Goblin Pirates?


Skull & Shackles

Sovereign Court

2 people marked this as a favorite.

Having just read, and greatly enjoyed, Goblins of Golarion I am considering the possibilities of an all-Goblin party for Skull and Shackles.

Is this something that will be a realistic possibility?

Shadow Lodge

GeraintElberion wrote:

Having just read, and greatly enjoyed, Goblins of Golarion I am considering the possibilities of an all-Goblin party for Skull and Shackles.

Is this something that will be a realistic possibility?

I don't see why, and I all I can say is that is made of 100% cool.


Sure. You've already got a nice pic of the party.


The idea sounds great, and yes, we've seen that picture with quite a bit of enthusiasm.

Actually, I'm pretty sure that if none of my players choose to create a goblin PC, I'll make one of the main crew NPC a goblin (maybe Gunslinger)!

As for a 100% goblin crew, sounds like a challenge, but why not!


Pathfinder Adventure Path, Lost Omens, Maps, Starfinder Adventure Path Subscriber
GeraintElberion wrote:

Having just read, and greatly enjoyed, Goblins of Golarion I am considering the possibilities of an all-Goblin party for Skull and Shackles.

Is this something that will be a realistic possibility?

I think it's a great idea personally. I'd love to play that at a table sometime. Might take a little working by the GM as to why the pirates would grab goblins, but stranger things have happened in my old games. :)


In the 3.5e Stormwrack supplement, there's an encounter with the Sable Drake, a goblin pirate ship (the captain is actually a wererat, hence them not just running aground all the time). I used it in my game but had to weird it up a little bit to reflect the more disorganized nature of Golarion's goblins, but they have fully statted up officers and stuff if it'd be helpful.

Sovereign Court

I have dumped this idea, not because it isn't awesome but because I am playing a goblin pirate here on a pbp.

I can heartily recommend goblin piracy to anyone, it's a blast.

Grand Lodge

Maybe if they were a LE variant Gob.

Tough to teach whirling sharp balls of chaos to sail...


I was making a gob ranger/Infiltrator 2 weapon back stab goddess. I'm going with Aberration to get Amphibious. That could be a VERY fun pirate.

Grand Lodge

I will be playing SnS soon and I like the idea of a goblin (that my GM suggested to me) very much.
What class would you suggest for a goblin?
I know that most are playable, but which are the ones that work best?
(Yes, I like to hear about some munchkin advice here. ^^)
I think something with knives would be nice.
Also I have never played a gunslinger before, but this might be the first class I could imagine to fit.

Zogmugot (CE goddess of drowning, flotsam, and scavenging) sounds like a good god for me but I never played an CE character (as a player) before and I am not sure how weird he might be.
Can such a character fit into the campaign?
Is this campaign made for... not so heroic... heroes or still for the good guys?
I just don't want to bust the campaign with playing a character that ist too weird. ^^
I would totally apreciate some advice from you. ^^


If I played a goblin, I'd probably play an alchemist. It's a solid choice that perfectly fits the pyromania that most goblins indulge in.

Grand Lodge

I am not sure if the alchemist would really fit.
Not being able to write things down and being on a ship that can blow up easy is nothing I really like.
But the char will totally use some explosives. :)

Dark Archive

Alchemist bombs do not set ships on fire. They confirmed that a few weeks back, apparently it burns out instantly and doesn't set things on fire (unless you take the explosive bomb discovery) so it's safe on your ship. (may still cause damage to it but eh)

If your really concerned about that then play the vivisectionist and don't use bombs at all at sneak attack everything. Seems pretty fitting for a pirate anyway.

As to the alignment question, well this AP is actually designed for you to be the not so good guy so have fun with that.

I know I will.

Grand Lodge

That with the bombs is interesting.
Considering that they tell about them in the pirates sourcebook and telling that the cheap alternative, the Tar Bomb, is devastating but not as effective as alchemists fire.
You might think that these are much worse.
Also on the RP side I am not sure if my goblin would be patient enough.

What about a rogue build?
The +4 Dex might be working.

