipment book or house made?


Also, there is not static saving throw for Thorn Javalin. It just says Fort save, implying 10 + spell level + wisdom. So wouldn't that also imply a +1 from spell focus as well?


So, say I cast Storm of Vengeance.
Would spells Focus Conjuration not effect those saves either? Do you create the storm? Or are you calling it into existence from some other place.

Summoning creatures seems different because they already exist, you are just calling them from a different place.

I just think Spell focus Conjuration has little use other than a prerequisite for other feats.


I am starting a Leshy Warden in a new campaign, and have decided to go the route of a conjurer. At first level I have access to the Plant domain and have selected Thorns as my subdomain.

At first level, the thorn subdomain offers the spell Thorn Javalin. It is a conjuration spell that
As it turns out, summons a javelin that is also a thorn. Under saving throw it says "none." However, in the discription it says there is a fort save to become sickened.

My question is would the spell focus conjuration feat apply to the sickened effect on a hit?


This is probably pretty straight forward but I'd like some clerificarion about the Gourd Leshy's sneak attack.

Say there is a patch of the little beasties in gourd form, Adventures apoarch, then SURPISE! seed in the adventure's face, entangle insues, etc.
Roll initiative.

Now that combat has started can thr Leshy turn back into a pumpkin on it's next turn AND get a sneak attack off again once it reverts back into leshy form on a subsequent turn?

Or, now that the adventuressential are aware that it is a beastie, it cant catch them flat footed again, even though they won't know when it will try to attack again?


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Gnomalypse wrote:

Mmh Pirate Adventure you said? Ahhrrrr!

I would not recommend, to play against your players.

No need to worry. The first encounter they have with this pirate crew is meerly to show them there are bigger fish in the sea. (har har) I want them on yhe brink of death with a destroyed ship. A little wounded pride, if you will.

They will need to find ways to overcome this challenge when it returns to confront them a second time. (Possibly after they level a few times.)


Oh I am well aware. The Captain actually sets other ships aflame.

But undead aren't a whole lot better than constructs. It's a thought, though.


I am currently running an epic fantasy home game. My players have slain the "big bad" of my last story arc and are feeling pretty invincible. ThuS I feel the need to take them down a notch.

Their next objective is to travel across the seas and I see this to be a great oppertunity for a small pirate adventure. The Captain of which is a sentient roiling oil with levels in rogue. (Using both the scout and pirate archetypes)

Roiling Oils cause nausea and do fire damage so I need some pirare crewman that would be immune or have resistance against such attacks. Constructs come to mind at fist, but would enjoy something more... lifelike.
Suggestions?


So I'm considering playing a Volcano mystery Oracle in my next campaign. I was looking at some of the mysteries and one of them allows you to turn into a magma elemental via elemental body 1, pretty much just like the earth elemental with the exception that you get Earth glide.

But it doesn't state the spell earth glide. No. the ability states that "your earth glide functions as the earth glide ability of a magma elemental." The magma elemental has a burrow speed of 20 feet.

So can I earth glide for 20 ft? Am I amble to cast spells, such as cure light wounds from underground, so long as I am under my allies? Same goes for attacking another creature.


So I'm starting a new pathfinder campaign, level 1 start, 15 point buy standard fantasy.

My bf wants to play a Draconic Sorc. I'm not the best with spell classes so I almost never play them.

He is an Elf and going black dragon, and he really likes the idea of having claws as a main attack. (He is thinking Mage Armor and magic missile as his first level 1 spells) He is fairly new to pathfinder.

I'm looking for advice on how to make this viable for him. Feats, traits, spells, stats suggestions.
It hurts that he ha a -2 for con for being an Elf and wanting to get into melee. Obviously at higher levels he wants to turn into a dragon via bloodline.
Ideas?


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The Dragon wrote:
Sorry to stomp all over your concept though. It's not that I don't like it in principle, it's that it's pretty unfeasible in a team-based game with a combat-focused bent to its rules.

Yes and no.

I recently played in a campaign with a witch who refused to harm any creature or being and I put a lot of effort into having a high bluff score. With a gnome witch, my goal was to cause mischief by any means possible, but not actually harm anyone directly.
For example, I took the Spell Hex feat, and used Beguiling gift as my hex. My character was also very big into knitting, so She would spend her free time knitting mittens, and then beguiling gift them to our enemies to try and "make friends with them." This caused them to put away their weapons, take off their gloves or gauntlets, if they had any, and force them to wear my mittens. Rogues love unarmed enemies, and it gave a few rounds where the enemy couldn't attack. It made game play enjoyable for my friends and was fun for myself to role play.

With a witch much of your game play is already focused on hexing.
Force your enemies to sleep or debuff them to the bone. Or focus on aiding your allies by buffing them up. Plus, the spells you prep for the day don't have to be Damaging. Take a hefty amount of utility spells. Ill Omen is always nice.

