Goblin Character-Need Help / Suggestions


Advice

Scarab Sages

I know that I already have a character, but I'm thinking about another character-a Goblin. Here's what I got for the characteristics:

-He's a well-mannered Goblin-that is, he doesn't attack gnomes or dwarves, gnaw off rats or birds, or all of the things that Goblins would typically do. In fact, he was raised to call Goblins who do this stuff "stupid Goblins".
-He was raised by a human mother after she found him alone in the woods (it's unknown if his real family abandoned him or forgot him). Either way, he's (somewhat) fluent in Common.

Here's what I need:

-Favored Class
-Favored Skills

Any ideas?


Alchemist and Gunslinger are great classes for goblins that rely on DEX to hit a non STR stat for damage(assuming you went bomb alchemist). Whatever you go you'll want to capitalize on the +4 DEX.

As far as fitting in with back-story no "stupid goblins" could effectively operate a firearm (I think) but there are goblin alchemists in typical tribes. You could fit him in with any class (bar anti-paladin) if you put the right spin on it.

Scarab Sages

GreasyGrappler wrote:

Alchemist and Gunslinger are great classes for goblins that rely on DEX to hit a non STR stat for damage(assuming you went bomb alchemist). Whatever you go you'll want to capitalize on the +4 DEX.

As far as fitting in with back-story no "stupid goblins" could effectively operate a firearm (I think) but there are goblin alchemists in typical tribes. You could fit him in with any class (bar anti-paladin) if you put the right spin on it.

Well, I'm not too familiar with the Alchemist and Gunslinger classes (I was aiming for a Rogue or Ranger class) but I'll look into those classes.

Anyways, thanks!


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Paladin up through at least 2-3, then Rogue. Keeping in line with things he seems to know without even being taught (rogue), he starts going to church with his human mother and finds 'the light' so to speak.

EDIT: I know you take a charisma hit, or at least I seem to recall goblins do... but in 3.5 this was one of the most fun characters I ever played, ended up going into Shadowbane Inquisitor.


Fighter to Duelist using a scimitar.
Very badass.


Level 3) Goblin Rogue of Sarenrae (Swashbuckler archetype)

Trait
Flame of the Dawnflower (Sarenrae)-
You have been raised to view yourself as a blade in Sarenrae’s service, or you have taken that duty on for yourself.
Benefit: Whenever you score a critical hit with a scimitar, you deal an additional 2 points of fire damage to your target.
(plus goblins love fire)

Wield a Scimitar

Feats

Lvl 1) Combat Expertise (To work on Feint Tree)
RT 2)Weapon Finesse
Lvl 3) Dervish Dance

Rogue Talent

Lvl 2) Finesse Rogue

With a 20 dex assuming you at least threw a 16(+4 racial mod) in it.

Scimitar/ +8 to hit/ 18-20x2 +2 Fire Crit/ Piercing/ 1D4+5+2D6 Sneak.

At least it has some flavor with it. A Dancing, Holy Goblin that hasn't completely forgot the "instinct" of his people... and still likes fire (He may even find himself closer to his god because of this)


I would consider Wizard or Bard, especially for a Paizo/Golarion goblin. Reading and writing are feared with superstitious fervor by goblins, so it would be a fun contrast. Or at the very least make him a cartographer and historian.


Racial traits for goblins:
  • –2 Strength, +4 Dexterity, –2 Charisma: Goblins are fast, but weak and unpleasant to be around.
  • Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
  • Fast: Goblins are fast for their size, and have a base speed of 30 feet.
  • Darkvision: Goblins can see in the dark up to 60 feet.
  • Skilled: +4 racial bonus on Ride and Stealth checks.
  • Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.

Since goblins excel in dexterity and are fast, I would definitely make a dex-based martial character: Rogue, Gunslinger, Fighter, Ranger, Barbarian, Cavalier, Alchemist, Magus, or Inquisitor. I'd almost certainly use Dervish Dance for any build, although possibly TWF for some. Also, it's worth considering a mount, since a medium mount can go anywhere with you - in particular a Beastrider Cavalier with the feat Saddle Shrieker riding a Velociraptor could be fun.


Goblin magus is quite fun, if borderline broken.

Scarab Sages

Daelen wrote:

Paladin up through at least 2-3, then Rogue. Keeping in line with things he seems to know without even being taught (rogue), he starts going to church with his human mother and finds 'the light' so to speak.

EDIT: I know you take a charisma hit, or at least I seem to recall goblins do... but in 3.5 this was one of the most fun characters I ever played, ended up going into Shadowbane Inquisitor.

This...sounds like the best idea so far! Thanks!


Vyranos wrote:
Daelen wrote:

Paladin up through at least 2-3, then Rogue. Keeping in line with things he seems to know without even being taught (rogue), he starts going to church with his human mother and finds 'the light' so to speak.

EDIT: I know you take a charisma hit, or at least I seem to recall goblins do... but in 3.5 this was one of the most fun characters I ever played, ended up going into Shadowbane Inquisitor.

This...sounds like the best idea so far! Thanks!

Always glad to help a fellow Goblin fan! If that prestige class is available to you in your game go for it, but since it was 3.5 and not Pathfinder it probably won't be. Even still its a pretty powerful combination. As an alternative, you can focus on Paladin for smite damage and take a couple of levels of Rogue just to get a little sneak attack and evasion to go along with your already awesome saves


I don't really see even a 'civilized' goblin going paladin. Especially to start. That sort of sounds like you're trying to get the 'stuff' vs what you're playing.

But maybe that's me.


Pepsi Jedi wrote:

I don't really see even a 'civilized' goblin going paladin. Especially to start. That sort of sounds like you're trying to get the 'stuff' vs what you're playing.

But maybe that's me.

Doesn't have to start off Paladin. I didn't mean to imply that, actually. It might be a better option from a optimization standpoint, but for character it should definitely start off rogue and become a Paladin because of the influence from the church. Whether to stay Paladin or continue on as a Rogue is up to flavor and what you're looking for I suppose.

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