Finding the Spark (Pathfinder 1E Quest)

[X] Gorok (Lizardman Ranger)

Best Gobbo is going to make sneak attacks with weapon finesse, and probably is a knife master. Witch-girl is nearly useless until we get a familiar. But lizard-boy could be built in several different ways, and we'll need to adjust our tactics based on that.

Just a thought.
 
I have had some ideas for the Lizardman.

Namely the Two-Handed Weapon Style, a Dex-Weapon like the Courtblade and the feat Shield of Swings.

That would, in combination with high Dex and his natural armor, make for a very efficient tank if he needs to be, while preserving his ability to function as a damage-dealer if he does not use the Shield of Swings, but rather a Power Attacks for a round.
If you add some little extra from poison or spells you have a versatile and dextrous fighter, who can switch to a bow or spear if need be, but can also stand his own next to some regular two-handed bruisers.
 
I have had some ideas for the Lizardman.

Namely the Two-Handed Weapon Style, a Dex-Weapon like the Courtblade and the feat Shield of Swings.

That would, in combination with high Dex and his natural armor, make for a very efficient tank if he needs to be, while preserving his ability to function as a damage-dealer if he does not use the Shield of Swings, but rather a Power Attacks for a round.
If you add some little extra from poison or spells you have a versatile and dextrous fighter, who can switch to a bow or spear if need be, but can also stand his own next to some regular two-handed bruisers.

What about a Natural atrack style? Is it too bad?
 
What about a Natural atrack style? Is it too bad?

Natural attacks are not that bad, but they are not as good as weapons. I think the problem is more that rangers are not really designed to work with natural attacks. I do not think there is anything in the ranger archetypes to make claws and the like count as magic for instance and with the way enemies work in Pathfinder everyone needs a magical weapon eventually just so you do not get screwed by DR and incorporeality.
 
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Arc 1 Post 10: Goblin's Gab
Goblin's Gab

The Season of Still Stone

As Gorok leads the three of you down wider and more familiar paths towards Cauldron, Cob is more than happy to talk about himself, at least when he isn't bouncing ahead with his musical misadventures bouncing all over the narrow tunnels.

"Cob was born in the Big Forest that the Bigs call Barrowood. The Stone Munchers were the tribe of Cob's father and Cob's mother that rode around in boar carts thrice greased. Made war with the worgs of the woods, they wore worg-fur caps, and sometimes they would even take worg cubs to raise with the pigs, called them fur-pigs, and those were the fiercest allies of the Stone Munchers. But then the worgs got scared of the mighty Stone Munchers and they ran ran all the way south so what were the Stone Munchers to do? They turned to raiding the oomans of Dekarium and making pickles out of their ears. Things were good and the pickled ears were tasty and every warrior had a dog fur rug, but then the spiky ones came. Ooman knights they were, wore caltrops on their heads and their boss-fire-maker had a big bat with ash-sprinkle wings that turned the fire of the goblins against them. Big killy fires they were..."

"I think," Mina speaks up shyly. "The spiky fellows sound like Chelixian hell-knights, servants of the Thrice Damned House of Thrune and cruel law-makers. Not that most people would think it unreasonable to send them against a tribe of goblins that are... er, making rugs from people's dogs and pickling their ears."

You nod along for a while, head swimming with the names of strange gods and stranger places. It sounds like the Burnlands, with their vast fields of crops under the sun, can afford to have enormous empires that march armies of tens of thousands against each other for power, prestige, and the glory of their gods. To be honest, you are not sure if the wars and revolutions of the likes of Cheliax and Andoran are not madder to your ears than the goblin raids Cob talks about. At least they go to war because they are looking for new hunting and scrounging grounds.

"When Mama Cob was under Lamashtu with Cob the Stone Munchers, the Bone Burners, the Blue Faces, and the Rust Tinkers all came together in a Gob-Moot. That is where we see who has the biggest mouth and the smartest noggin to lead the tribes to make knew tribe, but it did not go so well. Urg the Unclean drank all the mushroom beer and then he took a bath in the Bloodwine that the Blue Faces had traded with the wolfmen of the woods, and then the brother of the old Stone Mucher chief set fire to the bang-tent of the shaman of the Rust Tinkers and he made a really loud BANG that killed six hands of goblins."

