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Half-Goblins of the Tangled Wood (PFRPG) PDF

***** (based on 2 ratings)

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Debased, mongrel descendants of humans enslaved by goblins centuries ago, half-goblins lurk in the deepest, unknowable reaches of the Tangled Wood. Hateful and spiteful creatures, they worship fell powers and sacrifice those falling into their clutches to venerate their dark protector. Stealthy and cunning, they skulk about civilisation’s fringe weaving terrible plots to destroy those threatening their precarious existence.

Half-Goblins of the Tangled Wood includes:

  • Five new feats
  • Two new spells
  • Four new magic items used by powerful tribal members
  • 16 stat blocks (ranging in CR from 1/2–9)
  • Details of the race’s fell lord, Braal (NE god of hate, malice and revenge)

You can check out more details of half-goblins in The Lonely Coast (a free mini-campaign setting) or pit them against your PCs in Retribution.

Half-Goblins of the Tangled Wood is a Dual Format PDF. The product's ZIP file contains two versions, one optimised for printing and use on a normal computer and one optimised for use on a mobile device such as an iPad.

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Product Reviews (2)

Average product rating:

***** (based on 2 ratings)

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Another almost perfect installment of the TRIBES series

*****

This pdf is 26 pages long, 1 page front cover, 1 page blank inside front cover, 1 page title, 1 page editorial, 1 page ToC, 1 page ads + SRD, 1 page Raging Swan product checklist, 1 page back cover, leaving 18 pages of content for the Half-Goblins.

In the fine tradition of the excellent Raging Swan TRIBES-line, the book features a song/poem on the tribe in question on the ToC-page. While some might consider it a nice gimmick, I love the rhymes as they provide a nice way for a bard/oracle/whatever to get the players involved in the action.
In the beginning, we get the obligatory one page of introduction to reading stat-blocks for novice DMs.

After the chapter header, we get the introduction to the Half-Goblins, including their traits (first introduced in The Lonely Coast mini-campaign setting), lore-section, nomenclature etc. We also get a short overview of the tangled forest, including a one-page map of the region.

On to the crunchy parts of the supplement, on the next page we get the new Goblin Bloodline for sorcerors, including a worg familiar. We also get one 5 with 5 new feats for the tribe's special tactics:

-Forest Stride: Treat 10 ft. difficult terrain as normal one, can 5-foot step in difficult terrain.

-Forest Warrior: Cover bonus when standing adjacent to trees increase by 1, +5% miss chance by undergrowth.

-Greater Forest Stride: Treat 30 ft. of difficult terrain as normal terrain.

-Greater Skirmisher: If you move more than 20 ft. before attacking, you get +1 dodge to AC and +1 to atk. Stacks with Skirmisher.

-Skirmisher: If you move more than 20 ft. before attacking, you get +1 dodge to AC and +1 to atk.

We are in for guerrilla-style warfare, it seems. On the magical side, we get two new spells, 4 new magic items and a new write-up for the god of the half-goblins.

The spells are:

-Miasma of Enervation (Adp 3, Clr 3): Mass fatigue

-Miasma of Hatred (Adp 2, Clr 2): Counters fear and confusion as well as
calm emotions, but imposes a minus 2 penalty to AC.

The new god, Braal, gets Evil, Trickery and Destruction domains as well as his own unique adept spell-list. Nice.

The magic items are:

-Cloak of the Woodlands: Pass without a Trace and 1/day Hide from Animals

-Oil of Entanglement: Entangle

-Oil of Plant Growth: Plant Growth

-Archer's Buckler: +1 buckler that can store up to 60 arrows

The items get three nice b/w-artworks.
After that, we get 2 pages of minor encounter with the tribe.

-Half-Goblin-Archer (Fighter 1, CR 1/2)

-Half-Goblin Sneak Thief (Rogue 1, CR 1/2)

-Half-Goblin Ranger (Ranger 1, CR 1/2)

-Half-Goblin Warrior (Fighter 1, CR 1/2)

-Half-Goblin Sorceror (Sorceror 2, CR 1)

-Half-Goblin Adept (Adept 3, CR 1)

Both spellcasters come with an alternate spell-list - nice idea! We also get an EL 2 and EL 3 sample encounter.
Major encounters are next on the table, once again, 2 pages:

-Half-Goblin Elite Archer (Fighter 3, CR 2)

-Half-Goblin Elite Sneak Thief (Rogue 3, CR 2)

