Who's the baddest goblin on the block?


Advice


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We're thinking about building an all-goblin party for a campaign idea - I've built one (and played it all the way through RotRL), and he was about as impressive as a martial can get... having said that, one character does not a party make, so I was interested in seeing any other goblin builds out there.

This is the build I'll be using:

Goblin 2nd level Monk (Master of Many Styles) / 18th level Fighter (Brawler)

Attributes: (20 point buy)
STR - 12 (-2 racial modifier)
DEX - 16 (+4 racial modifier, +1 at 4th, 8th, 12th, 16th& 20th level)
CON - 14
INT - 14
WIS - 12
CHA - 7 (-2 racial modifier)

Traits:
Goblin Foolhardiness (+1 melee attack bonus when no allies are adjacent)
Vagabond Child (+1 Disable Device, Disable Device is a class skill)

Feats:
1st - Weapon Finesse
1st - Two-Weapon Fighting
2nd - Improved Unarmed Strike
2nd - Stunning Fist
2nd - Snake Style
3rd - Snake Fang
3rd - Combat Reflexes
4th - Dodge
5th - Crane Style
6th - Crane Wing
7th - Improved Two-Weapon Fighting
8th - Weapon Focus: Unarmed Strike
9th - Crane Riposte
10th - Greater Weapon Focus: Unarmed Strike
11th - Stand Still
12th - Greater Two-Weapon Fighting
13th - Improved Critical: Unarmed Strike
14th - Critical Focus
15th - Sickening Critical
15th - Staggering Critical
16th - Critical Mastery
17th - Piranha Strike
18th - Stunning Critical
19th - Weapon Specialization: Unarmed Strike
20th - Greater Weapon Specialization: Unarmed Strike

Skills:
Acrobatics 1-20
Climb 2
Disable Device 1-20
Perception 1-20
Stealth 1-20
Survival 2-3
Swim 3

Equipment:
Mithril Chain Shirt (Brawler), Mithril Heavy Steel Shield, Amulet of Mighty Fists (Agile)

Combat stats at 4 level intervals:

1st level:

HP 9 (1d10+3), Fort +4, Reflex +5, Will +1
Armor Class: 19
10 +4 [Dex] +1 [Small] +4 [Chain Shirt]
Attack: +6/+6
+1 [BAB] +5 [Dex] +1 [Small] -2 [TWF] +1 [Trait]
Damage: 1d4
1d4 (gauntlet)
Equipment:
Chain Shirt, Spiked Gauntlets

5th level:

HP 41 (3d10+2d8+13), Fort +8, Reflex +9 (Evasion), Will +4
Armor Class: 29
10 +5 [Dex] +1 [Small] +5 [Chain Shirt] +3 [Shield] +4 [Defensive] +1 [Dodge]
Attack: +10/+10, Snake Fang w/Combat Reflexes
+4 [BAB] +5 [Dex] +1 [Small] -2 [TWF] +1 [Trait] +2 [Brawling] +1 [Close] -2 [Defensive]
Damage: 1d6+10
1d6 +2 [Brawling] +5 [Dex] +3 [Close]
Equipment (10,500):
Brawling Mithril Chain Shirt +1 (5,000), Mithril Heavy Steel Shield +1 (2,000), Agile Amulet of Mighty Fists (4,000)

9th level:

HP 77 (7d10+2d8+25), Fort +13, Reflex +15 (Evasion), Will +8
Armor Class: 33 w/Crane Wing, Menacing Stance -1/-4
10 +6 [Dex] +1 [Small] +6 [Chain Shirt] +4 [Shield] +4 [Defensive] +1 [Dodge] +1 [Ring]
Attack: +20/+20/+15/+15, Snake Fang w/Combat Reflexes, Crane Riposte
+8/+3 [BAB] +7 [Dex] +1 [Small] -2 [TWF] +1 [Trait] +2 [Brawling] +2 [Close] -1 [Defensive] +1 [Focus] +1 [Amulet]
Damage: 1d6+14
1d6 +2 [Brawling] +7 [Dex] +4 [Close] +1 [Amulet]
Equipment (46,000):
Brawling Mithril Chain Shirt +2 (10,000), Mithril Heavy Steel Shield +2 (5,000), Agile Amulet of Mighty Fists +1 (16,000), Cloak of Resistance +3 (9,000), Belt of Incredible Dexterity +2 (4,000), Ring of Protection +1 (2,000)

13th level:

