Goblins!


Homebrew and House Rules


I've made a few homebrew races for my setting. In it, goblins are more like LOtR goblins since the orc kingdom they're a part of has some heavy Tolkien influence. The difference being I have my own subraces of both goblins and hobgoblins to add some fae flavor to their histories. The fae are changed by what they live around, and these goblins have been changed as well.

Hemogoblin (Iron Goblin)::
Kept in dark hovels underground by their orc masters, the goblin’s adaptability has given them a strange metallic tinge to their grayish skin, and blood that is poisonous to other creatures. Hemogoblins are fairly clumsy, especially when compared to the standard goblin, and older ones must often undergo painful surgery to remove metallic growths from their joints (they lose dex at double the normal rate due to aging). Often press ganged as shock troopers during wartime, due to their enviable toughness and small size, they are rumored to be capable of eating metal without risk of injury. Their metallic blood and ligaments also make them slower than the average goblin, but they heal from injuries faster as well. Some of them become quite fine smiths, for goblins. They are large for goblins, some reaching inches over four feet in height. They are also very heavy, often around 100 pounds in weight.

Racials: -2 DEX, +4 CON, -2 CHA
Poison Blood (ex):Injury, Fortitude DC 10 + ½ HD + CON Modifier
initial and secondary damage 1d3Dexterity. A hemogoblin
can cut or bite itself (dealing itself 1 point of damage) and
apply its own blood to a weapon.
Doing so requires a standard action. Hemogoblin blood is
only harmful while fresh, losing its toxic nature 1 minute
after contact with air.
Natural Armor +3
+2 on fort saves vs. poison, immune to poisoning from heavy metals except for mercury.
Skills: +2 on Profession (Miner) checks, Craft (Metalworking), can be taken as class skills. +2 bonus to stealth checks. -4 on swim checks due to their metallic organs.
Quick Healer (ex): Heals double the normal amount from rest.
Small Size
Darkvision 60 ft
Speed 20 ft
Languages: As Goblin

Feats: Crimson Blooded
Prerequisites: Poison Blood, 16 CON, 7 HD
Benefit: The damage die for your poison blood ability is doubled. (From 1d3 to 2d3, 1d6 to 2d6, etc). In addition, the save DC increases by 1

Ghost Goblin (Chalk Goblin)::
In the southern mines of the orcish lands, goblins who had been told to raid human settlements would often dig tunnels over outlying human regions. These goblins would often paint themselves with chalk dust to scare any humans at the end of their tunnels. One tribe, long ago, rubbed a strange, fey chalk on their bodies. Over the next year, their skin changed to a pallid color, and their blood and sweat appeared to contain a chalky white material. That small group of chalky white goblins bred and produced offspring, and their orcish masters still use them today for raids requiring an intimidating presence. The chalk goblins are also used as scouts and for subterranean warfare, since their blood dries into a chalky substance and clots around wounds easily. Many goblins of this species end up having circulatory problems, and those who live to a very old age may die of a heart attack. Their main advantage is that they are easy to treat, and that their clotting blood prevents them from bleeding to death in many cases. Many of them can also cough up a cloud of their own dried blood, provided they have time to prepare for doing so. They are the same size and weight as regular goblins, but their coloration is chalky white to a very pale pinkish tone. Their hair is often the same color, and many of them have red or pink eyes.

Racials: -2 STR, +2 DEX, +2 CON
Chalk Blood (ex): A Ghost Goblin’s chalky blood can be used, when dried, to mark objects and foes. Should some be kept in a vial, it can be dried over about ten minutes to become a very brittle stick of chalk. A mark made with this chalk is easy to see (Perception dc 10 unless hidden from casual view). The chalk can also be made sharper and stronger if it is compressed via funnel, and used to write on such surfaces.
Hyper Clotting(ex): A Ghost Goblin has double the normal chance each round to stabilize from dying (20% instead of 10%). In addition, he only takes damage from bleeding effects for one round, and then the spot clots itself and stops the bleeding. This blood gives anyone attempting to stabilize the Ghost goblin a +4 circumstance bonus on the heal check made to do so.
Small Size
30 ft movement speed
darkvision 60 ft
+4 racial bonus on intimidate checks

