Goblin

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I'm thinking about running a goblin crew beyond We be Goblins and We be Goblins Too but using both of those because the set the mood well. My main question is the space in between the two. Based on what I've read, the Licktoad village is destroyed in the first chapter of Jade Regent setting up the events in We be Goblins Too. I plan on having the Licktoads use the recently recovered fireworks to attempt to burn down a village (or Sandpoint)for which the humans we take revenge and attack the Licktoad encampment.

That should be fun to play out if I can convince my players to run at the right time. My question is - is there enough data in the first Jade Regent (maps, Licktoad description, etc...) to make it worth picking up to make this a better experience? How much is there that I can use?


My arcane sorcerer's familiar just died a gruesome death on my way to 11th level. Now I have spells to pick and, after waiting a week, a new familiar to attract and replace the dust mephit.

Looking at both spell and familiar options I was wondering if anyone had played around with Elemental Aura on familiars? It seems you could use one of the several invisible at-will familiars to do some scouting, return, and have Elemental Aura applied. They can then fly back to the group of bad guys around the corner, and what then? The familiar is invisible and not attacking, but has say an acid aura surrounding it that will damage the bad guys at the beginning of the next turn. Does it count as an attack at that stage, negating the invisibility, and allowing them to move away?

If the familiar could sneak up there it would be a nice aura burst with a stagger, sicken, or fatigue effect. Maybe persistent applied as well. I think it likely counts as an attack however.


Should I take both sickening and dazing spell for my sorcerer, or is that over the top?

He's 9th (replacement for dead character) and will have Toughness, Spell Penetration, Improved Initiative, Improved Familiar, and Dazing Spell for sure. Then two of Great Fortitude, Combat Casting, and Sickening Spell.


Can a vital strike which brings an opponent to zero trigger cleaving finish?


Anyone out there have experience with this prestige class? It seems like it might be nice for a 3 level dip for certain melee classes. In those 3 levels you gain d6 sneak, dirty fighting, a lot of class skills, and flag of convenience (good for the +2 bluff checks and no leadership penalties). The dirty fighting is nice - +2 to all combat manuevers, no improvised weapon penalties, and special crit conditions (most of which are pretty good - especially against casters).

I'm thinking it would be nice for a sword & board guy (6th level ranger, 3 level templar), which would give you the sneak on the twf as well as +2 to bull rush. It might also be good for a two weapon fighter with two weapon feint for the +2 bluff and the sneak. If you had a high-crit twf (kukris), the dirty fighting could give you a great chance to keep at least one condition on an opponent for the entire encounter - there's no save. The +2 combat manuevers is nice for several builds.

He also picks up heavy armor and martial weapons, which could be nice depending on original class. The +1 hit, damage, and will saves vs. CE outsides could be nice if you have demons in your campaign.

Mounted combat is a bit of a downside, but other than that qualification isn't difficult.

Anyway, just wondered if someone had tried it out.


16 people marked this as FAQ candidate. 1 person marked this as a favorite.

Does the second option of this martial artist ability require the monk to make a wisdom check to be successful?

This part: A martial artist may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent equal to 1/2 his monk level until the start of his next turn.


I’m thinking of a master summoner from UM in the next campaign, and thinking they can be pretty competitive with a sorcerer in the spellcasting department. I did a quick glance at 2 levels – 6th & 10th, because that’s where we normally wind up in our campaigns.

