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.


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?


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?


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?


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