Pathfinder Player Companion: Goblins of Golarion (PFRPG)

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Pathfinder Player Companion: Goblins of Golarion (PFRPG)
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We Be Goblins!

The goblins are on the loose! Unleash the homicidal hijinks of Golarion’s most maniacal menaces with this guide to all things goblin. Infamous for their unpredictable attacks, catchy raiding songs, and fear of horses, goblins blend mischief and murderousness like no other monsters. But there’s more to goblins than dogslicers and games of killgull. Now you can join in the quirky carnage with everything you need to know about goblins, whether you plan to do battle against their unpredictable tribes, or lead them as a goblin hero!

Goblins of Golarion presents a player-friendly overview of the favorite foes of the Pathfinder campaign setting, along with new rules and information to help players customize goblin characters in both flavor and mechanics.

    Inside this book, you'll find:
  • The secrets of goblin life, from their strange anatomy and deranged psychology to their baffling culture and hilarious quirks
  • An overview of goblin homelands across the Inner Sea Region, along with details on dozens of unique goblin tribes
  • New ways to fight like a goblin, with equipment and feats to help goblins skirmish and scavenge like only goblins can
  • Revelations on goblin religion, from their unique worship of Lamashtu, the Mother of Monsters, to their race’s infamous hero-god
  • Insights into the questionable and grotesque world of goblin arcana, with new goblin-made spells and magic items
  • Rules, traits, and advice for playing goblin characters, giving you everything you need to unleash goblin insanity all your own
  • New goblin songs, games, and tricks, and even more goblin madness!

This Pathfinder Player Companion is set in the Pathfinder campaign setting and works best with the Pathfinder Roleplaying Game or the 3.5 version of the world's oldest fantasy roleplaying game, but can easily be incorporated into any fantasy world.

Still need more goblins? Check out We Be Goblins!, an insane Pathfinder Module designed just for goblin characters!

Written by Richard Pett

Each bimonthly 32-page Pathfinder Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for social, magic, religious, and combat-focused characters, as well as traits to better anchor the player to the campaign.

ISBN-13: 978-1-60125-362-0

Note: This product is part of the Pathfinder Player Companion Subscription.

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Goodness Gracious Goblins!

5/5

There's been a lot of controversy lately over the planned inclusion of goblins as a core race in the second edition of Pathfinder. One side of the debate posits that goblins have been consistently portrayed as little psychopathic murdering arsonists and that's not a good choice for a PC, while the other side says there's always exceptions and predicts some sort of canonical event may happen between editions to explain goblins' newwidespread acceptance throughout Golarion. The debate was definitely in the background of my mind as I read Goblins of Golarion, even though it was just next up in my queue and I'm not here to take sides in the debate.

Goblins of Golarion is a 32-page entry in the Player Companion line of products. The inside front cover nicely summarizes the racial stats of goblins and includes some other useful details for players, such as favored deities, regions, and example male and female names. The inside back-cover is a reproduction (sans text) of the cover, demonstrating quite vividly that goblins like fire and hate horses. The interior of the book is broken into six sections.

The longest section, "Goblins of Golarion" (16 pages) provides a very readable overview of goblins and how the race "fits" in Golarion and what life is like for goblins. There's a ton of great information here, including particular ways (and rules) for how goblins fight dirty (special rules for tossing angry snakes at enemies!), why they hate dogs and horses so much, why they have a penchant for song and a loathing for the written word, the types of games they play and junk they collect (including the introduction of about ten new pieces of equipment, including "pig grease" and "goblin pickles"), and more. Background sections like this in RPG books are sometimes pretty bland, but Goblins of Golarion does it right--tidbits here and there are hilarious, and this is definitely a section I'd recommend to a GM or player looking to get the most out of playing a goblin. There's a useful (and frank) discussion of which classes are suitable for goblin PCs; sorry, Goblin Paladins are right out! The section ends with about two dozen new background traits (Race, Regional, and Religion), and there's some really fun (and useful) ones like Foul Belch and Pustular.

"Goblin Tribes" (six pages) starts with a map of the Inner Sea annotated with the location of almost two dozen different goblin tribes. The section talks about named tribes in Isger, Mediogalti Island, The Shackles, and Varisia, but I really appreciate how it explicitly encourages GMs to make up their own tribes as well and not feel restrained by what's presented. The section is written to show just how varied goblin tribes can be while still staying on theme. The Spelleater goblins of the Mana Wastes were really cool, but I actually even felt a bit sorry for the Isger tribes...

