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Strahd's Goblinoid mini campaign "Yar Gock" - (recruiting is currently closed)
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<blockquote data-quote="Scodi" data-source="post: 3849109" data-attributes="member: 50899"><p>I'd be interested in playing in this as well, which sounds like fun. Here's my idea for a character:</p><p></p><p>Gortog, Goblin Shaman </p><p>[sblock=Background]Growing up in Yar Gock, Gartog knew his future from a young age. He was destined to be a great witch doctor, his mother had told him as much. It was a future he looked forward to, a great future indeed. </p><p></p><p>The witch doctors, after all, they hold the respect of the tribe. When a witch doctor speaks, people listen. Even the king would think twice before going against a witch doctor, and perhaps the will of Maglubiyet. A witch doctor then, with sufficient ambition, could be powerful. Little glory in the role, perhaps, but with that much influence, that much power, glory could be easily overlooked. </p><p></p><p>However, as he trained it seemed that a religious path was not easy for a young goblin. Maglubiyet was supposed to be your guide, lead you in your attacks and give a goblin the strength to reach your enemies in their sleep, so you might fell them without fear of reprisal. But, for Gartog, there was no strength granted, no great insight, no... well, anything. </p><p></p><p>This was clearly a thorn in his side, an obstacle in his pursuits. He started looking elsewhere, and looked to the shamans. Their power was the equal to the priests, they could teach him the arcane arts, and with that perhaps he could find equal power, perhaps even surpassing the priests. </p><p></p><p>It wasn’t until later in his training that Gartog began to realise what he now considers the truth. The two magics being so similar is no coincidence. They are one and the same, two sides of the same coin. Divine magic is not divine at all, just another crafting of the power of the arcane. Increasingly he begins to believe that Maglubiyet does not even exist, or at least cares little for this mortal realm. That is why he never had the guidance of Maglubiyet, none of the witch doctors do. Their magic, while different from that in which Gartog has now trained, is of no divine power. </p><p></p><p>Since then, he has considered all witch doctors with a mix of respect and contempt. That they could so cleverly weave their web of lies and convince people of the divine spirit empowering them was genius indeed, but Gartog resents the lies, knowing that he is their equal. One day, he will rise in power and expose the witch doctors for the sham that they have subjected the goblins to, and, when that day comes, he will be known as a hero of Yar Gock. [/sblock]</p><p>[sblock=Character Sheet]Gartog Gimm, Goblin Sorcerer 2</p><p>Str 8 (2pts)</p><p>Dex 16 (6pts)</p><p>Con 14 (6pts)</p><p>Int 12 (4 pts)</p><p>Wis 8 (0 pts)</p><p>Cha 14 (10pts)</p><p></p><p>Hit points: 11</p><p>AC: 14, Touch: 14, Flat-footed: 11 (+3 Dex, +1 size)</p><p>Initiative +3</p><p>Alignment: Lawful Evil</p><p></p><p>Saving throws:</p><p>Fortitude +2 (+2 Con)</p><p>Reflex: +3 (+3 Dex)</p><p>Will: +2 (+3 Base, -1 Wis)</p><p></p><p>Base Attack : +1 Grapple –4 (+1 BAB, -1 Str, -4 Size)</p><p>Melee: +1 (+1 BAB, -1 Str, +1 size)</p><p>Ranged +5 (+1 BAB, +3 Dex, +1 