HP 113 (11d10+2d8+37), Fort +16, Reflex +17 (Evasion), Will +10
Armor Class: 39 w/Crane Wing, Menacing Stance -2/-5
10 +6 [Dex] +1 [Small] +8 [Chain Shirt] +6 [Shield] +4 [Defensive] +1 [Dodge] +3 [Ring]
Attack: +28/+28/+23/+23/+18/+18, Snake Fang w/Combat Reflexes, Crane Riposte
+12/+7/+2 [BAB] +8 [Dex] +1 [Small] -2 [TWF] +1 [Trait] +2 [Brawling] +3 [Close] -1 [Defensive] +2 [Greater Focus] +2 [Amulet]
Damage: 1d6+17
1d6 +2 [Brawling] +8 [Dex] +5 [Close] +2 [Amulet]
Equipment (140,000):
Brawling Mithril Chain Shirt +4 (26,000), Bolstering Mithril Heavy Steel Shield +4 (26,000), Agile Amulet of Mighty Fists +2 (36,000), Cloak of Resistance +4 (16,000), Belt of Incredible Dexterity +4 (16,000), Ring of Protection +3 (18,000)

17th level:

HP 200 (15d10+2d8+100), Fort +19, Reflex +22 (Evasion), Will +13
Armor Class: 43 w/Crane Wing, Menacing Stance -3/-6
10 +6 [Dex] +1 [Small] +9 [Chain Shirt] +7 [Shield] +4 [Defensive] +1 [Dodge] +5 [Ring]
Attack: +32/+32/+27/+27/+22/+22/+17, Snake Fang w/Combat Reflexes, Crane Riposte
+16/+11/+6/+1 [BAB] +10 [Dex] +1 [Small] -2 [TWF] +1 [Trait] +2 [Brawling] +4 [Close] -1 [Defensive] +2 [Greater Focus] +4 [Amulet] -5 [Piranha Strike]
Damage: 1d6+32
1d6 +2 [Brawling] +10 [Dex] +6 [Close] +4 [Amulet] +10 [Piranha Strike]
Equipment (410,000):
Brawling Mithril Chain Shirt +5 (37,000), Bolstering Mithril Heavy Steel Shield +5 (37,000), Agile Amulet of Mighty Fists +4 (100,000), Cloak of Resistance +5 (25,000), Belt of Physical Might +6 (Dex/Con) (90,000), Ring of Protection +5 (50,000), Ring of Freedom of Movement (40,000), Winged Boots (16,000)


Not full builds, but ideas:

- Mindchemist Alchemist: typical bomb throwing alchemist, taking advantage of Rocket Bomb and maybe Flame Heart. I had post such a build once, it is fun and effective.

- Theologian Cleric with one lvl dip in Orc/Dragonic tattooed Sorcerer: Use the smoke Domain for access to fireball and build a divine blaster. Use dazing spell. Thematic flavor too. Do not forget the Flame Heart feat.

- There is no great option for an arcane caster, but the massive dex boost would suit well a dex-based magus I guess. A bladebound kensai magus using dervish dance could have potential. Dip MoMS + Unarmed fighter for fast access to the crane style feat tree.


I personally think any dex-build is solid for a goblin. A few things I've heard of:

-Goblin assassin; ridiculous stealth (+66) by like level 10-12, used it's death attack successfuly on a dragon above it's CR.

-Goblin gunslinger

-Goblin inquisitor of sarenrae. It's my own little goblin char. Gets decent at high level, but is rather squishy at lower.

Scarab Sages

Goblin Warpriest of Asmodeus. Light mace sacred weapon damage, Fire Hand, Firebrand and BURN! BURN! BURN! feats, Fire blessing, Swift action buffs on yourself, you use a normal torch as weapon and stack on +2d4 fire damage. Since the torch is still technically a improvised weapon even though you aren't taking penalties with it you could dip a level of monk of the empty hand to flurry with it, and you also apply improvised weapon mastery to increase damage die and threat range, and the trait that gives you +2 to hit with improvised weapons.


Pathfinder Adventure Path Subscriber

I'm playing a melee-reach goblin paladin of Shelyn for Wrath AP. Traited acrobatics as a class skill and took Roll with It as his level 1 feat.

But if I had an eye on optimizing...
Archer, alchemist, or anything else involving ranged and fire.


Imbicatus wrote:
Goblin Warpriest of Asmodeus. Light mace sacred weapon damage, Fire Hand, Firebrand and BURN! BURN! BURN! feats, Fire blessing, Swift action buffs on yourself, you use a normal torch as weapon and stack on +2d4 fire damage. Since the torch is still technically a improvised weapon even though you aren't taking penalties with it you could dip a level of monk of the empty hand to flurry with it, and you also apply improvised weapon mastery to increase damage die and threat range, and the trait that gives you +2 to hit with improvised weapons.