Scarab Sages Reaper Miniatures

is it legal for me to mention that Reaper makes a goblin pirate mini?

http://paizo.com/products/btpy7xuk?Goblin-Pirate-and-Powder-Monkey

Grand Lodge

I don't like the face on this minature he looks like a small orc.
But that is a problem with most of the goblins.
They don't fit into the look of the pathfinder universe.

There is a new one out by freebooter miniatures who suits me more.
LINK

I am not sure if will use this one, or ust add a hat to one of the goblins from the H&M prepainted miniatures.

Scarab Sages

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Jan Schattling wrote:

I am not sure if the alchemist would really fit.

Not being able to write things down and being on a ship that can blow up easy is nothing I really like.
But the char will totally use some explosives. :)

I played the pre-gen goblin alchemist, in 'We Be Goblins', and got it from the writer's own words, that his formulae are a picture book.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber
Jan Schattling wrote:

I will be playing SnS soon and I like the idea of a goblin (that my GM suggested to me) very much.

What class would you suggest for a goblin?
...
Zogmugot (CE goddess of drowning, flotsam, and scavenging) sounds like a good god for me but I never played an CE character (as a player) before and I am not sure how weird he might be.
Can such a character fit into the campaign?

That's the direction I'll be taking, a goblin cleric of Zogmugot, out scavenging the high seas. I'm particularly looking forward to the junk I'll be fishing out of the water using the flotsam subdomain sift ability.


Pathfinder Adventure Path, Lost Omens, Maps, Starfinder Adventure Path Subscriber
Bryan Stiltz wrote:
is it legal for me to mention that Reaper makes a goblin pirate mini?

Yes, and that mini is awesome. Had a goblin pirate concept in mind long before this AP and that mini only further pushed it around in my mind. :)


Jan Schattling wrote:

I will be playing SnS soon and I like the idea of a goblin (that my GM suggested to me) very much.

What class would you suggest for a goblin?
I know that most are playable, but which are the ones that work best?
(Yes, I like to hear about some munchkin advice here. ^^)
I think something with knives would be nice.
Also I have never played a gunslinger before, but this might be the first class I could imagine to fit.

Zogmugot (CE goddess of drowning, flotsam, and scavenging) sounds like a good god for me but I never played an CE character (as a player) before and I am not sure how weird he might be.
Can such a character fit into the campaign?
Is this campaign made for... not so heroic... heroes or still for the good guys?
I just don't want to bust the campaign with playing a character that ist too weird. ^^
I would totally apreciate some advice from you. ^^

either alchemist or gunslinger sound ok. Rogues would ne a good choice, and a coward goblin summoner that always hide behind his eidolon might be fun as well.

That said... if I were to play a goblin pirate, I would make her a Juju Oracle voodoo magic user, specialist in making undead crew comrades.


Jan Schattling wrote:

I will be playing SnS soon and I like the idea of a goblin (that my GM suggested to me) very much.

What class would you suggest for a goblin?
I know that most are playable, but which are the ones that work best?
(Yes, I like to hear about some munchkin advice here. ^^)
I think something with knives would be nice.
Also I have never played a gunslinger before, but this might be the first class I could imagine to fit.

Zogmugot (CE goddess of drowning, flotsam, and scavenging) sounds like a good god for me but I never played an CE character (as a player) before and I am not sure how weird he might be.
Can such a character fit into the campaign?
Is this campaign made for... not so heroic... heroes or still for the good guys?
I just don't want to bust the campaign with playing a character that ist too weird. ^^
I would totally apreciate some advice from you. ^^

you can be chaotic neutral and worship a chaotic evil deity. i already made a goblin pirate cleric pc. just waiting for the first adventure:)

Grand Lodge

The campaign is ready to start and I have my goblin ready.
He is a rogue, archetype pirate.
With a whopping 20 dex and many bonusses on stealth he wil be totally sneaky and with the help from the goblin sourcebook and the players guide to skull and shackles he will be the descendant of a famous goblin pirate captain from the shackles.
I am really exited to play him and will be starting to paint my freebooters miniature any day now.
Yay...


