Bewildered by backstory block.(mild LoF spoilers)


Advice

Grand Lodge

I will be introducing a new PC into our Legacy of Fire campaign, and as luck would have it, I have a bit of backstory writer's block.

I am starting in Jhavhul’s palace, as we are on the 5th chapter.
I desperate for ideas on backstory, and how I ended up in the City of Brass.
Here is the PC:

Malgrim Malford:
Malgrim "Patches" Malford
Male Hobgoblin Fighter (Two-Handed Fighter) 5/Pathfinder Delver 1/Ranger (Guide, Trapper) 6
N Medium Humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 21, touch 14, flat-footed 18 (+7 armor, +3 Dex, +1 deflection)
hp 127 (11d10+1d8+29)
Fort +13 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +12, Will +5; +4 vs. effects that cause you to lose your grip on weapons, +4 and one size larger to resist effects of wind
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Offense
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Speed 30 ft.
Melee +1 Impact Adamantine Greataxe +20/+15/+10 (3d6+25/x3) and
. . Masterwork Cold Iron Armor spikes +16/+11/+6 (1d6+13/x2) and
. . Masterwork silver dagger +16/+11/+6 (1d4+12/19-20/x2) and
. . Silversheen Garrote +16/+11/+6 (1d6+19/x2)
Ranged +1 Adaptive Composite longbow (Str +0) +15/+10/+5 (1d8+8/x3)
Special Attacks overhand chop, ranger's focus +4 (2/day), shadowstrike (5/day), shattering strike +1, weapon training abilities (axes +3)
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Statistics
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Str 24, Dex 16, Con 14, Int 10, Wis 10, Cha 15
Base Atk +11; CMB +15 (+16 Bull Rushing, +16 Sundering); CMD 32 (36 vs. Disarm, 37 vs. Sunder)
Feats Dampen Presence, Eldritch Heritage, Endurance, Furious Focus, Hellcat Stealth, Improved Eldritch Heritage (Shadow Well), Measured Response, Power Attack -3/+6, Skill Focus (Stealth), Vital Strike, Weapon Focus (Greataxe), Weapon Specialization (Greataxe)
Traits Desert Shadow, Soaring Sprinter
Skills Acrobatics +18 (+20 to keep balance or jump), Bluff +6, Climb +10, Craft (traps) +6, Disable Device +15, Disguise +3, Escape Artist +6, Fly +2, Heal +4, Intimidate +6, Knowledge (arcana) +5, Knowledge (dungeoneering) +1, Knowledge (history) +8, Knowledge (local) +5, Knowledge (nature) +1, Knowledge (planes) +1, Knowledge (religion) +1, Linguistics +4, Perception +11 (+14 to locate traps, +13 while in urban terrain), Perform (sing) +3, Perform (string instruments) +5, Profession (gambler) +4, Ride +2, Sense Motive +4, Sleight of Hand +6, Spellcraft +4, Stealth +43 (+45 while in urban terrain), Survival +4 (+6 while in urban terrain, +7 to track), Swim +6 (+10 to resist nonlethal damage from exhaustion), Use Magic Device +6; Racial Modifiers +4 Stealth, master explorer +1
Languages Common, Goblin, Ignan
SQ adhesive (10 rounds/day), bardic knowledge, combat styles (natural weapon), favored terrain (urban +2), shadow well (1/day), snare trap, swarm trap, terrain bond, track, trap (3/day) (dc 13), trapfinding +3, wild empathy
Combat Gear Clockwork key, Armor ointment (10), Candlerod (10), Deodorizing agent (3 uses) (2), Smokestick (10); Other Gear +1 Adhesive, Armor spikes (magical), Comfort Elven, +1 Adaptive Composite longbow (Str +0), +1 Impact Adamantine Greataxe, Masterwork silver dagger, Silversheen Garrote, Bag of holding I (20 @ 51.5 lbs), Belt of giant strength +4, Boots of the soft step, Cloak of resistance +2, Gloves of dueling, Goz mask (60 minutes/day), Headband of alluring charisma +2, Ioun stone (deep red sphere), Ioun stone (opalescent white pyramid, cracked) (Ga, Ring of chameleon power, Ring of protection +1, Applejack (per gallon), Artisan's tools, masterwork (Craft [traps]), Enraging whip, Fire-resistant boots, Masterwork tool (Acrobatics), Masterwork tool (Perception), Musical instrument, masterwork (Acoustic Guitar), Pathfinder's kit, Shinobi shozoku, Thieves' tools, masterwork, Tobacco, Wine, Corentyn (per bottle), Wrist sheath, spring loaded (10 @ 5 lbs), 1433 GP, 6 SP
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Special Abilities
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Adhesive (10 rounds/day) Activate for climb speed and +2 to some maneuvers with natural weapons/unarmed strike.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Dampen Presence You may use the Stealth skill to hide from blindsight or blindsense
Darkvision (60 feet) You can see in the dark (black and white vision only).
Desert Shadow No -5 penalty to stealth checks while moving at full speed.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Urban +2) (Ex) +2 to rolls vs Favored Terrain (Urban).
Fire-resistant boots Fire resistance 1 against attacks directed against your feet.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.
Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Ioun stone (opalescent white pyramid, cracked) (Garrote) This stone bears an obvious crack, whether as a result of crafting, because the raw stone began cracked, or due to damage. Each stone of this type is keyed to a particular kind of weapon (heavy flail, light crossbow, short sword, and so on) and grants the wearer weapon familiarity with the keyed weapon (it is treated as a martial weapon for him).
A Pyramid is usually faceted, with a cone like shape, a point at one end, a flat base and long facets between them. The base can have anywhere from 3 to a dozen sides. Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.
Construction
Requirements Craft Wondrous Item, transformation or proficiency in the appropriate weapon, creator must be 12th level; Cost 750 gp
Master Explorer +1 (Ex) Disable traps at 2x spd, OL as stand, always take 10 on Disable & Stealth.
Measured Response You believe that a conservative but consistent response guarantees success.
Prerequisites: Worshiper of Abadar, base attack bonus +1.
Benefit: When you hit an opponent with a melee or ranged attack, you may choose to deal
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ranger's Focus +4 (2/day) (Ex) +4 to hit and damage focused target.
Ring of chameleon power As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Stealth checks. As a standard action, she can also use the spell disguise self as often as she wants.
Construction
Requirements: Forge Ring, disguise self, invisibility; Cost 6,350 gp
Shadow Gain Stealth bonus equal to spell level for 1d4r after casting a [darkness] or [shadow] spell.
Shadow Well (1/day) (Sp) Stealth when observed if you are within 10' of a shadow.
Shadowstrike (5/day) (Sp) Melee touch attack deals 1d4+5 non-lethal damage & dazzles targets w/o Low-Light or Darkvision for 1 minute.
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.
Snare Trap Effect The trap constricts around a limb or other part of the triggering creature's body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a "leash" when setting the trap, in which case the cre
Soaring Sprinter +2 bonus on Acrobatics checks to keep your balance or jump.
Swarm Trap (Ex) (Su) Effect The trap releases a bat swarm, rat swarm, or spider swarm that attacks all creatures in the area. The swarm remains in the general area for no longer than 1 round per ranger level, after which it disperses. If the trap is an extraordina
Terrain Bond (Ex) Allies within LOS and hearing gain +2 Initiative, Perception, Stealth, Survival and don't leave tracks within your favored terrain.
Track +3 Add the listed bonus to survival checks made to track.
Trap (3/day) (DC 13) At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice. At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Axes) +3 (Ex) +3 Attack, Damage, CMB, CMD with Axes
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Any ideas are welcome.


