Bikendi Otongu

The13thGhost's page

Organized Play Member. 7 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


1. Dark Tapestry for sure.
2. Something involving ancient Azlant. Either discovering the mysteries or actually set in that time.
3. An all goblin AP (as in goblin PCs).
4. Distant Worlds please.


discosoc wrote:

Alchemists usually get restricted unless the player REALLY wants to play one, and even then they have to deal with things like vials breaking and stuff whenever relevant.

Stuff like that.

I certainly hope if you do this, that you also check for the Fighter's sword/armor being damaged and the Wizard's spell components getting wet/damaged/unusable. Seems a bit punitive.


1 person marked this as a favorite.

One of the most memorably bad concepts/backstories I have ever come upon is one of my favorite stories to tell.

I had been running a Vampire: The Masquerade LARP for about a year, and whenever I recruited new players, I tried to instill upon them how important it was to have an in depth concept for their character. It drives both the drama and investment for your gaming experience. I met a new player named John, and gave him my usual spiel. He got super excited and said he had an idea, but wanted to time work on it. He said he would get back to me in two weeks.

Two weeks pass, and he has sent me numerous emails about how pumped he was about his concept. He had been brewing it for two weeks now, and he knew I would be really into it. It was the best thing he had ever come up with.

Finally, we sit down on game night to make the character. I tell him to pitch the concept, and by now, I am really intrigued by his enthusiasm. He smiles, slaps his hand down on the table and says "German. Brujah." I wait for more, he just sits there.

That was his entire concept.

I should note for the none Vampire savvy out there, Brujah is simply a clan of Vampires. It would be akin to someone in Pathfinder saying their concept was a fighter. It is also important to mention he was not trolling me, and was completely sincere.


1. Eberron: My greatest love of a campaign setting ever.

2. Ravenloft: My second (and the one I fell for first) greatest love of a campaign setting ever.

3. Planescape

4. Spelljammer


I have read both the basic rules pdf and have purchased and perused the starter box, and I for one am not immediately impressed. The rules still feel very 3rd edition, plus and minus a few things along the way. I do realize it is very early to make too much of a judgement. I am also not much of a rules based player or game master (definitely role over roll), and what I disliked most about 4th was that it seemed to be extremely fluff-lite. I really hope 5th does a better job with this. Paizo nails it.

After thinking about it, I concluded that I fell in love with D&D during 3-3.5, and during that time Paizo had a lot of influence (Dragon and Dungeon magazines, artists etc). When Wizards (Hasbro) made its decision to alienate them, I found myself again at Paizo's door when Pathfinder was released. Consistently great products with heart behind them. I may play in someone else's 5th ed game someday, but I believe my money is still going to Paizo.


Ambrosia Slaad wrote:
All this aboleth talk made me think: what about an Azlantians Revisited book? Fill it full of stuff on the original Azlanti as well as their descendants: the gillmen, dark folk, morlocks, grimlocks, and mongrelmen.

Oooh...Azlantians Revisited...shut up and take my money!


1 person marked this as a favorite.

I think it is rather unfair to judge this GM on one simple post. I agree, it does sound a bit heavy handed, but I took it as a rough idea for a personal development quest. It doesn't sound as if he plans to "punish" the character unless she chooses not to take part in the scenario (and I do agree that with some of the mature themes present, that it is something that should be talked about with the player first). I don't agree with punitive storytelling or game mastering, but still I think much of this thread has been rather insulting instead of answering a question.

Perhaps you could reward the character with a higher rank within the church, a new NPC cohort, or the opportunity to stop the slavers and therefore become a hero in the eyes of many?

Full Name

Zika Toechopper

Race

Goblin

Classes/Levels

Unchained rogue 1 (HP9/9, AC18/16/14, Init+5, Per+3, F2,R7,W0)

Gender

Female

Size

Small

Age

14

Alignment

Chaotic evil

Deity

Venkelvore

Languages

Goblin

Occupation

Hunter

Strength 11
Dexterity 20
Constitution 12
Intelligence 10
Wisdom 10
Charisma 8

About Zika Toechopper

Statistics:
Female goblin rogue 1
CE Medium humanoid (goblinoid)
Init +5; Senses Perception +3
------------------------------
DEFENSE
------------------------------
AC 18, touch 16, flat-footed 14 (+3 armor, +5 dex, +1 size)
hp 9
Fort +2, Ref +7, Will +0
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee
Bite +6 (1d4)
Short sword +6 (1d4)
Fangfile (punching dagger) +6 (1d3)
Full attack: Short sword/dagger/bite +4/+4/+1

Ranged
Shortbow +6 (1d4/x3)
Alchemist's fire +6 (1d6 fire for two rounds)

------------------------------
STATISTICS
------------------------------
Str 11, Dex 20, Con 12, Int 10, Wis 10, Cha 8
Base Atk +0; CMB -1; CMD 14
Traits
Dirty Fighter: +1 damage when flanking
Restless Hunger: If you have a piece of food (or something a goblin might consider food), you can quickly eat it as part of a charge attack once per day. Doing so increases your speed by 10 feet for 1 round.
Feats
Weapon Finesse (bonus feat): Dexterity instead of Strength to attacks
Two-Weapon Fighting: attack with weapon in both hands at -2/-2
Skills (8 points; 8 class, 0 INT)
Acrobatics +8
Climb +3
Disable Device +9
Linguistics +4
Knowledge (local) +4
Perception +7
Sleight of Hand +9
Stealth +12
Swim +3
Use Magic Device +3
ACP -1

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Goblin, Common

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Hard Head, Big Teeth: Goblins are known for their balloon-like heads and enormous maws, but some have even more exaggeratedly large heads filled with razor-sharp teeth. Goblins with this trait gain a bite attack as a primary natural attack that deals 1d4 points of damage. This racial trait replaces skilled.
Small size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Darkvision: Goblins see perfectly in the dark up to 60 feet.
Weapon Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak attack: +1d6 when flanking or target denied Dex bonus to AC
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-38 lb. Medium 39-76 lb. Heavy 76-115 lb.
Current Load Carried 15 lb.

Money 7 GP 0 SP 0 CP

Short sword (10 GP) (2 lb)
Shortbow (35 GP) (2 lb)
Studded leather armor (25 GP) (10 lb)
Fangfile (punching dagger) (3 GP) (2 lb)
Alchemist fire x3 (60 GP) (3 lb)

Took by humans (silly meat,
Burn their hair and poke their feet!)
Bit their guard man, ran away,
Found out they taste good that day!
Nicked their slicers, watch stone tents
Learnt their tricks till they made sense!
They so blind, don't move their feets;
Zika hunter, tall men treats!

Zika, having developed a taste for human when she was kidnapped by them as a child, has spent years observing them from the shadows in order to improve her chances at getting a treat. (The eyes are her favorite part, and she always reserves these for herself.) She has a head and mouth that are large even by goblin standards, and when she smiles, long, cruel teeth are exposed, sharpened to points with a fangfile she always carries. She favors a quick, sneaky fighting style, for she knows that her best chance at a tasty feast is to take down a scout or outrider so quickly they get no chance to call for help. Her clothing is assembled from cast-off human rags, so she is better able to hide in their garbage heaps. Her appetite is voracious, and she has assembled her clothing with myriad pockets, each always kept full of various snacks with which to sate her hunger. She primarily occupies herself as a hunter, foraging supplies from human settlements and bringing home fresh meat.