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dragonhunterq wrote:

So 8th level brawler with +8 base attack and a further +8 to hit for +16 to hit overall?

Then yes, that would be +14/+14/+9/+9.
If you decided to make all attacks with a shield bash, then all attacks would be counted as shield bash attacks. The brawler can make all the attacks with a single weapon.

Thanks for the confirmation, wasn't sure I had it right.


If a brawler with improved flurry attacks with just a single shield is this attack progression correct assuming he has +8 to his rolls...

+14 shield, +14 shield, +9 shield, +9 shield?

Additionally are all of these attacks counted as shield bash attacks for the bashing enhancement, shield slam, etc?


Everything I know about pregnancy I learned from Alien.


Okay, sorry for the weird subject line for this thread couldn't think of an appropriate one.

The scenario is thus...

1) Ooze kills and absorbs character into it's mass.

2) The rest of the party can't kill the ooze due to it's defensive abilities.

3) They want to rescue the dead character floating in the ooze and cast Maze on ooze so that it vanishes and leaves the dead character on the floor.

Is this legit or does the corpse travel with the ooze?


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It's good to hide rolls for certain things that you don't want to roll out in the open. Things like searching for traps and sense motive should really be rolled in secret by the GM. Otherwise after the rogue rolls a one for trap detection, suddenly everyone is interested in checking for themselves.

Honestly all perception rolls should be handled by the GM in secret, but I don't go that far personally.


Yrtalien wrote:

We're steaming through Iron Gods right now and my fighter is feeling a bit left out magic item / technology wise. He uses a Longsword and has been hoping for something akin to a lightsaber and I have yet to tell him they really don't have anything like that in the game. I want to intro something tech for him, because so far the gunslinger has been loving the loot but I have no idea what to do.

He has no desire to wield a chainsaw or mono-whip. The only tech sword I could find was the null blade (IIRC) the technic league uses. Anyone have any ideas for some interesting stats on a vibro blade or lightsaber ish thing or anything cool like that?

Thanks

Why not just re-fluff a normal sword? Give him a +1 longsword or whatever and just call it vibro-blade. Further magical enhancements would be the same but would cosmetically be technological.

The power of imagination!


I assume you put him quite a few levels behind the rest of the party in interest of balance? The INT boost alone that a Mi-Go gets would make for an extremely broken alchemist.


How has no one mentioned that is super gross to have a game in which a creepy librarian is perving over children?


Eltacolibre wrote:

So working on a campaign with Demogorgon as the archvillain at the end, yeah a mythic campaign but anyway. Kind of curious of what most people think Demogorgon would interact with the current list of Demonlords of Pathfinder?

Demogorgon and Dagon are obviously still buddies. Still enemy with Orcus. Not sure if I would bother including Graaz'zt, this demonlord always seem to be hit or miss for me.

But anyway, it's always good to get a perspective from different people, maybe even Demogorgon has different allies/enemies depending on each head? Could be quite entertaining.

Savage Tide would work well for inspiration.


If you're after an actual army of undead, then you'll need more than one Necromancer. Having one of the brothers in charge of a cult of death and the other brother in charge of some group of wizardly inventors gives you the option of having as many HD of zombies and golems as you want without bothering to optimize anything. It's also far more interesting for your players as they are unlikely to find out these dude's stats anyway.


Forgot to mention it's 20 point buy. I spent the ability point from 4th in strength and already added racial mods.


I'm trying to build a Forgepriest of Gorum starting at level 4, but I'm not quite sure how to do it. This is what I've got so far.

Traits
- Glory of Old
- Fate's Favoured
- Spark of Creation

Drawback
- Proud

Alternate Racial Trait
- Craftsman

Favored Class Bonus
- 1/2 HP, 1/2 skills

Blessing
- No idea. War maybe if I count as my own ally?

