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We Be Goblins! - Your Alternate Pregenerated Characters Here


Pathfinder Modules


5 people marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber

Since this module was so much fun, IMO the only thing that could make it even more fun is more goblin characters to choose from! I'm sure many of the people who post here can come up with some wacky 1st level goblin PCs to run through the adventure.

Some ground rules: 15-point buy (slightly more customization than the default 15, 14, 13, 12, 10, 8 array that Paizo uses for pre-gens), must be a goblin (obviously), Pathfinder rules only (Core, APG, UM, UC, Goblins of Golarion), select two traits (one goblin trait and one basic trait from APG, except for Rich Parents), use average starting wealth + 100 gp to "buy" initial equipment (to include consumable magic items), and include a personal song.

To start off, we have Mighty Gerp!

Mighty Gerp is clever, sneaky, and likes attacking from ambush, but is not adverse to up-front combat. He makes rude comments and cackles loudly whenever someone else is wounded. His choice of weapon generates a lot of respect from his fellow goblins; if fireworks are good, firearms are even better.

Mighty Gerp
Male goblin gunslinger 1
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft; Perception +6
------------------
Defense
------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +2
Special: Gunslinger's Dodge
------------------
Offense
------------------
Speed 30 ft
Melee dogslicer +3 (1d4+1/19-20)
Ranged blunderbuss +5 (1d6/20)
Special: Deadeye, Quick Clear
------------------
Statistics
------------------
Str 12, Dex 17, Con 12, Int 12, Wis 14, Cha 6
Base Attack +1; CMB +1, CMD 14
Grit (2 grit points)
Feats: Gunsmithing, Rapid Reload (Blunderbuss)
Traits: Bully, Goblin Bravery
Skills: Craft (Alchemy) +5, Intimidate +3, Perception +6, Stealth +8, Survival +6
Combat Gear: small studded leather, small dogslicer, small blunderbuss, powder horn with 10 doses of black powder, 5 firearm bullets, 5 handfulls of pellets, 2 dragon's breath cartridges
Other Gear: small backpack, stained green bandana, small belt pouch, ragged small blanket, dirty and patched sailcloth breeches, bag of caltrops, 3 pieces of chalk, fishhook, flint and steel, hollow gourd (equivalent of small waterskin), gunsmith's kit, bag of marbles, 2 flasks of oil, bag of powder, small sack, moth-eaten brown shirt, smoked fish and animal parts (equivalent of 2 days' trail rations), 1 vial of soothe syrup, ball of string (50 ft), 2 tindertwigs, 2 torches, 2 sp, 3 cp
------------------
Song
------------------
Mighty Gerp shoot you in head.
Gun go bang! And then you dead!
If still live, Gerp not run 'way.
Gerp stab and slice; Gerp will slay!


1 person marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber

No other goblins?

Oh well... Since the module has a pregenerated fighter, rogue, cleric, and alchemist, I'll start working through the rest of the base classes.

Up next, Jubbol the barbarian.

Jubbol is a short (even for a goblin), muscular individual who even other goblins consider a bit of a dangerous savage. In battle, he enters a frothing frenzy and screams at the top of his lungs. However, his resemblance to a toad (even his voice is deep for a goblin) and prowess make him a valued member of the Licktoad tribe.

Jubbol
Male goblin barbarian (hurler, wild rager) 1
NE (C) Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft; Perception +6
---------------
Defense
---------------
AC 16, touch 12, flat-footed 13 (+4 armor, +3 Dex, +1 size, -2 rage)
hp 17 (1d12+5)
Fort +6, Ref +3, Will +3
---------------
Offense
---------------
Speed 30 ft
Melee horsechopper +5 (1d8+9/x3) or morningstar +5 (1d6+9/20)
Ranged javelin +5 (1d4+4/20, range increment 40 ft)
Special Skilled Thrower, Uncontrolled Rage
---------------
Statistics
---------------
Str 18, Dex 16, Con 18, Int 8, Wis 12, Cha 6
Base Attack +1; CMB +4, CMD 17
Rage (6 rounds per day)
Feats: Power Attack
Traits: Balloon Headed, Killer
Skills: Intimidate +2, Perception +6, Survival +5
Combat Gear: potion of cure light wounds, flask of alchemist's fire
Other Gear: small chain shirt, 6 small javelins, small horsechopper, small morningstar, small dagger, small backpack, crudely made lizard skin breeches, poorly tanned dog pelt (equivalent of small blanket), flint and steel, battered leather hat, 2 flasks of oil, small belt pouch, 2 jars of pickled animal parts (equivalent of 2 days of trail rations), 2 torches, small waterskin, 2 gp, 5 sp, 8 cp

When not raging, statistics are:
AC 18, hp 15, Fort +4, Will +1
horsechopper +3 (1d8+6/x3), morningstar +3 (1d6+6/20), javelin +4 (1d4+2/20)
Str 14, Con 14, CMB +2, CMD 15
---------------
Song
---------------
Jubbol bash and Jubbol kill;
Jubbol chop and blood will spill;
Jubbol stab you through and through;
All things Jubbol love to do!


Oh man, Jubbol is great.

I have a group of new players going to play this, and I'd like to avoid the APG for now. I'm planning on replacing mogmurch with another class rather than have to explain to my players why they can't play an alchemist should they swing that way... I'm thinking a sorcerer that makes pretty fire (and has attracted a doting mate) makes for a perfect substitute, but the perfectionist in me will want to come out with a nice looking sheet for him to match the others... hrm.

I'm bogged down with assignments this weekend, but a ranger has real potential, though would probably step on Reta's toes and maybe outshine her (what with her having something close to favoured enemy and less-than perfect stats). On that note, I'd worry about Jubbol giving her a run for her money as well. Especially with Power Attack.

As for building my own, I'm sure this thread will lure me back when my game gets closer. I'm unfortunately a little strapped for time this evening

Shadow Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Dragonchess Player wrote:
Str 18, Dex 16, Con 18, Int 8, Wis 12, Cha 6

This to me is a problem I've seen regularly on a lot of the alternate We Be Goblins builds. The Goblins should not be built using a traditional point buy (especially a 20 point buy), they all one of the standardized stat arrays. One of the things that We Be Goblins has going for it in spades is that the pregens are absolutely perfect for the module. They're designed well and give every player playing one at least one opportunity during the adventure to feel "special." Allowing alternate classes such as these that are built off of regular PC generation rules will destroy that power curve and will make the pregens feel like wet noodles.

Goblins that can do 1d8+9 damage a hit on a +5 will just blow through the encounters and frankly aren't appropriate for the module. They're well built NPCs, but unfortunately they're TOO well built.

Osirion

I agree with MisterSlanky and would also like to point out that the scores offered for Jubbol are impossible with a 15 point buy as Goblins racial modifiers are -2 Str, +4 Dex, -2 Cha. Additionally you cannot push a buy past a score of 18 (which will cost you an extravagant 17)as would be needed to for our little Barbarian to have his burly scores. The 'Heroic' Spread Paizo offers (15, 14, 13, 12, 10, 8) is a solid example of a 15 point buy.

That said I really like the build and effort that Dragonchess Player has put into these and I would like to contribute a few characters. I was thinking an Oracle, Witch, and perhaps a Wizard. It will take me a spell to get them conjured up but I like where this thread could go.


MisterSlanky wrote:
Dragonchess Player wrote:
Str 18, Dex 16, Con 18, Int 8, Wis 12, Cha 6

This to me is a problem I've seen regularly on a lot of the alternate We Be Goblins builds. The Goblins should not be built using a traditional point buy (especially a 20 point buy), they all one of the standardized stat arrays. One of the things that We Be Goblins has going for it in spades is that the pregens are absolutely perfect for the module. They're designed well and give every player playing one at least one opportunity during the adventure to feel "special." Allowing alternate classes such as these that are built off of regular PC generation rules will destroy that power curve and will make the pregens feel like wet noodles.

Goblins that can do 1d8+9 damage a hit on a +5 will just blow through the encounters and frankly aren't appropriate for the module. They're well built NPCs, but unfortunately they're TOO well built.

Mr Slanky's really hit the nail on the head, here.

Its amazing, even with the lackluster elite array, the goblin barbarian is packing some really impressive stats (especially with high str, power attack and a 2hw... Its just too much.)

15 str makes 17 after rage and goblin adjustments, 12 dex becomes 16, 14 con could be 18 (wow) and this leaves 8 int, 13 wis, 10 cha (for 8.)

Then again, maybe Reta just needs a boost? She doesnt have much going for her.

Shadow Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Twigs wrote:

15 str makes 17 after rage and goblin adjustments, 12 dex becomes 16, 14 con could be 18 (wow) and this leaves 8 int, 13 wis, 10 cha (for 8.)

Then again, maybe Reta just needs a boost? She doesnt have much going for her.

I've done four tables of We Be Goblins now to date for various audiences. Reta's stats are just fine - in fact, the power level of the opponents is really well set for her (I've seen Reta players do some awesome things).

We Be Goblins does not play like most modules. Frankly to be fair it really plays best with four using the pregens already in place. In cases where you really do need more (I did this twice on Free RPG Day), assign the advanced template to opponents and pick some of the more well balanced pregens out there (I myself have done a bard and barbarian (who used unarmed strikes to surprising abilities), and I've seen really well done gunslingers and witches. The key is understanding the whole idea of "everybody eventually will shine on this adventure" and appreciating that it doesn't run quite like a normal module.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber

@MisterSlanky and CrassMagus: Look again.

15-Point Buy, base statistics of Str 14 (16 -2 race, 10 pts), Dex 16 (12 +4 race, 2 pts), Con 14 (5 pts), Int 8 (-2 pts), Wis 12 (2 pts), Cha 6 (8 -2 race, -2 pts); 10+2+5-2+2-2=15. Rage gives +4 Str and +4 Con, +2 Will saves, and -2 AC.

This was noted:

Dragonchess Player wrote:

When not raging, statistics are:

AC 18, hp 15, Fort +4, Will +1
horsechopper +3 (1d8+6/x3), morningstar +3 (1d6+6/20), javelin +4 (1d4+2/20)
Str 14, Con 14, CMB +2, CMD 15

Also, in the ground rules I stated that 15-Point Buy gives "slightly more customization than the default 15, 14, 13, 12, 10, 8 array."

