| Sir BoomBoom |
Hey,
I want to make a goblin character for a low level game, so max level 6 or so, starting at level 1. Most character will be optimized so I don't want to fall behind but I don't want to be super cheesy either, so no I am human with goblin feats, but dipping in a class is not out of the question.
I read about the Roll With It feat and it made me really want to play a goblin.
It's probably going to be 20 point buy.
I kind of want to play a self-sufficient character that could solo quest or at least survive if the whole party wipes, which has made me start thinking about playing a caster of some sort
Also as a side note, Roll With It says that you can move up to your speed if you get hit. So if my speed is 30 and I get hit for 31 points of damage what happens?
| Dasrak |
The feat leaves you staggered, so you'll need to make sure your character functions just fine when restricted to a standard action. The feat expenditure will also make it difficult to build a ranged attacking character since those tend to be very feat-hungry builds.
Goblins actually do make good spellcasters, but with that Charisma penalty they ironically lean more towards spellbook-oriented classes like the Wizard, Magus, or Alchemist (which puts their mechanical strengths in direct conflict with their Golarion lore). There actually is a lovely goblin-specific Alchemist archetype called the Winged Marauder that gives you an animal companion in exchange for mutagen at the 1st level. As the archetype name implies you're locked into a flying animal companion, but that's not exactly a bad thing in my books.
Another option is the Oversized Goblin which gives you a Str/Dex attribute bonus, which would be a great option for a reach attacking build.
Also as a side note, Roll With It says that you can move up to your speed if you get hit. So if my speed is 30 and I get hit for 31 points of damage what happens?
The way the feat is phrased, it looks you can choose how much damage you convert into movement. So you could attempt to convert up to 30 points of damage to movement in that case, but the remainder would be dealt normally.
| DeathlessOne |
Druid (Nature Fang, Druid of Gorum)
Race: Whatever you want
Chaotic Neutral
Domain: Crocodile
Familiar: Protector archetype
Trade away Death Roll (domain ability) for Divine Fighting Technique (Gorum's Swordsmanship)
Use Slayer talents to pick up Ranger Combat Style (Gorum) for Vital Strike @ 6th level.
Maybe accomplished sneak attack to up your dice when flanking with summoned ally.
Have fun getting knocked back and still being able to charge the next round, with Vital strike at the end of that charge.
| Shrympscampi |
Roll with it:
1st: As a Goblin you need to trade out Skilled (+4 ride/stealth) for:
Tree Runner +4 acrobatics and climb
2nd: 1 level dip (or 2) Monk (master of many forms)
Bonus feat: Monkey Style - add wis to acrobatic checks. Stand up from prone without provoking Ao0
3rd: For 5gp get:
Sharkskin gloves +2 acrobatics/climb checks
Wis 16, Dex 16
Acrobatics:
+4 tree runner
+3 dex
+3 wis (monkey sytle)
+1 rank
+3 bonus class skill
+2 gloves
Total: +16
Classes 2-6 optional (whatever flavor you want)
| Kiesman |
I'm really interested in building a Roll With It goblin too.
What about a UnRogue Knife Master Scout, so you can charge, get sneak attack, get hit (Roll With It backward) and then throw a knife on the turn you're staggered? Or even UnRogue Knife Master Scout Underground Chemist and throw an Alchemist's fire when you're staggered?
Perhaps UnRogue making use of Elven Branched Spear for all the finesse and dex-to-damage, with reach? If only Branched Spear could be thrown (without throw anything).
Maybe finagle some sort of... Improvised weapons/throw anything build? Actually that sounds a lot of fun
| Dasrak |
If only Branched Spear could be thrown (without throw anything).
There is the throwing property, although you really need the returning property as well to make it viable, so it does cost an effective +2.
Or you could take Quick Draw to just quickdraw a dagger whenever you want to throw. Adjusting your grip is a free action, so you can let go of your spear with one hand before you start throwing daggers and re-grasp it when you're done, so wielding a two-handed weapon doesn't interfere with dagger throwing.
| DeathlessOne |
... and then throw a knife on the turn you're staggered?
Or you could just charge them again...
A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions).
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can’t use this option unless you are restricted to taking only a standard action on your turn.
A lot of people miss this bit of information...
| avr |
Kiesman wrote:If only Branched Spear could be thrown (without throw anything).There is the throwing property, although you really need the returning property as well to make it viable, so it does cost an effective +2.
Or you could take Quick Draw to just quickdraw a dagger whenever you want to throw. Adjusting your grip is a free action, so you can let go of your spear with one hand before you start throwing daggers and re-grasp it when you're done, so wielding a two-handed weapon doesn't interfere with dagger throwing.
There's also the sharding property. A full +2 but you can make full attacks with it, you don't have to wait in the same square for it to return (very relevant when using Roll With It) and it looks cool.
A bad touch cleric really only needs standard actions. Rolling around and slapping people with Touch of Bloodletting or the Chaos domain ability Touch of Chaos could be fun.
| Shorticus |
I say:
Play a goblin. Make a Scout Rogue, 4 levels. Take the Tree Runner alternate racial trait, and take Stand Up as your 2nd level Rogue talent. At 4th your charges are sneak attacks.
Decent traits to consider for this:
Charger - Regional adds 10 feet to your charge distance.
Inspiring Rush - Combat lets you add 1 attack and damage to your charge 1/day.
River Rat - Regional adds a flat +1 bonus to damage with daggers, if you're keen on using those. This is really nice if you make your character take both the Scout AND Knife Master archetypes, as you'll have d8s for dagger attacks anyway.
Level ups are as follows:
Rogue (Scout/Knife Master) 6, Brawler (Snakebite Striker) 2
Level 1 (Rog1) - Roll With It, +1d6 SAD
Level 2 (Rog2) - Stand Up (free action to stand from prone)
Level 3 (Rog3) - Weapon Finesse (Rogue bonus - also adds DEX-to-damage), Weapon Focus (Dagger), +2d6 SAD
Level 4 (Rog4) - Scout's Charge
Level 5 (Brl1) - +3d6 SAD, Piranha Strike
Level 6 (Brl2) - Brawler's Flurry (Two-weapon fighting with one weapon)
Level 7 (Rog5) - +4d6 SAD, some combat feat
Level 8 (Rog6) - Ledge Walker (to increase chances of charging) OR a bonus feat via Combat Trick
So:
At level 2, you can stand up and charge in the same turn. At level 4, your charges are sneak attacks. At level 6, when NOT knocked flying you can shank the enemy twice with one weapon - and yes, you can do this with your dagger, because you can buy the Versatile Design upgrade on your dagger for just 500 gold, making it a Martial weapon (you have that proficiency) that is part of the Close weapon group and is still a dagger. You add your full DEX-to-damage with this. You can also wear a shield in your off hand for more AC. At level 8, shank the enemy *thrice* with one weapon.
This is a build that should be pretty effective at all stages.
Oh, I'm assuming Unchained Rogue is allowed, by the way. Speaking of which: get the Skill Unlock for Acrobatics. Moving through enemy squares more easily might be useful.