Ability Scores
- Str: 18
- Dex: 14
- Con: 14
- Int: 12
- Wis: 14
- Cha: 5

Feats
- 1st: Steel Soul, Weapon Focus (Dwarven Longhammer)
- 3rd: Craft Magic Arms and Armor, Power Attack
- 5th: Combat Reflexes
- 6th: Lunge
- 7th: Craft Wondrous Item
- 9th: ???, ???
- 11th: ???
- 12th: Pin Down
- 13th: ???
- 15th: ???, ???

I'm not planning much beyond 15th as it's for a Paizo AP, and I doubt it'll go much higher. The general idea is to tank and use reach to hamper enemy attacks on the party while crafting outside of combat to make himself useful.

Any suggestions chaps?


Rage gives a bonus to Strength, but not specifically attack rolls. Does this still qualify to activate Mindlessly Cruel? And if not, what is the best way for a barbarian to activate this trait besides carrying around a bard?


So the character's soul got trapped in a cat and his concern is that it's a female cat?

What?

I don't understand this character's motivation at all.


blackbloodtroll wrote:
Stabbald wrote:
blackbloodtroll wrote:
Pathfinder has no Hobbits.
Stabbald wrote:
(technically a Halfling or Gnome would probably work for this)

I felt it must be stated again.

When I hear the "Drizzt, the greatest Saiyan Quidditch player, in all of Moria" type of character request, I can't help but clarify.

Sorry about that.

Oh I see. The Hobbit thing is all roleplaying and I only mentioned it so that the theme I was going for was fairly obvious. Mechanically he'd be a Halfling or Gnome in all likelyhood either is fairly fitting.


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themanfromsaturn wrote:

I have a character just like what you're describing, and he's a TON of fun to play. He's a 'Cad', a fighter archetype specializing in dirty tricks and improvised weapons. The improvised weapons he uses are mainly kitchen implements (meat cleavers, butcher knives, rolling pins, and of course, his trusty frying pan), but he uses random bits of scenery when it suits him.

As a Cad, you get 'catch off guard' at level 2, so he doesn't take any penalties with improvised weapons.

For traits, I took 'surprise weapon' for a +2 on all attack rolls with improvised wepaons, and 'dockside brawler' for a +1 to damage. It's actually a really powerful combo.

In later levels, I took cautious fighter, combat expertise, improved and greater dirty trick, bludgeoner, and taunt. I also took 'improved catch off-guard (check with your DM, it's third party).

He doesn't do a ton of damage, but he's hard to hit, and he lays down all kinds of crazy debuffs on his enemies with his dirty tricks.

But the most fun is playing him as a food-focused combat gourmet. He plunders every dungeon pantry we come across, and stops to cook a meal every time we come across a kitchen of any kind. He's also fond of cooking for any NPC's we meet.

Certainly sounds interesting, though does he not suffer from not using magic weapons?


blackbloodtroll wrote:
Pathfinder has no Hobbits.
Stabbald wrote:
(technically a Halfling or Gnome would probably work for this)


So as it turns out my character died in an adventure and needs to be replaced. My current idea is to go with a Hobbit Chef named Mischief Picklewit.

I'm not really sure how to pull this off exactly however. I have two ideas currently.

1) Synthesist Summoner.

The general idea with this would be to refluff the eidolon as a "healthy glow" that Mischief gets from being well fed and increases his physical attributes.

The advantage of this is the ability to maintain a "front line" character which would be handy as 3 of the 5 party members are squishy mage types and the fourth is a bard.

The main disadvantage that I can see is the lack of fitting evolutions. Things like extra hands, magic, tentacles, size changes etc don't make any sense and when you eliminate all of the stuff you're not left with much to choose from

2) Alchemist.

This would be pretty much a fairly typical Alchemist with a refluff to the potions and extracts to be things like Essence of Beef Stew (Bull's strength) and Eclairs of Healing.

The advantage to this build would be the sheer amount of options that would work with a food flavor, it would be fairly easy to build the character to be useful and still fit the theme.