Looking at 6th, both with a 19 CHA, the sorcerer spells per day are 7/6/4 with 4/2/1 known (not including bloodline). At a base the summoner is 5/4 with 4/4 known. However, if you add in the 9 summons the summoner is at 5/4/9 with 4/4/1 known. He actually casts more per day than the sorcerer (18 vs. 17). Sample lineups might look like this:

Sorcerer
1- Color spray, grease, silent image, charm person
2- Glitterdust, mirror image
3- Slow

Summoner
1- Grease, expeditious retreat, enlarge person, prot. from evil
2- Haste, slow, invisibility, gitterdust
3- Summon Monster III

At 10th they both have 20 CHA. The sorcerer now has more spells per day (32) than the summoner (28) including his summons. The sorcerer has 8/7/7/6/4 vs. the summoner’s 7/5/4/2/10. The sorcerer will know 1 more spell if you add in the bloodline. Sample lineups might look like this:

Sorcerer
1- Color spray, grease, silent image, charm person, magic missile
2- Glitterdust, mirror image, alter self, invisibility
3- Slow, summon monster III, fly
4- Dimension door, Black Tentacles
5- Telekinesis

Summoner
1- Grease, exp. retreat, enlarge person, prot. from evil, Identify
2- Haste, slow, invisibility, gitterdust, create pit
3- Black Tentacles, charm monster, fly, heroism
4- Baleful polymorph, wall of stone
5- Summon Monster V

These spell lists aren’t exactly optimized, but they’ll work at a glance. Overall it looks like the summoner can keep up here. That’s not factoring in the eidolon (which can stick around with the master summoner) or the bloodline powers and spells known. You can certainly get a lot more known spells with the human APG power, but in terms of pure summoning / battlefield control the master summoner looks good.

Thoughts?


We have a new urban-focused campaign coming up and I was thinking about a possible character - Cruise - the Vatican Warlock Assassin. We're starting @ 8th, so I thought maybe an ex-paladin 1 / witch 4 / assassin 3 might be fun (with a cat familiar named Tiger Blood of course). The downside is I can't figure out how to make such a character effective (although he'd always be winning).

He'd really get nothing from the paladin level except +1 bab and nice save. The 2 levels of witch spells are ok. I guess I just can't find a focus beyond amusement.

Any bolts of brilliance out there on how to make this guy in a manner where he'd add a bit of value?


I’m exploring the extent to which I can make an effective dwarven bowling ball and ran across something I want to make sure I have right. Using overrun, my dwarf could move into an opponent and attempt to knock him down (or get him to move) and with improved overrun I avoid an attack of opportunity and get a little bonus. This is a standard action itself, although it could be part of a charge, and I do not make an overrun on the way to my charge opponent. This doesn’t really change with greater overrun, although I do get another bonus and my opponent provokes an AoO when I knock him down.

Now I add the charge through feat from the APG. This feat allows me to overrun an opponent on my way to my charge opponent. That’s cool, and makes sense to me. My charge opponent could be the target of a normal attack or of an overrun himself I suppose.

My bowling ball dwarf is also a barbarian and has the overbearing advance and overbearing onslaught rage powers. The first lets him do some damage on each overrun, that’s fine. The second allows me to overrun more than one target per round, with a -2 to my CMB for each overrun after the first. Cool.

So, my primary question is: would this allow the dwarf to charge an opponent 50’ away and hit any number of critters (in a straight line) along the way? Essentially that means I’m combining the charge through feat, which does specify a single opponent, to give me the charge at the end capability and overbearing onslaught, which allows me to hit multiple opponents along the way. To me the answer is a clear yes, but I want to make sure I’m not missing something.

The second question is: since I have greater overrun and all of my opponents provoke attacks of opportunity when they are knocked down, am I eligible to take those in the process of the charge? Again, I think the answer is a clear yes, but I want to make sure I’m not missing anything.

The dwarf barbarian has combat reflexes (really for come and get me) and this could make for some interesting charges.


whoops - meant to stick this in advice!


If I'm a small sorcerer, am I limited to using Hydraulic Push on medium creatures? It would seem odd if the spell operated differently based on the caster's size, but that would appear to be the case here.


Is it just me, or does Create Pit from the APG just seem like a fantastic little spell? I might just rank it up there with Glitterdust and Invisibility. Really!