I get lost in your block of text.

But he does seem to be an oddly charismatic hobgoblin. Maybe he tried to "negotiate" with a efreet and bit of more than he could chew eh? Got enslaved/endebted to them maybe? Now he works as an enforcer/killer/bounty hunter for them. He does seem to be well equiped to sneak/ trap people.

Grand Lodge

Sorry about the stat block wall.

The charisma was initially for the Eldritch Heritage, but I sort of liked the idea of a smooth talker.

Indebted to the Efreet sounds interesting.


2 people marked this as a favorite.

Yeah, I think you've got a good "Hobgoblin bounty hunter" vibe going. He's a fighter, he's a ranger, he's one with the shadows? Boba hob!

But he was too ambitious... And now he pays for it by serving the efreets he tried to trick...

Grand Lodge

Indeed.

The feat/class/item set up basically is designed to do two main things.

Hide from anything, at anytime.

Hit once, really hard.


I like it. I think I will add them to a list of future NPC enemies. Do you mind?

I remember in the Baldur's gate 2 game, whenever you cast a wish spell it summoned a genie, who tried to screw you over rather than answer your wish. I think I'll make him their "enforcer": if you ask too much of the Genies, he comes after you. MUHAHAHA

Grand Lodge

No, I don't mind. I would be honored.

Now, I just have to explain the acoustic guitar.


Acoustic guitar?

In any case, it could be an interesting random encounter. I'm thinking of a setup where, each time the players cross a door together, there a chance (2 dice rolling 20 in a row) that they get "teleported" to another place. I would try to make it not too deadly, but still rewarding with the proper risk. Could lead to similar situations as that of your hobgoblin.

Grand Lodge

I had decided to put random ranks in Perform(String), and give him an acoustic guitar.

I could do nothing with it.

I am not sure if I should have him raised in Hobgoblin Society, or how/when he departed on his own.

The "bounty hunter" idea could work for a post disassociation career.


If he's a bounty hunter, having an instrument to play in his downtime can fit into the character. Heck, he could've tried to make it big with his performing abilities, but after being laughed at by the other 'badasses' (other bounty hunters, city guards, whatever), he went out and brought in the most wanted guy in the town. Found out he was good at it, and kept doing it ever since. He never did give up on the guitar though, playing mostly for his personal enjoyment now then anything else (and slightly improving along the way).

Silver Crusade

blackbloodtroll wrote:

No, I don't mind. I would be honored.

Now, I just have to explain the acoustic guitar.

To do this.

Grand Lodge

Mikaze wrote:
blackbloodtroll wrote:

No, I don't mind. I would be honored.

Now, I just have to explain the acoustic guitar.

To do this.

Consider this stolen.

Also, he now must be a smoker.

Grand Lodge

I now have Johnny Cash playing in my head.

Grand Lodge

Any more ideas for character quirks, or backstory events?


Maybe he was raised by a bard, and that's why he's able to play the guitar/ work in civilized society?

Maybe his adoptive father/mother was good, but was killed for having raised him, so he stands conflicted between the values of his parent, and the desire to destroy those creatures (the "goodly" people) who wanted to destroy them.

Maybe one of his eyes can have an actual "patch" sown over the socket, where he lost an eye. (he could use the spot to hide small things like a smoke bomb to escape). He could have several scars (also hidden with patches) that hide hidden weapons.

Do you prefer the pipe or cigarettes? Each has their own affections/quirks that can give the character's speech different qualities (from watching movies, most pipe smokers speak slow, cigarette smoker fast)

Grand Lodge

I do like the idea of an adoptive mother/father.

Also, I like the idea of a pipe smoker, if only for the fact that I am a pipe smoker.

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