The downside is that he wouldn't really be able to pull off the front line thing as well as a summoner and that might leave the party a little vulnerable.

Any advice on how to pull this character off from a mechanical prespective would be most helpful. The starting level is 3 and the only really conditions I have that I must follow to make it would is that he be a Hobbit (technically a Halfling or Gnome would probably work for this) and that he be a chef (and I'd like this to be worked into how his class works than just be boring and give him ranks in Profession).

Thanks chaps!


wraithstrike wrote:
Stabbald wrote:
wraithstrike wrote:

By the rules the body can still be raised so I would allow it. As long as the body is present and all vitals organs are present it should work. By the rules hit point damage does not remove vital organs.

So even if a character took millions of points of damage he would still be eligible?

Seems strange.

Correct. Anything else is a house rule, which I am not saying house rules are bad, but I wanted to be clear on what the rule was.

PS: This is off topic, but was that mythic power attack? I am just asking out of curiosity. It has no bearing on the question you asked.

Nothing so fancy, just a giant wielding a x4 crit weapon. The giant managed to hit with three attacks and the middle one was the crit.

Damage was something like...

1d8+24+8(PA) [I *think* it was 1d8 for a large Heavy Pick anyway]

4d8+96+32(PA)

1d8+24+8(PA)

For a total of 6d8+144+48 averaging 219

When I rolled damage I mistakenly thought the pick was a two handed weapon which is where the extra 24 power attack damage came from, that combined with rolling quite well put it at 252. The extra damage was pretty meaningless however so I didn't bother correcting it in game.


wraithstrike wrote:

By the rules the body can still be raised so I would allow it. As long as the body is present and all vitals organs are present it should work. By the rules hit point damage does not remove vital organs.

So even if a character took millions of points of damage he would still be eligible?

Seems strange.


I've recently run a game in which a character took 250 points of damage (mostly from a power attacking giant's x4 crit) in a single round. He ended up around -150 hp and was quite clearly very dead being in the negative by about as much as his max HP.

To me this seems to be such a catastrophic amount of damage that his body is no longer in good enough condition to be raised by anything short of Resurrection.

Am I correct? Or should I let the party raise him with the cheaper spell?


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Monsters in my game die when they hit -1 unless they are a named creature/npc in which case the standard rules apply. This just cuts back on the prisoner/interrogation thing.

That said, if the players are specifically attempting to capture a mook to gain info from then they will die via the standard rules to give the party a chance to do it.


Macona wrote:

Using a high-fantasy system for a low-fantasy setting doesn't work. I've seen multiple people try and fail.

If you really want to play a 1920s supernatural Egyptian based campaign, I would instead advise running 'Masks of Nyarlathotep' for Cthulhu.

I second this. I don't really see the point in using Pathfinder like this when there are so many more suitable systems. Call of Cthulhu would be excellent as would the likes of Savage Worlds, Spirit of the Century, or Adventure! (which unfortunately is out of print but also excellent).


In games that I run a PC dies when a PC dies. The dice are usually the deciding factor.

Did the flesh golem wielding a scythe kill that one character in my game when he rolled a quadruple crit? Yup. Is it particularly unfair? Nope. Just as it's also not particularly unfair when the BBEG rolls a 1 to avoid a hold person and gets a bucket full of coup de grace in the very next round.

I suspect for my games it's simply because, to me, pathfinder is as much board game as role-playing game. The rules are the rules and there is no purpose in changing them when, for the most part, they are fairly well balanced.

That said, characters very rarely die if I'm running V:TM, Shadowrun, Aberrant, or any number of more role-play focused systems. A lot of that happens to be due to the fact that they tend to have a lot less combat and it's also a *lot* harder to bring characters back in those kind of games so death has a lot more impact as a story tool.


NobodysHome wrote:

So here's my take: The witches have a Good Thing going. Free food, protection, and the opportunity to kill hundreds of innocent victims. Wonderful! Wonderful!