"Combat" (two pages) introduces ten new feats restricted to goblin characters. They have great names like "Ankle Biter" and "Saddle Shrieker" but the great flavour is matched by solid mechanical effects. I will definitely throw some of these on NPC goblins if I get a chance.

"Faith" (two pages) provides short write-ups of four goblin hero-gods: Hadregash, Venkelvore, Zarongel, and Zogmugot. Each entry includes their portfolio, domains, subdomains, holy symbol, and favored weapon along with a one-paragraph description. The section also introduces four new subdomains, some of which would be viable for other (non-goblin) deities as well: Arson, Flotsam, Slavery, and Torture. The powers the new subdomains grant, however, are pretty weak.

"Goblin Magic" (two pages) introduces three new spells attributed to goblin spellcasters and four new magic items. For the spells, Fire Sneeze is hilarious. The magic items are all very weak mechanically but simultaneously far too expensive to really fit the goblin "scavenger" concept. A "Devastating Dog Whistle" *might* do 1d6 points of sonic damage to dogs within its radius, but at a price of 1500 gp it's hard to imagine what kind of goblin tribe would have one.

Last up is "Social: Goblin Player Characters" (two pages), a section that explains that "Goblins are first and foremost villains. They may be comical on some level, but they're also quite evil. Goblins enjoy inflicting misery and causing pain, and a goblin who doesn't isn't truly a goblin--he's some sort of freak's freak. Which is precisely the kind of goblin that makes a good nominee for a player character." The section gives some frank advice on trying to integrate Goblin PCs into a campaign and how to deal with the widespread racial antagonism they would face in civilized areas. At the risk of perceived bias, I do think the lore, at least as presented here, militates against the idea of goblins becoming a common PC race. The section also introduces some new favored class options, but they're not balanced well--gunslingers get a +1 to critical hit confirmations (nice!), while rogues get an extra skill rank that has to be placed in Ride or Stealth, which doesn't make sense since any character of any race and any class can use their favored class bonus to that get one free skill point (in any skill).

Some quibbles aside, Goblins of Golarion is an excellent example of a supplement that's useful for both players and GMs. It has buckets of flavour for running goblin characters while adding depth to their role in Golarion as a campaign setting. I would definitely recommend it.


Definitely Worth Having the Words Stolen from your Head

5/5

I was so absorbed with this book, that I read it cover to cover in one sitting. Having checked out most of the player companions, this was by far my favorite and changed my mind about having goblin PCs in my games. The fluff is absorbing, original and completely entralling with just enough humor to fit the goblin expectations but not so over the top as to make the race a joke. We learn amazing bits of their society from the fear of reading to the hatred of horses all with substantial backstory. And the traits and feats given really help make the race unique and offer some amazing options for fun PC builds.


You Be Food!

5/5

I loved this book. As a GM, it has already seen use in my campaign, and the discussions of goblin psychology and sociology spawned a number of interesting character concepts for semi-heroic goblin pcs for next time I am not the DM.
I go into more depth <a href="http://worldmakers.wordpress.com/2011/10/23/book-review-pathfinder-pl ayer-companion-goblins-of-golarion/">here </a>


Great Material

5/5

Wheter you want to have a goblin PC, flesh out goblins as villains a little bit more, or start your own all-goblin campaign, this book is what you need. It has interesting insights into Golarion goblin culture and tribes, along with various player options. It motivates you to use the annoying little freaks as PCs: we are currently running an all goblin pbp adventure on this board and having a blast.

I have only 1 minor complaint about the editing (a paragraph of the wrong font size in the Feats section) but overall the print quality is very good. A must have if you like monster player races or just can't get enough of those lovable pyromaniac goblins.


Great Resource

5/5

See my full review here.

Goblins of Golarion is a bit of an unusual supplement. As I mentioned in my review of Humans of Golarion, that product is a useful, albeit not particularly exciting book. Goblins of Golarion is the reverse: a fun, interesting read, but not particularly useful to most games. More specifically, it’s not particularly useful to most players. Game Masters are likely to gain much more use out of it, but as a product that is part of the Pathfinder Player Companion line, many people will expect it to be usable by players. Of course, not every product should necessarily be usable by everyone. It makes sense that there would be some niche products. However, it’s important that people be aware that this is a niche product, as there are some players out there who feel that because something is printed, it’s their right to use it, and that’s going to annoy some GMs who don’t want monster PCs in their games. Players should be sure to check with their GMs before making use of this book.