Rock Goblin (Garnet Goblin)::
Rock goblins are the only ones, of all the subterranean goblins, whose mutations happened on purpose. Guknib Gakcham, leader of a group of rebellious subterranean goblins, prayed and made sacrifices every day for a year and a day, praying for the earth to help his goblin brethren strike back at their masters. His prayers were answered one day when a small green stone fell from the ceiling and hit him on the head. He ate it, and fell into a coma for a month. During that time, his skin began to blister in some parts of his body, and great gem-like growths of garnet sprouted from beneath his skin. When he awoke, he proclaimed that the earth gods had blessed him, and had his miners mine hard and long for the garnets in the earth. Each of his crew did the same, and the same thing happened to them. These gem-like growths traded their natural stealth for body armor, and eventually the growths coated them completely, making them quite fantastic to behold. When the orc’s leaders heard of this, they granted the goblin tribe position as treasurers to the country. As much as Gakcham didn’t want to accept, he did, cementing their position as royal treasurers. Rock Goblins have strange crystal growths on them, and many forgo heavier armor due to discomfort or increased cost. Strangely, many of the higher-ranked goblins of this species have been made permanently larger, perhaps to stand up to their orc masters a bit better. Their heavy rock growths make it hard for them to swim, but the increased weight also makes them harder to move around. Rock goblins stand the height of standard goblins, and their skin is colored a luster brown, light brown, light green, or rarely light purple. The skin is coated in small rock growths, and some goblins may have them trimmed to sell for a quick buck. They do not have hair, though some will have beaded or crystal-coated strings pierced into their scalps to create the image of hair.

Racials: +2 DEX, +2 CON, -2 WIS
Crystal Growths (ex): The Rock Goblin is treated as though wearing spiked armor for his size. The rock goblin is proficient with this spiked armor, and may make an off-hand attack with it even if he has no hands free. The Rock goblin can have these growths trimmed by a jeweler once a month to produce (½ hd, minimum 1* d4) gems worth 10d10 gp each. If trimmed, the growths take a month to fully regrow. Should the goblin have his growths, all armor designed to fit him costs 25% extra of the base cost, but it is treated as spiked.
2 claws (1d3)
+3 natural armor, +1 every three levels (Max +9 at level 18)
Small Size
Darkvision 60 ft
Skills: +2 on appraise checks and it may be taken as a class skill, +2 on stealth checks, +2 on search checks involving stone.

Plains Hobgoblin (Red Hobgoblin)::
The hobgoblins of the red plains are hardly as civilized as their gray-skinned brothers would like to think they are. Roving in large tribes, they tend towards raiding rather than trading, and are feared across the plains. They tend to be stronger than their gray skinned relatives, but not as educated or as agile. They often gather around a mystic or powerful warrior, and when tribes under these incompetant leaders fall apart, they drift off, either finding tribes that will take them in, starving or being picked up by a generously minded group of Halflings who will ask them to do labor and path finding for membership in the caravan.

Their backrounds are varied, but many religious worships go back to a group of great hobgoblin heroes, the “Brachulan”, consisting of a trickster, a warrior and a seer who at one time would crush all the hobgoblin’s enemies.

Stats: +2 STR +2 CON -2 INT
Darkvision 60 ft
+2 Perception, +2 Survival: Plains Hobgoblins are observant and resourceful.
Plains Weapon Proficiency: Plains Hobgoblins are proficient with the Scimitar, the Falchion, the Throwing Axe and the Battle Axe.
Survival Instinct: A plains hobgoblin can act while at negative hp as though staggered, but loses one hit point every time he acts.

Phantom Hobgoblin (Forest Hobgoblin)::
The hobgoblins of the northern forests are often called Phantoms because of their supreme skill at disappearing and evading capture. It is said that the tribe has always existed, but has remained at the fringe of society until very recently. From the few tales about them, Phantoms would often appear as thin, green or brown skinned hobgoblins with a thin build, oftn thought to look like tall goblins. However their military mindset seems to be more towards evading capture and guerilla warfare. Phantom hobgoblins rarely speak to outsiders, and those who do reveal nothing of their internal culture. In reality, they live in treetop villages with very few coverings, and are ready to pack up and move at a moment’s notice. They say their ancestors were gifted by a divine power the ability to protect the forest. They worship this nameless deity and their ancestors, as well as sometimes a venerated elder or wise man. They do not trade with outsiders, but produce well-crafted and practical goods for their own people to use. Each of the bows they craft is a silent firing masterpiece, however, and their shamans often produce magical ones for use by their heroes. All the magic bows produce a silent aura around the holder, giving all audial perception checks made against them a -5 penalty.

