HeapThaumaturgist
First Post
So I'm building a 2nd level Rogue for a friend of mine's first run out at GMing. I'm USUALLY the GM, but some of the players are wanting to branch out and try their hand, so ...
ANYWAY ... his particular campaign setting allowed him to "open up" race choices (in D&D) to just about anything with a +1 ECL or lower.
For my part, I thought playing a Goblin would be kind of fun. So I'm creating "Grimbold The Mighty", a 2nd Lvl Rogue.
My "Concept" for the PC is the typical goblin. Cowardly, conniving, and utterly useless for anything when you're not watching him like a hawk. As a "concept" I like the idea ... as a player and a GM I know that trying to run a game with one PC who is totally useless beyond one kitchy RP Facet is a pain in the kiester, and I don't want to ruin the guy's game.
So I'm trying to think of ways I can make Grimbold SEEM useless ... ACT useless ... but maintain some level of utility for the group.
For my one feat (1?! I'm used to D20 Modern anymore) I chose "Bolt" from Cromagh's Guide to Goblinoids (GameMechanics). Basically if you're reduced to 1/2 HP you can act immediately on the next initiative number, but only to drop everything and run. Feat cracked me up, wanted to grab it.
With no STR bonus I don't see Grimbold fighting melee much (he has a Halfspear, though. Cheap.) Being small and having no archery feats (PBS/PS) I doubt he's going to offer support artillery with that shortbow (cheap). I'm contemplating giving him a Net (without the EWP for it) to toss around and try to Entangle people, but that -4 will nerf his ability to hit with it and I don't think its worth my ONE FEAT. At least not until next level, anyway.
Right now I'm contemplating pumping some points into Decipher Script, Spellcraft, and Use Magic Device to get synergy bonuses and increase his ability to use found items. Hopefully to comic effect on failures! For that feat at 3rd, then, I'd perhaps grab Magical Affinity, or whatever that one is that gives you +2 on Spellcraft/UseMagicDevice.
I've got ranks in all the usual suspects, of course. Good Open Lock, Hide, Move Silent, Disable Device, etc.
My OTHER idea was to have him make goblin-esque traps. Quick and Dirty sorts of things. Tripwires, falling rocks in buckets on doors, stuff like that. Unfortunately the Craft (Trapmaking) skill doesn't let you do much of anything other than build complex emplaced traps over the course of WEEKS ... There any useful supplements I could use to change that up and make Trapmaking a usefull skill for anybody other than a mad wizard in a dungeon lair?
Any other ideas of what I could do with this guy to make him SEEM useless but DO something and not be a burden?
--fje
ANYWAY ... his particular campaign setting allowed him to "open up" race choices (in D&D) to just about anything with a +1 ECL or lower.
For my part, I thought playing a Goblin would be kind of fun. So I'm creating "Grimbold The Mighty", a 2nd Lvl Rogue.
My "Concept" for the PC is the typical goblin. Cowardly, conniving, and utterly useless for anything when you're not watching him like a hawk. As a "concept" I like the idea ... as a player and a GM I know that trying to run a game with one PC who is totally useless beyond one kitchy RP Facet is a pain in the kiester, and I don't want to ruin the guy's game.
So I'm trying to think of ways I can make Grimbold SEEM useless ... ACT useless ... but maintain some level of utility for the group.
For my one feat (1?! I'm used to D20 Modern anymore) I chose "Bolt" from Cromagh's Guide to Goblinoids (GameMechanics). Basically if you're reduced to 1/2 HP you can act immediately on the next initiative number, but only to drop everything and run. Feat cracked me up, wanted to grab it.
With no STR bonus I don't see Grimbold fighting melee much (he has a Halfspear, though. Cheap.) Being small and having no archery feats (PBS/PS) I doubt he's going to offer support artillery with that shortbow (cheap). I'm contemplating giving him a Net (without the EWP for it) to toss around and try to Entangle people, but that -4 will nerf his ability to hit with it and I don't think its worth my ONE FEAT. At least not until next level, anyway.
Right now I'm contemplating pumping some points into Decipher Script, Spellcraft, and Use Magic Device to get synergy bonuses and increase his ability to use found items. Hopefully to comic effect on failures! For that feat at 3rd, then, I'd perhaps grab Magical Affinity, or whatever that one is that gives you +2 on Spellcraft/UseMagicDevice.
I've got ranks in all the usual suspects, of course. Good Open Lock, Hide, Move Silent, Disable Device, etc.
My OTHER idea was to have him make goblin-esque traps. Quick and Dirty sorts of things. Tripwires, falling rocks in buckets on doors, stuff like that. Unfortunately the Craft (Trapmaking) skill doesn't let you do much of anything other than build complex emplaced traps over the course of WEEKS ... There any useful supplements I could use to change that up and make Trapmaking a usefull skill for anybody other than a mad wizard in a dungeon lair?
Any other ideas of what I could do with this guy to make him SEEM useless but DO something and not be a burden?
--fje