I've made a Goblin Fighter NPC to fill in if I have absent players that haven't given me up-to-date character sheets.

[Build: Weapon Finesse/Dervish Dance]
At level 2 he is at +9 to hit, doing 1d4+5 damage.


I'll be playing an escaped catapult slave crewgob (goblin fighter/lore warden). The str penalty hurts, but he has plenty of dex for TWF. He's going to pretend that he doesn't understand common and ham up being more of a coward than he really is--until it's time for revenge.

Scarab Sages

1 person marked this as a favorite.
Jan Schattling wrote:

I don't like the face on this minature he looks like a small orc.

But that is a problem with most of the goblins.
They don't fit into the look of the pathfinder universe.

There is a new one out by freebooter miniatures who suits me more.
LINK

I am not sure if will use this one, or ust add a hat to one of the goblins from the H&M prepainted miniatures.

Pardon the thread necromancy, but I was thinking about goblin pirates this morning and dug up this thread. That whole line of Freebooter goblin pirates makes this a must-happen campaign. The comedy potential is limitless.

Edit: Three words - Goblin sea chanties

Goblins on the dead man's chest,
Yo ho ho and a bottle of rum!
Chop up the body, send it down to the mess,
Yo ho ho and a bottle of rum!

We'll drink and drink and get so drunk,
Yo ho ho and a bottle of rum!
Everyone can eat a chunk,
Yo ho ho and a bottle of rum!

The bottle burst and all men be cursed,
Yo ho ho and a bottle of rum!
We'll drink his blood to quench our thirst,
Yo ho ho and a bottle of rum!

We'll suck his blood and crunch his bones,
Yo ho ho and a bottle of rum!
And take his treasures for our own,
Yo ho ho and a bottle of rum!

Modified from a version that appeared in Chicago's Time-Herald sometime in the early 20th century, care of Wikisource


Meet Snurgi
Snurgi CR 5
XP 1600
Goblin Fighter (Cad) 2 Rogue (Pirate) 4
CE Small Humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +2 Dex, +1 size, +1 dodge)
hp 42 (2d10+4d8+10)
Fort +5, Ref +6, Will +0; +1 vs. fear and mind-affecting
Defensive Abilities evasion, uncanny dodge, unflinching +1
--------------------
Offense
--------------------
Speed 30 ft., swinging reposition
Melee +1 Cutlass (RA) +10 (1d4+2/19-20/x2) and
Masterwork Dagger +9 (1d3+1/19-20/x2)
Ranged (M) Pistol +8 (1d8/x4)
Special Attacks sneak attack +2d6
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 12, Int 9, Wis 8, Cha 9
Base Atk +5; CMB +6 (+7 Tricking, +7 Disarming, +7 Stealing); CMD 18 (19 vs. Dirty Trick, 19 vs. Disarm, 19 vs. Steal)
Feats Agile Maneuvers, Combat Reflexes (3 AoO/round), Dodge, Goblin Gunslinger, Sea Legs, Weapon Finesse, Weapon Focus (Cutlass [RA])
Skills Acrobatics +13, Climb +10, Escape Artist +9, Fly +4, Perception +6, Profession (sailor) +6, Ride +6, Stealth +17, Swim +10
Languages Goblin
SQ rogue talents (finesse rogue)
Other Gear Masterwork Studded leather armor, +1 Cutlass (RA), Black powder (2), Firearm bullet (20), Masterwork Dagger, Pistol, You have no money!
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Goblin Gunslinger You can wield Medium firearms without taking the penalty for an inappropriately sized weapon.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Swinging Reposition (Ex) Can move 5 feet as a free action after a charge or bull rush when masts and riggings are present.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Unflinching +1 (Ex) +1 save vs. fear and mind-affecting effects

Scarab Sages

Has Snurgi been a blast to play?


Haven't played him yet. Just made him up this afternoon. Might make a whole crew in the likings in this thread!