size)</p><p></p><p>Dagger, melee +1, dmg 1d3-1, crit 19-20/x2</p><p>Dagger, ranged 10ft: +5, dmg 1d3-1, crit 19-20/x2</p><p>Sling, ranged 50ft, +5, dmg 1d3-1, crit 20/x2</p><p></p><p>Skills: </p><p>Appraise (INT) +1</p><p>Balance (DEX) +3</p><p>Bluff (CHA) +2</p><p>Climb (STR) -1</p><p>Concentration (CON, 5 ranks) +7</p><p>Craft (INT) +1</p><p>Diplomacy (CHA) +2</p><p>Disguise (CHA) +2</p><p>Escape Artist (DEX) +3</p><p>Forgery (INT) +1</p><p>Gather Information (CHA) +2</p><p>Heal (WIS) -1</p><p>Hide (DEX, Small) +7</p><p>Intimidate (CHA) +2</p><p>Jump (STR) -1</p><p>Knowledge (arcane) (INT, 5 ranks) +6</p><p>Listen (WIS, Familiar) +2</p><p>Move Silently (DEX, Racial) +7</p><p>Perform (CHA) +3</p><p>Ride (DEX, Racial) +7</p><p>Search (INT) +1</p><p>Sense Motive (WIS) -1</p><p>Spellcraft (INT, 5 ranks, synergy) +8</p><p>Spot (WIS) -1</p><p>Survival (WIS) -1</p><p>Swim (STR) -1</p><p>Use Rope (DEX) +3</p><p></p><p>Feats: Point Blank Shot (1st)</p><p></p><p>Languages: Common, Goblin, Draconic</p><p> </p><p>Other notes: </p><p>Darkvision to 60ft</p><p>Speed 30ft/x4</p><p>Proficient with all simple weapons[/sblock]</p><p>[sblock=Equipment]Dagger 2 gp</p><p>Sling 0 gp</p><p>10 sling bullets 1sp</p><p>Spell Component Pouch 5gp</p><p>Backpack 2gp</p><p>Inkpen 1sp</p><p>Ink 8gp</p><p>2 sheets parchment 4sp</p><p>Waterskin 1gp</p><p>Mirror 10gp</p><p>Blanket 3sp</p><p>Belt pouch 1gp</p><p></p><p>Alchemists Fire 20gp</p><p>Tanglefoot Bag 50gp</p><p>Antitoxin 50gp</p><p></p><p>2 potions of cure light wounds 100gp</p><p>Scroll of Magic Weapon 25gp</p><p>Scroll of Expeditious Retreat 25gp</p><p>Scroll of Disguise Self 25gp</p><p>Scroll of Tenser’s Floating Disk 25gp</p><p>Scroll of Unseen Servant 25gp</p><p>Scroll of Comprehend Languages 25gp</p><p></p><p>Additional expenditure: 100gp for summoning bat familiar</p><p></p><p>Wealth: 1sp</p><p>[/sblock]</p><p>[sblock=Spells Known]Orisons (DC: 12): Daze, Detect Magic, Mage Hand, Mending, Read Magic</p><p>1st level (DC: 13): Colour Spray, Ray of Enfeeblement[/sblock]</p></blockquote><p></p>
[QUOTE="Scodi, post: 3849109, member: 50899"] I'd be interested in playing in this as well, which sounds like fun. Here's my idea for a character: Gortog, Goblin Shaman [sblock=Background]Growing up in Yar Gock, Gartog knew his future from a young age. He was destined to be a great witch doctor, his mother had told him as much. It was a future he looked forward to, a great future indeed. The witch doctors, after all, they hold the respect of the tribe. When a witch doctor speaks, people listen. Even the king would think twice before going against a witch doctor, and perhaps the will of Maglubiyet. A witch doctor then, with sufficient ambition, could be powerful. Little glory in the role, perhaps, but with that much influence, that much power, glory could be easily overlooked. However, as he trained it seemed that a religious path was not easy for a young goblin. Maglubiyet was supposed to be your guide, lead you in your attacks and give a goblin the strength to reach your enemies in their sleep, so you might fell them without fear of reprisal. But, for Gartog, there was no strength granted, no great insight, no... well, anything. This was clearly a thorn in his side, an obstacle in his pursuits. He started looking elsewhere, and looked to the shamans. Their power was the equal to the priests, they could teach