Creat a Goblin Tribe


Homebrew and House Rules


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So I've been putting together an Echo Wood sandbox campaign for my group, and one of the things I'm including is a bunch of Goblin tribes. I'm going to an effort to make each tribe somewhat unique. Mostly fluff text, swaping some Racial traits and the default goblin feat (Improved Initiative) for something else, followed by a handful of boss goblins.

So far I have
The Ripfangs - Tribe of really savage cannible goblins who make their weapons out of the bones of their prey. Big Head Sharp Teeth, two weapon fighting and their Leader is a Goblin Barbarian (Cannible archetype). 1 in 5 of these Goblins has the Barbarian Template from Monster Codex.

The Bonedancers - Came across a temple of Urgothoa and misinterprited her as "The Goddess of Eating", After a huge feast in her honor (and some bad mushrooms) they had a holy vision and became full on fanatics. Leaders are a Goblin Antipaladin and a Goblin Cleric of Urgothoa. Tribe also has several Goblin Rattlebones (Dirge bards) and has started creating Goblin Ghouls.

I need at least 5 more tribes though so I'm looking for ideas, is anyone willing to offer up some for me


Thunder mountain tribe- The drow have put them to work doing the more dangerous parts of making gunpowder. Each goblin works alone in a cave in Thunder Mountain. Members of the tribe bring hand muskets, powder, and musket balls. After they fire both muskets they reload so they are useless for the rest of the battle. The ones that survive are lucky(+1 to everything). They are led by a pair of bugbears(Their family are in a nearby mountain, a safe distance from Thunder Mountain) and they dress like Musketeers.


Are you using Dreamscarred Press's Ultimate Psionics? If so, you could totally do a clan that is either almost entirely Blues or ran by Blues. Make them more educated/civilized, but none the less evil. Maybe toss in some hobgoblin'esque tactics. Maybe have a lakeside tribe of Kijimuna that is allied to whoever the goodguys work for/atleast considered a nuisance rather than a threat. Possibly have a tribe of Hobgoblins that have taken over an otherwise weak/barely a threat tribe of goblisn and have trained them into an effective horde/shocktroopers. And maybe toss in a tribe of Kobolds(similar size/cr, different tactics) to mix things up.

Sczarni RPG Superstar 2012 Top 32

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Slimeslurpers - In a collapsed Azlanti tower near the edge of the wood, resides a Colossal slug. The slug is unable to climb the perfectly smooth walls of the tower's basement to escape. The slug consumed something in the basement that has enabled it to grow to such a size and has altered its chemistry, so that the its slime is a sedative.

The first goblins to come upon the tower tried to eat the from the living slug, but fell asleep after a few ferocious bites. The rest of the tribe watched while the slug ate them. Now, the tribe makes sacrifices to the slug and harvests its slime. The tribe holds drinking contests to see who can drink the most slime before succumbing to its effects and they have created poisons that put their victims to sleep.


Bonefists

When the tribe split up, one of the goblins had his hands ritualistically scarred across the back, exposing the bones of his knuckles. He kept them in this condition until it was natural, because he noticed that beating his wives and subcommanders hurt more when the knuckles connected.

Goblins in this tribe have Improved Unarmed Strike in lieu of Improved Initiative. Instead of the racial modifiers to Ride and Stealth, the Bonefists receive a +1 to hit and a +1 to damage when attacking unarmed. Commanders in this clan can be Brawlers or Monks (who adhere to the ritual scarification as true ritual).


The Leafy Swoopers: This tribe of goblins live in a big forest in crude treehouses. Their favored tactics are to jump down on prey from tree branches. As such, most of them tend to be trained in stealth and acrobatics, though they're so naturally gifted at climbing that they shouldn't need ranks in that skill. Mechanically, they all have the Cave Crawler* and Tree Runner traits. Exceptional members of the Leafy Swoopers tend to be members of the Ranger, Rogue, or Slayer classes.

* Climb Speed is really helpful.


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Alick wrote:
Are you using Dreamscarred Press's Ultimate Psionics? If so, you could totally do a clan that is either almost entirely Blues or ran by Blues. Make them more educated/civilized, but none the less evil. Maybe toss in some hobgoblin'esque tactics. Maybe have a lakeside tribe of Kijimuna that is allied to whoever the goodguys work for/atleast considered a nuisance rather than a threat. Possibly have a tribe of Hobgoblins that have taken over an otherwise weak/barely a threat tribe of goblisn and have trained them into an effective horde/shocktroopers. And maybe toss in a tribe of Kobolds(similar size/cr, different tactics) to mix things up.