You’ve got a decent AOE spell for the level that effectively takes the enemy out of combat for several rounds (assuming they don’t fly). In addition, you can dump more bad guys into the pit with some bull-rushing pals. They have to fly or climb out of the pit, unlike Web or Glitterdust where they get subsequent saves each round. Not bad for a second level spell. But there’s more!

If there are critters down there when you’re done with those on top you can calmly stand up above and rain missile weapons down on them until they’re toast or the spell ends. How great is that?

Also, it can be a makeshift barrier spell in tight quarters, like a 10 ft. wide corridor. Now the enemy has to jump the gap to get to you. It isn’t a hard jump mind you (at least until I toss Grease up in front of it), but it’s still a jump.

That seems to me like a wonderful second level spell. My infernal sorcerer plans on using this regularly.


My thougts on the first read of these:

Beast Totem: 2 – as a barbarian you’ve got to either focus on armor class and carry a shield, or ignore it. If you’re going to focus on AC, this is pretty good. If not, it pretty mediocre. It is a prerequisite for the greater totem, which gives you pounce.

Beast Totem, Greater: 4 – Pounce is pretty cool. Keep in mind, you don’t have to use claws to take advantage of the full attack at the end of your pounce.

Beast Totem, Lesser: 1- I would only get this as a stepping stone to pounce.

Boasting Taunt: 1 – the language dependency limits this power. How many languages does your barbarian know?

Brawler: 1 – get claws or a weapon.

Brawler, Greater: 1 – take this if you also dipped a level of wizard.

Chaos Totem: 1 – The 25% to ignore criticals is OK, but escape artist? Break those bonds you wimp.

Chaos Totem, Greater: 1 – unless you happen to be fighting a pile of lawful critters in your campaign. If that's the case it could be higher.

Chaos Totem, Lesser: 1 – again, unless you face a horde of lawful guys (which usually arrive in a more orderly fashion than a horde anyway).

Come and Get Me: 3 – you’re gonna need a decent dex and combat reflexes for this one, but if you have those and good damage resistance this is a true berserker’s power against a multitude of weaker opponents.

Disruptive: 1 – not a great choice.

Elemental Rage: 3 – this isn’t a ton of damage, but you get to pick the most appropriate damage each and every time you rage. In addition, it’s one of the few powers that increases damage and is usable more than once per rage. It lasts the whole time every time.

Elemental Rage, Greater: 2 – If you’ve already invested in Elemental Rage and improved critical, pick this up.

Elemental Rage, Lesser: 1 – not particularly exciting, but it does allow you to get Elemental Rage.

Energy Absorption: 1 – This would only work against a single energy type if you already have two questionable powers. Only go down this route if you know you’re going to spend your entire adventuring career on the plane of fire for example.

Energy Eruption: 1 – So, there you are, raging away at 16th level against the nasty white dragon. Lucky for you this fancy power allos you to absorb the entire blast of icy breath as it sweeps over in a hail infused blizzard. The arctic power builds up and you unleash the frosty blast back on your attacker and growl with glee as he… oh… wait.

Energy Resistance: 1 – kinda dull. You max out at DR 10 to one type of energy. C’mon, 10 points doesn’t wake you up!

Energy Resistance, Greater: 1 – I would sooner take a couple levels of rogue for evasion (all or nothing vs. auto half, but this only works against one type of damage).

Ferocious Mount: 2 – If you’re a Halfling this could be fun.

Ferocious Mount, Greater: 3 – your rabid mount could get some cool stuff this way, except you probably used the majority of your powers to get here.

Ferocious Trample: 2 – OK, the rabid wolf can step on people now.

Ferocious Trample, Greater: 3 – if you get this far with your mount you can have some fun.

Fiend Totem: 2 – It isn’t much damage, but it’s always on. This can live nicely with Come and Get Me.

Fiend Totem, Greater: 2- this isn’t bad if you’re fighting neutral critters. It’s great against good critters. It sucks against those critters you’ll tend to run into in most campaigns.

Fiend Totem, Lesser: 3 – Horns – oh yeah.

