Goblin Feats


Homebrew and House Rules


i thought it might be a cool idea to come up with some Goblin racial feats, so i wanted to see what feats you all might come up with for Goblin characters.


maybe one that adds a bonus when doing fire damage

Dark Archive

maybe a feat for fire resist 5?

a feat that lets them deal 1 extra damage per die rolled with fire?

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Maybe a feat that lets them move full speed while Squeezing, or otherwise reduces the penalty to attack and AC?


we use a couple of Goblin feats in our Homebrew game like
1.Dog pile -2 or more goblins work together for a trip attack (without the ao)
2.Eat anything goblins can use survival and eat garbage or spoiled food stuff to survive
3.Unoticable goblins because considered to be nothing are often passed over even when looking for them
those are just some ideas we use


i like the dog pile one, it sounds a bit like the swarm fighting feat from 3.5

Dark Archive

Damn it. i wish i knew more about goblins in PF. the more i hear the more awesome they sound.

Had a 3.5 character play a goblin rogue/horde stealer. litterally managed to seal an amulet of a dragons neck


My favorite thing to do with goblins in PF is to recreate the fallen from Diablo II, any feats to this end would be cool


The Goblin Song
Goblins chew and goblins bite,
Goblins cut and goblins fight,
Stab the dog and cut the horse,
Goblins eat and take by force!
Goblins race and goblins jump,
Goblins slash and goblins bump,
Burn the skin and mash the head,
Goblins here and you be dead!
Chase the baby, catch the pup,
Bonk the head to shut it up!
Bones be cracked, flesh be stewed,
We the goblins—you the food!

i found this some where her on the pathfinder website, thought it would be nice to put up.


How about this:
Goblin Shaman
Requirements: Goblin, Channel energy class feature
Benefit: You treat your Charisma bonus as being 2 higher for the purpose of your channel energy class feature.

and...

Fallen One Shaman
Requirements: Goblin, Goblin Shaman, Channel Energy class feature
Benefit: your goblin allies always heal from your channel energy class feature. Further more, your goblin allies heal an additional 1d6 hp from your channel energy class feature.

annnd...

Fallen One Great Shaman
Requirements: Goblin, Goblin Shaman, Fallen One Shaman, Channel Energy class feature
Benefit: If your goblin ally (or allies) died in the last round, apply the healing from your channel energy class feature, If the healed goblin's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total.


northbrb wrote:

The Goblin Song

Goblins chew and goblins bite,
Goblins cut and goblins fight,
Stab the dog and cut the horse,
Goblins eat and take by force!
Goblins race and goblins jump,
Goblins slash and goblins bump,
Burn the skin and mash the head,
Goblins here and you be dead!
Chase the baby, catch the pup,
Bonk the head to shut it up!
Bones be cracked, flesh be stewed,
We the goblins—you the food!

Love this ;)

Shadow Lodge

You'll love this then!


that was just awsome


how about a feat that gives goblins a bonus on disable device when attempting to sabotage.


"The Goblin Song" is in Rise of the Runelords #1 "Burnt Offerings" along with a bunch of Goblins Stuff. I assume thats the first place it was published.

I understand how people lose track of authors etc.... but I think its worth a google search to try and link Author to Work. In this case I read that it was generally attributed to the Paizo writers.

Burnt Offerings has a lot of Goblin stuff.

Sigurd


I love this thread :D
I've been playing a gob-oh for quite a while now in my friend's Pathfinder game :D
He's trying to unite the goblins against the Orcs and form their own nation :)
Level
4 Rogue (He's a sneaky git)
1 Pathfinder Chronicler (He "finds things" and knows random facts... sometimes not actually the way they are... he also is writing his own "epic" which oddly places him as the hero in EVERY situation and overplays his own parts)
3 Alchemist (He was originally meant to be an alchemist, but we started before the playtest. That's why he's a rogue- most skill points)
1 Shadow Dancer (He was ALWAYS hiding and most of the time in shadows so... it just fit with his character)

(Note: I normally hate level dipping... those classes just fit his character concept)


Here're some goblin racial feats I worked up:

Burrower [Goblin]
Benefit: The goblin gains a burrow speed of 10 feet. It cannot burrow into solid rock, but can move through just about any material softer than that. A goblin usually leaves behind a usable tunnel 5 feet in diameter when burrowing unless the material it’s moving through is very loose.

Canny Grappler [Goblin]
Benefit: A goblin can attack with a light weapon while grappling without suffering the -4 penalty on such attacks. Furthermore, the goblin adds its Dexterity bonus instead of its Strength bonus to grapple checks.

Improved Climber [Goblin]
Benefit: The goblin gains a climb speed of 10 feet. This grants a +8 racial bonus on all Climb checks, and it can always choose to take 10 on all Climb checks, even if rushed or threatened.