You could give them the mutation telepathic. The blue skin is cosmetic and no problem.

18: Telepathic
0 level they mirror the emotions of whatever they face.
1st. Empathy. DC10 + Intelligence bonus + 1 every odd level vs target will save. They can tell the target's intent, friendly, neutral, or hostile. Charmed and in love reads the same. Sentient undead always read as sad.
3rd. Detect Thoughts, continuously. If they might be stunned by godlike intellect, they can will save. Success means they turn off their power temporarily or turn it away to another area. If they fail the save or their power is somehow disrupted, it will turn on next round.
5th. Can read deeper thoughts. By focusing on one mind, they can pick out one memory each round. Such memories are name, weaknesses, who they work for, ect. They can also implant thoughts. Basically, they have to use charisma based skills such as bluff or diplomacy. This is not language dependent as it bypasses the speech centers.
7th. Mind link. They can converse telepathically to an ally as long as they are not separated by thick metal. Range 10 feet per level. One ally per 3 levels(so 2 at seventh level).
9th. Can retrieve, alter, or block memories. One save per event/memory.
Class Skills: Bluff, Diplomacy, and Intimidate
Sorc. Bonus spells 1st-Charm Person, 3rd-Daze Monster, 5th-Hold Person, 7th-Charm Monster, 9th-Hold Monster, 11th-Mass Suggestion, 13th-Insainity, 15th-Demand, 17th-Dominate Monster, 19th-Hold Monster Mass.
Bonus Feat: Persuasive
Bloodline Arcana: DC of all mind affecting spells is +2.

More Int. and Charisma, less Dex and Con. A 7th level sorc sub chieftan can ride herd on the other goblins in a squad and coordinate with the other Blues.

Liberty's Edge

The Ember Heart tribe: A goblin tribe whose love of fire has extended to an unusual habit of eating the still glowing embers of their colossal bonfires, often leading to severe damage and scarring of their internal tract. Their Habit of Migrating when they run out of things to burn(normally every few months) has put many of the other inhabitants of the area into a state of panic, mostly because things that are flammable have a tendency of being burned down around them.

Their History of Pyromania has been Coupled with a minor habit of enslaving survivors of the torched towns and settlements they raid. These slaves normally are there to prevent the Ember hearts natural pyromania from destroying all of their camps, directing the fire to areas where less damage may be caused. They also are taken as Trophies of great victories.

The Goblin chiefs sometimes take slaves as trophy wives, usually after a Massive and incredibly famous victory. The Greatest of all the chiefs in the tribes history, His World burning scarred-ness king Burnygut XVII, once had over 26 wives, 22 were captives from settlements taken, 2 were brides who willingly joined the tribe, and 2 were goblins of the highest caliber. He went missing with all his sons in a attempted invasion of the plane of fire. And people worry that he might have survived and come back.


ErisAcolyte-Chaos jester wrote:

The Ember Heart tribe: A goblin tribe whose love of fire has extended to an unusual habit of eating the still glowing embers of their colossal bonfires, often leading to severe damage and scarring of their internal tract. Their Habit of Migrating when they run out of things to burn(normally every few months) has put many of the other inhabitants of the area into a state of panic, mostly because things that are flammable have a tendency of being burned down around them.

Their History of Pyromania has been Coupled with a minor habit of enslaving survivors of the torched towns and settlements they raid. These slaves normally are there to prevent the Ember hearts natural pyromania from destroying all of their camps, directing the fire to areas where less damage may be caused. They also are taken as Trophies of great victories.

The Goblin chiefs sometimes take slaves as trophy wives, usually after a Massive and incredibly famous victory. The Greatest of all the chiefs in the tribes history, His World burning scarred-ness king Burnygut XVII, once had over 26 wives, 22 were captives from settlements taken, 2 were brides who willingly joined the tribe, and 2 were goblins of the highest caliber. He went missing with all his sons in a attempted invasion of the plane of fire. And people worry that he might have survived and come back.

The Efretti took them all as minions. :)

Sovereign Court

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The Toe Taker Tribe:

A semi-mobile tribe that found a niche within the Chelish hinterlands: preying upon halfling slave encampments.