As far as being "too powerful," the drawbacks of Uncontrolled Rage (even with the DC 9 Will save), only six rounds of rage (unless uncontrolled), and the fatigue condition after ending a rage mean that Jubbol will (or at least should) not be raging in every encounter.

Osirion

Boy do I feel silly! My apologies for not reading too carefully!


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Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber

For goblin #3, Mevis the bard.

Mevis is flashy and overbearing; although not particularly clever or observant, she's nimble and inspiring. She loves to insult and taunt opponents while encouraging her companions.

Mevis
Female goblin bard (savage skald) 1
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft; Perception +3
---------------
Defense
---------------
AC 18, touch 14, flat-footed 15 (+3 armor, +1 shield, +3 Dex, +1 size)
hp 10 (1d8+2)
Fort +1, Ref +5, Will +1
Special: Bouncy
---------------
Offense
---------------
Speed 30 ft
Melee scorpion whip +4 (1d3+1) or cestus +4 (1d3+1) or dagger (1d3+2)
Ranged javelin +4 (1d4+1) or dagger +4 (1d3+2)
Special: 15 ft reach with scorpion whip, can disarm or trip with scorpion whip
Bardic Performance (6 rounds/day)- Countersong, Distraction, Inspire Courage +1, Inspiring Blow
Bard Spells (CL 1)
1st (2/day)- animate rope, ear-piercing scream
0 (at will)- detect magic, mage hand, prestidigitation, unwitting ally
---------------
Statistics
---------------
Str 12, Dex 16, Con 12, Int 8, Wis 8, Cha 14
Base Attack +0; CMB +0, CMD 13
Feats: Weapon Finesse
Traits: Bouncy, River Rat
Skills: Acrobatics +7 (+5 with armor/shield), Perception +3, Perform (Dance) +6, Perform (Sing) +6, Swim +6 (+4 with armor/shield)
Combat Gear: wand of cure light wounds (6 charges), 1 acid flask, 1 alchemical grease pot, 2 alchemist's fire flasks
Other Gear: small studded leather, small light wooden shield, 3 small javelins, small scorpion whip, small cestus, 2 small daggers, small backpack, leather breeches cut off below the knees, half of a torn cloak (equivalent of a small blanket), flint and steel, stained and muddy purple robe with a ripped hem (worn under armor), 2 flasks oil, small belt pouch, stale salted fish and hardtack (equivalent of 2 days trail rations), battered small signal horn (Mevis doesn't really know how to sound it, but it's loud), spell component pouch, 2 torches, small waterskin, 2 gp, 5 sp, 8 cp
--------------
Song
--------------
Mevis dance and Mevis sing.
Mevis lash and whip cut stings!
Mevis shriek and laugh with glee.
Kill you dead, then Mevis feed!


Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber
Twigs wrote:
Then again, maybe Reta just needs a boost? She doesnt have much going for her.

Reta is actually fine, apart from using a light melee weapon without Weapon Finesse (she's much more of an archer than a tank; Jubbol, on the other hand, is a tank). She used her two 1st-level feats on becoming a "dog-killer" (+1 attack rolls, +2 damage against dogs, goblin dogs, wolves, worgs, etc.), which

Spoiler:
provides a nice benefit against Vorka's pets Scabtongue, Tickletooth, and Cuddles.

Shadow Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Dragonchess Player wrote:

Reta is actually fine, apart from using a light melee weapon without Weapon Finesse (she's much more of an archer than a tank; Jubbol, on the other hand, is a tank). She used her two 1st-level feats on becoming a "dog-killer" (+1 attack rolls, +2 damage against dogs, goblin dogs, wolves, worgs, etc.), which

** spoiler omitted **

I did not see the rage built into your barbarian either. I still have issues with assigning a 15 point buy (it's not what the module is about), but at least it's on the same power curve.

I really don't like the barbarian though because he IS a tank. I'll say it again though - the module is not designed to handle a character of that caliber. The Goblins presented are flawed, and they have a lot of less than optimal choices, but that's the point of the module. Tables who take it seriously and want things powered like this have had a lot less fun than those that just go with the flow and try crazy under-optimized crap for the sake of trying crazy crap.

Some of the best fifth and sixth characters I've seen for this module are those that are built with some serious problems, but then again, if blowing through the combats in one or two rounds and designing characters to really be able to take out the opponents in this module floats your boat, then go for it.


Dragonchess Player wrote:
Twigs wrote:
Then again, maybe Reta just needs a boost? She doesnt have much going for her.

Reta is actually fine, apart from using a light melee weapon without Weapon Finesse (she's much more of an archer than a tank; Jubbol, on the other hand, is a tank). She used her two 1st-level feats on becoming a "dog-killer" (+1 attack rolls, +2 damage against dogs, goblin dogs, wolves, worgs, etc.), which

** spoiler omitted **

On this note, I really dig the bard. I wouldnt hesitate to give him an ordinary whip, though. I believe he'd be able to harm every enemy in the adventure anyway. I'm not quite sure of Vorka's armor bonus.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber
Twigs wrote:
Dragonchess Player wrote:
Twigs wrote:
Then again, maybe Reta just needs a boost? She doesnt have much going for her.

Reta is actually fine, apart from using a light melee weapon without Weapon Finesse (she's much more of an archer than a tank; Jubbol, on the other hand, is a tank). She used her two 1st-level feats on becoming a "dog-killer" (+1 attack rolls, +2 damage against dogs, goblin dogs, wolves, worgs, etc.), which

** spoiler omitted **
On this note, I really dig the bard. I wouldnt hesitate to give him an ordinary whip, though. I believe he'd be able to harm every enemy in the adventure anyway. I'm not quite sure of Vorka's armor bonus.

Normal whips do non-lethal damage; scorpion whips do lethal damage. Mevis, like most goblins, is vicious enough to injure opponents, not just hurt them; also, it's not like she's going to be that successful disarming or tripping with a +0 CMB.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber
MisterSlanky wrote:
Dragonchess Player wrote:

Reta is actually fine, apart from using a light melee weapon without Weapon Finesse (she's much more of an archer than a tank; Jubbol, on the other hand, is a tank). She used her two 1st-level feats on becoming a "dog-killer" (+1 attack rolls, +2 damage against dogs, goblin dogs, wolves, worgs, etc.), which

** spoiler omitted **

I did not see the rage built into your barbarian either. I still have issues with assigning a 15 point buy (it's not what the module is about), but at least it's on the same power curve.

I really don't like the barbarian though because he IS a tank. I'll say it again though - the module is not designed to handle a character of that caliber. The Goblins presented are flawed, and they have a lot of less than optimal choices, but that's the point of the module. Tables who take it seriously and want things powered like this have had a lot less fun than those that just go with the flow and try crazy under-optimized crap for the sake of trying crazy crap.

Some of the best fifth and sixth characters I've seen for this module are those that are built with some serious problems, but then again, if blowing through the combats in one or two rounds and designing characters to really be able to take out the opponents in this module floats your boat, then go for it.

It's very possible that because of

Spoiler:
Lotslegs Eats Goblin Babies Many, Stomp, and Cuddles

, the barbarian will run out of rage rounds when fighting
Spoiler:
Vorka and Lord Longtongue.

This is especially likely if the GM uses dynamic staging in the encounters at the shipwreck. Having the barbarian drop out of rage and into the fatigued condition in the middle of a fight will really put a crimp on his combat effectiveness.


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This is the goblin I played 2 weeks ago

CORNHOLIO
Male Goblin Sorcerer (Crossblooded, Wildblooded) 1
NE Small Humanoid (Goblinoid)
Hero Points 1
Init +6; Senses Darkvision (60 feet); Perception +2
--------------------
DEFENSE
--------------------
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 7 (1d6+1)
Fort +1, Ref +4, Will -2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger -1 (1d3-2/19-20/x2)
Ranged Crossbow, Light +5 (1d6/19-20/x2)
Special Attacks Elemental Ray (6/day)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 1, -1 melee touch, +5 ranged touch):
1 (4/day) Burning Hands (DC 14)
0 (at will) Detect Magic, Jolt, Spark (DC 13)
--------------------
STATISTICS
--------------------
Str 7, Dex 18, Con 12, Int 7, Wis 7, Cha 16
Base Atk +0; CMB -3; CMD 11
Feats Elemental Focus: Fire, Eschew Materials
Traits Foul Belch (1/day), Reactionary
Skills Fly +6, Perception +2, Ride +8, Spellcraft +2, Stealth +12
Languages Goblin
SQ Elemental Spit (1d4 Fire damage), Hero Points (1), Linnorm: Fire, Primal: Fire
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger; Other Gear Alchemist's fire (flask) (6), Backpack (empty), Blanket, Pouch, belt (empty), TP For My Bunghole, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Focus: Fire +1 DC to spells that deal damage of the chosen energy.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6 Fire damage
Elemental Spit (1d4 Fire damage) Starting at 1st level, you can fire an elemental ray that matches your linnorm bloodline's energy type as a standard action, targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 points of damage + 1 for every two sorcerer leve
Eschew Materials Cast without materials, if material cost is <= 1gp.
Foul Belch (1/day) Once per day as a standard action, you can force a particularly odious belch at a single opponent within 5 feet. The character affected must make a DC 12 Fortitude save or be sickened for 1d6 rounds. The save DC is Constitution-based.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Linnorm: Fire Gain a natural armor bonus when casting [Fire] spells.
Primal: Fire +1 damage per die for [Fire] spells.
---------------------
SONG
---------------------
Fire, Fire, Burning Bright,
Fire, Fire, In The Night,
Fire, Fire, Makes Things Right....
ARE YOU THREATENING ME ???

Side note - The DM's wife played a gunslinger named Glock, but don't
have the stats for it...lol


Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber

Next, here's Toadwart the druid.

Toadwart is even more dirty and disgusting than most goblins. However, his command of swamp creatures and fire are impressive. He frequently giggles and licks his lips for no apparent reason.