Stats:
+4 Dex, -2 Con,
Darkvision 120 ft
+2 Perception, +4 to acrobatics and climb
+4 to hide
Camoflage (ex): A phantom hobgoblin, when standing still in a wooded environment, appears to just be part of the scenery. In order to spot one if these creatures in such an environment, the observers must be within 50 feet and make a dc 20 perception check. Moving or attacking breaks this effect. The Phantom gains concealment against all observers who fail this check or are out past 50 feet.
Spell-like abilities: message at-will
Speak with animals at-will
+2 on will saves versus enchantment spells
Automatic proficiency with the longbow, short bow, composite longbow and short bow, and Kukris.

Hawk Clan Hobgoblin (Raptor Hobgoblin)::

Another group of hobgoblins not controlled by the orcs, the Hawk Clan of hobgoblins are a huge family who have vehemently opposed the orcs since their foundation. At one point, several, anywhere from 5 large tribes to 100, depending on the teller of the tale, combined their strength and were still nearly wiped out. Their leader offered up the lives of the last of the clan to ensure his own survival, and he lived by hiding within his follower’s corpses. The gods cursed him into the form of a great condor, and condemned him to roam for eternity as the creature. He soon used his magic to change himself partially back, and before his body was changed back and his magic stripped, he seduced a hobgoblin woman. That woman laid 1000 great eggs, and then died. The creatures born from this union were hobgoblins like any other. As they matured, however, their noses grew long and hooked, and their hands and feet lost digits and grew long hooked claws. Their body hair was nonexistent, and instead replaced by quill-like feathers. Their progeny shared these traits, even if the hobgoblin was of a different tribe. Finally they were chased away from hobgoblin society, and settled in the northeast mountain ranges and plateaus.

Each of the hawk clan’s hunters craft a wooden mask in the shape of the face of a bird of prey when they reach maturity. The paragons of the hawk clan sometimes grow wings in a painful but fantastic process. The typical clan member is around 5’-6’3” tall, and weighs around 50-130 pounds. Their light bones give them a lithe but muscular build. The have four clawed digits on each hand and three taloned toes on each foot. Their eyes are intense yellows and oranges, their skin a soil brown to tan-orange and they have a large, hooked nose and pointed ears.

They are infamous for their ambushing methods of attacking from atop cliffs or treelines, and for their agile fighters in combat. The raptor hobgoblins also occasionally bear children who are covered in scales instead of skin, and they possess a small tail. These special hobgoblins are known as Dhakahti. They have a +1 natural armor bonus and a hold breath ability like the lizard folk’s, no light bones feature, and a -2 to their DEX and a +2 to CON. Stranger ones still are born with a beak instead of a nose and a small covering of feathers.

Stats:
+2 STR +4 DEX -2 CON -2 INT -2 CHA
Enhanced Vision (ex): A Hawk Clan Hobgoblin never takes perception penalties for increased distance, and can see well at up to 2000 feet.
Light Bones (ex): A hawk Clan hobgoblin gains a +4 bonus to acrobatics checks made to jump, and he gains a vertical foot for every 3 of the check, not every four. He is not limited by his height for this check.
+4 Bonus to perception, acrobatics
+2 to Combat Maneuver checks made to grapple, and a +4 against being grappled. The Raptor’s strong, birdlike grip serves them well in combat.
2 Claws (1d4), Primary attacks
2 Talons (1d4), Primary attacks, May only be used on an opponent lower than the hobgoblin or with a DC 20 vertical jump check (15 for a hawk clan) for a vertical five-foot step.
Proficiency with the Kukri, bows, and the scimitar

Spoilered to avoid reader san loss, for now.


Madcap Storm King wrote:

I've made a few homebrew races for my setting. In it, goblins are more like LOtR goblins since the orc kingdom they're a part of has some heavy Tolkien influence. The difference being I have my own subraces of both goblins and hobgoblins to add some fae flavor to their histories. The fae are changed by what they live around, and these goblins have been changed as well.

** spoiler omitted **...

I see you have Haemogoblins associated with blood.

Aquatic beasties don't use haemoglobin but cyanoglobin based around copper. So you could have green tinged copper-goblins as an aquatic sub type.

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