Halfling slaves are ideal prey for numerous reasons:

1) Halflings aren't any more physically powerful than the goblins themselves.
2) Halfling slaves aren't permitted formidable weaponry!
3) Preying upon slaves brings much less hostile attention from the Chelish powers-that-be than upon the longskin peasantry.
4) Through natural selection, the Toe Taker Tribe has leaders that understand to "git when tha gittin's good" and relocate to quieter grounds before anyone is sufficiently upset to unleash the Hellknights on them.
5) Pickled Halfling Toes are the best!


The Dreamwalkers, led by a shamanistic matriach who follows the tenets of Lamashtu. The prize warrior of the tribe is a minotaur barbarian, who was magically enchanted/enslaved by the matriach as a young bull. The tribe is the smallest goblin tribe and spends most of its time attempting to bend their neighbours the Bonedancers to do their bidding through trickery and sorcery.


The Researchers

They act like gnomes when it comes to science. They rarely fight, and spend most of their time building anything, as long as it is new. Their leader is an intelligent golem that spends all its time thinking because they asked it to solve the universe (The golem is perhaps the smartest being anywhere). In the golems stead the tribe is ruled by whoever has the most powerful death ray this week. Their goal is to learn everything and will happily trade for new things and never fight. If driven too war, then woe betide whoever has to go up against their death rays and tactics golems. They will happily accept outsiders into their ranks, although living anywhere near them is very dangerous as one of their fascinations is with creating bigger bombs.


Gob Wobblers: bunch of drunk, raging barbarian goblins. They mostly just scream real loud and try to do stupid stuff, but sometimes they band together and raid nearby cellars for mead/wine/what-have-you. More of a nuisance than anything.


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Hammerknife Tribe - These goblins invaded a mine, killed all the miners, and found a bunch of pickaxes. Not knowing what these tools were for, let alone what to call them, they decided they must have been some odd combination of a hammer and a knife and thus named themselves the Hammerknives. They wield pickaxes (1d8 piercing, x4 crit, martial) into battle and set up cruel traps that cause cave-ins. They also favor pit traps as a means of capturing adventurers.

Hammerknife goblins favor the rogue, ranger (deep walker) and bard classes. They also employ sling-focused Fighters. Many of their Warriors replace Improved Initiative with Throw Anything so they can carry multiple pickaxes and throw them as needed.

Boomshroom Tribe - These goblins have taken up residence in a fungal paradise (or fungal Hell as anyone sane might say) filled with volatile gas spores that make travel through the area particularly hazardous. To goblins, these explosive spores and the other dangerous substances in the swamp are perfect for concocting EXPLOSIVES! They worship Cyth'Vsug, the terrible Demon Lord of Fungus and Parasites, though some of the goblins also worship Zarongel; the other three Goblin Hero-Gods find less favor than these two entities among the Boomshrooms. They enjoy using illusion spells to lure out "dumb longshanks" into the wilderness with cries for help (typically a human or elven woman's voice); while the cries are usually unconvincing, it's enough to get unwary travelers to investigate...

Boomshroom goblins use lots of alchemical goods: acid flasks, alchemist's fire, tanglefoot bags and pox bursters. For weapons, they favor any form of spear (especially javelins and shortspears) as well as stingchucks. Witches and alchemists make up the majority of their PC-classed leaders.

Hopbop Tribe

The Hopbop tribe is known for its unusual choice of mount: giant frogs. They enjoy hopping into battle on the backs of their nimble steeds, wildly swinging makeshift flails around in order to drive their enemies away. These goblins reside in the marshlands, attacking whatever riverboats happen to be passing by, leaping aboard deck on their well-trained giant frogs (and often capsizing small boats).

Hopbop goblins are not entirely violent, at least not all the time. They are, in fact, willing to negotiate with outsiders, even humans, so long as those outsiders have something they want (typically booze, food, and shiny stuff). Most of the time, this simply means bullying neighboring fishing villages for whatever they have to offer; however, the Hopbop tribe is willing to sell its services as mercenaries should a powerful and wealthy enough group approach them (again, even humans). That said, if they sense weakness they are liable to just take what they want by force.