Shadow Jump [Goblin]
Benefit: The goblin can teleport between or within areas of dim light as part of a move. This duplicates dimension door (caster level equals the goblin's character level), but the total distance is limited to 40 feet per day. The goblin can make multiple jumps (even within a single round but always as part of a move), but each jump counts as at least 10 feet even if the goblin goes a lesser distance. This is a supernatural ability.

Spider's Bite [Goblin]
Benefit: The goblin can magically poison up to five arrows, bolts, or thrown weapons per day. Only piercing or slashing weapons can be affected. The poison lasts for 8 hours, or until the weapon is used. This is a spell-like ability.

Spider's Bite Poison: type poison, injury; save DC 10 + 1/2 level + Con. modifier; frequency 1/round for 2 rounds; effect nauseated 1d2 rounds; cure 1 save.

Unusual Stealth [Goblin]
Benefit: A goblin with this feat may move up to his full speed and make Stealth checks without penalty.

Mark L. Chance
Spes Magna Games


These are all in use in our current campaign, they are largely untested but have good favor. Enjoy.

All Hail…What’s His Face, the most Holy (House) Heritage, Goblin, Divine
Requires: Goblin, Channel Energy
Benefit: you may choose a divine feat from a god other then your own, you gain all the benefits of this feat but may only use it once per encounter. You may change the feat chosen after 24 hours of "meditation".

Can’t Catch Me! (House) Heritage, Goblin
Requires: Goblin
Benefit: +4 racial bonus to escape artist checks and +2 to hide and move silently checks.

Cornered Rat (DLCS, House)
Requires: BA+1, goblin
Benefit: the round after you are either targeted by another’s intimidate check or you target someone with diplomacy, you may attack them gaining +2 to hit and +2 damage. The foe, who must have been the originator of the intimidate or the target of the diplomacy can make a sense motive check vs. your bluff check to negate the bonus.

Deranged Goblin Thinking (House) Heritage Feat, Goblin
Requires: Goblin, Base Will save +2
Benefits: after 2d8 rounds of being under a compulsion or enchantment effect that does not give ongoing control, the goblin is allowed a second will save at +2, if these save is successful, the effect continues but has as close to the opposite effect as possible. For example: calm emotions – rage, charm- enemy, sleep – manic energy, slow- haste, as determined by the DM.

Goblins Always Land on their.....Heads (House) Heritage, Goblin
Requires: Goblin,
Benefit: when falling you take damage as if you fell 20' less, at 10th level its 30' less and at 15th its 40' less.

Just Like I Planned (House) Heritage, Goblin
Requires: Goblin
Benefit: When subject to an effect that has a random effect, you may add either +1 or -1 or +10 or -10 (as appropriate for the die/dice rolled). Choice the number you are adding or subtracting. The DM will then give you the two choices (the initial and the modified roll). You may then decide which of the two to use. For spells with few choices such as prismatic spray +/- 1, for larger ranges such as confusion +/- 10.

Looks like Good Eats to Me (House) Heritage, Goblin
Requires: Goblin
Benefit: you may scavenge food and water from any environment as you travel without reducing your movement rate. You gain a +4 racial bonus on fortitude saves against disease and poisons from ingested substances. You are immune to filth fever.

Not Even A Scratch (House) Heritage, Goblin
Requires: goblin, spellcraft 4
Benefit: while under the effect of a spell that targets you and provides a miss chance, you may choose to end the spell as an immediate action so that the next attack that targets you automatically misses. You may do so after rolling the normal miss chance for the spell.

Random Goblin Dodge (House) Heritage, Goblin
Requires: goblin, dodge
Benefit: when taking the total defense, fighting defensively or using combat expertise option, your attack's insight bonus to attack rolls and damage are negated and you gain an additional +1 dodge bonus to AC. This bonus increases to +3 against ranged attacks.

Wrath of Chaos (House) Rage Feat, Heritage Feat Goblin
Requires: Rage, goblin
Benefit: when raging you fight in such a random manner that opponents have difficulty defending against you. When raging opponents you attack lose all dodge and DEX bonuses to AC, although they are not considered flat footed and you may not deal sudden strike or sneak attack damage in this manner. Even those with improved uncanny dodge are susceptible. Opponents using the total defense option do not lose any AC (and gain the normal benefit). Your penalty to AC due to raging increases by -2.

The Exchange

Sleepwalking
prerequisite: Endurance

A goblin with sleepwalking can move at half movement rate without pause even when 'asleep' for as many days as points of fortitude.

Longmarch
preReqisite: Sleepwalking, Leadership

Allows the Goblin leader to move a group of goblins overland without stopping for as many days as points of leadership.

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