The goblins are on the loose! Unleash the homicidal hijinks of Golarion’s most maniacal menaces with this guide to all things goblin. Infamous for their unpredictable attacks, catchy raiding songs, and fear of horses, goblins blend mischief and murderousness like no other monsters. But there’s more to goblins than dogslicers and games of killgull. Now you can join in the quirky carnage with everything you need to know about goblins, whether you plan to do battle against their unpredictable tribes, or lead them as a goblin hero!
Goblins of Golarion presents a player-friendly overview of the favorite foes of the Pathfinder campaign setting, along with new rules and information to help players customize goblin characters in both flavor and mechanics.
Inside this book, you'll find:
The secrets of goblin life, from their strange anatomy and deranged psychology to their baffling culture and hilarious quirks
An overview of goblin homelands across the Inner Sea Region, along with details on dozens of unique goblin tribes
New ways to fight like a goblin, with equipment and feats to help goblins skirmish and scavenge like only goblins can
Revelations on goblin religion, from their unique worship of Lamashtu, the Mother of Monsters, to their race’s infamous hero-god
Insights into the questionable and grotesque world of goblin arcana, with new goblin-made spells and magic items
Rules, traits, and advice for playing goblin characters, giving you everything you need to unleash goblin insanity all your own
New goblin songs, games, and tricks, and even more goblin madness!
This Pathfinder Player Companion is set in the Pathfinder campaign setting and works best with the Pathfinder Roleplaying Game or the 3.5 version of the world's oldest fantasy roleplaying game, but can easily be incorporated into any fantasy world.
Still need more goblins? Check out We Be Goblins!, an insane Pathfinder Module designed just for goblin characters!
Written by Richard Pett
Each bimonthly 32-page Pathfinder Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for social, magic, religious, and combat-focused characters, as well as traits to better anchor the player to the campaign.
I loved this book. As a GM, it has already seen use in my campaign, and the discussions of goblin psychology and sociology spawned a number of interesting character concepts for semi-heroic goblin pcs for next time I am not the DM.
I go into more depth <a href="http://worldmakers.wordpress.com/2011/10/23/book-review-pathfinder-pl ayer-companion-goblins-of-golarion/">here </a>
Wheter you want to have a goblin PC, flesh out goblins as villains a little bit more, or start your own all-goblin campaign, this book is what you need. It has interesting insights into Golarion goblin culture and tribes, along with various player options. It motivates you to use the annoying little freaks as PCs: we are currently running an all goblin pbp adventure on this board and having a blast.
I have only 1 minor complaint about the editing (a paragraph of the wrong font size in the Feats section) but overall the print quality is very good. A must have if you like monster player races or just can't get enough of those lovable pyromaniac goblins.
Goblins of Golarion is a bit of an unusual supplement. As I mentioned in my review of Humans of Golarion, that product is a useful, albeit not particularly exciting book. Goblins of Golarion is the reverse: a fun, interesting read, but not particularly useful to most games. More specifically, it’s not particularly useful to most players. Game Masters are likely to gain much more use out of it, but as a product that is part of the Pathfinder Player Companion line, many people will expect it to be usable by players. Of course, not every product should necessarily be usable by everyone. It makes sense that there would be some niche products. However, it’s important that people be aware that this is a niche product, as there are some players out there who feel that because something is printed, it’s their right to use it, and that’s going to annoy some GMs who don’t want monster PCs in their games. Players should be sure to check with their GMs before making use of this book.
For players with goblin characters, there’s no doubt that it’s very useful indeed. It’s full of information about goblin society, lifestyle, beliefs, and physiology, along with lots of useful game mechanics including goblin equipment, new traits and feats, and even goblin spells. In addition, it’s an engaging read that fully brings across the character and style of Golarion goblins.
For games that don’t allow goblin PCs (or simply don’t have any players interested in playing goblin characters), Goblins of Golarion can still be a useful supplement for Game Masters, who will find a wealth of information. The “Goblin Tribes” chapter, for example presents the most prominent tribes from around the Inner Sea. It allows GMs to keep every group of goblins unique, yet still unmistakeably goblins. From goblin pirates in the Shackles, to freedom fighters in Isger who are devoted to preventing goblins from ever being enslaved again by hobgoblins, to dinosaur riders on Mediogalti Island, there’s a tribe for just about every need. I really like that there are areas of the world where goblins are more common (such as in Varisia) and areas where there are very few, if any. It makes goblins more than just something you roll on a random encounter chart and plunk down anywhere.
Overall, Goblins of Golarion is a fun book that fully fleshes out goblins and makes them a viable race in their own right. Gaming groups that include goblin PCs will find the book invaluable. Game Masters of groups without goblin PCs will still find the book useful for providing interesting encounters with goblins. And even if your group has no goblin PCs and rarely, if ever, encounters goblins as monsters, the book can still provide a fun and interesting read.
Goblins of Golarion is a wonderful collection of background, rules, and flavor. In combination with classic monsters revisited, We Be Goblins, and the various goblin encounters in APs and modules I am much better equipped to create flavorful goblin encounters and now thanks to this book make better goblin PCs and villains.
My favorite chapter of the book is the tribes; for a campaign I am running I had thrown some goblins in and I was really curious if it worked with existing tribe locations; thanks to this book I can pick a specific tribe and use that to play the encounters accordingly.
Thanks Richard, James, and Hal for writing such an amazing supplement.
I've been waiting for this one ever since it was announced. Since I've been playing a goblin in one of the PbPs here on the boards, it was near and dear to me. All I can say is that I loved pretty much the entire book. Paizo's take on goblins is great; I love the meaner, more evil "Gremlin"-y vibe they give off.
My only gripe is in regards to the favored class bonus for goblin rogues - it really seems like there's no reason to take it over the standard bonus. Still, if one line of text is my only complaint, that's pretty darn good.