In the same vein, Hopbop goblins focus on capturing foes rather than killing them. It's not unusual for Hopbop goblins to kidnap travelers or children and try to sell them as hostages to neighboring villages (frequently the wrong village at that). Should nobody pay the tribute they demand, they will force the unfortunate soul to live among them as a laborer. There are rumors that the Hopbop chieftan has actually taken a young human woman as his wife, though this is probably not true; others claim that the Hopbop chieftan has adopted some kidnapped children as his own, going so far as to say they've seen those children joining the goblins in their raids.

Particularly intelligent members of the Hopbop tribe use lances as well as flails. Cavaliers (riding giant frogs), Hunters, Rogues and Rangers all are represented among this tribe. Particularly powerful members of the tribe ride dire frogs. They are usually Chaotic Neutral rather than Chaotic Evil.


Black Spears-Rabid traders and scavengers. Fight with swarms of spear men and javelins, prefer mobbing lightly armored foes, cannot cope with agile opponents or flyers, prefer scrub and close woods. Mobile with camouflage camps by day.


Some great ideas here. Already grabbed a few, thanks folks. Feel free to keep em coming


I'm totally stealing everyone ideas for my homegames.


Nightskulk Tribe - This goblin tribe has been afflicted with lycanthropy longer for as long as they can remember. While werewolves are hunted in other societies, the Nightskulks believe it to a blessing that bring them closer to becoming Barghests themselves. The Nightskulks, therefore, are careful to afflict as many of their own number as they can with the disease, granting the curse to any goblin that joins their tribe, while at the same time taking great pains to avoid spreading it to non-goblin races.

The Nightskulks are territorial and xenophobic. Their perception of what their borders are is constantly shifting outward, leading them to launch an ever increasing number of raids against their unfortunate neighbors. They believe their tribe is destined to rule over the entirety of the region, and they begun forging a tenuous alliance with a group of gnolls (which, given their xenophobia, involves both sides thinking they can take advantage of the other).

While not an especially large tribe, they have driven off groups of seemingly more powerful creatures in the past. Indeed, they use the bones of a hill giant both to decorate the entrance to their warrens and to serve as a warning to outsiders who dare to approach.

Nightskulks with class levels tend to be rogues, rangers and druids (especially wolf shaman) almost exclusively. They are always trained in Stealth and typically have high dexterity scores. Both natural and afflicted werewolves are among them. Nightskulk goblins prefer to follow their prey as they travel through the woods until nightfall before attacking, and they especially enjoy attacking them as they're sleeping or setting up camp. They use shortbows and slings when fighting from afar, but transform into hybrid or animal forms when engaging up close. Those Nightskulks that are particularly skilled at archery equip themselves with composite shortbows and ride animal-form brethren into battle.

* * * * *

I've got two more ideas that I'll post later. One focuses on blight druids. Another focuses on a tribe that's patsy to some much scarier monsters...


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Blackstone Tribe

They have a source of volcanic glass (Obsidian) and use it to craft fragile weapons.

Give any of the goblins that have +1 BAB the "splintering weapon" feat, and all of a sudden you have swarms of little guys throwing weapons that cause 1D4 BLEED DAMAGE on hit.

A level 1 warrior npc class goblin could be doing bleed damage. :D

Living near a volcano, live or dead, they would probably also have great arable land, you could make them non-nomadic (agrarian, good farmers)-even set them up in a castle they made "the black fortress".

Have the warrior types use ink to stain their teeth black, give them the alternate racial trait "hard head, big teeth"... so they open with a volley of razor sharp, bleeding weapons, then charge in with equally scary splintering spears/daggers etc, stabbing, slashing and biting.

Make it a society of goblins where they never started using metal at all. All their currency is gems/stones, all their weapons are wood/obsidian. Armor is blackened wood/leather/hide.

Maybe throw a red dragon in there at the later levels, they can worship it as a god or whatever. Can also explain how their heroes get their dragonscale armor/shields.


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I REALLY like the mechanical concepts you have for the Blackstone tribe. Normal stone weaponry would also work, so it's not hard to imagine some stone stone javelins being wielded by a tribe of nasty gobbers to great effect...

Deadface Tribe - Known for their white, skull-shaped warpaint, their diseased weapons and their eagerness to wield the terrible powers of disease against their foes. Their leaders are Blight Druids and are obsessed with spreading death and devastation. Their reasoning is quite simple: everyone else is an enemy, and so everything must burn so the outsiders can't have anything but death and ash. They do not care for their own lives. So long as everyone else dies first, they win.