Perhaps you might have done without that bang being rendered at full volume in the tale, but it does have the gift of keeping you very interested as your goblin companion counts out the six hands on his dexterous fingers before stuffing a piece of duergar bread in his mouth that momentarily pauses the story in a shower of crumbs.

"Then just when we thought that the Gob-Moot would break up into a fight a ooman called Jurdan Terzain came and killed the chief's brother and he made Urg the Unclean's head blow up like pig bladder and into tasty brain meats, and then he said he'd be the chief of the goblins. Now there hadn't been a ooman chief of goblins before so a lot of lads and lasses tried to shank him good, but he had stone skin and the stick that would make heads blow up like balloons so lots of them died and lots more of them ran away. Jurdan looked around and he called them dumb 'cause he had lots of food and would share with any goblins who would volunteer to help him'. Now Cob Mama asked to volunteer with what and he said help make stronger goblins... That seemed a fine enough idea to her 'cause once the goblins were strong enough they'd be able to beat up the boom-man and have a proper goblin chief again."

One cannot really fault the logic, though something tells you at least some of the goblins announced their plans for treachery out loud.

"So some of the tribe volunteered to listen to Jurdan and he gave them all sorts of things to munch and to drink; Red Cackle Water and Boil on Tongue Grease, Blue Mole Milk and Holey Cheese. Some got sick, some got maybe sick. but some got strong and with big gifts like Cob once he was born..." He slaps his hand on the stone for emphasis... and for a long moment nothing happens, but then you notice the color of the stone starting to leech into him like ocher on raglichen. Makes it easier to hide, for sure.

Name: Cob
Alias: N/A
Alignment: Chaotic Neutral
Age:
14-ish
Race: Goblin (Small Humanoid)
Level: 1 (255 XP/2000 XP)
Class: Rogue (Makeshift Scrapper) 1
Feats: Catch Off-Guard(B) Throw Anything (B); Vandal
Traits: Color Thief, Goblin Foolhardiness, Mathematical Prodigy
Drawback: Magical Klutz
Class Features: Sneak attack +1d6
Languages: Goblin , Duergar

HP: 10
AC: 10 +4 (DEX) +1 (Size) = 15
Initiative: +4 (DEX)
Attack:
Dagger: 0 +1 (Size) +4 (DEX) +1 (Facing a larger foe with no allies nearby) = +4/+6 [1d4+4+1d6+1]

Weapon and Armor Proficiencies: The makeshift scrapper is proficient with only simple weapons.

STATS:
8 (-1) Strength
18 (+4) Dexterity
14 (+2) Constitution
14 (+2) Intelligence
13 (+1) Wisdom
10 (+0) Charisma

SAVES:
FORTITUDE: 0 +2 (CON) = +2
REFLEX: 2 +4 (DEX) = +6
WILL: 0 +1 (WIS) = +1

SKILLS:
Acrobatics (Dex) 4 +4 (DEX) = 8
Climb (Str): 4 -2 (STR) = 2
Craft (Int) 4 + 2 (INT) = 4
Disable Device (Dex) 4 +4 (DEX) = 8
Escape Artist (Dex) 4 +4 (DEX) = 8
Knowledge (Dungeoneering) (Int) 4 + 2 (INT) = 4
Knowledge (Engineering) (Int) 4 +1 (Trait) + 2 (INT) = 5
Perception (Wis) 4 + 1 (WIS) = 5
Ride (Dex) 0 +4 (DEX) +4 (Skilled) = 8
Sleight of Hand (Dex), 4 +4 (DEX) = 8
Stealth (Dex) 4 +4 (DEX) +4 (Size) +4 (Skilled) +2 (Color Thief) = 18

Equipment of Note: Dagger x2; Stonebow

"What makes you think this Jurdan will allow you to take his gifts and use them against his or his people?" Gorok growls from up ahead.