Toadwart
Male goblin druid (swamp druid) 1
NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft; Perception +5
--------------
Defense
--------------
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 13 (1d8+5)
Fort +4, Ref +2, Will +5
Special: Pustular
--------------
Offense
--------------
Speed 30 ft
Melee scythe +2 (1d6+1/x4) or club +2 (1d4+1/20)
Ranged sling +3 (1d3+1/20) or club +3 (1d4+1/20)
Special: Point Blank Shot
Sticky Strike (6/day), Spontaneous Casting (summon nature's ally), Wild Empathy (check at -1)
Druid Spells Prepared (CL 1)
1st- jump*, magic stone, produce flame
0 (at will)- flare, know direction, spark
Domain- Frog (* indicates domain spell)
--------------
Statistics
--------------
Str 12, Dex 14, Con 12, Int 10, Wis 16, Cha 6
Base Attack +0, CMB +0, CMD 12
Feats: Point Blank Shot
Traits: Pustular, Resilient
Skills: Heal +7, Knowledge (Nature) +6, Ride +10 (+9 with armor), Swim +5
Combat Gear: potion of cure light wounds, 1 alchemist's fire flask
Other Gear: small wooden armor, small sling, 10 small sling bullets, small scythe, small club, small backpack, small blanket made of sewn together rags, crudely sewn patchwork breeches, small butterfly net, 3 dead grasshoppers (back legs used for jump spell), hat made from a lizard's head, holly and mistletoe, 2 flasks oil, small belt pouch, satchel of noxious herbs and other substances (equivalent of healer's kit), ill-fitting lizard-skin shirt, sewing needle, 2 jars of stewed beetles and grubs (equivalent of 2 days trail rations), 2 torches, small waterskin, 9 sp, 8 cp

Toad Familiar ("Lumpy")
N(E) Diminutive animal
Init +1; Senses low-light vision, scent; Perception +5
AC 16, touch 15, flat-footed 15 (+1 natural, +1 Dex, +4 size)
hp 6
Fort +0, Ref +3, Will +4
Speed 5 ft
Str 1, Dex 12, Con 6, Int 6, Wis 15, Cha 4
Base Attack +0, CMB -3, CMD 2 (6 vs. trip)
Feats: Skill Focus (Perception)
Skills: Heal +3, Knowledge (Nature) -1, Ride +2, Perception +5, Stealth +21, Swim -1
Special: +3 hp to master, master gains Alertness while in arm's reach, Empathic Link, Improved Evasion, Share Spells
---------------
Song
---------------
Toadwart love the swamp, he do!
Frogs and swamp love Toadwart too.
Don't call ugly, Toadwart hates;
Make magic fire, burns real great!


Man, I just can't compete with this songs of yours, DragonChessPlayer. I had a statblock in the wings, but I know I cant compete with that.

Props to you.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber
Twigs wrote:

Man, I just can't compete with this songs of yours, DragonChessPlayer. I had a statblock in the wings, but I know I cant compete with that.

Props to you.

Thank you for the praise. I'm not near as talented as Kevin Andrew Murphy (see here and here).

Actually, the songs give me the most trouble.


1 person marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber

Next up, Dursley the monk. Before anyone comments, he has 14 Str so he can qualify for Dragon Style at 5th (after +1 Str at 4th), Dragon Ferocity at 7th, and Elemental Fist at 9th (after +1 Con at 8th); it may not be "optimal" (AC could be two higher with 12 Str, 16 Dex, 16 Wis), but it's a likely goal for a goblin.

Dursley is a bit strange, eschewing traditional goblin fighting techniques for unarmed martial arts. He's proud of his abilities and likes to show off in combat (after sneaking up on opponents). Dursley enjoys making use of the surrounding terrain to take advantage of his agility and mobility.

Dursley
Male goblin monk (martial artist) 1
NE(C) humanoid (goblinoid)
Init +4; Senses darkvision 60 ft; Perception +2
---------------
Defense
---------------
AC 16, touch 16, flat-footed 13 (+2 monk, +2 Dex, +1 dodge, +1 size)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +4
Special: Bouncy
---------------
Offense
---------------
Speed 30 ft
Melee kama, quarterstaff, or unarmed +3 (1d4+2/20), flurry +2/+2 (1d4+2/20)
Ranged javelin +3 (1d4+2/20) or shuriken +3 (1+2/20) or shuriken flurry +2/+2 (1+2/20)
Special: Flurry of Blows, Stunning Fist (DC 12) 1/day
---------------
Statistics
---------------
Str 14, Dex 14, Con 12, Int 8, Wis 15, Cha 6
BAB +0, CMB +1, CMD 15
Feats: Dodge*, Improved Unarmed Strike*, Stunning Fist*, Throw Anything
*- bonus feats
Traits: Bouncy, Reactionary
Skills: Acrobatics +6, Climb +6, Stealth +14
Combat Gear: potion of cure light wounds, 1 acid flask, 3 alchemist fire flasks
Other Gear: 3 small javelins, 10 small shuriken, small quarterstaff, small kama, small backpack, dirty gray linen breeches, moth-eaten remains of a curtain (equivalent of a small blanket), several handfuls of dried fruit and meat (equivalent of 1 day trail rations), flint and steel, grappling hook, 2 flasks oil, small belt pouch, black rag tied around head as a headband, 50 ft hemp rope, black sash tied around waist as a belt, dirty gray linen shirt, 2 torches, small waterskin, 8 cp
---------------
Song
---------------
Dursley stalk and Dursley fight.
Dursley demonstrate his might.
Throw and burn and kick and punch;
Dursley kill and eat for lunch!


Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber

It looks like I made a mistake on Gerp's statblock: I forgot to include the +4 on Stealth for small size (Core Rules, pg. 106).

Gerp should have a Stealth check of +1 (rank) +3 (Dex) +4 (size) +4 (race) = +12.


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For this week's goblin, Ludree the ranger.

Ludree is a bit taller than most goblins, with a wiry build. She also tends to be quiet, usually breaking into a vicious grin instead of shrieks of joy. She prefers stalking opponents and attacking from ambush.

Ludree
Female goblin ranger (skirmisher, warden) 1
NE Small humanoid (goblinoid)
Init +3 (+5 in swamp terrain); Senses darkvision 60 ft; Perception +7 (+9 in swamp terrain)
---------------
Defense
---------------
AC 18, touch 14, flat-footed 15 (+4 armor, +3 dex, +1 size)
hp 13
Fort +4, Ref +5, Will +2
---------------
Offense
---------------
Speed 30 ft
Melee dogslicer +3 (1d4+1/19-20) or two dogslicers +1/+1 (1d4+1/19-20 and 1d4/19-20) or dagger +3 (1d3+1/19-20)
Ranged shortbow +5 (1d4/x3) or dagger +5 (1d3+1/19-20)
Wild Empathy (check at +0)
---------------
Statistics
---------------
Str 12, Dex 16, Con 14, Int 8, Wis 14, Cha 8
BAB +1, CMB +1, CMD 14
Feats: Two-Weapon Fighting
Traits: Armor Expert, Balloon-headed
Skills: Knowledge (Nature) +3, Perception +7 (+9 in swamp terrain), Stealth +15 (+14 with armor; +17/+16 in swamp terrain), Survival +6 (+8 in swamp terrain; +7/+9 to follow/identify tracks), Swim +5 (+4 with armor)
Special: Master of Terrain (swamp), Track
Combat Gear: 2 potions of cure light wounds, 1 flask alchemists's fire
Other Gear: small chain shirt, small shortbow, 20 small arrows, 2 small dogslicers, small dagger, small backpack, threadbare small blanket, faded dark green blouse with several rips and tears, baggy and stained homespun breeches, muddy brown half-cloak, flint and steel, 2 flasks oil, iron pot, jar of stewed animal parts (equivalent of 1 day trail rations), 2 torches, mouse-chewed leather vest with several small pockets, small waterskin, 2 sp, 8 cp
---------------
Song
---------------
Ludree hide and sneak about;
Toadlick tribe's very best scout.
Ambush, shood dead, slice up too;
Throw in pot and cook for stew!


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Rounding out the Core Rulebook classes (except paladin and wizard, for obvious reasons) is the sorcerer Ruvok the Warped.

Ruvok is covered in boils, sores, and warts, but his cleverness and magnetism (not to mention his magic) make up for his appearance. Although most of his blemishes heal and fade while fresh outbreaks cause new ones, the largest one in the middle of his forehead (looking almost like a third eye) remains constant. Clad in patchwork clothing (resembling a shambling scrap heap) and bearing an uncertain temper, most goblins give him respect for his abilities. Ruvok is impulsive and cackles, giggles, shrieks, and yells as the mood strikes him.

Ruvok the Warped
Male goblin sorcerer (wildblooded) 1
NE(C) Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft; Perception +0
---------------
Defense
---------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 8
Fort +1, Ref +2, Will +1
Special: Pustular
---------------
Offense
---------------
Speed 30 ft
Melee longspear +0 (1d6-1/x3) or dagger +0 (1d3-1/19-20)
Ranged dagger +3 (1d3-1/19-20)
Warp Touch (DC 12) 5/day
Sorcerer Spells (CL 1)
1st (4/day)- burning hands, grease (DC 14)
0 (at will)- acid splash, detect magic, prestidigitation, spark
---------------
Statistics
---------------
Str 8, Dex 14, Con 12, Int 12, Wis 8, Cha 15
BAB +0, CMB -2, CMD 10
Aberrant/Warped Bloodline
Feats: Eschew Materials, Spell Focus (Conjuration)
Traits: Natural-Born Leader, Pustular
Skills: Perception +0, Spellcraft +5, Use Magic Device +6
Combat Gear: wand of ray of sickening (4 charges), 1 alchemist's fire flask, 1 smoke pellet, 1 tanglefoot bag
Other Gear: small longspear, small dagger, small backpack, heavily patched small blanket, frayed patchwork breeches, ragged cloak made from numerous cloth scraps, jar of eels in brine (equivalent of 1 day trail rations), fishhook, 2 flasks oil, small belt pouch, sewing needle, stained patchwork shirt, signal whistle, 50 ft string, 2 torches, small waterskin, 1 gp, 6 sp, 7 cp
---------------
Song
---------------
Ruvok knows he's not too strong
And his face may look quite wrong,
But magic warps your bones and meat,
Sears your flesh; then Ruvok eats!


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Continuing with Advanced Player's Guide classes is Vongo the cavalier.

Vongo considers himself an elite goblin warrior, although he hasn't managed to train a goblin dog as a mount, yet. Most goblins would agree. He tends to punctuate his words with howls and snarls.