For players with goblin characters, there’s no doubt that it’s very useful indeed. It’s full of information about goblin society, lifestyle, beliefs, and physiology, along with lots of useful game mechanics including goblin equipment, new traits and feats, and even goblin spells. In addition, it’s an engaging read that fully brings across the character and style of Golarion goblins.

For games that don’t allow goblin PCs (or simply don’t have any players interested in playing goblin characters), Goblins of Golarion can still be a useful supplement for Game Masters, who will find a wealth of information. The “Goblin Tribes” chapter, for example presents the most prominent tribes from around the Inner Sea. It allows GMs to keep every group of goblins unique, yet still unmistakeably goblins. From goblin pirates in the Shackles, to freedom fighters in Isger who are devoted to preventing goblins from ever being enslaved again by hobgoblins, to dinosaur riders on Mediogalti Island, there’s a tribe for just about every need. I really like that there are areas of the world where goblins are more common (such as in Varisia) and areas where there are very few, if any. It makes goblins more than just something you roll on a random encounter chart and plunk down anywhere.

Overall, Goblins of Golarion is a fun book that fully fleshes out goblins and makes them a viable race in their own right. Gaming groups that include goblin PCs will find the book invaluable. Game Masters of groups without goblin PCs will still find the book useful for providing interesting encounters with goblins. And even if your group has no goblin PCs and rarely, if ever, encounters goblins as monsters, the book can still provide a fun and interesting read.


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Estrosiath wrote:

Sooo... Any chance we get a stat mods total that is positive instead of neutral as it is now for goblins? Although the +4 dex bonus, +4 stealth bonus for being small and +4 stealth bonus for being a goblinoid are awesome!

Honestly. A goblin rogue will NEVER be seen!

Actually, goblins are pretty balanced (though their racial traits are few). The +4 Dex easily makes up for the -2 Strength and Con.


Kobold Cleaver wrote:
Estrosiath wrote:

Sooo... Any chance we get a stat mods total that is positive instead of neutral as it is now for goblins? Although the +4 dex bonus, +4 stealth bonus for being small and +4 stealth bonus for being a goblinoid are awesome!

Honestly. A goblin rogue will NEVER be seen!

Actually, goblins are pretty balanced (though their racial traits are few). The +4 Dex easily makes up for the -2 Strength and Con.

Erm...

*Ahem*
I meant Strength and CHARISMA.


Pathfinder Companion, Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
James Jacobs wrote:
Sir Raymond Vorenthal wrote:
So what sort of material will there be for goblins as player characters?
Some feats, some new spells, a few magic items, some new subdomains, some traits, and two pages of coaching on how playing a PC goblin isn't a license to play a disruptive neutral evil cooperation destroyer. :-P

... and why is that last article only just appearing now in a book on goblins? We needed that in the core book for non-goblin PCs. :b

Paizo Employee Chief Technical Officer

I've updated the image and description to match the finished product.

Dark Archive

Wow thats a.... interesting cover.


Vic Wertz wrote:
I've updated the image and description to match the finished product.

Sweeeeeeeeeeeet.


Aaron Scott 139 wrote:

Gang I could use your help. Although the goblin book is still many months away, I am having trouble convincing a couple friends that goblins can be ninjas. They believe they lack the discipline and don't fit into Golorion at all. I like to believe that with a little creativity anything in this game is possible but I need some plausible ideas on how a creature one step up from a Gremlin (the movies) could become a ninja.

Thoughts?

believe it or not somewhere buried in my dusty boxes of stuff from high school is an old magazine with a whole article on Goblin Ninjas. It's either an old issue of Dragon or White Dwarf. It's from way back when D&D was in 2nd edition, maybe even 1st.

Somewhere, some Goblin, inspired by eating a colorful variety of mushroom, created an entire Goblin Ninja Clan. That's about all the details of it I can remember. The article approached the idea from both angles suggesting DMs could play them just for comedy or make them into a legitimate threat.

Silver Crusade

Is it July yet??

ha ha

So looking forward to reading this one. I think goblins were one of the reasons why Rise of the Runelords was so much fun for me to read & buy when it was coming out.

Thanks Paizo for making the little G-guys the way they are!


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
This is also where I point out that even if you only ever read an RPG book and "all" it does is entertain you in the same way that reading a novel or comic or whatever entertains you, then the money you spent on it is hardly wasted. In my opinion... an RPG product doesn't need to actually be used in play to justify its purchase.