But now the leadership is gone, and unless a strong leader steps up, the ogres will start fighting each other for dominance and end up getting themselves all killed when the adventurers return (as they always do).

So the witches step up and convince the slow-witted ogres to flee the cave for 3 days and hide in the forest, while the witches Reincarnate Lucrecia (the PCs didn't take the body, did they?).

The witches' original plan is to move back into the cave, rule over the ogres, and have their wonderful setup once again.

Unfortunately, Lucrecia, disgusted by her new body (whatever it is), has other plans, and insists on taking the entire group on the long, hard trek to Xin-Shalast to restore her to her former glory.

Then you get to put a coven of witches with several levels of cleric, Lucrecia with several levels of cleric, and possibly a large number of ogre bodyguards in the Pinnacle in Book 6.

Alternatively, if you don't want to wait that long, you could have the revenge-seeking Lucrecia meet up with her lamia sisters at the temple in Book 4 and make that an insanely nasty encounter...

They haven't left yet but should leave some bodies behind (almost certain due to teleport restrictions). Thanks for the brilliant idea.


So the team found their way to the Hook Mountain hideout and decided to hide themselves outside of the lair while the wizard used an Arcane Eye spell to find out what was inside the cave system.

They happily scouted the place out and eventually got to the throne room where they saw Lucrecia, Jaagrath (he escaped the fort), and the stone giant bodyguard. They couldn't detect Barl as I reasoned he would always have Mind Blank up from the witches, however, they *could* tell that the others were talking to someone that they couldn't currently see. The problem was that Barl noticed the Arcane Eye spell and raised the alarm.

Barl went to the witches while the Arcane Eye decided to do even more exploring (for some reason) and used their commune ability to figure out that the party was nearby and outside. He then sent his ogres out to track them down and kill them.

Unfortunately for him, they saw the ogres before the brutes spotted them and decided to teleport (dimension door I think technically) directly to the throne room. Barl had returned there in the meantime with all the other bosses and they ended up fighting them all at once and came very close to a TPK (1 PC, that PC's Animal Companion, and the Summoner's Eidolon all got killed). However, they eventually won and have now decided that they are going to teleport out with the still living Barl as a prisoner (everyone else died).

Now I'm not sure what to do with the remaining Ogres and Witches... The Ogres will get back only to discovered that their entire leadership structure has been destroyed and something more powerful than these leaders they fear so much are still on the loose. I suspect they will book it and just abandon the Kreeg stronghold once and for all, but will they take all the loot with them?

What should the witches do? It seems like they would just leave as well.

I think the undead Lamatar would stay, no one likes him anyway.


Claxon wrote:
Not letting casters rule the world. It's not clarified within the rules that flying grants any exception, and you cannot move while being grappled unless you are in control of the grapple. From that, I say you cannot move, not even fly.

Hmm. I'm not sure it would help most casters even if they could do it, after all there is still a weight limit to Fly and most casters have an extremely low strength.

I'm considering house ruling this to allow for use while grappled, it doesn't make much sense not to and there doesn't seem to be much of a balance reason to keep it this way.

Thanks for the answers though guys.


Can you fly as per the spell if you are tied up or grappled (so long as the grappling creature is one you could lift)? This is assuming of course that you has cast the spell in advance. If no, does this change if it is a spell-like ability?


I've stated him up as a Monk, though thinking about it more I think I might ditch the entire Stone Giant aspect and make him an Ogre Mage to fit with the whole Ogre theme of this book.

I love the idea of him being an apprentice of Mokmurian though so I may switch him back to being a caster of some sort. Possibly a Magus.


I'm heading towards the end of the third book and I'm concerned that the boss of this book is pretty much identical to Mokmurian. Having two stone giant wizard bosses is a row seems odd.

Has anyone switched him out with anything different? What do you think would work?

I guess I could go with Barbarian or something, but then he's going to be too much like Jagraath. Ranger doesn't work so well as he'd end up too much like the giant leading the Sandpoint attack...

