| Dethmunki |
I have a player who is apparently wants to play as a Goblin Slave, with another PC as a Hobgoblin Slaver. They work well together and tend to try interesting shenanigans. They bend the rules to the extreme, going so far as to use constructs to create a city entirely connected via stone and concrete, and since it is a single object it can be enchanted (player handbook doesn't specify size in enchanting requirements), namely with flight, earthglide, a giant laser on the bottom, as well as Laputa sentinels guarding the floating city, all in under a month's time.
That doesn't really apply to the situation, I just felt like sharing.
Back to the point, when they try out a theme like this, they are very on point about sticking to whatever idea they have. That isn't to say they are very good at the setup portion, so they asked me for input. I've done my best looking through traits and feats (even on http://www.d20pfsrd.com) but am coming up a bit short.
The Slaver guy generally likes Alchemists and things that generally go boom so I'm assuming he'll play a mage-type who stays out of the main combat.
The Slave is going to be a rogue-type specializing in taking out his master's enemies. He isn't necessarily happy about his career path, but it's the only life he knows and he has accepted this. Running True-Neutral or Neutral-Evil. He also wants to run as a Mutant Goblin. I don't have much experience with it in-game. I'd like some input as to if it's too much or not.
Any help would be appreciated.