I haven't played a game yet, and I own all of your books, and subscribe to most of your lines. This is the stuff I read for fun. Keep them coming!

Liberty's Edge

At long last we'll learn why goblins, who only speak goblin, write songs in common.

Dark Archive

Ryan. Costello wrote:
At long last we'll learn why goblins, who only speak goblin, write songs in common.

These songs are all in Goblin.

You, the reader, are either a Goblin or about to play a Goblin or are interested in Goblins.
Either way you are able to speak and read Goblin.

Dark Archive

Pathfinder Starfinder Society Subscriber
Tharen the Damned wrote:
Ryan. Costello wrote:
At long last we'll learn why goblins, who only speak goblin, write songs in common.

These songs are all in Goblin.

You, the reader, are either a Goblin or about to play a Goblin or are interested in Goblins.
Either way you are able to speak and read Goblin.

Bolding is mine.

Ummm, i will have to call shenanigans on this. "you steals the words out me heads!"

Contributor

:)


Ryan. Costello wrote:
At long last we'll learn why goblins, who only speak goblin, write songs in common.

It is probably some non-goblin writing these songs down since writing is their greatest Taboo because it steals the words from your head.


Would love to see a crossover with Super Genius Games and Kragnar the goblin merchant in thier loot for less series..lol


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

Am I the only one who downloaded this before Ultimate Combat?

Love this book. Full of great stuff. Can't wait to run another Goblin one shot. I just hope they do a Kobolds of Golarion next. ;)

Silver Crusade

Perfect banner ad for this book. Explains it all: http://paizo.com/image/content/LittleBoxes/PZO9419Box_180.jpeg

Liberty's Edge

Pathfinder Companion Subscriber
deinol wrote:
I just hope they do a Kobolds of Golarion next. ;)

+1! As the saying seems to go.


"Goblins are fast, but weak and unpleasant to be around."

This obscurantist tract is full of such vile lies and racist slander from the second sentence in.

I advise all peoples of good heart and good faith to boycott this foul tome. Please join me tomorrow at noon outside the Arch of the Revolution in downtown Azurestone for a public immolation of this filth and other reactionary propaganda published by Paizo.

Long live the revolution!

Dark Archive

Doodlebug Anklebiter wrote:

"Goblins are fast, but weak and unpleasant to be around."

This obscurantist tract is full of such vile lies and racist slander from the second sentence in.

Pish, you've outed yourself pretend-goblin!

A goblin is as likely to be offended by libelous text as an Amish person is to hop on Twitter and complain about an unflattering Youtube video of his barn-raising.


Set wrote:


A goblin is as likely to be offended by libelous text as an Amish person is to hop on Twitter and complain about an unflattering Youtube video of his barn-raising.

More anti-goblin lies! Goblins can read!

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

I was disappointed to see no notes of goblins in the time of the runelords. This caught my eye though.

Goblins of Golarion wrote:
Today, Golarion’s goblins have strayed far from their ancestral homes. The largest concentrations of goblins exist along the coastline of Varisia, where it is said Zogmugot first walked into the sea, and Isger, where Venkelvore’s far-reaching children rode wolves into the mountains.

[Emphasis Mine]

So is this just a subjective retelling of the legend "Here is where the coastline is now, so this must be where she walked" or do Goblins postdate the Runelords?


I'm surprised not to see the goblin dog listed in goblin equipment. I would have thought they might have priced out the dog. How does a goblin come by a goblin dog? Animal companion, sure, but how about the run of the mill goblin dog?


Pathfinder Adventure Path, Companion, Lost Omens, Maps, Starfinder Adventure Path Subscriber

So I'm slowly working my way through this. Has anyone else noticed a large amount of Goblin Pirate material? Or materials to make a Goblin Pirate? I'm seriously looking at you, picture on pg 18!

It's like Paizo has been read my brains for the last few years since I started thinking of making a Goblin Pirate. Then my wife found a Reaper mini of a Goblin Pirate with Powder Monkey....


Dhampir984 wrote:

So I'm slowly working my way through this. Has anyone else noticed a large amount of Goblin Pirate material? Or materials to make a Goblin Pirate? I'm seriously looking at you, picture on pg 18!

It's like Paizo has been read my brains for the last few years since I started thinking of making a Goblin Pirate. Then my wife found a Reaper mini of a Goblin Pirate with Powder Monkey....