What trait gives +2 to hit with Improvised weapons, that would really help a build I have planned.

Scarab Sages

Whisperknives wrote:
Imbicatus wrote:
Goblin Warpriest of Asmodeus. Light mace sacred weapon damage, Fire Hand, Firebrand and BURN! BURN! BURN! feats, Fire blessing, Swift action buffs on yourself, you use a normal torch as weapon and stack on +2d4 fire damage. Since the torch is still technically a improvised weapon even though you aren't taking penalties with it you could dip a level of monk of the empty hand to flurry with it, and you also apply improvised weapon mastery to increase damage die and threat range, and the trait that gives you +2 to hit with improvised weapons.
What trait gives +2 to hit with Improvised weapons, that would really help a build I have planned.

Suprise Weapon, It's from Ultimate Campaign.


Goblin lich with 20 levels of anti-paladin.


Blobug from Legacy of Fire, hands down.

Funnest NPC to play, so much so that I had to have him show up again later in the quest.

Shadow Lodge

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Norman Osborne


Imbicatus wrote:
Goblin Warpriest of Asmodeus. Light mace sacred weapon damage, Fire Hand, Firebrand and BURN! BURN! BURN! feats, Fire blessing, Swift action buffs on yourself, you use a normal torch as weapon and stack on +2d4 fire damage. Since the torch is still technically a improvised weapon even though you aren't taking penalties with it you could dip a level of monk of the empty hand to flurry with it, and you also apply improvised weapon mastery to increase damage die and threat range, and the trait that gives you +2 to hit with improvised weapons.

Great flavor indeed.

Scarab Sages

Kthulhu wrote:
Norman Osborne

You could actually make a fair approximation of him in Pathfinder. Mad Bomber Alchemist with a Cauldron of Flying.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

Kolyarut wrote:

Blobug from Legacy of Fire, hands down.

Funnest NPC to play, so much so that I had to have him show up again later in the quest.

He wasn't able to return in our campaign. He was torn in half and eaten when he charged something three size categories larger then he was.


Wiggz wrote:

We're thinking about building an all-goblin party for a campaign idea - I've built one (and played it all the way through RotRL), and he was about as impressive as a martial can get... having said that, one character does not a party make, so I was interested in seeing any other goblin builds out there.

This is the build I'll be using:

Goblin 2nd level Monk (Master of Many Styles) / 18th level Fighter (Brawler)

Attributes: (20 point buy)
STR - 12 (-2 racial modifier)
DEX - 16 (+4 racial modifier, +1 at 4th, 8th, 12th, 16th& 20th level)
CON - 14
INT - 14
WIS - 12
CHA - 7 (-2 racial modifier)

Traits:
Goblin Foolhardiness (+1 melee attack bonus when no allies are adjacent)
Vagabond Child (+1 Disable Device, Disable Device is a class skill)

Feats:
1st - Weapon Finesse
1st - Two-Weapon Fighting
2nd - Improved Unarmed Strike
2nd - Stunning Fist
2nd - Snake Style
3rd - Snake Fang
3rd - Combat Reflexes
4th - Dodge
5th - Crane Style
6th - Crane Wing
7th - Improved Two-Weapon Fighting
8th - Weapon Focus: Unarmed Strike
9th - Crane Riposte
10th - Greater Weapon Focus: Unarmed Strike
11th - Stand Still
12th - Greater Two-Weapon Fighting
13th - Improved Critical: Unarmed Strike
14th - Critical Focus
15th - Sickening Critical
15th - Staggering Critical
16th - Critical Mastery
17th - Piranha Strike
18th - Stunning Critical
19th - Weapon Specialization: Unarmed Strike
20th - Greater Weapon Specialization: Unarmed Strike

Skills:
Acrobatics 1-20
Climb 2
Disable Device 1-20
Perception 1-20
Stealth 1-20
Survival 2-3
Swim 3

Equipment:
Mithril Chain Shirt (Brawler), Mithril Heavy Steel Shield, Amulet of Mighty Fists (Agile)

Combat stats at 4 level intervals:

** spoiler omitted **...

Do you, sort of buy back flurry by getting TWF and reading that monk unarmed strike dosent have a hand requerment?


Cap. Darling wrote:
Do you, sort of buy back flurry by getting TWF and reading that monk unarmed strike dosent have a hand requerment?

I guess that's one way of putting it. In truth, Flurry never crossed my mind - I wanted to build a two-weapon fighting Brawler (Fighter archetype) and I wanted to maximize my defenses, so the two levels of Monk just fell right in there. From Evasion to a kick-up in saves to the ability to deal non-lethal damage, those two levels offered a lot more than just some great Style feats.