him the arcane arts, and with that perhaps he could find equal power, perhaps even surpassing the priests. It wasn’t until later in his training that Gartog began to realise what he now considers the truth. The two magics being so similar is no coincidence. They are one and the same, two sides of the same coin. Divine magic is not divine at all, just another crafting of the power of the arcane. Increasingly he begins to believe that Maglubiyet does not even exist, or at least cares little for this mortal realm. That is why he never had the guidance of Maglubiyet, none of the witch doctors do. Their magic, while different from that in which Gartog has now trained, is of no divine power. Since then, he has considered all witch doctors with a mix of respect and contempt. That they could so cleverly weave their web of lies and convince people of the divine spirit empowering them was genius indeed, but Gartog resents the lies, knowing that he is their equal. One day, he will rise in power and expose the witch doctors for the sham that they have subjected the goblins to, and, when that day comes, he will be known as a hero of Yar Gock. [/sblock] [sblock=Character Sheet]Gartog Gimm, Goblin Sorcerer 2 Str 8 (2pts) Dex 16 (6pts) Con 14 (6pts) Int 12 (4 pts) Wis 8 (0 pts) Cha 14 (10pts) Hit points: 11 AC: 14, Touch: 14, Flat-footed: 11 (+3 Dex, +1 size) Initiative +3 Alignment: Lawful Evil Saving throws: Fortitude +2 (+2 Con) Reflex: +3 (+3 Dex) Will: +2 (+3 Base, -1 Wis) Base Attack : +1 Grapple –4 (+1 BAB, -1 Str, -4 Size) Melee: +1 (+1 BAB, -1 Str, +1 size) Ranged +5 (+1 BAB, +3 Dex, +1 size) Dagger, melee +1, dmg 1d3-1, crit 19-20/x2 Dagger, ranged 10ft: +5, dmg 1d3-1, crit 19-20/x2 Sling, ranged 50ft, +5, dmg 1d3-1, crit 20/x2 Skills: Appraise (INT) +1 Balance (DEX) +3 Bluff (CHA) +2 Climb (STR) -1 Concentration (CON, 5 ranks) +7 Craft (INT) +1 Diplomacy (CHA) +2 Disguise (CHA) +2 Escape Artist (DEX) +3 Forgery (INT) +1 Gather Information (CHA) +2 Heal (WIS) -1 Hide (DEX, Small) +7 Intimidate (CHA) +2 Jump (STR) -1 Knowledge (arcane) (INT, 5 ranks) +6 Listen (WIS, Familiar) +2 Move Silently (DEX, Racial) +7 Perform (CHA) +3 Ride (DEX, Racial) +7 Search (INT) +1 Sense Motive (WIS) -1 Spellcraft (INT, 5 ranks, synergy) +8 Spot (WIS) -1 Survival (WIS) -1 Swim (STR) -1 Use Rope (DEX) +3 Feats: Point Blank Shot (1st) Languages: Common, Goblin, Draconic Other notes: Darkvision to 60ft Speed 30ft/x4 Proficient with all simple weapons[/sblock] [sblock=Equipment]Dagger 2 gp Sling 0 gp 10 sling bullets 1sp Spell Component Pouch 5gp Backpack 2gp Inkpen 1sp Ink 8gp 2 sheets parchment 4sp Waterskin 1gp Mirror 10gp Blanket 3sp Belt pouch 1gp Alchemists Fire 20gp Tanglefoot Bag 50gp Antitoxin 50gp 2 potions of cure light wounds 100gp Scroll of Magic Weapon 25gp Scroll of Expeditious Retreat 25gp Scroll of Disguise Self 25gp Scroll of Tenser’s Floating Disk 25gp Scroll of Unseen Servant 25gp Scroll of Comprehend Languages 25gp Additional expenditure: 100gp for summoning bat familiar Wealth: 1sp [/sblock] [sblock=Spells Known]Orisons (DC: 12): Daze, Detect Magic, Mage Hand, Mending, Read Magic 1st level (DC: 13): Colour Spray, Ray of Enfeeblement[/sblock] [/QUOTE]
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Strahd's Goblinoid mini campaign "Yar Gock" - (recruiting is currently closed)
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