Large Water Elemental

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Goblin Squad Member. Organized Play Member. 1,050 posts (10,317 including aliases). 1 review. No lists. 1 wishlist. 18 Organized Play characters. 35 aliases.


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I have two characters who kind of fit in this adventure:
- an alchemist who can cover trapfinding duties.
- a druid with a lion

Any preference? I'm leaning towards the alchemist.


4d6 ⇒ (3, 3, 4, 5) = 15
4d6 ⇒ (3, 4, 6, 6) = 19
4d6 ⇒ (3, 6, 4, 4) = 17
4d6 ⇒ (4, 3, 1, 5) = 13
4d6 ⇒ (6, 3, 3, 3) = 15
4d6 ⇒ (2, 1, 4, 4) = 11

16, 14, 12, 12, 12, 10


2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (4, 2) + 6 = 12

Average, average, average, BAM! and some more average. Decisions, decisions.


GM Lithrac wrote:
While I hosted a couple of PFS games in French without any problem, my RL brother's Carrion Crown campaign was brought to a halt by a moderator. They had to continue the campaign on Pathfinder-FR, which you may be already familiar with. While I personally regret this state of things, I do...

How frustrating! It would be much better if fora like these were truly international - particularly if Paizo wishes to sell their product internationally. It's too bad the need for control is such a driving principle; I'm sure someone could be found that could be appointed moderator for a language set if they lack the skills in-house.


I really like Mutants in Orbit, and am tempted to try this. I think I own it, buried somewhere.


Whoops, gave my submission too many feats. No mighty throw for Fassa.


Quote:
Does anyone know if Murder's Mark is repeatable?

Evergreen = repeatable. So, yes.


Undine inquisitor or gunslinger (bolt ace with underwater crossbow!)
Sylph uRogues and inspired blades, or their racial archetype
Oread fighters, melee inquisitors, brawlers, monks

Options abound!


Here's an application.

Fassa Bar Teers, Gungan scout:

Fassa be getting off this place - Naboo not big enough great Warrior like I. Been ready to take on the galaxy. Be singing the good song of the fight - not some stupid clone, da' right, I fight like de mad grank. Know how to use the cesta, and the atlatl, and I not be afraid.

Fassa is a young Gungan, skilled in the traditional fighting style of the Gungan peoples. He hitched a freighter looking for off-planet adventure, but has a hard time finding jobs due to his bluster and pride.

Fassa Bar Teers
Medium Gungan scout 1
Init +8; Senses low-light vision; Perception +6
Languages Basic, Gunganese

Defenses Ref 18 (flat-footed 15), Fort 13, Will 12; Evasion, +5 to Fortitude Defense against extreme heat and cold effects
hp 25; Threshold 13

Speed 6 squares, swim 4 squares
Melee atlatl +5 (2d4+4)
Melee atlatl +5 (2d4+8) with both hands
Melee cesta +5 (2d4+4); reach, accurate
Melee cesta +5 (2d4+8) with both hands; reach, accurate
Ranged energy ball +4 (2d8)
Base Atk +0; Grp +4
Atk Options
Special Actions Shake it Off

Abilities Str 18, Dex 17, Con 13, Int 10, Wis 12, Cha 6
Special Qualities expert swimmer, hold breath, lightning reflexes, weapon familiarity
Talents Evasion
Feats Mighty Throw, Shake it Off, Weapon Focus (simple), Weapon Proficiency (pistols, rifles, simple weapons)
Skills Endurance +6, Initiative +8, Perception +6, Survival +6, Swim +9 (may reroll ; may take 10 when distracted or threatened)
Possessions atlatl, bandolier, cesta, 160 credits, 12 energy balls, field kit (2 condensing canteens, sunshield roll, 7 day food supply, 24 filters, 12 atmosphere canisters, 2 glow rods, 2 breath masks, all-temperature cloak), medpac

Evasion Half damage from area affect attacks, or no damage on a miss
Hold Breath con score x 25 rounds before endurance checks
Mighty Throw Add strength modifier to hit and to range for thrown weapons
Shake it Off spend two swift actions to move one up the conditions track
Weapon Familiarity Gungans treat atlatl, cesta, and energy poles as simple weapons.