The Deadface tribe is small but powerful. They are virtually immune to disease (they have the Corpse Cannibal trait and either the resilient or Foul Belch traits), which gives them an advantage when wielding their weapons of choice: viridium dogslicers and arrows. They also coat their weapons, whether made from iron, stone or viridium, in the blood of diseased animals (especially rats) so they may inflict their opponents with filth fever. They prefer to launch volleys of diseased arrows before retreating into the cover of the forest. They then return later to finish the job once the enemy is wracked with disease.

The Deadface tribe does not have any allies, nor are they open to negotiations. However, they do command swarms of rats and sometimes ride goblin dogs or dire rats into battle (using the Undersized Mount feat). Deadface archers riding dire rats like to lure enemies into ambushes before retreating into the trees on their mounts, out of reach (dire rats have climb speeds).

The Deadface tribe is led by Blight Druids, but there are also Clerics of the goblin deities (including Lamashtu) and Urgothoa among their ranks. They also have highly experienced Feral Gnashers leading their charges. A select few rangers (usually Trappers) lead their archers. Their leader - one of the Blight Druids - has the spell Blightburn Weapon on her spell list (despite the fact this isn't normally possible for druids). She is a 9th level Blight Druid and thus immune to disease, able to wade into the battle with a truly terrifying weapon.


Inlaa wrote:

I REALLY like the mechanical concepts you have for the Blackstone tribe. Normal stone weaponry would also work, so it's not hard to imagine some stone stone javelins being wielded by a tribe of nasty gobbers to great effect...

Deadface Tribe - Known for their white, skull-shaped warpaint, their diseased weapons and their eagerness to wield the terrible powers of disease against their foes. Their leaders are Blight Druids and are obsessed with spreading death and devastation. Their reasoning is quite simple: everyone else is an enemy, and so everything must burn so the outsiders can't have anything but death and ash. They do not care for their own lives. So long as everyone else dies first, they win.

The Deadface tribe is small but powerful. They are virtually immune to disease (they have the Corpse Cannibal trait and either the resilient or Foul Belch traits), which gives them an advantage when wielding their weapons of choice: viridium dogslicers and arrows. They also coat their weapons, whether made from iron, stone or viridium, in the blood of diseased animals (especially rats) so they may inflict their opponents with filth fever. They prefer to launch volleys of diseased arrows before retreating into the cover of the forest. They then return later to finish the job once the enemy is wracked with disease.

The Deadface tribe does not have any allies, nor are they open to negotiations. However, they do command swarms of rats and sometimes ride goblin dogs or dire rats into battle (using the...

Actually, normal stone doesn't work as well, you can do spears and arrows, but not daggers/slashing weapons :(


True, though javelins and a large number of good melee spears are still options. Look at the Fighter's weapon group, Spears...

Quote:
Spears: amentum, boar spear, chain spear, elven branched spear, javelin, harpoon, lance, longspear, orc skull ram, pilum, planson, shortspear, sibat, spear, tiger fork, trident, and weighted spear.

Goblin cavaliers wielding lances and javelins for melee and ranged respectively could be fun.


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The TreeHopper/TreeDropper Tribe

These Tree Runner goblins live in the trees. They may have some pet monkeys, maybe some of them even develop into true monkey goblins.

Their leader is an oversized goblin drunken brute brutal pugilist barbarian with the Lead from the Back, and Monkey Style feats. Rage Powers:Animal Fury, Brawler.

Oversized goblin:
Source: Monster Codex

Over-sized Goblins: A few goblins attain a much larger size than their kin. No one is exactly sure why they grow to be giants among their kind, but it’s probably due to a combination of luck, diet, and constant access to food. These goblins are monsters among their own kind, not just in height, but also in girth and in strength. If not cast out for eating all of the tribe’s food, over-sized goblins often become the bosses of their tribes, and the most powerful of them become chiefs.

Over-sized goblins are Medium size, and grow to 4 to 5 feet tall. They tend to be particularly obese, weighing between 225 and 275 pounds. Instead of the normal racial ability score modifiers for goblins, over-sized goblins gain a +2 bonus to Strength, a +2 bonus to Dexterity, and a –2 penalty to Charisma.

Many members have the Roll With It, Improved Unarmed Strike or Monkey Style feats.