Hilariously karmic, just a few minutes before reading this post I finished making Ninja-Pirate Crewmen for an epic finale for our S&S campaign. (That's right, putting to rest that dispute for evermore - I'll say it again - Ninja Pirates. Or Pirate Ninjas depending on your point of view.)

Anyways, for fun I also made This little ninja:

Pirate Crewmen (Goblin)
No Gender Goblin Ninja 10
N Small Humanoid (goblinoid)
Init +8; Senses darkvision 60 ft.; Perception +13
-------------------- Defense --------------------
AC 21, touch 15, flat-footed 17 (+6 armor, +3 Dex, +1 size, +1 dodge)
hp 68 (10d8+15) Fort +4, Ref +15, Will +5
Defensive Abilities: evasion, improved evasion, improved uncanny dodge (lv >=14)
-------------------- Offense --------------------
Speed 20 ft., light steps
Melee (M) +2 Cutlass +9/+4 (1d6+3/18-20/x2)
Ranged (M) +1 Pistol +15/+10 (1d8+1/x4)
Special Attacks ki attack speed, sneak attack +5d6
Spell-Like Abilities Feather Fall
-------------------- Statistics --------------------
Str 12, Dex 26, Con 12, Int 12, Wis 11, Cha 8
Base Atk +7; CMB +7; CMD 21
Feats Dastardly Finish, Dodge, Gunsmithing, Iron Will, Martial Weapon Proficiency (Cutlass)
Traits Armor Expert, Canter
Skills Acrobatics +11 (+7 jump), Appraise +7, Bluff +7, Climb +14, Craft (ships) +12, Disable Device +20, Disguise +9, Escape Artist +11, Fly +7, Intimidate +12, Knowledge (local) +7, Perception +13, Profession (sailor) +10, Ride +9, Sense Motive +8, Sleight of Hand +11, Stealth +36, Swim +8, Use Magic Device +9
Modifiers ki jump (running start, 1/2 dc), no trace +3
Languages Goblin, Orc
SQ ki movement, ki pool, ki stealth, ninja tricks (acrobatic master, evasion, feather fall, firearm training, improved evasion), poison use
Combat Gear Mariner's eyepatch, Caltrops (3); Other Gear Shadow Sea Armor, +1 Pistol, +2 Cutlass, Belt of incredible dexterity +4, Besmara's tricorne (1/day), Boots of speed (10 rounds/day), Ring of climbing (improved), Ring of force shield, Artisan's tools, masterwork (Craft [ships]), Bedroll, Blanket, Chest, medium (8 @ 72 lbs), Flask, Flint and steel, Grappling hook, Scroll case (empty), Silk rope (2), Thieves' tools, masterwork, 2575 GP
--------------

Gods I love HeroLab...


And KarlBob, that shanty just went into that character's profile. Hope you don't mind.

Scarab Sages

I don't mind at all, RoninUsagi, you're welcome to it.

+36 Stealth. That's got to be pushing into "requires an Int or Wis check to remember to stay visible" territory.


Right?

He's only got 10 actual ranks put into it. Plus there are situational modifiers that can push it close to +50.

Really, this was just because I was making background crewmen of the base races for our S&S Finale. (I'm planning on seeing at least one PC death. I've actually pulled some punches along the path to ensure that everyone's character survived - until now.)


Bumping this thread as it looks as though I may be running this exact scenario in the near future. Having read the S&S AP in its entirety, there is a significant amount of material that will have to be altered and thrown out wholesale for a crew of goblins.

That said, I'm looking for advice and suggestions for the following for book 1:
1)The opening. Nobody intelligent press gangs goblins, which eliminates Harrigan. I'd rather not eliminate him, but it seems far-fetched to have him plausibly interact with goblins off-hand.

2)Having any reason to interact with Bonewrack Isle. I have my own, incomplete, thoughts; but I'm curious what others may think of.

3)Thoughts in general that are a bit more objectively useful than the ones above.

I thank you all for your time.


Well, Harrigan is desperate for crew, and you could argue that he wouldn't kill of the goblin without giving it a fair chance first. Not because he's a nice guy, but because he really needs crew!!