Thrown range: PB 6, Short (-2 hit): 8, Medium (-5 hit): 11, Long (-10 hit): 13


Hey, I can't play this with Mahasi; I'm going to pregen Ezren and apply it to:

7514-18


4d6 ⇒ (3, 1, 3, 6) = 13 12
4d6 ⇒ (4, 6, 1, 3) = 14 13
4d6 ⇒ (6, 3, 2, 3) = 14 12
4d6 ⇒ (3, 1, 3, 2) = 9 8
4d6 ⇒ (6, 6, 6, 4) = 22 18
4d6 ⇒ (6, 3, 5, 3) = 17 15

8, 12, 12, 13, 15, 18

Hmm. OK.


An older halfling with a large mustache comes in pushing a mop. He looks out of place among the fine warriors and wizards filling the room. After awhile he looks up and clears his throat.

"Scruffy heard some folks needed some help o'er at some kinda' Emerald Spire." He shrugs, clearly not concerned.

Looking for two to three players for Emerald Spire, part 8, PFS. Level range 6-8 (target level 7). Sign up sheet here


EndlessForms wrote:

Gameplay: The gameplay thread is primarily for in-character chatter and should be kept in-character as much as possible. GMs who recruit through the gameplay are encouraged to do so in-character, but it is also recommended that Gms post in the recruitment thread as well, as some players do not like to wade through the in-character chatter to find recruitments (this is just a suggestion though).

I managed to have a page long, non-game conversation while not realizing I was in the IC thread. I retroactively apologize for cluttering your awesome thread!


I will withdraw my application :). Too much on my plate


Ok, here's an initial pass at a concept:

Zillombrel, gnomish umbral sorcerer

It would be neat to have an entirely stealthy party.


I am failing to find the previously mentioned campaign traits.

wealth: 2d6 ⇒ (5, 5) = 10


rolls:

2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (6, 5) + 6 = 17

lawfulness: 1d3 ⇒ 3 much Xaos
goodness: 1d2 ⇒ 1 so good
race (1-2 is human): 1d8 ⇒ 4 gnomebody knows...j

Hmmm. Leaning towards a sorciferous sort.


Here's a rogue pirate tengu I was playing around with:

Bitaan the Tengu Pirate

It's a little light on combat, focusing on skills and social. The social is through a weird route, too, using the Orator feat to cover all three skills. Future levels would include agile maneuvers anything else to help out with dirty tricks.


Yep, they're 3.5, but you could convert them pretty easily. It's just about exactly what you're thinking of though. I guess SKR is also a laconaphile.

The Gurps greece book has some pretty good overview too.


The gloves of reconnaissance are much less flexible now.

No more shenanigans with UMD and rings of revelations. The channeling lore cleric in my RotR game will be disappointed (if the change is read with a strict interpretation).

Brawling is hugely more expensive now (+3!) With a minimum of +4 armor - 16000 gp - not nearly as good as it was.

Benevolent went from a flat price to a +1. That's a big hit for certain builds.

I wish the banner of ancient kings was in this book, so they could nerf that stupid item into something less game breaking.


I've never player CP2020, but in a gurps cyperpunk game at a convention we murdered some of our ubiquitous bioroid (android) brothers to use their bodies to cover a heist of a bioweapon. "Creative problem solving" the gm thought.

The real world doesn't seem to embrace the "punk" aesthetic nearly as much as one might hope. OTOH, there are are a darned lot of homeless and free-floating tinkerers/hackers these day...


Intensified spell is a pretty good bang for the buck for damage type spells, if you don't go the casting route.


Hi there. If we start at 15, will we level ourselves out of the series?

My level 14 is an archivist bard. I need perhaps a week to extract him from a game - he will be 15 by the end of that game, unless I go half-speed. Not strong in physical combat, but some magic and does well on knowledge skills. He can also do quite well as a rogue, which we would likely not need if Rob is on the Job.