Many also have 1 or two levels of rogue with the acrobat archetype. There's at least one daredevil bard among them and some feral gnasher barbarians that often attack flinging hardened poo via throw anything. (EDIT Battle singer feat not compatible with daredevil bard)

The shaman is an old aged disgusting shrivelled dual-cursed nature oracle 5 with the blackened and infested goblin curse who got burned by an attack of the fiery Ember Heart tribe whem he was a wee little goblin. He has the Friend to the Animals and Nature's Whispers revelations, often summoning poisonous verming like giant centipedes. He also has the Fire Tamer and Flame Heart feats.

(Note: Blackened curse is frozen at level 1, advancing the Infested Goblin Curse. Vomit Swarm is just too sweet...)

PS: Someone needs to figure out a tribe with goblin dogs.

Sovereign Court

alexd1976 wrote:
Actually, normal stone doesn't work as well, you can do spears and arrows, but not daggers/slashing weapons :(

You can most definitely make stone slashing weapons and knives. Obviously they don't hold an edge as well is iron or steel, but they can be made incredibly sharp. Obsidian's qualities are well known, including its fragility.

Welded tuff isn't as well known to laypersons, but that material knaps to a wicked edge as well and is much more durable than obsidian.


deusvult wrote:
alexd1976 wrote:
Actually, normal stone doesn't work as well, you can do spears and arrows, but not daggers/slashing weapons :(

You can most definitely make stone slashing weapons and knives. Obviously they don't hold an edge as well is iron or steel, but they can be made incredibly sharp. Obsidian's qualities are well known, including its fragility.

Welded tuff isn't as well known to laypersons, but that material knaps to a wicked edge as well and is much more durable than obsidian.

Nah, Stone and Obsidian are listed differently. I was surprised too.

Stone
Stone Age weapons almost always utilize stone in some way. From rocks lashed to wooden hafts to create early maces and axes, to flint knives and stone arrowheads, these primitive weapons are still deadly.

Stone weapons cost a quarter of what base items of their type do, and weigh 75% of what base items of their type do.

Weapons: Light and one-handed bludgeoning weapons, spears, and arrowheads can all be made of stone.

Weapons made of stone have half the hardness of their base weapons, and have the fragile condition.

Armor: Armor cannot usually be constructed from stone, but advanced, often alchemically enhanced stone armor made by dwarves or other stone-working

Obsidian
This black volcanic glass is extremely sharp, and can be shaped into a variety of weapons that do piercing and slashing damage. Bits of obsidian inserted into a length of tempered wood create effective swords called terbutjes.

Obsidian weapons cost half of what base items of their type do, and weigh 75% of what base items of their type do.

Weapons: Obsidian can be used to craft light and one-handed weapons that do piercing or slashing damage, as well as spear tips and arrowheads.

Obsidian weapons have half the hardness of their base weapon and have the fragile quality.

Armor: The fragile glass nature of obsidian is perfect for creating sharp points and blades, but those same qualities make it unsuitable for creating armor. Armor cannot be constructed from obsidian.

I don't AGREE with this, but that is how it is written.

Sovereign Court

Ah, I failed to understand where you were coming from.

alexd1976 wrote:
Weapons: Light and one-handed bludgeoning weapons, spears, and arrowheads can all be made of stone.

Still, syntactic ambiguity allows for at least two ways to interpret that sentence. And both are perfectly RAW.

In effect: All Light and one-handed bludgeoning weapons, spears, and arrowheads can all be made of stone.

It can also be read as

In effect: Light bludgeoning and one-handed bludgeoning weapons, spears, and arrowheads can all be made of stone.


Quote:
In effect: Light bludgeoning and one-handed bludgeoning weapons, spears, and arrowheads can all be made of stone.

That's how I read it.

By the way, I probably won't be able to post the second goblin tribe I was going to until later today. I'm not sure when exactly.


deusvult wrote:

Ah, I failed to understand where you were coming from.

alexd1976 wrote:
Weapons: Light and one-handed bludgeoning weapons, spears, and arrowheads can all be made of stone.

Still, syntactic ambiguity allows for at least two ways to interpret that sentence. And both are perfectly RAW.

In effect: All Light and one-handed bludgeoning weapons, spears, and arrowheads can all be made of stone.