Vongo
Male goblin cavalier (emissary) 1
NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft; Perception +1
---------------
Defense
---------------
AC 18, touch 13, flat-footed 16 (+4 armor, +1 shield, +2 Dex, +1 size)
hp 13
Fort +4, Ref +2, Will +1
Special: Mounted Combat
---------------
Offense
---------------
Speed 30 ft
Melee lance +3 (1d6+1/x3) or dogslicer +3 (1d4+1/19-20) or dagger +3 (1d3+1/19-20)
Ranged short bow +4 (1d4/x3) or dagger +4 (1d3+1/19-20)
Challenge 1/day
Special: Charge, Dirty Fighter, Goblin Bravery, In and Out of the Saddle, Mounted Combat, Ride-By Attack
---------------
Statistics
---------------
Str 12, Dex 14, Con 14, Int 8, Wis 12, Cha 12
BAB +1, CMB +1, CMD 13
Order of the Cockatrice
Feats: Mounted Combat*, Ride-By Attack
Traits: Dirty Fighter, Goblin Bravery
Skills: Handle Animal +5, Intimidate +5, Ride +10 (+6 on other mounts in armor)
Combat Gear: 2 potions of cure light wounds, 1 alchemist's fire flask
Other Gear: small hide, small buckler, small short bow, 20 small arrows, small lance, small dogslicer, small dagger, small backpack, small blanket made of animal pelts, stained leather breeches, flint and steel, battered leather hat, 2 oil flasks, small belt pouch, tattered homespun shirt, smoked meat (equivalent of 2 days trail rations), 2 torches, small waterskin, medium studded leather barding, medium bit and bridle, 2 days feed (meat) for a medium mount, medium riding saddle, medium saddlebags, 1 gp, 4 sp, 8 cp

Wolf Mount ("Snarly")
N Medium animal
Init +2; Senses scent; Perception +5
AC 17, touch 12, flat-footed 15 (+3 armor, +2 natural armor, +2 Dex)
hp 16
Fort +5, Ref +5, Will +1
Speed 50 ft (35 ft with rider)
Melee bite +2 (1d6+1 plus trip)
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
BAB +1, CMB +2, CMD 14 (18 vs. trip)
Feats: Armor Proficiency (Light)*, Toughness
Tricks: Combat Training (Attack, Come, Defend, Down, Guard, Heel; can carry a rider in combat), Track
Skills: Perception +5, Survival +2 (+6 scent tracking)
Special: Link

*- bonus feats
---------------
Song
---------------
Vongo charges, stabs with haste,
And then Snarly bites your face!
We great team, can kill real good;
To me and wolf, you be food!


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I got sidetracked with trying out the race builder last week. To make up for it, here are two goblins:

First, Borgem the insquisitor.

Borgem is even more vicious than most goblins, holding stealth and murder not as means to an end, but as goals in and of themselves. A worshiper of Norgborger, Borgem is not affiliated with any church; in fact, they would be disturbed if they knew about the little psychopath. However, other goblins respect (or at least fear) his abilities.

Borgem
Male goblin inquisitor (heretic, sin eater) 1
NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft; Perception +7
---------------
Defense
---------------
AC 17, touch 14, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 size)
hp 9
Fort +3, Ref +2, Will +4
Special: Dodge, Hide Tracks
---------------
Offense
---------------
Speed 30 ft
Melee short sword +2 (1d4+1/19-20) or dagger +2 (1d3+1/19-20)
Ranged heavy crossbow +3 (1d8/19-20) or dagger +3 (1d3+1/19-20)
Judgement 1/day
Special: Eat Sin
Inquisitor Spells (CL 1)
1st (2/day)- divine favor, interrogation (DC 13)
0 (at will)- bleed (DC 12), brand (DC 12), detect poison, disrupt undead
---------------
Statistics
---------------
Str 13, Dex 14, Con 13, Int 10, Wis 14, Cha 8
BAB +0, CMB 0, CMD 12
Lore of Escape, Stern Gaze
Feats: Dodge
Traits: Armor Expert, Balloon Headed
Skills: Bluff +5, Intimidate +4, Knowledge (Religion) +4, Perception +7, Sense Motive +7, Stealth +13, Survivial +6
Combat Gear: potion of cure light wounds, 1 alchemist's fire flask, 1 smoke pellet, 1 tanglefoot bag
Other Gear: small studded leather, small heavy crossbow, 10 small bolts, small short sword, small dagger, small backpack, ragged and stained piece of sailcloth (equivalent of a small blanket), crudely made leather breeches, flint and steel, battered leather hat, 2 flasks oil, dirty black shirt with torn hem, stale smoked sausages (equivalent of 2 days trail rations), 2 torches, small waterskin, wooden holy symbol (Norgborger), 5 sp, 8 cp
---------------
Song
---------------
Borgem love to stalk and kill;
Murder give Borgem big thrill!
Slay in day or slay at night,
Eat your flesh and gain your might!


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Second, Kuldar the oracle. He took Skill Focus to qualify for Eldritch Heritage (Shadow bloodline) at 3rd level.

Kuldar is a little strange, even for a goblin. He mutters to himself, as if holding a conversation, at random times and nearby objects often twitch as if about to move themselves. When angry, his eyes develop a faint red glow.

Kuldar
Male goblin oracle (possessed oracle) 1
NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft; Perception +0
---------------
Defense
---------------
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 10
Fort +1, Ref +2, Will +2
Two Minds revelation
---------------
Offense
---------------
Speed 30 ft
Melee morning star +1 (1d6/x2) or dagger +1 (1d3/19-20)
Ranged light crossbow +3 (1d6/19-20) or dagger +3 (1d3/19-20)
Oracle Spells (CL 1)
1st (4/day)- doom (DC 13), inflict light wounds (DC 13), murderous command (DC 13)
0 (at will)- bleed (DC 12), detect magic, ghost sound (DC 12), guidance, mage hand, spark
---------------
Statistics
---------------
Str 10, Dex 14, Con 12, Int 8, Wis 10, Cha 15
BAB +0, CMB -1, CMD 11
Dark Tapestry Mystery, Haunted Oracle's Curse
Feats: Skill Focus (Stealth)
Traits: Bouncy, Dangerously Curious
Skills: Intimidate +6, Stealth +17 (+16 in armor), Use Magic Device +7
Combat Gear: wand of cure light wounds (5 charges), 1 alchemist's fire flask, 1 smoke pellet
Other Gear: small studded leather, small light crossbow, 20 small bolts, small morning star, small dagger, poorly tanned animal pelt (equivalent of small blanket), small backpack, ill-fitting homespun breeches, dirty black cloak, 2 flasks oil, small belt pouch, patched sailcloth shirt, smoked fish (equivalent of 2 days trail rations), spell component pouch, 2 torches, small waterskin, 2 gp, 5 sp, 8 cp
---------------
Song
---------------
Kuldar speaks to spirits dark;
Spirits that have left a mark:
Whisper inside Kuldar's head
Says kill you all! Make you dead!


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This week's goblin is Pudnog the summoner.

Most goblins in the tribe like and respect Pudnog, making Chief Gutwad a bit nervous. Pudnog currently has no ambition to replace Gutwad, but does want to establish himself as an important member of the Licktoads. Unlike most goblins he is almost compulsively neat and relatively clean.

Pudnog
Male goblin summoner (broodmaster) 1
NE(L) Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft; Perception -1
---------------
Defense
---------------
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 13
Fort +1, Ref +2, Will +1
---------------
Offense
---------------
Speed 30 ft
Melee morning star +2 (1d6+1/20) or dagger (1d3+1/19-20)
Ranged sling +3 (1d3+1/20) or dagger (1d3+1/19-20)
Summon Monster I (Pudnog prefers fiendish poisonous frogs) 5/day
Special: Goblin Bravery
Summoner spells (CL 1)
1st (2/day)- daze monster, enlarge person
0 (at will)- acid splash, daze, mending, open/close
---------------
Statistics
---------------
Str 12, Dex 14, Con 12, Int 10, Wis 8, Cha 14
BAB +0, CMB +0, CMD 12
Feats: Toughness
Traits: Goblin Bravery, Natural Born Leader
Skills: Knowledge (Planes) +4, Stealth +11 (+10 in armor)
Combat Gear: 2 potions of cure light wounds, 1 alchemist's fire flask
Other Gear: small studded leather, small sling, 10 small sling bullets, small morning star, small dagger, small backpack, small blanket, leather breeches, dark green cloak, fishhook, flint and steel, wide-brimmed leather hat, magnet, 2 flasks oil, small belt pouch, dark green shirt, smoked fish (equivalent of 2 days trail rations), spell component pouch, 50 ft ball of string, 2 torches, small waterskin, 2 gp, 8 sp, 7 cp
---------------
Song
---------------
Pudnog sneak up, bash your toes,
Cast a spell and Pugnog grows,
Call on frogs to bite and kill;
Pudnog slay you, yes he will!


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Finishing off the selection of goblins is Yavka the goblin witch, just in time for Holloween. The only remaining base class is the magus, which requires a spellbook ("No! No steal words from head!"); ninja and samurai are alternate versions of rogue and cavalier (if someone else wants to give them a try, feel free). I hope everyone enjoyed these goblins as much as I enjoyed creating them.

Originally raised by a tribeless family near the Lands of the Linnorm Kings, Yavka was the only survivor then the family was killed by an Ulfen raiding party. She survived by hiding in a haunted barrow, communing with the spirits for power and protection. Traveling South, she was later adopted into the Licktoad tribe (rather than face her magic). Yavka cackles gleefully when she damages an opponent with her magic.

Yavka
Female goblin witch (gravewalker, wordcaster) 1
NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft; Perception -1
---------------
Defense
---------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 8
Fort +2, Ref +2, Will +1
Special: Pustular
---------------
Offense
---------------
Speed 30 ft
Melee dagger +0 (1d3-1/19-20)
Ranged light crossbow +3 (1d6/19-20) or dagger +3 (1d3-1/19-20)
Aura of Desecration
Witch Wordspells Prepared (CL 1)
1st- distant burst careful burning flash (DC 13), distant selected lengthy spook (DC 13)
0- cone sense magic, selected bleeding wounds (DC 12), selected spark
---------------
Statistics
---------------
Str 8, Dex 14, Con 14, Int 15, Wis 8, Cha 12
BAB +0, CMB -2, CMD 10
Spirit Patron, Spell Poppet (Target Words- barrier, burst, cone, line, personal, selected; Meta Words- boost, careful, distant, lengthy; Effect Words- bleeding wounds, cramp, decipher, sense magic, soothing touch, spark, burning flash, force shield, lesser cure, lesser wound, spook)
Feats: Meta Word Mastery
Traits: Poverty-Stricken, Pustular
Skills: Craft (Alchemy) +6, Knowledge (Arcana) +6, Spellcraft +6, Survival +3, Use Magic Device +5
Combat Gear: wand of selected lesser cure (5 charges), 1 acid flask, 1 alchemist's fire flask, 1 smoke pellet
Other Gear: small light crossbow, 10 small bolts, small dagger, alchemist's kit, small backpack, patched small blanket, patched and stained dark blue blouse, patched dark blue breeches, patched and muddy brown cloak, fishhook, flint and steel, 1 flask oil, small belt pouch, sewing needle, smoked fish (equivalent of 2 days trail rations), spell component pouch, 50 ft ball of string, torch, small waterskin, 8 cp
---------------
Song
---------------
Dead teach Yavka magic skills;
Magic Yavka use to kill.
Yavka friends with ancient dead;
Steal your soul when life is fled!