I have a level 12 dwarven monk (core), puncher/grappler.

I have a level 12 Cleric of Abadar, with a focus on channeling. Also doubles as a better then average diplomat, no melee capability. I need to level her, but that is straightforward.


I have a concept!

Will have to work out details, but a ex-Chelish spellslinger, iff'n thats s'ok.


Sior has posted as a player recently (albeit briefly), FWIW.

Denver has been pretty impacted by snow in the past couple of days. It may have impacted his posting schedule.


Is there a particular arc/season you're interested in doing?

The Runelord arc would be an interesting choice, for example.


1d20 + 16 ⇒ (8) + 16 = 24

The dragon-blooded sorcerer hesitates for a moment, but finally decides that wise half dragon will flee such an obviously superior foe.

panicked: 1d4 + 4 ⇒ (4) + 4 = 8 rds.


17 people marked this as a favorite.

I think the real division in my gaming group is "programmer/math nerds/engineers" and "liberal arts/story driven" types. Those categories tend to have much larger clashes and personality issues.


Hi Feral.

Melina is a 5th level mindchemist tiefling. I can also do pregens.

I post MST, early in the mornings and later in the evenings. Very rarely, I post during work hours.


I made one of the versions of the paizo board formatted output sheet that pcgen uses - that one looks like it, maybe slightly modified.

If you compare it to a standard output block, they handle where they put things a bit differently in Pccgen then a standard pc stat block, but nothing super important - mostly where they put special attacks vs special qualities, listing things twice, etc. Its all small stuff though, unless your writing for them.

Move is 9m - using sane (i.e. Metric) units are we?

The biggest problems pcgen has are animal companions and spells for newer classes. It always seems to have AC issues.

If you use wizards ever, make sure to populate their spellbooks as you pick spells. It wtll print out the spellbook too.


*facepalm* Right, right... oops. Ignore that suggestion then.
Carry on then.


to Ouachitonian:

You're right; this goes to 7th, not 9th. My mistake!

Still, spells are awesome. They're like superpowers, and IMHO rough to miss out or ignore.

If you are going to ignore them, I'm just going to throw this out as an option; it would be a pretty drastic rework of your character, though. You might want to consider switching to a hunter class from the ACG. More fighting ability, less magic.


to Guillaume:

Something like

Str 13 , Dex 14 , Con 12 , Int 12, Wis 15 , Cha 8

Would serve you a lot better. Or maybe

Str 14 , Dex 14 , Con 12 , Int 10, Wis 15 , Cha 8

Remember, when you wildshape you get a boost to your physical stats to help in combat a bit. I approve of toughness.

The important bit is that the spell level you can cast is limited by Wis - 10. This adventure will net you 5th level spells (character level 9). So 15 is nice, and if you went for offensive magic, higher is better. Druids have lots of solid nonoffensive buffs, so you can survive. OTOH, you can also apply stat bumps at 4 or 8, or grab items.


to Xylas Foundling:

The adopted trait doesn't work that way. You have to pick up another race trait, not a racial trait. The naming is confusing :/.


He just means that he hasn't committed to anyone yet. There was someone who was discouraged by other folks coordinating characters - I think Nebten was just trying to prevent that sort of discouragement (but not necessarily the coordination).


Nebten wrote:

If somebody could please provide Ouach with a generic template to use to create his PC sheet?

Yes I have one. He'll have to ignore the Pathfinder society stuff at the the end.

Link to forum post

Direct link to google doc.

If you use PCGen, I also wrote on output sheet for the forums (under the text options for the output sheets on the program), but it (like the rest of PCGEN) is a bit buggy.

I don't use hero lab, but I think it has an output that pretty formats it for the forums.


Ah, ok I see the argument against now. Thanks for the input.


I wasn't asking about the mauler archetype though ;).

What is the objection? It seems plain enough language. Fighter levels are wizard levels, and levels in arcane classes are what you need.