Maybe Cleric/Battle Oracle is the way to go.....


williamoak wrote:

Yeah, you cant really. I know a lot of people support the "scry & fry" method of problem solving, but you need a certain familiarity with a place before being able to do so. I (as a GM) would consider anything seen through scrying as a "false destination", since you have no idea of it's place within the universe.

As for scrying... check the note for the "none" section:

"*You must have some sort of connection (see below) to a creature of which you have no knowledge"
So unless you have an object belonging/indicating a creature, no go.

Hmm. That's a problem.

This isn't for a scry and fry, it's just to travel to another part of the world without having to spend weeks travelling.


How does this work? The Teleport spell suggests that you need to have seen the place you want to teleport to so I immediately thought of using Scry to fill that gap. However, the Scry spell targets a creature not a location.

Is there a better spell to use in this instance? Or do you just say "I'm scrying for the nearest creature to this location"?

In the later case I'm guessing the creature would get a +10 mod to it's save.


The only races I disallow are the Strix (due to flight at level 1) and the Drow Noble. All of the other ones are pretty well balanced.


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blackbloodtroll wrote:

Are there even any statted deities in Pathfinder?

I thought that was something they went out of their way to avoid.

Wrath of the Righteous spoiler:
Baphomet is in Book 5 of Wrath of the Righteous, though he isn't a deity.

I have two characters (twin Aasimar) in my campaign that have the Touched By Divinity trait, and it will be revealed later in the campaign that they are the children of Iomedae.

That means that, obviously, their father has a strong connection to the Goddess. In the background of the story he lost his life defending Drezen during the second crusade. He was one of the knights personally responsible for defending the Sword of Valor when he was betrayed and mortally wounded by the evil bastard that stole it.

Now I figure when he dies his strong connection to Iomedae (and her obvious affection for him) could lead to him becoming her herald and being imbued with angelic properties.

I'm adding this stuff because I'm using the 'typo rules' for Aasimar, in that the twins are extremely old and where born before the crusades even began. It gives a nice link to both Drezen and the Sword of Valor.

Do you guys know of any things that might have to be changed to make sense of this? I'll obviously have to change the vision that the wardstone gives them regarding it's creation so as not to tip off the fact that their father is the herald too early (maybe the figure glows too brightly to identify in the vision). Anything else?


This seems like a really bad idea unless your players are either mythic themselves or otherwise much higher level than suggested in the adventure. He'll curbstomp them otherwise.


Hmm. Now that you guys mention it, there already is a lot of betrayal in this AP. I think I'll leave Irabeth alone on this one.

Thanks for the advice!


magnuskn wrote:
Why? The whole point of the character is that she is a primer of what being a Paladin is about. She is humble, self-effacing and accepting of what Iomedae has planned for her.

Why not? Seems that it would make an interesting story idea and possibly create a memorable encounter later in the campaign when the party has to face off against a former friend.

Anti-Paladins almost always start off as "incorruptible" paladins.


Assuming that Irabeth travels with the party to the end of book one and takes part in the destruction of the wardstone, I'm considering sending her down the slippery path towards anti-paladinhood after not being chosen amongst the heroes by Iomedae.

Thoughts?


My recommendation would be to start the campaign post hanging and just have them start as vampires. Otherwise it's just a tedious railroading exercise for which the players may as well not bother turning up.

Though my *real* recommendation if you want to do this is to play Vampire: The Masquerade.


Okay. I figured this would be the prevailing opinion on the matter. You've convinced me that it's not too good. Thanks guys.


I'm not a new GM, but I *am* new to this item. It was first used on a witch (level 4) mini-boss during the game I ran and it pretty much doomed the guy for the princely sum of 25gp (alchemist can make it on the cheap).

All you have to do is hit touch AC (extremely easy) and they get entangled with no save. If they are a caster and then miss the save they are completely boned.

I honestly can't decide if this item is too good or not. Just looking for input from other GM's that have run into this.