Think about it - by 6th level the first attack against him always misses, and then all the rest have to beat that ridiculous AC... and when they don't, he's getting tons of AoO's at full BAB in return. The guy is a literal Tasmanian Devil - or think Yoda, circa Ep II.


Wiggz wrote:
Cap. Darling wrote:
Do you, sort of buy back flurry by getting TWF and reading that monk unarmed strike dosent have a hand requerment?

I guess that's one way of putting it. In truth, Flurry never crossed my mind - I wanted to build a two-weapon fighting Brawler (Fighter archetype) and I wanted to maximize my defenses, so the two levels of Monk just fell right in there. From Evasion to a kick-up in saves to the ability to deal non-lethal damage, those two levels offered a lot more than just some great Style feats.

Think about it - by 5th level the first attack against him always misses, and then all the rest have to beat that ridiculous AC... and when they don't, he's getting tons of AoO's at full BAB in return. The guy is a literal Tasmanian Devil - or think Yoda, circa Ep II.

I like it but i think a lot of GMs would let your off hand weapon be with half Dex bonus to dam. only by reading the line

"there is no such thing as an off-hand attack for a monk striking unarmed"
in a way that somhow allow him to use a off-hand attack just with out the down side would the stat line be rigth.
But this is only 10 in damage pr hit on the highest example( level 17) and the rest looks sweet:)


I wrote a short story about a young goblin ranger, if you are interested in it for your campaign I can translate it into English.

I don't have a full build for him (only up to level 10) and he doesn't like other goblins, actually they are his first favored enemy :D


Cap. Darling wrote:

I like it but i think a lot of GMs would let your off hand weapon be with half Dex bonus to dam. only by reading the line

"there is no such thing as an off-hand attack for a monk striking unarmed"
in a way that somhow allow him to use a off-hand attack just with out the down side would the stat line be rigth.
But this is only 10 in damage pr hit on the highest example( level 17) and the rest looks sweet:)

I apologize, but I'm having a little bit of trouble understanding what you're saying.

Due to the fact that there is no such thing as an off-hand attack for a Monk, he gains full benefit from Piranha Strike regardless of what he uses to make his unarmed strike with (head, knees, feet, whatever). I actually role-play this in combat as him being very feral, using claws and teeth and whatnot, but technically that's not what's happening.

To be honest, he was only played to 17th level due to the nature of the AP, and if I were to build him for 20th level play, those last three levels would probably be Wizard (Transmutation) levels.


Zerbe wrote:
I wrote a short story about a young goblin ranger, if you are interested in it for your campaign I can translate it into English.

I'll definitely keep that in mind, thanks :)


Don't have a full build, but really any goblin that uses the wacky feat where they tumble away from damage is priceless.

You could put it on any PC that hates being hit, whether that's a ranged goblin, or a rogue goblin, to let them get away from damage. Feasibly, you could use it on some kind of tanky character that had a way to force enemies to attack him too.


I used Goblin ninjas in my game recently as mooks. They were only level 1 against a level 5 party, so I didn't expect them to be a threat, just nasty, screaming, burning backdrop to the scenario, but they proved remarkably useful. With a stealth of +20 at level 1, I could easily see them being nasty sneaks at higher level. I gave them things like Goblin Skull bombs and Potions of Fire Breath and they could pop out of stealth, fire bomb something and pop back in next round and stealth away. Or Bane shuriken and the vanish trick. The ninja that was leading them had this combo and with the improved vanish trick, he was putting out 8d6 per shuriken between the bane and the SA at level 11. I actually dropped him 3 levels so he would TPK the group by accident. (He was designed to take out another NPC they were meeting with.) Shadow Dancer would work well with this as well, I'm thinking. If I can find the leader's stats, I'll post him later.


Wiggz wrote:
Cap. Darling wrote:

I like it but i think a lot of GMs would let your off hand weapon be with half Dex bonus to dam. only by reading the line

"there is no such thing as an off-hand attack for a monk striking unarmed"
in a way that somhow allow him to use a off-hand attack just with out the down side would the stat line be rigth.
But this is only 10 in damage pr hit on the highest example( level 17) and the rest looks sweet:)

I apologize, but I'm having a little bit of trouble understanding what you're saying.

Due to the fact that there is no such thing as an off-hand attack for a Monk, he gains full benefit from Piranha Strike regardless of what he uses to make his unarmed strike with (head, knees, feet, whatever). I actually role-play this in combat as him being very feral, using claws and teeth and whatnot, but technically that's not what's happening.