In answer Cob just shrugs. "Him lie to us we lie to him. See who lies better. Better than starve like old tribes. Anywho, when Cob got big and out of cage I thought to bring back some of the really strong juices that Jurdan was keeping for himself to tribe so we can drink in secret. Sneaked right in through the window cause he had big stupid glass windows, but then I saw there were all kinds of numbering and lettering things, steal the thoughts right out of your head the elders said, but I thought to myself since Jurdan has plenty of thoughts in his head, maybe too many so that can't be it. So I took one of the books with the fancy red tower on the cover and I stole it away all to myself to look at, took some potions of course too, became heap-good sneak of Jurdan's Volunteers. All went good until..." the goblin gives a long wet sniff and wipes his nose with his hand.

"Until?" you probe gently, not something you had a lot of practice in.

"Went in to grab more books, but thing came up from under troll skull and started screeching. Cob tripped into cabinet with many many jars, blew up like old bomb tent. Next thing I know Cob back in cage like baby goblin with other goblins. Outside they talk dwarf. Took a while to learn what-say, but I'm smart-learned-good. Dwarfs say Cob slave now, sell to derro for experiments. What derro?"

A bloody nightmare in the flesh, you think back to all the stories you had heard about the mad experiences of the flesh-smiths. "Something you won't have to worry about Cob, not while you're with us."

What does Akorian think of Cob's story?

[] The goblins were foolish to take a leader from among their human foes

[] Jurdan is sure to come to a bad end if he keeps using his tribe like this

[] The Stone Munchers and other tribes would have been better off trading and crafting than continuing to raid and thus tempting the wrath of their neighbors

[] Write in


OOC: Meet Cob the absurdly sneaky. If you guys would like to tweak the sheet do not hesitate to say so.
 
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Having someone else who is also really sneaky might actually be a good thing because very often the sneaky character ends up needing to do all of the sneaking by themselves.
[X] Jurdan is sure to come to a bad end if he keeps using his tribe like this
 
[X] The goblins were foolish to take a leader from among their human foes

[X] Jurdan is sure to come to a bad end if he keeps using his tribe like this


Honestly, both seem true and fitting to me.
 
OOC: Meet Cob the absurdly sneaky, if you guys would like to tweak the sheet do not hesitate to say so.
I meant to work on character sheets last night, but RL crap strikes again. If work is slow today I'll try to do some tinkering with Cob's sheet.
Stealth (Dex) 4 +4 (DEX) +4 (Size) +4 (Skilled) +2 (Color Thief) = 18
Where is that +4 Skilled bonus coming from? Is that a result of the Alchemical stuff he was fed? Definitely not complaining to have the bonus, just can't find where it comes from.
How fixed are you on that Archetype?

Also, could Cob be an Unchained Rogue rather than the common variety? They're not OP, but just better than regular Rogues.
 
I think this option probably best fits Akorian's current mindset.

[X] Jurdan is sure to come to a bad end if he keeps using his tribe like this
 
Makeshift Scrapper fits the Mad Goblin Genious that is Cob.

Yet it is not really optimal long term with its focus on improvised weapons
 
I meant to work on character sheets last night, but RL crap strikes again. If work is slow today I'll try to do some tinkering with Cob's sheet.

Where is that +4 Skilled bonus coming from? Is that a result of the Alchemical stuff he was fed? Definitely not complaining to have the bonus, just can't find where it comes from.

How fixed are you on that Archetype?

Also, could Cob be an Unchained Rogue rather than the common variety? They're not OP, but just better than regular Rogues.

Goblin racial modifiers, they get one for being small:

Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

And one for being skilled at both ride and stealth

Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.

I am not that fixed on the archetype, but I have never run an unchained anything so I would rather avoid it.
 
Not too much time to browse archetipes, but I like the Mad Genius vibe for him.

Maybe the Snoop archetipe that gives him investigator talents?
 
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I am not that fixed on the archetype, but I have never run an unchained anything so I would rather avoid it.
There really isn't that much of a difference for Rogues. The Unchained version gets a couple nice things that fill out the class. Biggest differences are:

Debilitating Injury (Ex)

At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
This one makes Sneak Attack a bit more than a straight burst damage ability.

