Amazing Races: Goblins! (PFRPG) PDF

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Amazing Races: Goblins!

The Amazing Races PDFs introduce new archetypes, feats, character traits, racial traits, and archetypes for the core, featured, and uncommon races described in the Pathfinder Roleplaying Game: Advanced Race Guide. Every PDF contains two full pages of high quality content (no fluff or filler)!

Amazing Races: Goblins! includes new racial feats, goblin character traits, and alternate racial traits for goblins. In addition, this product features a new archetype for goblin rogues: the Firebug!

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An Endzeitgeist.com review

5/5

This pdf is 4 pages long, 1 page front cover, 1 page SRD, leaving us with two pages of new content for goblins, so let's take a look!

We get 4 new traits, one that grants a bonus to saves to avoid becoming fascinated, one that makes you immune to stench,+2 to enchantment-saves and +1 to atk when seeing/hearing a hobgoblin, bugbear or barghest. Goblins may also replace their skilled racial trait with the option to ignore the penalty to atk incurred by being shaken and instead gaining a +2 bonus to weapon damage while shaken. Alternatively, the goblins may reduce the improvised weapon penalty to -2 and gain a +2 damage bonus when using improvised weapons.

The pdf also provides 6 new feats for goblins:
-Big Fire: Torches you wield deal int-mod fire damage.

-Combat Buffoonery: Use tangle feet versus creatures of your size as well and use Perform (Buffoonery) when using through an opponent's threatened square to calculate the Tangle Feet-DC. Nice one to expand the basic feat.

-Foolhardy Fighting: Ignore the Int-requirement for a variety of feats and substitute Perform (Buffoonery) ranks for your CMB. Cool feat!

-Freak-Out: Reroll an AoO you missed, but lose dex-bonus to AC for the round in which you chose to do so.

-Inexplicable Survivor: Fall prone as an immediate action. If you do, you get +2 to AC versus the next melee attack and the usual penalties associated with the prone condition do not apply versus that attack.

-Splashing Embers: Makes your thrown torches deal splash damage and has synergy with the Burn! Burn! Burn!-feat.

The new archetype for the goblin rogue contained herein, is, unsurprisingly given the goblin-predisposition towards pyromania, the Firebug - this archetype needs a flint wedge in a free hand to deal sneak attack damage - and the sneak is fire damage. They also get a bonus to craft (alchemy) and fire resistance equal to half their level instead of trapfinding and they may also increase the DC of their minor and major magic rogue talents if the spell-like abilities have the fire descriptor. Nice little archetype!

Conclusion:
Editing and formatting are top-notch, I didn't notice any significant glitches. Layout adheres to Abandoned Art's no-frills 2-column standard and the pdf has no bookmarks, but needs none at this length.

Goblins get some nice toys in this installment, especially those of a particularly pyromaniac disposition - between archetypes and feats, igniting things has seldom been so much fun -especially the feats ooze goblin flavor and will definitely see some use in my campaign. The content herein is overall solid, feels well-balanced (though the torch-feats could e considered somewhat weak) and should provide some nice tools for our big-headed green menaces. While aforementioned torch-feats feel a bit weak to me, I still feel justified in rating this nice collection of racial options 4.5 stars, rounded up to 5 for the purpose of this platform.

Endzeitgeist out.


An RPG Resource Review

5/5

This is an excellent collection of stuff about goblins, whether you want to play one or, as a GM, wish to make your goblin hordes into a troop of 'real' people rather than mere cannon-fodder.

There are six feats, all requiring 'goblin' as a prerequisite so other races can keep their paws off of them! They all highlight popular conceptions of goblin behaviour, with two concerning fire and the rest other aspects of combat... all giving over that slightly comic air goblins have but yet being effective in a brawl. Combat Buffoonery and Foolhardy Fighting both, in their own ways, allow the goblin to be more successful in battle than he ought to be, judging by how he acts. Freak Out - which sounds awfully like a LARP goblin I once played! - involves the poor goblin existing in a state of panic and flailing so hard at his opponents that if an attack of opportunity misses, he's allowed another; and Inexplicable Survivor involves being able to drop prone just at the right moment to avoid an attack.

Then there are some goblin character traits, again appropriate to the popular stereotype of goblins. Attention Deficit (and yes, this makes ADD into an advantage!), Dumb Nose (poor sense of smell giving defence against any stench-based attacks, etc.), Just Say No (a stubborn streak that protects against enchantment spells) and Yes Sir! Right Away Sir! which, apart from possibly being the longest character trait title I've seen, gives the goblin a bonus in melee provided another goblin or other ally is giving him orders at the time. Really quite delightful.

These are followed by a couple of alternate racial traits: Manic Panic allows the goblin to respond to being shaken by being even more ferocious in melee (but keeping all other disadvantages of the state) and Sticks and Stones confers a facility with improvised weapons. Either can be taken in place of the skilled trait when generating the goblin character.

Finally, there's a racial archetype, the Firebug. Guess what he likes doing? Yep, he has a fascination with fire and has various advantages that turn the common goblin penchant for arson into something quite devastating.

A lot to enjoy here, my greenskinned squeaky friends!


Webstore Gninja Minion

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RPG Superstar Season 9 Top 32

Thanks, Liz!

Daron Woodson
Abandoned Arts

RPG Superstar Season 9 Top 32

Thanks for the great review, Megan!

Daron Woodson
Abandoned Arts


Reviewed first on Endzeitgeist.com, then submitted to Nerdtrek, GMS magazine and posted here, on dtrpg and on d20pfsrd.com's shop.

RPG Superstar Season 9 Top 32

That list is getting long. : )

Thanks for the great review, Endzeitgeist!

Grand Lodge

I'm sure I'm just misreading this, but could you elaborate on the Flint and Steel ability?

How I'm reading it this:
1) You are always carrying a metal weapon and a flint (as a dagger), so essentially have two-weapon fighting on the character or you can't make proper use of it.
2) The sneak attack damage is fire damage instead of precision damage.
3) When denied Dex/flanking, the goblin requires a standard action to activate the fire damage sneak attack and light the creature on fire. And this damage does not include the flint or other weapon damage?

Yeah, not sure I get how this works. Are you only ever able to take standard actions for fire sneak attack to work? Or is it a normal sneak attack and they take fire damage on every attack? If the latter, what's the point of using the standard action if "whether ignited or damage normally" they make the same Ref DC? I would think it'd be better to stab them because the DC would higher for the "damage dealt" total.

Grand Lodge

Anyone?

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