If you want awesome minis related to this i would check out rackhams old goblin pirate line for the Confrontation game (can still find them on ebay). Great minis if you ask me...

As for this discussion, i must say, why not make this a playable race in PFS... So far i have heard a bunch of people say that they would not allow it because basically it offends their hardline Tolkien view on DnD, well thats good for them, but why should those that want to play a gobbo in PFS not be able to... Because they don't "fit" into society... frankly that is a very easy fix. A new tribe of "civilized" goblins has emerged and even sought to befriend the other civilized races, the pathfinders have done a social experiment rescuing baby gobbos from their wicked brethren and raised them to be allies, a new goblin oracle, desiring progression and evolution to a more civilized and therefore powerful goblin society (though not necessarily "good"), has emerged and has begun to challenge established goblin warlords and gathering more and more goblins to his side and has established peaceful relations with humans, etc etc. I could come up with many more reasons to have this work and im sure Paizo could blow me out of the water with creativity in this regard. So why not? Let those that don't want to play them, not buy this book or play gobbos at their discretion. Just seems silly to me to put all this work into it and have it only be a dm tool at best. I agree with a previous post that legalizing this book would also boost sale greatly. It is a balanced race with endless roleplaying opportunity that can only add to the experiences of those that would want to play them. For what it is worth (not much) i would say legalize them.

Silver Crusade

Pathfinder Adventure Path Subscriber

Is it wrong to want this just so I can have more pictures of the stupid little freaks?


Little Red Goblin Games fully endorses the use of goblins in games. This product should be bought and used by every player immediately :D

Paizo Employee Creative Director

Matthew Morris wrote:

I was disappointed to see no notes of goblins in the time of the runelords. This caught my eye though.

Goblins of Golarion wrote:
Today, Golarion’s goblins have strayed far from their ancestral homes. The largest concentrations of goblins exist along the coastline of Varisia, where it is said Zogmugot first walked into the sea, and Isger, where Venkelvore’s far-reaching children rode wolves into the mountains.

[Emphasis Mine]

So is this just a subjective retelling of the legend "Here is where the coastline is now, so this must be where she walked" or do Goblins postdate the Runelords?

I'm sure the goblins don't know.

(But yes... there were goblins in Varisia before Thassilon came along. And it's worth noting that Varisia's coastline was VERY different during Thassilon, in any case.)


Arcticfox6 wrote:
As for this discussion, i must say, why not make this a playable race in PFS...

Because no one would play halflings or gnomes anymore.

They're far better at stealthy and ranged classes than either, so unless you want to play a sorcerer or spell-focused bard, the goblin is the superior choice for a small character, mechanically.

+4 dex, +4 to stealth and ride, 30' movement and darkvision is that good. Their culture and general repulsiveness is why they haven't wiped out the gnomes, not their base stats.

I'm GMing a goblin party in PbP, and they're absolutely sick at 2nd level.

Paizo Employee Creative Director

Balance issues aside...

Goblins work better as bad guys, and that's the role we want to keep them in for PFS for now.

Shadow Lodge

Arcticfox6 wrote:


As for this discussion, i must say, why not make this a playable race in PFS... So far i have heard a bunch of people say that they would not allow it because basically it offends their hardline Tolkien view on DnD, well thats good for them, but why should those that want to play a gobbo in PFS not be able to... Because they don't "fit" into society... frankly that is a very easy fix.

I'd say, greater than society as a whole, they don't fit in to the Pathfinder Society. Remember their mission - to go forth, explore, and RECORD what they find. This is distinctly anti-goblin, is it not?

Arcticfox6 wrote:


A new tribe of "civilized" goblins has emerged and even sought to befriend the other civilized races, the pathfinders have done a social experiment rescuing baby gobbos from their wicked brethren and raised them to be allies, a new goblin oracle, desiring progression and evolution to a more civilized and therefore powerful goblin society (though not necessarily "good"), has emerged and has begun to challenge established goblin warlords and gathering more and more goblins to his side and has established peaceful relations with humans, etc etc. I could come up with many more reasons to have this work and im sure Paizo could blow me out of the water with creativity in this regard.

Those are workable stories, I suppose, but they're really not Golarion goblins any more. At your home game this probably works fine, but in PFS where everyone is trying to share a consistent world, glaring exceptions to the setting can be difficult if not impossible.