Flesh Wound: 1 – Any attack that would be worth using this power would have a DC too high for you to hit. Silly.

Good for What Ails You: 2 – I am a believer in the hair of the dog, and do like walking around with a drink in my hand, but not always a drink and a sword. It’s kinda cool though.

Ground Breaker: 2 – if only the DC scaled a bit.

Guarded Life: 3 – this is nice.

Hurling (Ex): 2 – You can throw stuff, or you can charge.

Hurling, Greater: 2 – throw really big stuff.

Hurling, Lesser: 2 – you can add power attack to thrown stuff. Since you do have power attack that can be a good thing.

Hurling Charge: 3 – a bonus attack when charging. I’ll take it.

Inspire Ferocity: 2 – This can be nice if your buddies can afford the AC. Now you can use that high charisma modifier for something.

Knockdown: 3 – this is a nice option on your last iterative attack.

Liquid Courage: 1 – you’re going to spend time drinking when you should be hitting. Drink before battle.

Overbearing Advance: 1 – damage is always nice, but the only reason to get this is as a prerequisite.

Overbearing Onslaught: 4 – this could be heaps of fun against a slew of kobolds.

Reckless Abandon: 4 –What I’m really doing is trading -1 AC for +3 damage since I’m offsetting the power attack modifiers. Now we’re talking. Bump up that DR and go to town.

Roaring Drunk: 1 – not so much

Smasher: 2 – this can be nice with the Ground Breaker power and for those focusing on sunder.

Spellbreaker: 1 – Yeah, you can smash them if they fail. They probably won’t.

Spirit Steed: 2 – You might get it if you already have a rabid mount.

Spirit Totem: 4 – If you’re running around with no AC, the always on 20% miss chance is awesome.

Spirit Totem, Greater: 3 – No, it isn’t much damage, but everyone next to you takes 1d8 automatically and everyone in 15 feet gets attacked. That ain’t bad. It seems every other encounter we have there’s that critter with 1 hit point left. Not anymore.

Spirit Totem, Lesser: 1 – bah. It’s on the path to the other two however.

Staggering Drunk: 1 – funny, when I’m staggering drunk I run into stuff. This helps you avoid stuff.

Witch Hunter: 2 – there are a reasonable number of critters with spell-like abilities.


A couple of questions about an Eldritch Knight, not optimized as such, but focused on rays. A human, with a starting dex of 18, and intelligence of 15 that winds up as a FTR 4/Wiz 6/EK 10, giving him a caster level of 15 and a BAB of 17.

His feats are: scribe scroll, weapon focus (ray), toughness, improved initiative, point blank shot, precise shot, quicken spell, empower spell, far shot, weapon specialization (ray), improved critical (ray), critical focus, sickening crucial, greater weapon focus (ray), tiring critical, greater weapon specialization (ray), critical mastery, exhausting critical. (and one unassigned feat).

What happens with weapon specialization (and GWS) on say a ray of enfeeblement, or point blank shot for that matter? Does that total add +4 to the strength damage? That would be huge, although since it's a penalty and not dmage I would assume this does not work.

What happens with these feats on a scorching ray targeted at 3 opponents? I assume bonus damage applies only once?

What happens with a scorching ray targeted at 3 opponents when the caster gets multiple criticals? Do the critical bonus effects apply to multiple opponents? In theory I could Exhaust and Sicken up to three targets per round (6 with a quickened ray). Rare, sure, but cool.


OK - on first pass through the oracle abilities this one was my favorite. What a cool concept for a water/ice focused character - to have his icy spells slow opponents who take full cold damage! That's awesome!

Only, wait a sec, I don't get any spells that meet the prerequisites. Huh? I have one spell for which this can possible work over my entire career and that's freezing sphere! Chill metal? Nope. Wall of ice? Nope. Neither of those require opponents to make saving throws.

If you can find other spells to which this might apply, let me know, because I'm not seeing it.