Rogue's Edge (Ex)

At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
And this one gives them bonus Signature Skill feats to get the Unchained functionality from chosen skills. Nothing amazing (at least that would be relevant for Cob's build), but some of them are pretty neat and help them lean even harder into the skill monkey role.

They also get Finesse Training. It's not as helpful since we're using EitR rules, but it does let them add their DEX bonus instead of STR on weapon damage with chosen weapons.

There are no real differences between the two classes for the first couple levels, so it won't affect things for a while if you change your mind.
 
There really isn't that much of a difference for Rogues. The Unchained version gets a couple nice things that fill out the class. Biggest differences are:


This one makes Sneak Attack a bit more than a straight burst damage ability.


And this one gives them bonus Signature Skill feats to get the Unchained functionality from chosen skills. Nothing amazing (at least that would be relevant for Cob's build), but some of them are pretty neat and help them lean even harder into the skill monkey role.

They also get Finesse Training. It's not as helpful since we're using EitR rules, but it does let them add their DEX bonus instead of STR on weapon damage with chosen weapons.

There are no real differences between the two classes for the first couple levels, so it won't affect things for a while if you change your mind.

Hmm... I think I could run this. The bit with the speed means I have to keep better track of the size of the maps, but otherwise yeah I can deal with an unchained rogue.
 
What do y'all think of the Arcane Charlatan archetype for Cob?


It's kind of an oddball, but I see a lot of potential there for a character like Cob. By 5th level, he would be able to use all Sorcerer/Wizard cantrips as at-will Spell-like Abilities, and 2/day he would be able to use any 1st level Sorc/Wiz spell as a SLA. By 10th level he could use that ability 5/day, and it would double to 10/day at 11th level, 12/day at 12th, 14/day at 14th, etc.

Now 1st level spells don't seem super powerful, but there are a lot of really good utility spells that a Rogue could get a lot of mileage out of. Being able to use any of them at need as the situation dictates is neat and would make Cob into Macguyver!Goblin.

Could this work, @DragonParadox? Maybe all the funny Alchemical stuff he was fed as a baby could be the reason for the weird magical ability?
 
I like the Madman with a brilliant intellect. That why the Inspiration mechanic fits him better IMHO. He can use it to craft or attack when needed. It is flexible, and allows for sole seriously funny Eureka! moments
 
What do y'all think of the Arcane Charlatan archetype for Cob?


It's kind of an oddball, but I see a lot of potential there for a character like Cob. By 5th level, he would be able to use all Sorcerer/Wizard cantrips as at-will Spell-like Abilities, and 2/day he would be able to use any 1st level Sorc/Wiz spell as a SLA. By 10th level he could use that ability 5/day, and it would double to 10/day at 11th level, 12/day at 12th, 14/day at 14th, etc.

Now 1st level spells don't seem super powerful, but there are a lot of really good utility spells that a Rogue could get a lot of mileage out of. Being able to use any of them at need as the situation dictates is neat and would make Cob into Macguyver!Goblin.

Could this work, @DragonParadox? Maybe all the funny Alchemical stuff he was fed as a baby could be the reason for the weird magical ability?
As I read it he has to pick a single spell in both of the features, though he later gets more level 1 spells.
 
Not too much time to browse archetipes, but I like the Mad Genius vibe for him.

Maybe the Snoop archetipe that gives him investigator talents?
I like the Madman with a brilliant intellect. That why the Inspiration mechanic fits him better IMHO. He can use it to craft or attack when needed. It is flexible, and allows for sole seriously funny Eureka! moments
I'm not sure what Archetypes you're talking about here, I can't find them.
As I read it he has to pick a single spell in both of the features, though he later gets more level 1 spells.
That's how it starts off, but it really blossoms at 5th level.
At 5th level, an arcane charlatan can channel spell energy from her minor magic or major magic rogue talents into a spell-like ability from the sorcerer/wizard spell list that she did not select with either of those talents. The arcane charlatan can "lose" one use of either rogue talent in order to cast any spell on the sorcerer/wizard spell list of the same spell level or lower as a spell-like ability.
So at 5th level they can use any Cantrip at will and substitute any 1st level SLA for the one they selected at 3rd level.
 
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