Arcticfox6 wrote:
So why not? Let those that don't want to play them, not buy this book or play gobbos at their discretion. Just seems silly to me to put all this work into it and have it only be a dm tool at best. I agree with a previous post that legalizing this book would also boost sale greatly. It is a balanced race with endless roleplaying opportunity that can only add to the experiences of those that would want to play them. For what it is worth (not much) i would say legalize them.

Again, though, you're lobbying for a change in the setting. I might just as easily beg them to ban firearms as a choice that makes sense to me. However, they obviously went in a different direction and without un-printing a large amount of text, it's largely impossible to tell PFS that guns no longer exist. Vis-a-vis literate goblins. And/or non-dog/horse-hating goblins. Making this happen would probably come at too high a cost.

They could have included rules for the Lt Worf of goblins, but remember that even Worf was a Klingon at heart. He strived to be an excellent Starfleet officer, but never ever would have considered abandoning his Klingon ways completely. Same as a goblin wouldn't be likely to fit in in a Lodge even if raised by humans.

In short, it contradicts too much of their work to make Golarion gobs different.


Um what's the point of the Goblin Rogue favored class option? I get a skill point that MUST be put into ride or stealth, but if I go with the generic favored class bonus I get a skill point that I can put into any skill. Also am I the only one that thinks the Ranger favored class option is too good?

Dark Archive

I really think that this is the best Companion product so far. My most sincere congrats to developers.

The Exchange

I agree that this is one of the best companion products yet.

I agree that goblins would be a huge success if players could play them in PFS and pathfinder in general. They'd add a unique flavor to PF. (I don't recall many other d&d based games letting you play them as a base class)

I agree that it would be fairly easy to incorporate a new tribe into the main game and the Pathfinders that did make sense.

I disagree that nobody would want to play a gnome or halfling. I'd never pick a goblin summoner, oracle, bard, or paladin over the gnomes and halflings.

To me, Goblins are looked down upon by pretty much everyone and everything. They should have some inherent social flaws built into them, as well as GMs making sure to constantly have everyone react accordingly to them. I'd suggest a -4 racial penalty to diplomacy and intimidate. That way gnomes and halflings would still be great choices for social or magical characters.

As for being more civilized than normal goblins, I would imagine that normal goblins would hate these new ones with a passion. Some additional "hatred" rule that is a negative aspect of the new goblins could go a long way. Basically, all non-player normal goblins (this could be expanded to similar creatures as well) treat goblin player-characters as a favored enemy, no matter the class.

There are a million fun things you could do to fit them in and have them make sense. Thematically, they are super fun. It's the balance that needs slight adjustments. Mainly just a way to counterbalance with gnomes and halflings.


I recognize that James has posted and i know that that the status quo has been upheld for the time being but i would still like to reply to McBobbo's points, as the issue is put to rest for now but may be brought back up later.

mcbobbo wrote:
I'd say, greater than society as a whole, they don't fit in to the Pathfinder Society. Remember their mission - to go forth, explore, and RECORD what they find. This is distinctly anti-goblin, is it not?

Same could be said by a person back in season 1 about the Shadow lodge...

mcbobbo wrote:
Those are workable stories, I suppose, but they're really not Golarion goblins any more. At your home game this probably works fine, but in PFS where everyone is trying to share a consistent world, glaring exceptions to the setting can be difficult if not impossible.

How so? The very product we are talking about in this thread has an entire section detailing Goblins as player characters... I think this fact proves you wrong about your view on the goblins. Although it does say you are a freak's freak it also say there could be exceptions to the rule. I see goblin's as a very prolific and common race and as such, i tend to take the perspective that they can be as varied as say... humans. As to the glaring exeptions... again i point to the shadow lodge. It can be done when they (Paizo) say it is. Right now it is no. Fair enough but it does not change my question of "Why not?"

mcbobbo wrote:
Again, though, you're lobbying for a change in the setting. I might just as easily beg them to ban firearms as a choice that makes sense to me. However, they obviously went in a different direction and without un-printing a large amount of text, it's largely impossible to tell PFS that guns no longer exist. Vis-a-vis literate goblins. And/or non-dog/horse-hating goblins. Making this happen would probably come at too high a cost.

It is totally different when trying to remove vs. granting... Also keep in mind a lot fo PFS is in PDF and even books can be amended via errata.

mcbobbo wrote:
They could have included rules for the Lt Worf of goblins, but remember that even Worf was a Klingon at heart. He strived to be an excellent Starfleet officer, but never ever would have considered abandoning his Klingon ways completely. Same as a goblin wouldn't be likely to fit in in a Lodge even if raised by humans.