19 people marked this as FAQ candidate. 2 people marked this as a favorite.
eldritch guardian (familiar folio) wrote:
At 1st level, an eldritch guardian gains a familiar, treating his fighter level as his effective wizard level
CRB wrote:


Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high (arcane spellcaster) level

Does Eldritch Guardian (of sufficiently high level and the correct alignment) qualify for Improved Familiar.

(Note, I think the two statements above apply it does, but there are folks suggesting (on reddit) that it does not - so an official ruling would be nice.


Ghostbreath cries a little, forever lost in the Harrowing.

I would be interested in Dragon's Demands, whatever the rules. I find your games... challenging, but in an interesting way.


'Cause I'm a spoil sport, for those not in the know search for "hex to ascii converter"; when you find one, enter in those numbers for the super secret surprise.

I don't know what "V2hhdCB0aGUgSEVYIQ==" means though. Some sort of hash? Bardess is l33t.


Happy gaming everyone, in this and future endeavors!


Here is my best shot at making "fixed" pregens.

The easiest solution for the weapon problem is to switch the short sword and the dogslicer for the rogue and cleric - each is proficient in the other - and they are otherwise identical weapons.

Reta Bigbad:

Female Goblin fighter 4
NE Small humanoid (goblinoid)
Init +3, Senses darkvision (60 ft.); Perception +10
=================================================
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 Will vs. fear
Defensive Abilities bravery +1
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee +1 dogslicer +9 (1d4+3/19-20)
Ranged mwk. shortbow +9 (1d4/x3)
Special Attacks +1 attack and +2 damage vs. canines
=================================================
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
Skills Intimidate +3, Perception +10, Ride +10, Stealth +14
Traits Balloon Headed
Languages Goblin
SQ armor training 1
Combat Gear +1 animal bane arrows (6), +1 flaming arrows (6)
Other Gear +1 breastplate, +1 dogslicer, mwk. shortbow with 15 arrows, small mirror, rope (20 ft.)
=================================================
SPECIAL ABILITIES
=================================================
Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
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. You take a –8 penalty on any Escape Artist check that requires you to squeeze your head through a tight space.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Dog-Sniff Hate You gain the scent ability, but only against canines (including dogs, goblin dogs, wolves, worgs, yeth hounds, and any similar creatures, 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.
Fast (Ex) Goblins have a base speed of 30 ft.
Skilled (Ex) Goblins gain a +4 racial bonus on Ride and Stealth checks.

Poog of Zarongel:

Male Goblin cleric 4
NE Small humanoid (goblinoid)
Init +6, Senses darkvision (60 ft.); Perception +3
=================================================
DEFENSE
=================================================
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size )
hp 28 (4d8+6)
Fort +6, Ref +6, Will +8
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee mwk. dogslicer +5 (1d4/19-20)
Ranged javelin +6 (1d4)
Special Attacks +1 when no allies adjacent, Channel Negative Energy (2d6, DC 13, 4/day)
Spell-like Abilities (CL 4th; concentration +5)
At-will - speak with animals (7 rounds/day)
6/day - fire bolt (1d6+2)
Cleric Spells Prepared (CL 4th; concentration +7)
2nd-cure moderate wounds(DC 15), hold person(DC 15), produce flame, sound burst(DC 15)
1st-burning hands(DC 14), command(DC 14), cure light wounds(DC 14), divine favor, shield of faith(DC 14)
0th-bleed(DC 13), detect magic, guidance(DC 13), stabilize(DC 13)
*:Domain spell.
Domains Animal, Fire
=================================================
STATISTICS
=================================================
Str 10, Dex 14, Con 13, Int 8, Wis 16, Cha 12
Base Atk +3; CMB +2; CMD 14
Feats Improved Initiative, Lightning Reflexes
Skills Handle Animal +3, Ride +6, Spellcraft +5, Stealth +9
Traits Goblin Bravery
Languages Goblin
SQ animal companion, aura, spontaneous casting
Combat Gear wand of cure light wounds (43 charges), wand of fireball (3 charges), elixir of fire breath
Other Gear +1 chain shirt, javelin, mwk. dogslicer, cloak of resistance +1, pearl of power (1st level), rations (1 day), tindertwig (5), wooden holy symbol
=================================================
SPECIAL ABILITIES
=================================================
Animal Companion (Ex) You gain the service of an animal companion.
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 2d6 points of negative energy damage to living creatures or to heal undead creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 13 Will save to halve the damage. You can use this ability 4 times per day.
Fast (Ex) Goblins have a base speed of 30 ft.
Fire Bolt (Sp) As a standard action, you can unleash a scorching bolt of divine fire from your hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6+2 points of fire damage. You can use this ability 6 times per day.
Goblin Bravery You have a worrying propensity for overconfidence in combat. When facing an enemy that’s larger than you, 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.
Skilled (Ex) Goblins gain a +4 racial bonus on Ride and Stealth checks.
Speak with Animals (Sp) You can Speak with Animals, as per the spell, for 7 rounds per day.
Spontaneous Casting You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).