I *am* the GM in this game. The "poison the castle" strategy was recently brought up to tackle a bunch of Ogres in a fortification and I had no idea how to rule on it in game.

It looks as though I was right that by the rules you would need a dose per pint, or at least per Ogre. But that seems to expensive for what seems to be a really good idea. I don't want it to be too cheap though... I guess if 30 of the Ogres were effected (all still getting saves) then taggit would only cost 2,700 or one dose per Ogre. I may even halve that.. still seems expensive.


Eltacolibre wrote:
1000 pints of beer is 125 gallons, one dose of arsenic is enough but well I would pour two doses to be safe.

Two doses of arsenic? For over a 100 gallons? That doesn't sound right to me. If that were accurate you could buy a single dose of arsenic at the beginning of a 1-20 campaign and never run out...

Joana wrote:
By RAW, you need a dose for each person you want poisoned, which is one reason why a Poisoner build stinks in Pathfinder. Also, the max damage a dose of arsenic can do to a character is 8 Con damage, so unless they had below-average Con in the first place, you can't actually kill anyone with it.

Multiple doses increase the duration, so it would work.


Eltacolibre wrote:

Depend is the castle in forgotten realms? Because I'm quite sure all the level 30 fighters and wizards are going to pass the saves...I kid.

Not really a whole of poison. Poisons are actually quite potent. You probably could buy an entire batch of arsenic and you would be good. I don't think that it would kill everybody in the castle but many people will be sick or die from it after a couple of days.

How many doses is an 'entire batch'? That must be an imperial unit.


Say for example you want to poison a castle and all of it's residents and you have 1000 pints of beer ready to give them for a giant party.

How much poison would you need?


They set the fire by having a druid cast produce flame and lob round after round of flames at the barn and the cleric summoned fire elementals to dance on the roof.

The Ogres *did* try to get out, but I had them roll strength checks and they did amazingly poorly. I don't think I rolled more than 5 on that.

I'm not bailing them out on this one, they need to learn that you just can't burn everything down as soon as they see it. If I bail them out this time, they'll never learn the lesson and this will just keep coming up. They are fugitives in Magnimar already for not thinking things through...

I like the idea of Shalelu turning to the darkside, the team includes a ranger that was initially trained by her. Could make for a cool story.

Forgot the moonshine, I think I might have that explode as the actual building collapse has *just* happened (didn't take terribly long as I figured the thing doesn't have great supports to begin with).


So I've got a case of a burning barn and dead arrows. The party decided to burn down the Graul's barn when they opened the door and found three Ogrekin inside.

Problem being, while they detected good, the arrows were out of their range. Oops.

I could have hinted heavily that they shouldn't do it, or come up with some way for them to save the arrows, but I wanted them to learn a lesson here as it's not the first time they've gone in shooting without thinking things through.

I'm currently planning on Shalelu freaking out and leaving when she figures out what has happened and taking her father's belongings with her. She will likely not want anything further to do with the PCs.

Are there any other repercussions that I should be aware of? I realize that they fort's betrayal will be lessened, but that's no big deal.


Simple question. Due to the eastern influences particularly in the later parts of this AP I'm considering changing all of the dragons in my campaign into their eastern equivalents. Are there any pitfalls I should avoid while doing this?


I can't seem to find where the duration of Supernatural abilities is listed. In particular I'm trying to figure out how long a Bogeyman's Striking Fear lasts.