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

And now for something just a little bit different.

Glubby Clinkshell is a fishergoblin with some unusual talents. His ability to make glowing magic armor out of nothing and to breathe underwater is interesting, and his power to fix broken stuff just by touching it is highly useful... but Glubby himself somehow doesn't come off as interesting or useful. The other goblins treat him, more or less, as a vehicle to carry his powers around, and don't pay him much attention unless his talents are needed.

This is just fine by Glubby, as the lack of interest means the tribe is not likely to discover his horrible secret:

Glubby isn't really a goblin at all.

----

Glubby Clinkshell
Male blue aegis 1 (Glubby uses rules from Dreamscarred Press's Psionics Unleashed and Psionics Expanded: Unlimited Possibilities. I rolled the stats, going to play this one next week, and his equipment is just made up on the spur of the moment.)
CE Small humanoid (goblinoid)
Init +3 (skin mode) / +2 (other modes, no mode); Senses darkvision 60'; Perception +2

---------------
Defense
---------------
AC 13/16/20 (skin/armor/juggernaut), touch 13/12/12, flat-footed 11/17/19 (+2 Dex, +1 size)
hp 11
Fort +3 (+4 juggernaut), Ref +1 (+2 skin), Will +2
Blue racial trait: Playing Dumb - +2 to any Bluff checks made to downplay himself or his abilities
---------------
Offense
---------------
Speed 30 ft (40 ft in skin mode), swim 30 ft (40 ft in skin mode)
Melee horsechopper +5 (+6 in armor mode) (1d8+2(+6 in armor mode)/x3)
Ranged crystal attack +3 (+4 in skin mode) (1d8+1(+2 in skin mode)/20)
---------------
Statistics
---------------
Str 14 (16 in armor mode), Dex 13 (15 in skin mode), Con 13 (15 in juggernaut mode), Int 16, Wis 10, Cha 11
BAB +1, CMB 2 (3 in armor mode), CMD 14 (13 in juggernaut mode)
4 power points/day; 4 armor customization points

Astral Repair: +3 hp to touched item, standard action, at will

Standard astral suit customization: Ranged Attack (1), Psionic Attacks (1), Swim (1), Underwater Breath (1)

Feats: Psionic Talent, Extra Customization
Alternate Racial Trait: Goblinoid Camouflage (+10 to Disguise as a goblin, fueled by 1 pp/day), replaces Repletion
Traits: Playing Dumb, Flounderer
Favored Class Option: +1 to Astral Repair
Skills: Acrobatics +5, Climb +6, Craft (weapons) +7, Disguise +1 , Knowledge (psionics) +7, Profession (fishergoblin) + 4, Spellcraft +7, Swim +7

Combat gear: horsechopper, potion of polypurpose panacea (hangover cure)
Other gear: lucky pet toad "Bilious Slick," moldy green breeches, moldy brown tunic, jar of pickled fish guts (equivalent of 1 day's trail rations), bottle of wine retrieved from a 500-year-old shipwreck (mostly vinegar, nearly all drunk), 29 pretty river stones, fish knife, diving belt weighted with rocks and horses' hooves
---------------
Song
---------------
Glubby swim and stab the fish.
Bring to shore for tasty dish!
Glubby sleep in river bed.
Not wake or he stab you dead!

Glubby is a blue, a naturally psionic subspecies of goblin. His long-gone father taught him never to reveal his true nature for fear of persecution, not realizing that the Sandpoint tribes haven't encountered blues in so many centuries that they've simply forgotten their existence.

Despite their higher intelligence, blues are no less cruel or mad than any ordinary goblin. Glubby does not catch fish in any ordinary manner; rather, he uses his astral suit's amphibious powers and speed to chase large fish down, wrestle them into submission, and stab them to death with a very small knife before dragging their mutilated corpses out of the river and into Licktoad Village. He's mildly terrifying in combat, and would be even more so if he could ever be persuaded to shift his astral suit's customization out of aquatic mode and into something deadlier.

Glubby is difficult to motivate; he should be following his secret duty of sowing his wild oats among the young Licktoad maidens, increasing the blue population, but ever since his powers manifested he has grown more and more fascinated with the river and the nearby ocean. Glubby even sleeps underwater, in a deep, calm pocket of the marsh. A month ago he met and began courting a nice grindylow girl from a tribe a few miles offshore; if things go bad in the village, he may just strike out to sea and try to spawn a new race of psionic octo-goblins...

Grand Lodge

I just have to say, PCGen has been a lifesaver for my pregens:

First, we have a Cavalier, with goblin dog and all. Add the Wolf Cub trait and the Lead from the Back goblin feat, which works wonderfully. This character presumes he's the best, strongest fighter, while really the only good thing he does is being in the back and shouting others to fight.

Next, a Bard, or whip-wielding warchanter. Add the Rude Songs trait, and the Battle Singer goblin feat. Y'a know, the standard goblin warchanter.

Then, a bad-ass dog-killer Ranger. Because piling up dogs as the ranger favoured enemy, plus the Dog Killer, Horse Hunter feat and Dog-sniff hate trait, means that you as GM can put more dogs in the boat. Lotsa more dogs. Because dogslicing is fun.

And last but not least, the toad-licking Witch. I added the Combat Distraction feat (event though she doesn't meet the prerequisites) and the Foul Belch trait, which she claims is her magic breath. You know witches commune with their familiars in order to gain spells, right? And that this is the Licktoad tribe? Well, this particular witch learned at a very early age that licking a toad would allow her to see glimpses of the future and shoot fire out of her fingertips. So she licks a toad. Every morning. For one full hour.

These characters were made quite hastily and, sadly, I didn't work on their background a lot. And I suck at writing goblin songs. And, what's worse, I added medium-sized bows and slings instead of small-sized ones, so adjust the damage output accordingly.

Also, PCGen doesn't play well with the Witch spells, so that's why she has a spellbook listed. Remember, witch spells are stored in the lickin' toad.

Taldor

I'll probably be running this module for a relatively sizable group, so I thought I'd check online for more pregen dudes.

I love the concepts and fluff of these guys! I think I can agree they're slightly more potent than I'd make them, but the fluff is almost perfect, and the rhymes are awesome! A couple of changes I'd make:

1) These guys all have two regular Traits. To make them consistent with the guys in the module, I'd reduce them to just one Trait, and make it a goblin-specific one from Goblins of Golarion.

2) Almost none of these guys have a pet toad!!! This is the Licktoad tribe, they've all got to have their favorite toad pet, that they love and cherish more than any living thing (including their relatives, mom and dad, and so forth).

Although I guess goblins on wolves is iconic, I kind of think I'd have gone a different way with the cavalier.
----------------------------------------------------
SIR GLUBRUP THE GULPER CR 1/2
Male Goblin Cavalier 1
NE Small Humanoid (Goblinoid)
Init +2; Senses Darkvision; Perception -1
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 15. . (+4 armor, +2 Dex, +1 size)
hp 12 (1d10+2)
Fort +4, Ref +2, Will -1
Resist Cockatrice's Skills
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee horsechopper +4 (1d8+3/20/x3) or hooked lance +4 (1d6+3/20/x4)
Ranged javelin +4 (1d4+2/20/x2)
Special Attacks Cockatrice's Challenge +1 (1/day)
Animal Companion (Mount) giant toad (named "Bufo")
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 14, Int 10, Wis 8, Cha 10
Base Atk +1; CMB +2; CMD 14
Feats Duck and Cover, Mounted Combat
Traits Flounderer
Skills Acrobatics +0, Appraise +4, Climb +0, Escape Artist +0, Handle Animal +4, Ride +8, Stealth +8, Swim +5 Modifiers +2 Ride while riding your bonded mount.
Languages Goblin
SQ Animal Companion Link (Ex), Tactician (Duck and Cover) 3 rds (1/day) (Ex)
Other Gear 1 Potion of Hide From Animals, 1 alchemist's fire flask, 1 dose of beast lure (doggie snacks)
Combat Gear small leather armor with dinner plates riveted on (as small armored coat), small horsechopper, 3 small javelins, small fencepost with one long, curved nail (as small hooked lance), goblin-sized saddlebag (as small backpack), four squares from a ratty old quilt (as small blanket), crowbar, flint and steel, 2 bags of marbles, 2 flasks of oil, small belt pouch, 2 smoked giant toad tadpoles (counts as 2 days of trail rations), 2 small sacks, 2 torches, 1 ball of twine (50')
--------------------
SPECIAL ABILITIES
--------------------
+2 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -2 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Cockatrice's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 damage when you are the only one threatening the target.
Cockatrice's Skills +0 (Ex) +0 to DC vs. demoralization.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Duck and Cover Share the result of your Ref save die roll with an adjacent ally who also has this feat, but the borrower is knocked prone. Also gain a +2 cover bonus to AC vs. ranged attack if your ally is wielding a shield.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Tactician (Duck and Cover) 3 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
--------------------
"Sir" Glubrup considers himself a Very Important Goblin among the Licktoads, an opinion not shared by many, and he gets quite upset when others disagree. He loves his giant toad "Bufo" beyond all reason, as he feels his "steed" gives him stature. The others think it's comical when they see Glubrup trying to stay in his improvised "saddle" while Bufo hops about almost uncontrolled.

