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  #1  
Old Oct 6th, 2011, 11:13 AM
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House Rules

This list is likely to be added to as certain things pop up. For the most part I stick to core, but I'm no stranger to tweaking things if I'm unimpressed.

Character Creation
Your characters will be built with the following array, arranged as you like: 15, 14, 13, 12, 10, 8. Yes, that's right, the elite array. You're powerful... for goblins. Just be glad you aren't 10, 10, 10, 11, 11, 11 like most of your brothers and sisters are.

Goblin racial statistics are below.
 


Feel free to use anything Pathfinder (use the PRD or d20pfsrd if you like), although I reserve the right to nix things I don't like. If you really, really, really want to use something 3PP or 3.5e, run it by me; I'm pretty agreeable.

Each goblin will select a single trait from the following list.
 


Characters begin with average gp for your class. You can buy whatever non-magical, non-masterwork items you like so long as you can justify why your goblin might have it... and preferrably make it interesting!

All goblins will get special items given to them when the game begins. These may be magical items from the chief's stash, or just the fact that you found an extra vial of alchemist's fire under your bed that you thought you'd already used. If there's anything in particular that you want, feel free to tell me.

Keep in mind the preferred melee weapons of goblins: dogslicers and horsechoppers. They also tend towards light armor. Goblins using anything too exotic/longshank-ish may be ridiculed or even run out of town for being a traitor.

Also remember that goblins like to collect random things, so you might want to consider having a bunch of stuff that might just come in handy. Or that you just have for no apparent reason. Miscellaneous flavourful items are free! Some examples:
  • Jar of pickled halfling toes just about ready for eating (equivalent to 1 day's worth of trail rations)
  • Jar of human perfume (equivalent to a waterskin)
  • Set of false teeth
  • Metal skewers
  • Stuffed raven
  • Pet spider in a wire cage
  • Cowbell
  • Almost empty salt shaker
  • Pig's tail (snack)
  • Splintery wooden flute
  • Spectacles with the glass removed
  • Metal codpiece
  • Hard leather boot

Apart from that, all the standard PFRPG character creation rules apply. Have fun!


Homebrew and Additional MaterialThe following feats are special Goblin-only feats that you can most certainly select if you so desire.

 


The goblin deities grant access to four unusual subdomains, specialized versions of the more standard domains.
 


Instead of gaining +1hp or +1sp for every level in your favoured class, you can choose to have one of the following (as appropriate).
 


Last edited by Ange; Oct 21st, 2011 at 11:21 AM.
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Old Oct 10th, 2011, 04:04 PM
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Last edited by Ange; Oct 10th, 2011 at 04:05 PM.
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Old Oct 21st, 2011, 12:11 AM
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I laughed so hard while reading these descriptions... and now I want to read comedic goblin fanfic.

Some things that might amuse you and will probably end up in the character build:

Advantageous Distraction, with the condition that the distraction is always a shiney, or on fire.
Does anyone smell sulphur? No wait, that's me. I didn't fart, you did!
Look! I made another boom! I know it was a quest item you dummy, I meant it exploded nicely.
You stink, and not just because you're on fire.
Don't drink that, you'll- DRINK IT DRINK IT DRINK IT!
Let's play a game of hide-and-go-boom. I'll go first.
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Last edited by NEON725; Oct 21st, 2011 at 12:11 AM.
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Old Oct 21st, 2011, 12:36 AM
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I was looking over the Alchemist pathfinder class you linked, and noted that it's all essentially the same as a wizard class, but with flavor changes. It's so similar that the costly material components are consumed as the potion is, not when created, and you still need to keep a book of formulas. I'm sure you see my problem.
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Old Oct 21st, 2011, 02:30 AM
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I actually considered the problem of the alchemist. My first thought was to lump it with wizards in the "writing = bad mojo" camp, but then, one of the pregen NPC goblins that come with the module is actually an alchemist... So Paizo at least thinks they're okay!

Here's what the Goblins of Golarion book says about alchemists.