Full Name

Reta Bigbad

Race

Goblin

Classes/Levels

Fighter 4 | hp 38 | AC 21, T 14, FF 18 | CMD 16 | F +6, R +4, W +2 (+1 vs fear) | Init +3 | Spd 30' | Intim +2, Perc +8, Ride +10, SensM +1, Stlth +10

Gender

Female

Size

Small

Alignment

Neutral Evil

Languages

Goblin

Strength 11
Dexterity 15
Constitution 12
Intelligence 9
Wisdom 10
Charisma 6

About Reta Bigbad - End Girl

Reta likes to torment small, harmless animals and usually has a pocket full of insects to taunt in case she gets bored. She hears rumors of terrible beasties like “dogs” and “horses” from the older goblins, but surely nothing so horrible could truly exist, could it? If it does, Reta wants to see first-hand, and beat it up to prove she’s the scariest thing around! (If they don’t exist, Reta still wants to beat something up, but she isn’t sure what just yet. Maybe a tree? Trees are pretty big.) To defeat such large and crafty foes, Reta is especially interested in finding new sharp and pointy objects.

Thanks to her weirdly round head (a trait that’s relatively peculiar for goblins), Reta finds it hard not to shout when she speaks; her opinion is the best one, after all, and louder means more right. She also has keen eyes to better watch her fellow whelps and make sure no one steals her amazing club or the gigantic beetle she defeated in battle. She loves taking risks in combat to scare her enemies, and she is starting to realize she likes inspiring fear even more than she likes committing violence. Her favorite color is red.

"YOU AM BACON! I EAT BACON FOR BREAKFAST!!" ~Reta Bigbad, upon faced with an armor plated, fire breathing pig

Reta Bigbad (We B4 Goblins!)
Female goblin warrior 1 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +8
----------
Defense
----------
AC
14, touch 13, flat-footed 12 (+1 armor, +2 Dex, +1 size)
hp 8 (1d10+2)
Fort +3, Ref +2, Will +0
----------
Offense
----------
Speed
30 ft.
Melee club +2 (1d4)
Ranged thrown rock +4 (1d2)
----------
Statistics
----------
Str
11, Dex 15, Con 12, Int 9, Wis 10, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Skill Focus (Perception)
Trait Balloon-Headed
Skills Perception +8, Ride +6, Stealth +10; Armor Check Penalty +0
Languages Goblin
Gear padded armor, club, throwing rocks (3), red pebbles (5), short length of twine, someone’s ear (not sure whose), literally the biggest beetle ever (it’s almost the size of an apple!), hat made out of a dead rat, pocket full of insects (mostly wood lice and one six-legged spider)

Gear Provided by the Adventure chain shirt, longsword.

Balloon-Headed Your head is particularly wide and large, even for a goblin. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. You take a –8 penalty on any Escape Artist checks that require you to squeeze your head through a tight space.

Special Challenge Talent Reta has a special talent that provides an unexpected boon while attempting to win Licktoad badges. Her eager embracing of violent acts, combined with her creativity in expressing these violent urges grants her a +2 circumstance bonus on Charisma checks in the Happy Beat challenge.

_________________________________________________________________

Reta likes to torment small, harmless animals and usually has a pocket full of such creatures in case she gets bored. She finds it hard not to shout when she speaks, and loves taking risks in combat to scare her enemies.

Reta Bigbad (We Be Goblins Free!)
Female goblin fighter 4 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +8
----------
Defense
----------
AC
21, touch 14, flat-footed 18 (+7 armor, +3 Dex, +1 size)
hp 38 (4d10+12)
Fort +6, Ref +4, Will +2 (+1 vs fear)
----------
Offense
----------
Speed
30 ft.
Melee +1 dogslicer +9 (1d4+3/19–20)
Ranged mwk shortbow +9 (1d4/×3)
_____ mwk shortbow (rapid shot) +7/+7 (1d4/x3)
----------
Statistics
----------
Str
14, Dex 17, Con 14, Int 10, Wis 12, Cha 6
Base Atk +4; CMB +5; CMD 18
Feats Dog-Sniff-Hate, Point Blank Shot, Rapid Shot, Skill Focus (Perception), Weapon Finesse
Trait Balloon-Headed
Skills Intimidate +2, Perception +8, Ride +10, Stealth +10; Armor Check Penalty -3
Languages Goblin
Combat Gear +1 animal bane arrows (6), +1 flaming arrows (6), potion of cure light wounds; Other Gear +1 breastplate, +1 dogslicer, mwk shortbow with 15 arrows, quiver decorated with dog ears, bridal veil, dented metal tea ball, Halfling ladies’ corset, leather dog collar (worn as a belt), lucky pet toad named Spotol, rope with dead moles sewn into it (20 feet), small jar of smashed caterpillars (partially fermented), small silver mirror, toasting fork.