Insteading of them being pressganged, you could have them sneak aboard as stowaways. Then they'll be discovered when the ship is a few days out to sea, and Harrigan takes a shot at having his crew increased, rather than just throwing them overboard. Plugg and Scourge will have to be damn hard on them, though, so make it very clear that being whipped to death is a real possibility unless they at least try to be sailors.


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Harrigan (and Plugg and Scourge for that matter) could be a Hobgoblin(s). Hobgoblins whip goblins all the time.
The Shackles tolerates a werewolf on the Council. A hobgoblin pirate is no stretch, especially one with a reputation for taking out Cheliax vessels.


Uri Meca wrote:

Harrigan (and Plugg and Scourge for that matter) could be a Hobgoblin(s). Hobgoblins whip goblins all the time.

The Shackles tolerates a werewolf on the Council. A hobgoblin pirate is no stretch, especially one with a reputation for taking out Cheliax vessels.

... particularly as there already is a hobgoblin pirate captain and his crew running about and causing problems:

Spoiler:
Captain Gortus Svard of the Devil's Pallor, who shows up in Raiders of the Fever Sea.

I noticed that last night and was thinking that this might be a good place to introduce a goblin crew!


Hobgoblin is rather brilliant. Thank you for that Uri Meca.

Doing a general pallet swap of the crew solves a lot of issues for a straight run of the AP outright as well as tempering back the possibility of a bunch of goblins trying to murder the crew because 'human'.


Fitzwalrus wrote:
... particularly as there already is a hobgoblin pirate captain and his crew running about and causing problems

D'oh! Didn't remember that at all. Of course, we've only just finished Day 14 of Part 1. Gee, I'm quite looking forward to the hobgoblin pirate encounter now.

Michael Carter-Wright wrote:
Hobgoblin is rather brilliant. Thank you for that Uri Meca.

Most welcome. :-) Plus, that hobgoblin crew Fitzwalrus mentioned above could be a potential future ally for the PCs in later chapters with a little tweaking...

Good luck!


3 people marked this as a favorite.

My friends and I want to run an all goblin ship game but our DM just refuses to run it.

We even decided our ship name was going to be the "SS GET THEM GET THEM GET THEM GET THEM" written in progressively larger letters across the hull.

When asked WHY ON EARTH they would kidnap goblins for their crew, I reasoned that the Goblins happened to be in a shipping crate eating the food when it was brought aboard.

*sigh* another day perhaps...

Scarab Sages

1 person marked this as a favorite.

My group is doing all goblins (I am playing a monkey goblin cleric of Besmara).

We started off with the "We be Goblins" adventure. As we were celebrating at a huge feast in our honor we decided to raid some carts of booze (we all sampled a bit) in the city and woke up on the Wormwood naked and being yelled at.


One of my players is playing a goblin. I am pleased!!!

Liberty's Edge

just a concept: groany whittle wish: a goblin bard that was dragged along. Forced to cook and sing songs for the other goblins. alignment is neutral, catchphrase: "(sigh)"

Scarab Sages

kikidmonkey wrote:

My friends and I want to run an all goblin ship game but our DM just refuses to run it.

We even decided our ship name was going to be the "SS GET THEM GET THEM GET THEM GET THEM" written in progressively larger letters across the hull.

When asked WHY ON EARTH they would kidnap goblins for their crew, I reasoned that the Goblins happened to be in a shipping crate eating the food when it was brought aboard.

*sigh* another day perhaps...

That ship name is brilliant! I hope that either your GM changes his/her mind or you eventually find another GM ready to take on the challenge. We only have one goblin in our group, and he's been great so far.

Spoiler:
After the Wormwood attacked the Man's Promise, he snuck aboard the Promise during the victory celebration and painted the word "Mine!" on the stern. (Yes, he's one of those heretic goblins who read and write.)

there is a goblin gunslinger in the S&S game I am running, he took the pistolero archtype, with the goblin gunslinger feat, which allows for using a Medium sized pistol in one hand with no penalty. then with adding Dex to damage rolls at lvl 5 he is pretty solid.

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