And yet Worf was one of the most memorable characters on STNG. He also stayed with the crew to the end... Goblins could provide many chances for those that want to play one for role-playing reasons to have fun and explore a new, if silly option.

mcbobbo wrote:
In short, it contradicts too much of their work to make Golarion gobs different.

In contrast i would say that allowing this would only expand goblins and evolve them further without contradicting anything they have already done.

Benicio Del Espada wrote:

Because no one would play halflings or gnomes anymore.

They're far better at stealthy and ranged classes than either, so unless you want to play a sorcerer or spell-focused bard, the goblin is the superior choice for a small character, mechanically.

+4 dex, +4 to stealth and ride, 30' movement and darkvision is that good. Their culture and general repulsiveness is why they haven't wiped out the gnomes, not their base stats.

I'm GMing a goblin party in PbP, and they're absolutely sick at 2nd level.

That is not my experience at all. Firstly you are referring to metagaming/power-gaming and as such, does not apply to many players who want to play the race for the RP element. That said I too have GMed goblins as i love to run events and home brew. There are tons of reasons to play Gnomes and halflings. Goblins excel at only two main aspects over the other races, stealth and ride. This means they make good stealth/acrobatics based rogues and decent small cavs... Well sorry to bust your bubble, but both those classes are not exactly the most powerful classes in the game. As you mentioned (sort of), a power-gamer would not choose goblins over gnomes for any cha based caster/ character (to include social/skill monkey rogues, one of the main reasons to play a rogue btw). Well, right there is a reason to play a gnome or halfling... I have not found that goblins overpowered any of the other races, certainly not to the level to exclude them as a player race. If you haven't already, i would be curious if you felt the same way if you had other non-goblin races playing alongside some goblin characters all of whom know what they are doing, and keep going in levels. I would be curious if you would see a huge disparity between them.

Silver Crusade

This has been a really fun read. This is also what I wish Orcs of Golarion had been. It's a much stronger book, and while the orc book pretty much went out of its way to shut down players wanting to play orcs as something other than CE, the goblin book acknowledges that a wider range is possible and touches on how to integrate them into a standard party without being disruptive. This is much more useful to players in general.

If we get more Humanoids of Golarion books in this line, I hope they take their cues from this book.

Also, the pirate goblins pic is mindbreakingly adorable. :)

Contributor

This book was incredibly good fun to work on, and I'm really glad it's proving an enjoyable and hopefully useful read.

Although the advert here has my name written on it, the very fine Mr Hal Maclean had every much as much input and some awesome ideas, if not more than me. Any plaudits must deservedly go his way too, although I am a little worried about his mental state.

Plus of course the twisted Mr Jacobs, the daddy of goblins, but that goes without saying.

Keep a watch out for puppies!
Rich

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

James Jacobs wrote:

I'm sure the goblins don't know.

(But yes... there were goblins in Varisia before Thassilon came along. And it's worth noting that Varisia's coastline was VERY different during Thassilon, in any case.)

Good to know. I remembered that part of the continent got nuked in the history given in RotRL, that's what got me wondering.


Pathfinder Battles Case Subscriber

I finally had the chance to look this over last night and it was pretty interesting. I love the Goblin Equipment, our DM has used fetishes before and now there is a listing for their holy symbol. :)

Although I was a little disappointed that there was no listing for Hobgoblins at all in the book (from what I saw, at least). In our current campaign, we are playing a party of Hobgoblins and it would have been nice to see some flavor or additional crunch for them.

But otherwise, a good book!


Nodnarb wrote:
deinol wrote:
I just hope they do a Kobolds of Golarion next. ;)
+1! As the saying seems to go.

I love this book and I would like a Kobold book too.

Paizo Employee Creative Director

Hobbun wrote:

I finally had the chance to look this over last night and it was pretty interesting. I love the Goblin Equipment, our DM has used fetishes before and now there is a listing for their holy symbol. :)

Although I was a little disappointed that there was no listing for Hobgoblins at all in the book (from what I saw, at least). In our current campaign, we are playing a party of Hobgoblins and it would have been nice to see some flavor or additional crunch for them.

But otherwise, a good book!

We didn't want to spend much time on non-goblins in the book, and that included hobgoblins and bugbears.

They could well have their own book someday after all!


Pathfinder Battles Case Subscriber
James Jacobs wrote:
We didn't want to spend much time on non-goblins in the book, and that included hobgoblins and bugbears.