Alchemist: Goblin alchemists are a dilemma. They
make brilliant explosions and bombs, but they write things
down, an act no sane goblin would ever do. As such, most
goblin alchemists operate in secret, or else have to develop
unique methods of recording their formulae through nonwriting
methods. The goblin hero-god Zarongel is blessed
with hair of fire, and is most often associated with goblin
alchemists. Some goblin cults (most notably the seldom
heard of Cult of Belching Fire in Isger) have incorporated
alchemy into their ceremonies and teachings, and, although
hidden as a dark and terrible secret, these goblins inspire
awe and terror in fellow goblinoids. When a goblin studies
alchemy alone, he often does so in blatant disregard for his
life and sanity. Which, to most goblins, is a great reason to
study alchemy.

My thought is that your formula book is actually a bunch of scribbled diagrams of ingredients and preparations, etc. So if you want to make an extract of cure light wounds, your goblin's formula book has a drawing of a dead goblin next to one that's standing up looking strong, followed by what might go in it (I'm thinking rat tails, a cup of pond scum and 1cc of blood).
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Old Oct 21st, 2011, 04:05 AM
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I will run with the goblin bard idea and will have my character sheet ready to post tonight.
Thanks for the invitation Ange !

NEON725: If there is going to be fart jokes based on gas and alchemy I am on ! And will also start thinking about suitable quips
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Old Oct 21st, 2011, 11:13 AM
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Fabulous! Can't wait.
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Old Oct 21st, 2011, 03:49 PM
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A picture book is perfectly fine, so long as it's written in crayon. Now I just have to find writing material that's both suitable crappy, and can stilol function the way it should...
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Old Oct 21st, 2011, 04:26 PM
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My sheet should be ready later tonight.
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Old Oct 21st, 2011, 08:14 PM
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Some more pathfinder questions:

I can't seem to find where in the Alchemist's description it states how many spells are known in my picture book, nor how the intelligence modifier affects the number of extracts per day. (It says it does make a difference, it just doesn't give me a formula.)
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Old Oct 21st, 2011, 10:28 PM
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Alchemist - Alchemy (Su)An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Alchemist - Alchemy (Su)In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.


To compare it to a wizard...

Wizard prepares spells in the morning from his spellbook.
Alchemist prepares extracts in the morning from his formula book.

A wizard's spellbook contains the instructions to cast a spell.
An alchemist's formula book contains the formula to prepare an extract.

A wizard can cast a maximum number of spells per day equal to what's listed on the Wizard class table, plus bonus spells based on his Intelligence modifier (see Abilities and Spellcasters).
An alchemist can prepare a maximum number of extracts per day equal to what's listed on the Alchemist class table, plus bonus spells based on his Intelligence modifier (see Abilities and Spellcasters).

A wizard casts a spell as per what the spell requires (somatic, verbal, material, focus, whatever).
An alchemist gains the effects of an extract by imbibing it (as you would a potion.)

Make sense?
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Last edited by Ange; Oct 21st, 2011 at 10:33 PM.
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Old Oct 21st, 2011, 10:57 PM
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Yup, and thanks for the links.

EDIT: A question on Reduce Person. You'd think that being teeny-tiny would be a disadvantage, but aside from a strength penalty, all of the listed modifiers are positive. Would it be a better tactical decision to make a person biggerer?

EDIT#2: And weapon damage, thank goodness.

EDIT#3: I also sorta want a bomb that makes people go bald, then explode into tiny bits instead of just reaching -10. If I can't use their leg as an improvised weapon, bombs are not being funny enough.

EDIT#4: Is the "Burn! Burn! Burn!" feat valid with bombs?
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Last edited by NEON725; Oct 21st, 2011 at 11:09 PM.
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Old Oct 23rd, 2011, 02:31 PM
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1. Reduce person's use depends entirely on your character/build. If you're a meleer, you're hardly going to enjoy being smaller because of much reduced damage and, for a goblin, inability to make AoOs and having to enter another's square to attack then. But for spellcasters, for example, it's a boon! So it's really dependent on circumstances.

The thing with alchemists is that you can focus on different parts of your class abilities as you will. e.g. you could hulk up and become like a barbarian, or focus on bomb throwing, or extracts. If you focus on bombing, actually becoming Tiny would be useful, since it gives you a bunch of bonuses, and your damage stays static. But if you're more interested in Str-based mutagens, enlarge person is better.

2. Well, you can describe this every time you kill something with a bomb, if you like... lol

3. Hmm. I'd say yes. It's such a minor bonus (especially considering that bombs are a limited resource for an inexplicable reason) that I'd allow it.
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