Poog's companion, Squealy Nord:

Male Companion Boar animal 2
N Small animal
Init +1, Senses low-light vision; scent, Perception +5
=================================================
DEFENSE
=================================================
AC 18, touch 12, flat-footed 17 (+1 Dex, +6 natural, +1 size )
hp 13 (2d8+4)
Fort +7, Ref +4, Will +1
=================================================
OFFENSE
=================================================
Speed 40 ft.
Melee gore +3 (1d6+1)
=================================================
STATISTICS
=================================================
Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4
Base Atk +1; CMB +1; CMD 12 (16 vs trip)
Feats Great Fortitude
Skills Perception +5, Stealth +9
SQ link, share spells, tricks(attack[any creature], come, down, fetch, guard, track)
=================================================
SPECIAL ABILITIES
=================================================
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
=================================================
ANIMAL TRICKS
=================================================
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Guard The animal stays in place and prevents others from approaching.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)

Mogmurch:

Male Goblin alchemist 4
NE Small humanoid (goblinoid)
Init +4, Senses darkvision (60 ft.); Perception +6
=================================================
DEFENSE
=================================================
AC 18, touch 16, flat-footed 14 (+2 armor, +1 deflection, +3 Dex, +1 dodge, +1 size )
hp 30 (4d8+8)
Fort +7, Ref +8, Will +0, +2 vs. poison, +2 vs. unexpected falls
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee mwk. club +4 (1d4-1)
Ranged bomb +9 (2d6+3 fire)
Special Attacks bomb 7/day (2d6+3, fire)
Alchemist Extracts Prepared (CL 4th)
2nd-elemental touch(DC 15), invisibility
1st-cure light wounds(DC 14), enlarge person, expeditious retreat, shield
=================================================
STATISTICS
=================================================
Str 8, Dex 18, Con 13, Int 16, Wis 8, Cha 10
Base Atk +3; CMB +1; CMD 17
Feats Brew Potion, Dodge, Great Fortitude, Throw Anything
Skills Craft (alchemy) +10 (+4 to craft items), Heal +6, Knowledge (nature) +10, Perception +6, Ride +7, Sleight of Hand +8, Stealth +14, Survival +6
Languages Common, Goblin, Orc, Varisian
Trait bouncy
SQ alchemy (alchemy craft +4, identify potions), , discoveries (explosive bombs, precise bombs [3 squares]), mutagen (+4/–2, +2 natural, 40 minutes), poison use, skilled, swift alchemy
Combat Gear potion of cure light wounds (4), potion of barkskin, potion of fly, alchemist's fire(4), tanglefoot bag (2), thunderstone,
Other Gear leather, mwk. buckler, mwk. club, defoliant polish, elixir of hiding, ring of protection +1, salve of slipperiness, belt pouch, formula book, rations (1 day)
=================================================
SPECIAL ABILITIES
=================================================
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +4 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.
Bomb (Su) You can use 7 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+3 points of fire damage. Your bombs also inflict an additional 1d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (5). Those caught in the splash damage can attempt a DC 15 Reflex save for half damage.
Bouncy Your bones and flesh are more elastic than those of most goblins—when you fall, you tend to bounce a little better than they do as a result. Whenever you take falling damage, the first 1d6 points of lethal damage taken in the fall are automatically converted to nonlethal damage. You also gain a +2 bonus on all Reflex saves to avoid unexpected falls.
Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.
Darkvision Goblins can see in the dark up to 60 feet.
Explosive Bomb* The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
Fast (Ex) Goblins have a base speed of 30 ft.
Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 40 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 15 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Mutagen (Prime Stat Selection)
Mutagen (Second Stat Selection)
Mutagen (Third Stat Selection)
Poison Resistance (Ex) You gain a +2 bonus on all saving throws against poison.
Poison Use (Ex) You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
Precise Bombs Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
Skilled (Ex) Goblins gain a +4 racial bonus on Ride and Stealth checks.
Swift Alchemy (Ex) You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
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Formula Book
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Alchemist Spells
2nd -elemental touch, invisibility
1st -bomber's eye, cure light wounds, enlarge person, expeditious retreat, jump, shield