-Half-Goblin Elite Ranger (Ranger2/Rogue1, CR 2)

-Half-Goblin Elite Warrior (Fighter 3, CR 2)

-Half-Goblin Sorceror (Sorceror 4, CR 3)

-Half-Goblin Adept (Adept 5, CR 3)

Once again, we get 2 alternate spell-lists as well as 2 sample encounters.
Finally, we get 4 pages containing the persona of the tribe, i.e. the named NPC-characters. Much to my pleasure, I can tell you that they all get the Raging Swan NPC-treatment, i.e. they come with mannerisms, hooks, tactics distinguishing features etc. and thus are easier for the GM to portray. I still think this should be the standard for NPCs in products.

-Anarl (Druid 5/Ranger 3, CR 7): Opposed to humans, goblins, wolves and the reverence of Braal, he might make for an unusual ally.

-Carlix (Fighter 5/Ranger 3, CR 7): A sadistic, drinking bully with sufficient strength to back up his cruelty.

-Severa (Sorceror 10, CR 9): Xenophobic mastermind with a vision of united clans.

-Xerl (Rogue 5, Sorceror 4, CR 8): Master-agent and infiltrator, but also a coward and afraid of his own blood.

Conclusion:
Editing and formatting are top-notch, I only noticed one editing glitch and that was in the ads on the SRD-page, so no harm done. The b/w-artworks are high-quality, as I've come to expect of Raging Swan products. The pdf is also extensively bookmarked. With regards to the content: It's great to see alternate spell-lists, as well as full NPC-treatment for the named characters, as it makes the NPCs more unique and cooler. Their woodland-based, stealthy combat would lead itself to a sample encounter with terrain modifiers, but due to this being woodland, it's probably easy to run. At least I do know all the modifiers and I'm not too good with remembering the modifiers. That's more or less my only point of criticism, though. What's my final verdict then? Due to me not having anything to complain about and the fact that Half-Goblins are a "new" creature, I'll settle for 5 stars.


Possibly the best TRIBES supplement so far!

*****

Half-Goblins of the Tangled Wood is the next supplement in the TRIBES series for Pathfinder, published by Raging Swan Press and set within The Lonely Coast setting. This supplement is similar to the other TRIBES supplements with one slight change, there is more focus on the Half-Goblins race/bloodline and less focus on their surrounding environment. Instead of creating a single Tribe/Clan of a typically mundane creature race, the Half-Goblins are introduced as a new, complete bestiary that reside within the Tangled Wood area of The Lonely Coast.

OVERALL

The TRIBES series of supplements is a valuable series for almost any Dungeon Master. Not only do they breath life into mundane creatures, but the introduce new versions of these bestiary or introduce new ones. Half-Goblins of the Tangled Wood introduces the Half-Goblin bestiary and not only brings it to your game, but gives the DM multiple versions and a few fleshed out NPCs. Add to that some new feats, spells, and equipment and the DM finds themselves with a wealth of new material at a great price.

RATINGS

Publication Quality: 10 out of 10
Half-Goblins of the Tangled Wood utilizes a small change to layout by moving the encounter stats to the locations where they correspond to the different creature stats instead. This helps to bundle all the applicable mechanics together instead of flipping back-and-forth to find the creatures that correspond to the encounter given 6 pages prior. Everything else follows the typical high-quality of all other Raging Swan Press products, especially the great looking illustrations and the fantastic looking map. As always, Raging Swan Press makes stat blocks very easy to read.

Mechanics: 10 out of 10
The spread of creature stats is quite vast and even includes 4 creature characters. But the true mechanics that shine is the introduction of the half-goblin creature race which not only includes the basics of ecology, society, and traits, it also includes information about their bloodline, tactics, player characters, names, and a small sampling of lore. This supplement is one of the most complete supplements that focuses on a single creature race.

Value Add: 10 out of 10
The value add is in the new mechanics, allowing the DM to incorporate an entirely new creature race into their adventure or campaign. The 4 creature characters drastically add to this value too.

Overall: 10 out of 10
Half-Goblins of the Tangled Wood is definitely the best of the TRIBES supplements I’ve read (so far). Not only does it incorporate a new, easier to read layout, but it is stuffed with variations on the new half-goblins race including creature characters, feats, spells, items, and encounters. While you may come to expect this, based upon previous supplements, there’s no shortage of great content.



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