It can also be read as

In effect: Light bludgeoning and one-handed bludgeoning weapons, spears, and arrowheads can all be made of stone.

I hope my DM sees it as the first way, I want to build a character who breaks up rocks by the side of the road at the end of every day and uses them as crappy daggers that break apart when thrown... but do bleed damage. :D


The most gonzo goblin tribe thread

Tribe of Crazy Goblins thread

Tribes Most Foul: Goblins by RSP ($1.99)

100% Crunch: Goblins by RSP ($3.99)

Lantern Lodge

Elephant Goblins:

The group worships an awakened elephant, who considers the Goblins his children. Along with other elephants, the awakened elephant protects his children, giving the goblins unnaturally long lives. In combat, 3-4 goblins ride a single elephant into battle.


FrodoOf9Fingers wrote:

Elephant Goblins:

The group worships an awakened elephant, who considers the Goblins his children. Along with other elephants, the awakened elephant protects his children, giving the goblins unnaturally long lives. In combat, 3-4 goblins ride a single elephant into battle.

I'm imagining an elephant with Goblins tied to his legs and trunk, each one wielding a reach weapon... a howdah on top with archers... oh man... I'm stealing this one.


For your primitive goblin cannibals the Feral Gnasher archetype might work really well. It gives up martial weapons other than greatclubs but gains a Bite attack with Grab, and if the goblin has Big Head Sharp Teeth the Bite damage increases.

Regarding the Urgathoa worshipping goblins, there’s a goblin deity called Venkelvore who is described as obese and associated with eating. Even if you keep the Bonedancer tribe worshipping Urgathoa maybe they could have more orthodox rivals who worship Venkelvore.

@Inlaa - I find the Boomshrooms amusing. They remind me of a dungeon I made years ago where a large tribe of goblins inhabiting a set of caves emptied their commodes into a low lying cave which also served as the destination for sewage from a giant fortress atop the mountain above. The low cave became known to the PCs at "The Otyugh Hole", and by the time they finally got up the courage to venture into it the eponymous Otyugh had grown to Huge size. I'd made a suitably sized custom mini, and it was quite an encounter. The giant collection of sewage and Evil had also led to the establishment of a group of fiendish myconids (mushroom people) who had reproductive spores which could infect other creatures with a fungal "Matango" template. Your use of the term "Fungal Hell" makes me wonder if you're familiar with the song "Mushroom Festival in Hell" by Ween. The title along with some large fungi growing in my back yard was part of the inspiration for the campaign.


Goth Guru wrote:
Alick wrote:
Are you using Dreamscarred Press's Ultimate Psionics? If so, you could totally do a clan that is either almost entirely Blues or ran by Blues. Make them more educated/civilized, but none the less evil. Maybe toss in some hobgoblin'esque tactics. Maybe have a lakeside tribe of Kijimuna that is allied to whoever the goodguys work for/atleast considered a nuisance rather than a threat. Possibly have a tribe of Hobgoblins that have taken over an otherwise weak/barely a threat tribe of goblisn and have trained them into an effective horde/shocktroopers. And maybe toss in a tribe of Kobolds(similar size/cr, different tactics) to mix things up.

You could give them the mutation telepathic. The blue skin is cosmetic and no problem.

18: Telepathic
0 level they mirror the emotions of whatever they face.
1st. Empathy. DC10 + Intelligence bonus + 1 every odd level vs target will save. They can tell the target's intent, friendly, neutral, or hostile. Charmed and in love reads the same. Sentient undead always read as sad.
3rd. Detect Thoughts, continuously. If they might be stunned by godlike intellect, they can will save. Success means they turn off their power temporarily or turn it away to another area. If they fail the save or their power is somehow disrupted, it will turn on next round.
5th. Can read deeper thoughts. By focusing on one mind, they can pick out one memory each round. Such memories are name, weaknesses, who they work for, ect. They can also implant thoughts. Basically, they have to use charisma based skills such as bluff or diplomacy. This is not language dependent as it bypasses the speech centers.
7th. Mind link. They can converse telepathically to an ally as long as they are not separated by thick metal. Range 10 feet per level. One ally per 3 levels(so 2 at seventh level).
9th. Can retrieve, alter, or block memories. One save per event/memory.
Class Skills: Bluff, Diplomacy, and...

Those are smurfs!


If Brainy could read minds he might shut up.

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