Chuffy Lickwound:

Male Goblin rogue 4
NE Small humanoid (goblinoid)
Init +9, Senses darkvision (60 ft.); Perception +8
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DEFENSE
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AC 21, touch 17, flat-footed 21 (+4 armor, +5 Dex, +1 dodge, +1 size )
hp 33 (4d8+12)
Fort +3, Ref +9, Will +2, +1 Reflex to avoid traps
Defensive Abilities evasion, trap sense +1, uncanny dodge
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OFFENSE
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Speed 30 ft.
Ranged mwk. hand crossbow +10 (1d3/19-20)
Melee +1 short sword +10 (1d4/19-20)
Special Attacks Sneak Attack 2d6
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STATISTICS
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Str 8, Dex 20, Con 14, Int 12, Wis 13, Cha 6,
Base Atk +3; CMB +1; CMD 17
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +12, Bluff +5, Disable Device +16, Escape Artist +12, Knowledge (Local) +8, Perception +8, Perception (Trapfinding) +10, Ride +13, Sleight of Hand +12, Stealth +20,
Languages Common, Goblin
SQ rogue talents (bleeding bttack +2, combat trick) trapfinding +2
Combat Gear +1 flaming bolts (3), potion of cure moderate wounds (2), potion of invisibility, medium spider venom (4)
Other Gear +1 studded leather, +1 short sword, mwk. hand crossbow with 10 bolts, rations (1 day), rope with grappling hook (50'), mwk. thieves' tools, tindertwigs (4)
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SPECIAL ABILITIES
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Bleeding Attack (Ex) You can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 2 additional points of damage each round. Bleeding creatures that that amount of damage every round at the start of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Fast (Ex) Goblins have a base speed of 30 ft.
Skilled (Ex) Goblins gain a +4 racial bonus on Ride and Stealth checks.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Trapfinding (Ex) You add +2 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.


Jasper Finn wrote:
Definitely am Tangaroa lol. No worries however. Definitely beats having to type it all out.

.

Always good to see something you made get used.

Very tangential, but you should check out Oladon's plugins for pbp They've got great add on tools for PbP.


GM_Ironcat wrote:


--Jasper Finn: a Human Musket Master and survivor of Khonnir Baine's second foray under the town;

Hey, I think Jasper might be using the output sheet I made for PCGEN :). My apologies, I never could figure out how to get rid of all those dangling commas.


Here is an application for Triax, a slayer.

Spoiler:

"Let me tell you about the created, the machine-born... ay, I suppose you would call them androids. They aren't like you and me; they don't feel sadness, fear, or fatigue. It's a good thing too, for they are more alone then any other thing in the universe. We know we have souls, we know something will be waiting for us when we pass beyond. What can a created thing look forward to when it dies? Certainly not its maker..."