----------------
BUFO CR 2
Male Giant Frog
NN Medium Animal
Init +2; Senses Low-Light Vision, Scent; Perception +5
--------------------
DEFENSE
--------------------
AC 13, touch 12, flat-footed 11. . (+2 Dex, +1 natural)
hp 13 (+2)
Fort +4, Ref +5, Will +1
--------------------
OFFENSE
--------------------
Spd 20 ft., Swimming (30 feet)
Melee bite (giant frog) +2 (1d6+1/20/x2)
Special Attacks Pull (5 feet), Tongue
--------------------
STATISTICS
--------------------
Str 12, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. Trip)
Feats Weapon Focus: Tongue
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +3, Climb -2, Escape Artist -1, Fly -1, Perception +5, Ride -1, Stealth -1, Swim +6 Modifiers Acrobatics (Jump) +4
Languages
SQ Combat Riding [Trick]
Other Gear Riding Kit
--------------------
SPECIAL ABILITIES
--------------------
Acrobatics (Jump) +4 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pull (5 feet) (Ex) You can pull targets closer to you.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (30 feet) You have a Swim speed.
Tongue (Ex) Tail attack can stun targets.

-----------
SONG
-----------
Glubrup ride on Bufo fierce
Lance charge so his foes he pierce!
Slaying dog and chopping horse,
Showing foes that they be worse!

Taldor

I'm thinking that Sir Glubrup might do better with a dogslicer and a cast iron pot lid (small light steel shield). That brings his AC up to 18 when he's using it, for slightly less damage.

If someone decides to play Sir Glubrup, I'm going to have to pay attention - if Bufo leaps into combat while they're among trees, Glubrup's hooked lance is definitely getting caught on something.

Taldor

I just realized Yavka is based on Words of Power from Ultimate Magic. Since I'll be using the module to introduce some people to the Pathfinder Society, which forbids Words of Power, I'd rather not give them a pregen that will open a can of worms for me. So...

HAGATHA TONGUEBLISTER CR 1/2
Female Goblin Witch 1
NE Small Humanoid (Goblinoid)
Init +2; Senses Darkvision; Perception -1
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 11. . (+2 Dex, +1 size)
hp 11 (1d6+2)
Fort +2, Ref +2, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee fangfile +0 (1d3-1/20/x3)
Ranged sling +3 (1d3-1/20/x2)
Special Attacks Evil Eye (DC 12)
Witch Spells Prepared (CL 1, 0 melee touch, 3 ranged touch):
1 (2/day) Bungle (DC 13), Delusional Pride (DC 13)
0 (at will) Daze (DC 12), Touch of Fatigue (DC 12), Bleed (DC 12)
--------------------
STATISTICS
--------------------
Str 8, Dex 14, Con 14, Int 15, Wis 8, Cha 12
Base Atk +0; CMB -2; CMD 10
Feats Fortune Teller
Traits Advantageous Distraction (1/day)
Skills Fly +4, Knowledge (Arcana) +6, Knowledge (Nature) +6, Profession (Fortune-Teller) +3, Ride +6, Spellcraft +6, Stealth +10
Languages Common, Draconic, Goblin
SQ +3 to Hit Points, Empathic Link with Familiar (Su), Share Spells with Familiar
Combat Gear Potion of Mage Armor
Other Gear fangfile, discarded half-orc bra (used as sling), discarded half-orc loincloth (used as backpack), lucky pet toad "Queenie (familiar), toad net (as butterfly net), flint and steel, cobbled fortune-teller's deck, part of medium fishing net (as small hammock), sealed raven skill (used as common lamp), broken cat skull (used as mug/tankard, 3 flasks of oil, 2 jars of pickled animal eyes (as trail rations), sewing needle, 50 ft. of thread, tossglove, halfling coin purse (used as waterskin)
--------------------
SPECIAL ABILITIES
--------------------
+3 to Hit Points You gain the Alertness feat while your familiar is within arm's reach.
Advantageous Distraction (1/day) Like most goblins, you're easily distracted. Unlike most goblins, though, you have a knack for being distracted at the right time, especially when it comes to avoiding pain. Once per day as a swift action, you can be momentarily distracted in combat
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (5 round(s)) (DC 12) (Su) Inflict penalties with a glance.
Fortune Teller Cast some divination spells at +1 caster level
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
--------------------
As a whelp, Hagatha always heard things talking to her -- rocks, flowers, butterflies, whatever was nearby always had interesting things to say like warnings, blather, non-sequiturs, and the oddest sorts of secrets. She could even "read" cards by having conversations with them. One day her lucky pet toad "Queenie" started telling her arcane secrets that led her to gain her great powers.
-------------------
QUEENIE CR 1/8
Male Toad
NN Diminutive Magical Beast ((Animal))
Init +1; Senses Low-Light Vision, Scent; Perception +9
--------------------
DEFENSE
--------------------
AC 16, touch 15, flat-footed 15. . (+1 Dex, +4 size, +1 natural)
hp 5 (1d8-2)
Fort +0, Ref +3, Will +4
--------------------
OFFENSE
--------------------
Spd 5 ft.
Melee Unarmed Strike -1 (--5/20/x2)
Space 1 ft.; Reach 0 ft.
--------------------
STATISTICS
--------------------
Str 1, Dex 12, Con 6, Int 7, Wis 15, Cha 4
Base Atk +0; CMB -3; CMD 2 (6 vs. Trip)
Feats Skill Focus: Perception
Skills Climb +1, Fly +7, Perception +9, Spellcraft -1, Stealth +21, Swim +1
Languages
SQ Improved Evasion (Ex)

--------------------
SPECIAL ABILITIES
--------------------
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
--------------------
SONG
--------------------
Chumps who hate what Hagatha does
Should learn to leave her 'lone because
She'll give them the evil eye
Watch them wither up and die!


Pathfinder Adventure Path Subscriber

I'm running "We Be Goblins" tonight in-continuity with my regular Rise of the Runelords game. For tonight's game, the player roster will be a bit different than my usual group, but I will have six players. (which is why I'm running a one-shot tonight!)

I'm using the pregens for Reeta, Chuffy, and Poog as presented. (One change-- based on the Licktoad goblin description in "Burnt Offerings," Licktoads have Swim instead of Ride as a racial bonus skill).

I made a very minor change to Poog. Zarongel is now the goblin god of fire, dog-killing, and song. His shame is that his songwriting ability is terrible. The last line of his song is now "...And Poog also stab you with knife if you say his songs aren't any good!"

The alchemist class doesn't exist in my version of Golarion, so I redesigned Mogmurch as a sorcerer...

Mogmurch the Magical

Personality: Mogmurch is deranged. He is proud to be the tribe’s only sorcerer (since Slurg killed the last one for insulting the chief), and wears magical-looking items most of the time. He lives with his wife Rempty, who has an irritating habit of licking his face clean in public. Rempty is proud to be married to the only sorcerer, but worries that he might blow himself up when she’s not around to watch.

Male goblin sorcerer 1
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft; Perception -1
DEFENSE
AC 15, touch 15, flat-footed 11
(+4 Dex, +1 size)
hp 11 (1d6+5)
Fort +1, Ref +4, Will +1
OFFENSE
Speed 30 ft.
Melee club -2 (1d4-2) or wand of shocking grasp +0 touch (1d6)
Ranged dart +4 (1d3-2)
Bloodline Spell-Like Abilities: (CL1, concentration +3)
5/day: acidic ray +4 touch (1d6 acid), range 30 ft.
Sorcerer Spells Known (CL1, concentration +3)
1st level (5/day): burning hands, shield
0 level (at will): acid splash, daze (DC 12), detect magic, spark
Bloodline Aberrant
STATISTICS
Str 6, Dex 18, Con 13, Int 11, Wis 8, Cha 14
BAB +0; CMB -2; CMD 11
Feats Eschew Materials, Toughness
Trait Bouncy
Skills Bluff +6, Stealth +8, Swim +3, Use Magic Device +6
Languages: Goblin (spoken only)
Combat Gear: potion of cure light wounds, wand of shocking grasp (9 charges), flask of acid, flask of alchemist’s fire, smokestick
Weapons & Armor: club, 4 darts
Other Gear: lucky pet toad (“Spike”), spectacles (for show), gourd full of pickled leeches (counts as 1 day’s rations), dog skull hat, leather-and-bone codpiece, necklace of dog teeth, four fake “magical” totems made of feathers and bones (used to threaten other goblins), juicy slug in old potion vial (snack), pumpkin-head lantern, soft leather boot (used as belt pouch).
SPECIAL ABILITIES
Racial Skills (Ex) Licktoad goblins gain a +4 racial bonus on Stealth and Swim checks.
Illiterate (Ex) Goblins are illiterate unless they have at least one rank of the Linguistics skill.

Mogmurch’s Song:
Magic Mogmurch casts a spell
Zapping longshanks where they dwell!
Look where Mogmurch’s foe has fell—
Crispy meat with tasty smell!


Pathfinder Adventure Path Subscriber

GLUMP CHOPPEM

Personality: Dim-witted Glump is a foul-tempered brute of a goblin who’s half-a-head taller and significantly stronger than just about any other Licktoad (except Slurg). Glump is quite distractible (even for a goblin), and has an even harder time staying on task than most goblins, which might be why the other goblins haven’t yet bothered to gang up and kill him during his rages.

Male goblin barbarian 1
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft; Perception +5
DEFENSE
AC 14, touch 14, flat-footed 11
(+3 Dex, +1 size)
hp 15 (1d12+3)
Fort +4, Ref +3, Will +0
OFFENSE
Speed 40 ft.
Melee horsechopper +3 (1d8+2 / x3) (reach 10 ft)
Or handaxe +3 (1d4+2)
Ranged thrown handaxe +3 (1d4+2)
Special Attacks Rage (6 rounds /day)
STATISTICS
Str 14, Dex 17, Con 14, Int 8, Wis 11, Cha 6
BAB +1; CMB +3; CMD 16
Feats Power Attack
Trait Advantageous Distraction
Skills Climb +6, Perception +5, Stealth +7, Swim +6
Languages: Goblin (spoken only)
Combat Gear: potion of cure light wounds, potion of barkskin
Weapons & Armor: leather armor, horsechopper, 2 hand axes
Other Gear: lucky pet toad (“Warty”), pouch of snake jerky (counts as 1 day’s rations), carpenter’s hammer, 5 iron spikes, horsehide hat with tail still attached, dented pewter tankard with broken handle stamped with a dragon design, flint and steel, 10 feet of leather cord.
SPECIAL ABILITIES
Racial Skills (Ex) Licktoad goblins gain a +4 racial bonus on Stealth and Swim checks.
Illiterate (Ex) Goblins are illiterate unless they have at least one rank of the Linguistics skill.