Aw. :(

James Jacobs wrote:
They could well have their own book someday after all!

I hope this becomes true!

Dark Archive

1 person marked this as a favorite.
Sannos wrote:
Nodnarb wrote:
deinol wrote:
I just hope they do a Kobolds of Golarion next. ;)
+1! As the saying seems to go.
I love this book and I would like a Kobold book too.

Woohoo!! I too would love a Kobold book. Stupid Green gobbies get one!


sunderedhero wrote:
Um what's the point of the Goblin Rogue favored class option? I get a skill point that MUST be put into ride or stealth, but if I go with the generic favored class bonus I get a skill point that I can put into any skill. Also am I the only one that thinks the Ranger favored class option is too good?

I have been running a Goblin campaign for a few weeks now and agree that the Ranger bonus is absurd. It's untyped and seemingly stacks with itself if the highest bonus is also Animals. The same Ranger in the group also took Trait:Dog-Sniff-Hate and Feat:Dog.Killer.Horse.Hunter and obliterates all dogs/horses he's run into thus far.

The Rogue favored class option is in great need of clarification, and as such, our Rogue went with the bonus HP option. A compromise may be to change it from a skill rank, to a Racial bonus or even untyped.

Also missing from the book is any mention of Alternative Racial Traits, of which would find use at least in our campaign to provide regional differences without needing NPCs to take Feat:Additional.Traits instead.


Happler wrote:
Sannos wrote:
Nodnarb wrote:
deinol wrote:
I just hope they do a Kobolds of Golarion next. ;)
+1! As the saying seems to go.
I love this book and I would like a Kobold book too.
Woohoo!! I too would love a Kobold book. Stupid Green gobbies get one!

Rather funny situation... I came on to ask if anyone else thought it would be great to see a Kobolds of Golarion. I hope Paizo Publishing considers the concept in the near future! And if they have considered it, I hope that they get enough info to deem it profitable to produce!

As it is, I am working with the D&D 3.5 interpretation of Kobolds in the "Races of the Dragon" book. It is insightful, but I wouldn't mind reading about Golarion's Kobolds, and perhaps get some unique feats and traits for the reptilian humaniods!

Paizo Employee Chief Technical Officer

Raymond Cundliffe wrote:
...I wouldn't mind reading about Golarion's Kobolds...

Have you checked out Classic Monsters Revisited, Crown of the Kobold King and Revenge of the Kobold King? (They're all written for 3.5, but it sounds like you know how to deal with that.)


Vic Wertz wrote:
Raymond Cundliffe wrote:
...I wouldn't mind reading about Golarion's Kobolds...

Have you checked out Classic Monsters Revisited, Crown of the Kobold King and Revenge of the Kobold King? (They're all written for 3.5, but it sounds like you know how to deal with that.)

Thanks for the info. I will track those down now.


Vic Wertz wrote:
Raymond Cundliffe wrote:
...I wouldn't mind reading about Golarion's Kobolds...

Have you checked out Classic Monsters Revisited, Crown of the Kobold King and Revenge of the Kobold King? (They're all written for 3.5, but it sounds like you know how to deal with that.)

So I found the Classic Monsters Revisited, and it pretty much had the same kind of info that was on Races of Dragon. Though I am wondering about some continuity.

In the CMR, it states that kobolds commonly keep homing bats for communication, and dire weasels and boars as mounts and beasts of burden. However, in the Bestiary, under organization, it states that kobolds keep 5-16 dire rats within a tribe, yet do not identify either the bat nor the dire weasel or boar as being a common sighting in such tribes. Is the Paizo Staff cognizant of this?

I am also wondering what the rats would be kept for, since the bats, weasels, and boars all have their uses explained, and rats can be dangerous due to harboring diseases (a rather risky move for creatures that take -2 to Con to begin with).

Getting rather off topic from the Goblins of Golarion, but I am assuming that this is not entirely a bad thing. Thanks for the time and info!

Contributor

1 person marked this as a favorite.

A kobold companion would be very cool however:)

Paizo Employee Chief Technical Officer

Raymond Cundliffe wrote:
So I found the Classic Monsters Revisited, and it pretty much had the same kind of info that was on Races of Dragon. Though I am wondering about some continuity.

Keep in mind that the Bestiary is designed for use in any campaign setting, while Classic Monsters is designed for the Pathfinder Campaign Setting. So generally, I'd say that if you're using our setting, go with the info in Classic Monsters.

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