Goblin Build for Goblin AP


Advice


Hey guys,

I am currently in two campaigns, one of which is a modified version of the we be goblins AP. I would like some advice on what class/build would best help my party. My party consists of a generic barbarian, and a archery ranger. The ranger isn't very optimized, and the barbarian doesn't do much besides deal damage. What sort of role should I play in the party. I am not a big fan of support builds, but would be willing to play one of that would be the best option. We are playing with a few house-rules, max hp, rolling AC, and double feats. The GM is usually ok with 3.5 stuff as long as it isn't ridiculously OP. We are allowed to play the over sized goblin variant. Thanks.

-Tsaruk

Edit: We are starting at 2nd level, part of the way through the AP with standard wealth.


My immediate instinct is to build a character that can fill in as many gaps in the group as possible. That would, naturally, end up being more of a support role as specializing in so many roles would be difficult.

My advice would be either a Arcane caster or divine caster that provides buffs, and gets at least level 6 spellcasting. Warpriest, Bard (Or Wyrmsinger Skald), Druid (Nature Fang) would be my top choices. I’d lean towards the Druid because of the wide range of areas it can step into, and the summons. Especially the summons.


What sort of feats should I take as a druid? Is there a particular combat style that would work the best, since nature gang druids can qualify for ranger combat styles by using a slayer talent?


Well, I can only make assumptions at this point. Assuming the Barbarian is built for, well... melee. And the ranger is strictly archery, I would suggest something with a bit more flexibility. Perhaps something of a switch-hitter. Lucky for us, the Druid can use SPELLS as his ranged attacks.

I’d go after a sword and board, two-weapon fighter using a one handed weapon and a buckler, using Upsetting Shield Style to allow for buckler bashing (and a -2 penalty from the bashed opponent to hit you) This keeps the shield arm free for casting. Using Produce Flame (and Pale Flame, the 2nd Level upgraded form of the spell) as your ranged spell of choice (substituting Benthic Spell [metamagic] for those pesky fire resistant mobs), this lets you make multiple touch attacks per round at lower levels and let’s you easily shift into melee combat when pressed.

Taking the Crocodile domain to pick up a familiar (Protector archetype) and scaling sneak attack while make your presence hard to ignore AND boost your effective hitpoints (and AC). Plus, give your grapple options when things get more ... hairy.

As for fighting style? Weapon and Shield. Shield Master is a really good feat to pick up early. Pick up Combat Reflexes and the Opportunist Slayer talent at higher levels. I wouldn’t really worry about Weapon focus or other similar feats, as you studied target ability will more than make up the difference.

Now, this is all just suggestions. Mix and match what you will. All I know is that I wrecked faces with a half-orc Nature Fang Druid built along these lines in the Giantslayer adventure path.


Take Roll With It (https://www.d20pfsrd.com/feats/combat-feats/roll-with-it-combat-goblin/) at level 1. That's your build in its entirety. And it's awesome. Charge + Pounce is nice. Spells are nice. Whatever is just fun. Roll With It.


Greg.Everham wrote:
Take Roll With It (https://www.d20pfsrd.com/feats/combat-feats/roll-with-it-combat-goblin/) at level 1. That's your build in its entirety. And it's awesome. Charge + Pounce is nice. Spells are nice. Whatever is just fun. Roll With It.

Roll with it is indeed a very fun feat for a goblin, especially a Barbarian or Bloodrager that picks up pounce, or a Druid with access to Wildshape. I would have recommended it for a different character if certain party roles were not needed. The feat does kind of lose some usefulness at higher levels, as damage can scale higher than acrobatics checks unless you heavily invest in it.


My personal thought would be to take some goblin feats that make you better (or happier) at doing fire damage. Use Produce Flame and Flame Blade to make you into a walking talking touch attack pyromaniac.

If you don't love the idea of having an animal companion consider the Druidic Herbalism nature bond. That basically lets you make 4 1st level potions a day for free (assuming you have a 4+ wis mod) between adventures. If the game lasts long enough for you to get to 7th you can make your wis mod in free potions every day while you adventure. So any druid spell 1-3. Not bad at all. If you do that make sure you take the trait Fast Drinker so you can drink a potion as a move action.


I propose you a build I made for a peculiar NPC:

Goblin Underground Chemist Unchained Rogue + Variant Multiclass Alchemist

1: Finesse training, sneak attack +1d6, trapfinding; FEAT: Roll With It
2: Chemical weapons, rogue talent (bomber)
3: Danger sense +1, finesse training, sneak attack +2d6; VMC: Alchemy
4: Debilitating injury, Precise Splash Weapons, uncanny dodge
5: Rogue’s edge, sneak attack +3d6; FEAT: Burn! Burn! Burn!
6: Danger sense +2, rogue talent (bomber’s discovery)
7: Sneak attack +4d6; VMC: Bombs

You get Intelligence-to-damage with splash weapons, Sneak Attack on splash attacks, stacking bonus to Craft (alchemy), a lot of damage and a lot of bombs (very thematic!)

When supporting your melee barbarian you can sneak attack, dex to damage, and roll away when they hit you.


Roll with it is unfortunately banned by my DM. A bard sounds like a more interesting option to me, but I have absolutely no idea how to build one.


Tsaruk the Slayer wrote:
Roll with it is unfortunately banned by my DM. A bard sounds like a more interesting option to me, but I have absolutely no idea how to build one.

No, no, no, no. No. Do not make a Goblin Bard. Make a Goblin SKALD. Sharing Rage powers and pumping Strength/Constitution with your song (or give flat moral bonuses to hit/dmg with a different archetype) will go a long way.

I still think the Nature Fang Druid is the way to go, but it is your character.


Has roll with it been changed? I don't see how it interacts with charge+pounce...?

Goblin alchemists with fire fire fire and some other goblin feats are fun. AND able to support e.g. buff the archer and the barbarian plus heal them after combat.


Darklone wrote:
Has roll with it been changed? I don't see how it interacts with charge+pounce...?

No, it’s the same it has always been. Many people miss the little part of the charge action that allows for its use when limited to a single standard action in a turn, such as when staggered.


Ah ok, I thought you meant the feat gave pounce... so you mean it's great to use when you have means to pounce?


It is even BETTER when you have the ability to pounce, since you manage to get your full attack routine in even when staggered.

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