Triax wandered out of the wastelands of numeria one winter day and into the midst of a stunned Raptor's Claw Kellid tribe. It was naked save for the fine tracery of silver tattoos covering its body, curious about its environment and eager to learn. The chief granted the creature shelter, teaching it Kelish lore and how to fight. Although incapable of love, Triax determined that a life with these humans was adequate for its continued prosperity. The gaps in Triax's memories regarding its origin and maker were non-ideal, but it determined the information to be secondary to survival. Instead, the creature learned how to fit in to its new tribe, practicing hunting, survival, and the skills of imitating its fellows mysterious "emotions".

Then the robot raids started - and Triax began to re-evaluate its position with the Raptor's Claws. Like itself, they appeared without warning. Triax decided it was ideally suited to fighting this menace, sharing many of the same skills and strengths as robots. It fought with the tribes people, hunting against the metal monsters and dodging their increasingly extensive patrols. The flow never seemed to stop, however, and the Raptor's Claws were eventually decimated and dispersed. Triax fled.

It wandered for a time, visiting Chesed and Starfall, trying to learn more of humanity. In Chesed, it found new opportunities, falling in wih criminals and putting its hard-earned combat skills to use. However, it also found new dangers - the Technic League has learned of Triax's existence, and has tried to abduct him several times. He has so far evaded the humans, but the strain of doing so has left the android wary of its allies, expecting betrayal at any moment. It continues to perfect its skills of deception and faking human emotions to keep one step ahead of its pursuers.

Most recently, Triax has wandered south to Torch. Alone again, it currently seeks new allies to assist in its survival. It is also considering pursuing further research into its mysterious origins, haveing decided that no other activities seem more critical in the moment.

Triax stats:

Triax
Android slayer (cleaner) 2
N Medium humanoid (android)
Init +3, Senses darkvision (60 ft.), low-light vision; Perception +8
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DEFENSE
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AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 shield)
hp 22 (2d10+6)
Fort +5, Ref +6, Will +1, +4 vs mind-affecting, paralysis, poison and stun.
Immunities disease, emotion, exhaustion, fatigue, fear, sleep
Defensive Abilites +1 dodge bonus to AC vs. robots
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OFFENSE
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Speed 20 ft.
Melee morningstar +4 (1d8+2)
Melee mwk. longsword +5 (1d8+2/19-20)
Ranged shortbow +5 (1d6/x3)
Special Attacks +1 on attack roles against robots, studied target (+1)
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STATISTICS
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Str 14, Dex 17, Con 14, Int 13, Wis 12, Cha 8
Base Atk +2; CMB +4; CMD 17
Feats Combat Expertise, Deceitful, Improved Feint
Skills Acrobatics +1 (-3 to jump), Bluff +6, Climb +0, Disguise +7, Heal +7, Knowledge (dungeoneering) +5, Knowledge (engineering) +2 (+4 to identify robots and Numerian technology), Knowledge (geography) +5, Linguistics +2, Perception +8, Sense Motive +1, Sleight of Hand -2, Stealth +2, Survival +5, Swim +0
ACP -6
Traits Adopted (Kellid), Divine the Mystery, Robot Slayer
Languages Common, Hallit, Orc
SQ constructed, deceitful, emotionless, nanite surge 1/day (+5)
Combat Gear Healer's Kit (10 charges), potion of cure light wounds, acid (2), alchemist's fire (2), alkali
Other Gear breastplate, heavy wooden shield, masterwork longsword, morningstar, shortbow with 20 arrows, backpack, bedroll, belt pouch, disguise kit, flint and steel, grappling hook, healer's kit, manacles, mess kit, outfit (cold-weather), iron pot, hemp rope (50 ft.), rations (5), silk rope (50 ft.), torch (10), waterskin, 181 gp


So it sounds like some folk want to be in the circus, ot just going to it?


I was leaning towards a generic barbarian, as posted before. Probably switch some gear around to include a wand of cure-the-barbarian.


I reserve the right do dress the goblin in an amusing costume at whim. And dole out noogies.


She said 10500 gups

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