Fighter 4 | hp 38 | AC 21, T 14, FF 18 | CMD 16 | F +6, R +4, W +2 (+1 vs fear) | Init +3 | Spd 30' | Intim +2, Perc +8, Ride +10, SensM +1, Stlth +10

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Reta Bigbad (We Be Goblins Too!)
Female goblin fighter 3 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +10
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Defense
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AC
20, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 size)
hp 30 (3d10+9)
Fort +5, Ref +4, Will +2 (+3 vs fear)
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Offense
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Speed
30 ft.
Melee mwk dogslicer +8 (1d4+1/19–20)
Ranged mwk shortbow +8 (1d4/×3)
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Statistics
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Str
13, Dex 17, Con 14, Int 10, Wis 12, Cha 6
Base Atk +3; CMB +3; CMD 16
Feats Dog-Sniff-Hate, Point Blank Shot, Skill Focus (Perception), Weapon Finesse
Trait Balloon-Headed
Skills Perception +10, Ride +9, Stealth +15; Armor Check Penalty -3
Languages Goblin
Combat Gear +1 animal bane arrows (1/5), +1 flaming arrows (5/8), potion of cure light wounds, potion of fire resistance; Other Gear breastplate, mwk dogslicer, mwk shortbow with 7 arrows, quiver decorated with dog ears, cloak of elvenkind, bridal veil, flint and tinder, halfling ladies’ corset, jar of human perfume (half drunk), jar of pickled halfling toes just about ready for eating (equivalent to 1 day’s trail rations), leather satchel, lucky pet toad (“Spotol II”), meat hook, pocketful of caterpillars, rope with dead moles sewn into it (20 feet), set of false teeth, small silver mirror, toasting fork

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Reta Bigbad (We Be Goblins!)
Female goblin fighter 1 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +9
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Defense
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AC
16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +1
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Offense
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Speed
30 ft.
Melee dogslicer +3 (1d4+1/19–20)
Ranged shortbow +5 (1d4/×3)
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Statistics
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Str
13, Dex 17, Con 14, Int 10, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 14
Feats Dog-Sniff-Hate, Skill Focus (Perception)
Trait Balloon-Headed
Skills Perception +9, Ride +11, Stealth +11
Languages Goblin
Combat Gear potion of cure light wounds, potion of spider climb; Other Gear leather armor, dogslicer, shortbow with 20 arrows in a quiver decorated with dog ears, lucky pet toad (“Spotol”), jar of pickled halfling toes just about ready for eating (equivalent to 1 day’s trail rations), toasting fork, bridal veil, halfling ladies’ corset, 20 feet of rope with dead moles sewn into it, small silver mirror, jar of human perfume (half drunk), meat hook, leather satchel, flint and tinder, set of false teeth, pocketful of caterpillars
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New Feat: Dog-Sniff-Hate
Unlike many goblins, you’re not particularly afraid of dogs. You know what dogs smell like, and that smell makes you mad. Very mad.

Prerequisite: Goblin, Skill Focus (Perception)
Benefit: You gain the scent ability, but only against canines (including dogs, goblin dogs, wolves, worgs, yeth hounds, and any similar creature, subject to GM approval). Against these creatures, you gain a +1 morale bonus on attack rolls and a +2 morale bonus on weapon damage rolls.

Goblin Trait: Balloon Headed Your head is particularly wide and large, even for a goblin. You gain a +1 bonus on Perception checks, and Perception is always a class skill for you. Any Escape Artist checks that requires you to squeeze your head
through a tight space take a –8 penalty.

Reta’s Song
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!