Granted, it's not a complete pacifist, since your actions might cause harm to your enemies later, but it gets close.


Imbicatus wrote:
Secret Wizard wrote:


Another fun build for Goblin Rogues is torches. With the Surprise Weapon trait, the Flame Hand and Burn! burn! burn! feats, you can get a ton more accuracy and damage, and it combines well with Makeshift Scrapper and Underground Chemist plus the Bomber Rogue talent.
I'll second this. It also combines really well with catch offguard and disarming foes. If you have catch off-guard and attack an unarmed foe they are flatfooted against the attack.

So, a bomber goblin seems like something I could get into as well, but I’d like to stick with the Rogue class.

I've been looking into some of your suggestions and I found a unique Idea that would pair with the Scout Archetype (I’m not set on the Scout, it just worked out that way) and using the rogue Bomber talent as well as using the feats Point Blank Shot and Charging Hurler. (Maybe add Throw Anything into the mix just for funsies)

I need to understand a few other things now about rogue bombs vs. alchemist bombs. Alchemist bombs do 1d6 (1d6 more per odd level) + int mod damage on a direct hit, and the splash damage is the bombs minimum damage.

For a rogue, it says damage from the bomb is equal to the rogues sneak attack damage (Which, coincidentally, increases in damage at the same rate as alchemists bombs. (Just minus the Intelligence modifier.) Right?

SO, if I understand this correctly, at level 3, I could throw a rogue bomb, and on a direct hit do 2d6 points of damage. If I used the Scouts Charge with the Charging Hurler feat, Would I then do 2d6 points on a direct hit, PLUS 2d6 points of sneak attack damage on top of that?!


Scott Wilhelm wrote:
... and multiclassing in Ranger, Monk

Thanks for the feed back, but trying to stick with rogue. We Need trap finding and trap sense.


Havoq wrote:

Ask your GM one question: Will they allow you to use “Roll With It” against a mob that is allowed a free grab CMB after a successful attack. If not, the FEAT is a trap. Been there, done that.

Wouldn't that Imply that EVERY mob we would be up against would have said ability? That seems very circumstantial. Sure, That might come up in a campaign, but my GM tends to work off what we have built our characters up to accomplish. My GM's goal isn't to punish us and make us feel that we wasted a feat in character creation.


Level 4 Goblin Rogue (Scout archetype) concept
Feats:
Level 1: Roll With It (Goblin racial feat)
Level 2 Rogue Talent: Finesse Rouge (Works for natural weapons, see below)
level 3: Skill Focus- Acrobatics
Level 4 rogue Talent: Fast Getaway

(Possible other feats for later: Weapon focus- Bite Natural Weapon, Dodge, …?)
(Possible other rogue Talents: Bleeding attack?, or …?)

Primary Skills:
Acrobatics, sneak, sleight of hand, perception

Alternate Racial Trait: Hard Head, Big Teeth (Gives 1d4 natural weapon bite)

Concept and Mechanics:
I’m thinking I want a cowardly little Goblin that is an opportunist, but can be vicious and relentless when shiny objects will be rewarded. I sort of want a fun character that is “mostly” good with combat and that I will enjoy role playing, which is why I’m considering using my bite natural attack as my main weapon.

My Idea here is to use the Scout’s Charge (Rogue, scout archetype) as means for inflicting sneak attack with my Natural bite attack. Since I will be charging, my AC will be lowered and I will be open for attacks. If an attack hits, I can try to negate some or all of the damage with “Roll With It” and be moved away instead of taking damage (If I so wish). I am then set up for my next Scout’s Charge. As I understand it, “Roll With It” Causes me to be staggered, regardless if it works or not. The beauty to this concept, is if “Roll With It” does work, and I’m sent back, and I am staggered, I can still use my Scouts Charge as a standard action my next turn, and get off more sneak attack damage. (Since you can use a charge as a standard action instead of full action if you can only move your max speed… As it turns out, “Roll With It” can only push you back your max speed)
Taking Skill focus Acrobatics will help increase my chances to negate damage with “Roll with it.”
I threw Fast getaway in there so I can withdraw if I’m in a flank and need to skitter away, being the opportunist.

Looking to see if this would be a viable start to a build, and if this would work in later game. I haven’t played a rogue since 3.5e, so I’m a bit rusty. Am I throwing too much away, just to use a bite attack? I’d REALLY enjoy role playing this, but MIGHT be convinced to use a weapon if the deal is sweet enough, or change my character all together if this just won’t work.

I appreciate any new ideas for feats, campaign traits, or rogue talents.
I’d also appreciate feedback, improvements, and constructive criticism.

Thanks! :D