Glump’s Song:
Glump will chop the doggies down!
Glump will chop the horsies down!
Glump will chop the longshanks down!
Chop them down into the ground!


Pathfinder Adventure Path Subscriber

DURLA DOOMDIRGE

Personality: One of the best songwriters of the Licktoad tribe, Durla is the tribe’s warchanter. She is usually writing goblin songs when she’s not fighting with other goblins and/or taking their stuff. After all, she’s the warchanter, and other goblins shouldn’t have nicer stuff than her! Durla has a secret: she knows how to read several languages, but she doesn’t dare to actually write anything herself.

Female goblin bard 1
NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft; Perception +3
DEFENSE
AC 15, touch 13, flat-footed 13
(+2 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +1
OFFENSE
Speed 30 ft.
Melee dogslicer +2 (1d4-1 / 19-20)
Ranged shortbow +2 (1d4 / x3)
Bardic Performance: 4 rounds/day
Countersong, distraction, fascinate, inspire courage +1
Bard Spells Known (CL1, concentration +3)
1st level (3/day, DC 13): cure light wounds, sleep
0 level (at will, DC 12): daze, ghost sound, know direction, lullaby
STATISTICS
Str 8, Dex 14, Con 12, Int 14, Wis 8, Cha 14
BAB +0; CMB -2; CMD 11
Feats Weapon Finesse
Trait Rude Songs
Skills Acrobatics +6, Escape Artist +6, Knowledge (nature) +6, Linguistics +6, Perform (song) +6, Perform (string instruments) +6, Perception +3, Stealth +10, Swim +3
Languages: Common, Elvish, Goblin, Varisian
Combat Gear: potion of cure light wounds, tanglefoot bag
Weapons & Armor: leather armor, dogslicer, shortbow with 20 arrows in a quiver made from a human-sized boot.
Other Gear: lucky pet toad (“Banjo”), bag of roasted crickets and beetles (counts as 1 day’s rations), banjo made from doghide and old chair leg, set of human false teeth (used as hand puppet “Mr. Toothy”), tattered red velvet curtain (worn as a cape), rat trap, old blonde wig (worn).

SPECIAL ABILITIES
Racial Skills (Ex) Licktoad goblins gain a +4 racial bonus on Stealth and Swim checks.
Illiterate (Ex) Goblins are illiterate unless they have at least one rank of the Linguistics skill. (Note: You have one rank in Linguistics!)

Durla’s Song:
When Durla sings a fighting song
Goblins don’t need drum or gong!
Singing songs make goblins strong
So all our foes won’t live so long!


Pathfinder Adventure Path Subscriber

As an aside, three of the players who had expressed interest in my "We Be Goblins" one-shot bowed out at the last minute. I ended up running with Poog, Reeta, Chuffy, and my redesigned Mogmurch (running Poog as an NPC.)

The sorcerer version of Mogmurch seemed to run fine. Glump and Durla remain un-playtested.

Grand Lodge

I'll take Mogmurch and use him. Renaming him to Dogmunch so I can still use Mogmurch as a name for the Alchemist.

What trait do you recommend for him? I am thinking Foul Belch - Once per day as a standard action, you can force a particularly odious belch at a single opponent within 5 feet. The character affected must make a DC 12 Fortitude save or be sickened for 1d6 rounds. The save DC is Constitution-based.

Grand Lodge

I altered the build to the 15 pt standard array... makes him slightly less effective but still useable.

Dogmunch the Magical

Personality: Dogmunch is deranged. He is proud to be the tribe’s only sorcerer (since Slurg killed the last one for insulting the chief), and wears magical-looking items most of the time. He lives with his wife Rempty, who has an irritating habit of licking his face clean in public. Rempty is proud to be married to the only sorcerer, but worries that he might blow himself up when she’s not around to watch.

Male goblin sorcerer 1
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft; Perception -1
DEFENSE
AC 15, touch 15, flat-footed 11
(+4 Dex, +1 size)
hp 11 (1d6+5)
Fort +1, Ref +4, Will +3
OFFENSE
Speed 30 ft.
Melee club -2 (1d4-2) or wand of shocking grasp +0 touch (1d6)
Ranged dart +4 (1d3-2)
Bloodline Spell-Like Abilities: (CL1, concentration +3)
5/day: acidic ray +4 touch (1d6 acid), range 30 ft.
Sorcerer Spells Known (CL1, concentration +3)
1st level (5/day): burning hands, shield
0 level (at will): acid splash, daze (DC 11), detect magic, spark
Bloodline Aberrant
STATISTICS
Str 6, Dex 18, Con 13, Int 10, Wis 12, Cha 13
BAB +0; CMB -2; CMD 11
Feats Eschew Materials, Toughness
Trait Foul Belch - Once per day as a standard action, you can force a particularly odious belch at a single opponent within 5 feet. The character affected must make a DC 12 Fortitude save or be sickened for 1d6 rounds. The save DC is Constitution-based.
Skills Bluff +5, Stealth +8, Swim +3, Use Magic Device +5
Languages: Goblin (spoken only)
Combat Gear: potion of cure light wounds, wand of shocking grasp (9 charges), flask of acid, flask of alchemist’s fire, smokestick
Weapons & Armor: club, 4 darts
Other Gear: lucky pet toad (“Spike”), spectacles (for show), gourd full of pickled leeches (counts as 1 day’s rations), dog skull hat, leather-and-bone codpiece, necklace of dog teeth, four fake “magical” totems made of feathers and bones (used to threaten other goblins), juicy slug in old potion vial (snack), pumpkin-head lantern, soft leather boot (used as belt pouch).
SPECIAL ABILITIES
Racial Skills (Ex) Licktoad goblins gain a +4 racial bonus on Stealth and Swim checks.
Illiterate (Ex) Goblins are illiterate unless they have at least one rank of the Linguistics skill.

Dogmunch’s Song:
Magic Dogmunch casts a spell
Zapping longshanks where they dwell!
Look where Dogmunch’s foe has fell—
Crispy meat with tasty smell!

+4 Dexterity, –2 Strength, –2 Charisma: (15, 14, 13, 12, 10, 8)
Str 8 Dex 14 con 13 Int 10 Wis 12 Cha 15


Wow this thread is awesome. I came here looking for some help to make two more pre-gens for the We Be Goblin game we start tomorrow, as we may be 6 players, and then found this.

Really, much thanks!!

Now the problem is of course, that there's so many good ideas that I can't decide. :)


So guys with We Be Goblins Too out, how about you advance all these additional pregens to level 3?

Grand Lodge

Thank you, Dragonchess Player! I had to accommodate an extra player today and this enabled me to add a sixth! These were great, thank you so much.


New classes, new goblins.

Ronk

Ronk comes from a long line of tree-dwelling goblin shamans. Many, many, MANY of his forebears have had the honor of "Best Flamey-Handed-Fire-Boom-Boom Maker" in the Licktoad tribe. Though try as he might, Ronk can't master even the simplest of fire spells. And that makes Ronk just SO very angry...

Male goblin bloodrager 1
CE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft; Perception -1
---------------
Defense
---------------
AC 16, touch 12, flat-footed 13 (+3 armor, +3 Dex, +1 shield, +1 size, -2 rage)
hp 14 (1d10+4)
Fort +5, Ref +3, Will +1; +2 vs. fire spells
---------------
Offense
---------------
Speed 30 ft
Melee trident +6 (1d6+4/x2, range increment 10 ft) or punching dagger +6 (1d3+4/x3)
Ranged javelin +5 (1d4+4/x2, range increment 40 ft)
Special Attacks Elemental Strikes (3/day, swift action, +1d6 fire to melee damage for 1 round)
---------------
Statistics
---------------
Str 18, Dex 16, Con 16, Int 8, Wis 8, Cha 12
Base Attack +1; CMB +4, CMD 17
Bloodrage (6 rounds per day)
Feats: Fire Tamer
Traits: Goblin Foolhardiness, Axe to Grind
Skills: Acrobatics +10, Climb +6, Diplomacy +1 (+3 vs. goblins), Intimidate +5 (+7 vs. goblins), Spellcraft +3
Combat Gear: potion of cure light wounds, 2 flasks of alchemist's fire
Other Gear: small wooden armor, small light steel shield, 6 small javelins, small trident, small punching dagger, hollowed out dead raccoon (equivalent of small backpack), crudely made horse hide pants, human commoner's shirt (equivalent of small blanket), well-used flint and steel, severly dented dwarven helmet (equivalent of small iron pot), small belt pouch, 5 pounds of burnt toad skewers (equivalent of 5 days of trail rations), 10 torches, 8 tindertwigs, a mostly cured goat's bladder (equivalent of small waterskin), candle helmet, 10 beef tallow candles, 2 days of firewood, a weasel named Bitey Fuzz, 6 gp, 8 sp, 8 cp

When not raging, statistics are:
AC 18, hp 12, Fort +3, Will -1
trident +4 (1d6+2/x2), punching dagger +4 (1d3+2/x3), javelin +5 (1d4+2/x2)
Str 14, Con 12, CMB +2, CMD 15
Climb +4
---------------
Song
---------------
Ronk get angry just for fun;
Ronk's flamey hands make you run;
Ronk make the battles all be won;
Ronk stab with fork and make you done!


Next up, Bluuvi the Brawler!

Bluuvi

Bluuvi always loved throwing things at other things; Darts at birds, rocks at frogs, uneaten bird and frog remains at other goblins. Then one day she happened across gnome with a shiny metal tankard. She threw that at the gnome. Now she has shiny, dented tankard, and a bunch of new stuff!

Female goblin brawler 1
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft; Perception +6
---------------
Defense
---------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +2
---------------
Offense
---------------
Speed 30 ft
Melee short sword +3 (1d4+1/19-20 x2), handaxe +3 (1d4+1/x3), or unarmed strike +3 (1d4+2/x2)
Ranged javelin +6 (1d4+2/x2, range increment 40 ft), short sword +6 (1d4+2/19-20 x2), or handaxe +6 (1d4+2/x3)
---------------
Statistics
---------------
Str 13, Dex 16, Con 12, Int 8, Wis 15, Cha 6
Base Attack +1; CMB +2, CMD 15
SQ Martial Maneuvers
Feats: Improved Unarmed Strike*, Throw Anything
Traits: Advantageous Distraction, Heavy Hitter
Skills: Acrobatics +6, Climb +4, Perception +6, Ride +6, Stealth +10
Combat Gear: potion of jump, potion of magic fang, potion of resistance
Other Gear: small hide shirt, 2 small short swords, 2 small handaxes, 6 small javelins, small backpack with "J. K. Hurdenskoal, Esq." stitched in gnomish, a tattered and bloody gnome-sized scholar's outfit, small belt pouch, poorly stuffed woodchucks stitched together (equivalent of small bedroll), flint and steel, dead turtle stuffed with spoons in various states of repair (equivalent of small mess kit), 50 ft of hemp rope, grappling hook, 6 torches, 2 half-drunk vials of animal glue, bent flute, half-full jar of pickled mushrooms, turnips, and mice (equivalent of 2 days worth of trail rations), dented and blood-stained metal tankard with a screw on lid, also with "J. K. Hurdenskoal, Esq." etched in gnomish (equivalent of small waterskin), 7 gp, 8 sp, 9 cp

Bluuvi is currently Martial Maneuvers to grant herself the Point Blank Shot feat. Her base stats are:
Ranged javelin +5 (1d4+1/x2, range increment 40 ft), short sword +5 (1d4+1/19-20 x2), or handaxe +5 (1d4+1/x3)

---------------
Song
---------------
Bluuvi jump and Bluuvi kick;
She throws her sword, in you it stick;
Hear her screaming, you get sick;
Bluuvi punch you in the kneecap!

Osirion

Going to run this module to introduce my RPG group to Pathfinder, having something a bit silly acting as a one-shot will help them get a feel for the rules without having to invest in their characters.

Since my group is 6 players, came up with two additional pre-gens for them to use, along with level 3 versions for We Be Goblins Too

The first was inspired my this image - Goblin in Dragon Suit

Jachan, Goblin Monk level 1:

Jachan
Male Goblin Monk 1
LE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 13 (+3 Dex, +1 size, +1 dodge, +2 untyped)
hp 9 (1d8+1)
Fort +2, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite -3 (1d4) and
. . unarmed strike +2 (1d4+1)
Special Attacks flurry of blows, stunning fist (1/day, DC 12)
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 10, Int 13, Wis 14, Cha 6
Base Atk +0; CMB +0; CMD 16
Feats Ankle Biter, Dodge, Improved Unarmed Strike, Stunning Fist
Traits foul belch
Skills Acrobatics +7, Escape Artist +7, Intimidate +2, Perception +6, Stealth +11
Languages Draconic, Goblin
SQ ac bonus, stunning fist (stun), unarmed strike
Combat Gear potion of cure light wounds, potion of enlarge person, oil (2); Other Gear dragon costume (2 lb), genuine dragon scale (fake) (1 lb), racing snail (0.1 lb), snacking beetle (0.1 lb), trail rations, lizard, 2 sp, 5 cp
--------------------
Special Abilities
--------------------
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Ankle Biter You know how take a mouthful out of anyone who tries to overpower you.

Prerequisite: Goblin, Escape Artist 1 rank.

Benefit: If you are the target of a combat maneuver you can, as an immediate action, attempt to bite your o
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Foul Belch (1/day) Once per day as a standard action, you can force a particularly odious belch at a single opponent within 5 feet. The character affected must make a DC 12 Fortitude save or be sickened for 1d6 rounds. The save DC is Constitution-based.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
--------------------
More methodical than your average goblin, Jachan idolises dragons and seeks to emulate their ferocity and after hearing rumours of some longshanks who studied the Way of the Dragon, decided to try real hard to learn their crafty ways. You even have your very own breath weapon!

Jachan's Song
Hear Jachan roar so loud,
enough to make the chieftan proud.
Jachan bite and scratch and punch,
before he makes you his tasty lunch.

Jachan, Goblin Monk level 3:

Jachan
Male Goblin Monk 3
LE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 18, touch 17, flat-footed 14 (+1 armor, +3 Dex, +1 size, +1 dodge, +2 untyped)
hp 20 (3d8+3)
Fort +3, Ref +6, Will +5; +2 vs. enchantment spells and effects
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite -1 (1d4) and
. . unarmed strike +4 (1d4+1)
Special Attacks flurry of blows, stunning fist (3/day, DC 13)
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 10, Int 13, Wis 14, Cha 6
Base Atk +2; CMB +3 (+5 grapple); CMD 18 (20 vs. grapple)
Feats Ankle Biter, Boar Style, Dodge, Improved Grapple, Improved Unarmed Strike, Stunning Fist
Traits foul belch
Skills Acrobatics +9 (+13 jump), Escape Artist +9, Intimidate +4, Perception +8, Stealth +13
Languages Draconic, Goblin
SQ ac bonus, fast movement, maneuver training, stunning fist (stun), unarmed strike
Combat Gear elixir of fire breath, potion of blur, potion of cure light wounds (3), potion of enlarge person (3), potion of magic fang (2), oil (2); Other Gear bracers of armor +1, dragon costume (2 lb), genuine dragon scale necklace (fake) (1 lb), racing snail (0.1 lb), snacking beetle (0.1 lb), trail rations, lizard, 6 sp, 5 cp
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Special Abilities
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AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Ankle Biter You know how take a mouthful out of anyone who tries to overpower you.

Prerequisite: Goblin, Escape Artist 1 rank.

Benefit: If you are the target of a combat maneuver you can, as an immediate action, attempt to bite your o
Boar Style Unarmed strikes deal bludgeoning or piercing damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +1/+1 (Ex) Make Flurry of Blows attack as a full rd action.
Foul Belch (1/day) Once per day as a standard action, you can force a particularly odious belch at a single opponent within 5 feet. The character affected must make a DC 12 Fortitude save or be sickened for 1d6 rounds. The save DC is Constitution-based.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Maneuver Training (Ex) CMB = other BABs + Monk level
Stunning Fist (3/day, DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

The second was inpsired by this image of a Goblin Sorcerer, combined with the idea of what a goblin forensic anthropologist might end up like :)

Bones, Goblin Sorcerer, Level 1:

Bones
Female Goblin Sorcerer 1
NE Small humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 10 (1d6+4)
Fort +1, Ref +1, Will +3
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Offense
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Speed 30 ft.
Melee dagger +0 (1d3-1/19-20) and
. . dagger +0 (1d3-1/19-20) and
. . quarterstaff +0 (1d4-1)
Special Attacks bloodline arcana: undead
Spell-Like Abilities (CL 1st; concentration +2)
. . 4/day—grave touch
Sorcerer Spells Known (CL 1st; concentration +2):
. . 1st (4/day)—cause fear (DC 12), obscuring mist
. . 0 (at will)—acid splash, bleed (DC 11), flare (DC 11), prestidigitation, touch of fatigue (DC 11)
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Statistics
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Str 8, Dex 12, Con 13, Int 14, Wis 12, Cha 13
Base Atk +0; CMB -2; CMD 9
Feats Eschew Materials, Toughness
Traits caretaker
Skills Heal +8 (+9 circumstance to treat wounds or deadly wounds), Perception +2, Ride +5, Spellcraft +6, Stealth +9, Use Magic Device +5; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin, Orc
SQ bloodlines (undead)
Combat Gear potion of cure light wounds, potion of mage armor, healer's kit; Other Gear dagger, dagger, quarterstaff, bird-skull necklace, dead snake (1 lb), necklace of goblin finger bones (1 lb), preserved goblin eye (0.1 lb), string or twine, surgeon's tools, trail rations, raven, 19 sp, 5 cp
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Special Abilities
--------------------
Bloodline Arcana: Undead (Ex) Formerly humanoid corporeal undead are humanoids for your mind-affecting spells.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Grave Touch (1 rds, 4/day) (Sp) Melee touch attack leaves target shaken for 1 round or frightened for 1 round.
Undead Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
--------------------
Bones is creepy even by goblin standards, and spends far too much time amongst dead things. She likes to watch to die slowly and often drowns or strangles small animals just to watch them pass from alive to dead. Bones also likes to cut things up and find out how they work, which gives her some basic healing knowledge though few goblins are brave enough to let her work on them.

Bone's Song
Gasping lungs and chest so tight,
till your eyes are not so bright.
Watch you gasp, watch you stilled,
Bones will watch you until you killed

Bones, Goblin Sorcerer level 3:

Bones
Female Goblin Sorcerer 3
NE Small humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 13 (+1 armor, +1 shield, +1 Dex, +1 size)
hp 17 (3d6+6)
Fort +2, Ref +2, Will +4
DR 5/lethal; Resist cold 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d3-1/19-20) and
. . dagger +1 (1d3-1/19-20) and
. . quarterstaff +0 (1d4-1)
Special Attacks bloodline arcana: undead
Spell-Like Abilities (CL 3rd; concentration +4)
. . 4/day—grave touch
Sorcerer Spells Known (CL 3rd; concentration +4):
. . 1st (6/day)—cause fear (DC 13), chill touch (DC 13), obscuring mist, ray of enfeeblement (DC 13)
. . 0 (at will)—acid splash, bleed (DC 12), daze (DC 11), detect magic, flare (DC 11), message, prestidigitation, touch of fatigue (DC 12)
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 13, Int 14, Wis 12, Cha 13
Base Atk +1; CMB -1; CMD 10
Feats Eschew Materials, Spell Focus (necromancy), Toughness
Traits caretaker
Skills Heal +10 (+11 circumstance to treat wounds or deadly wounds), Perception +4, Ride +5, Spellcraft +8, Stealth +9, Use Magic Device +7; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin, Orc
SQ bloodlines (undead)
Combat Gear potion of cure light wounds (3), potion of mage armor (2), wand of animate dead (3 charges), healer's kit; Other Gear mithral buckler, dagger, dagger, quarterstaff, bracers of armor +1, bird-skull necklace, dead snake (1 lb), necklace of goblin finger bones (1 lb), preserved goblin eye (0.1 lb), string or twine, surgeon's tools, trail rations, raven, 19 sp, 8 cp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Undead (Ex) Formerly humanoid corporeal undead are humanoids for your mind-affecting spells.
Damage Reduction (5/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Grave Touch (1 rds, 4/day) (Sp) Melee touch attack leaves target shaken for 1 round or frightened for 1 round.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Undead Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
Wand of animate dead (3 charges) Add this item to create a wand of a chosen spell.

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