To be honest, he was only played to 17th level due to the nature of the AP, and if I were to build him for 20th level play, those last three levels would probably be Wizard (Transmutation) levels.

quite ok i will try again.

If there is no such a thing as a off hand attack for the monk. Then some GMs would pehaps not allow you to use the off hand attacks. And if you used off hands attacks they would pehaps not get the benefit the monk get on his unarmed attacks.
did that make more sense?
Everybody have a unarmed attack and a off hand unarmed attack. but by using the special monk unarmed attack you do no longer have the off hand attack option. Because it says in the monk unarmed attack "there is no such thing as an off-hand attack for a monk striking unarmed"
Pehaps i am on the far side, but i think it is a valid reading.


I always wanted to use some combination of the Fire Bomber alchemist archetype and the Musket Master gunslinger archetype to make a Midnight Bomber what Bombs at Midnight/Boomstick build, but I could never get it to work together the way I wanted (on paper at least), or find a build here that would be suitable.


Cap. Darling wrote:

quite ok i will try again.

If there is no such a thing as a off hand attack for the monk. Then some GMs would pehaps not allow you to use the off hand attacks. And if you used off hands attacks they would pehaps not get the benefit the monk get on his unarmed attacks.
did that make more sense?
Everybody have a unarmed attack and a off hand unarmed attack. but by using the special monk unarmed attack you do no longer have the off hand attack option. Because it says in the monk unarmed attack "there is no such thing as an off-hand attack for a monk striking unarmed"
Pehaps i am on the far side, but i think it is a valid reading.

I understand what you are saying, but I think the language might be tripping you up a little bit.

What is intended about the Monk could perhaps be better translated to say 'every attack the monk makes is considered to be an attack with their main hand'... that might make more sense than 'there is no such thing as an off-hand for a monk striking unarmed'. The way its worded I can see where the confusion is.


Wiggz wrote:
Cap. Darling wrote:

quite ok i will try again.

If there is no such a thing as a off hand attack for the monk. Then some GMs would pehaps not allow you to use the off hand attacks. And if you used off hands attacks they would pehaps not get the benefit the monk get on his unarmed attacks.
did that make more sense?
Everybody have a unarmed attack and a off hand unarmed attack. but by using the special monk unarmed attack you do no longer have the off hand attack option. Because it says in the monk unarmed attack "there is no such thing as an off-hand attack for a monk striking unarmed"
Pehaps i am on the far side, but i think it is a valid reading.

I understand what you are saying, but I think the language might be tripping you up a little bit.

What is intended about the Monk could perhaps be better translated to say 'every attack the monk makes is considered to be an attack with their main hand'... that might make more sense than 'there is no such thing as an off-hand for a monk striking unarmed'. The way its worded I can see where the confusion is.

You may be rigth with the language bit, and it is sad but only practice will make it better. But i do think my reading of the monk unarmed attack thing is valid, just like i think yours is fine. I ditent bring it up to have a boring RAW vs. RAI argument.

I like your goblin and will put him next to my own Goblin Gunslinger:) And the gun ninja goblin once i solve his reload problem:)


Cap. Darling wrote:
Wiggz wrote:
Cap. Darling wrote:

quite ok i will try again.

If there is no such a thing as a off hand attack for the monk. Then some GMs would pehaps not allow you to use the off hand attacks. And if you used off hands attacks they would pehaps not get the benefit the monk get on his unarmed attacks.
did that make more sense?
Everybody have a unarmed attack and a off hand unarmed attack. but by using the special monk unarmed attack you do no longer have the off hand attack option. Because it says in the monk unarmed attack "there is no such thing as an off-hand attack for a monk striking unarmed"
Pehaps i am on the far side, but i think it is a valid reading.

I understand what you are saying, but I think the language might be tripping you up a little bit.

What is intended about the Monk could perhaps be better translated to say 'every attack the monk makes is considered to be an attack with their main hand'... that might make more sense than 'there is no such thing as an off-hand for a monk striking unarmed'. The way its worded I can see where the confusion is.

You may be rigth with the language bit, and it is sad but only practice will make it better. But i do think my reading of the monk unarmed attack thing is valid, just like i think yours is fine. I ditent bring it up to have a boring RAW vs. RAI argument.

I like your goblin and will put him next to my own Goblin Gunslinger:) And the gun ninja goblin once i solve his reload problem:)

I can promise you two things:

1) Your English (assuming its not your first language) is much better than my ability to speak or write anything else.

2) My explanation of the monk ruling is 100% correct. No arguments here.


Archer paladin goblin.

Grand Lodge

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Goblin Musket Master.


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Don't know if it's been mentioned yet, but Goblin Cavalier or Goblin Mounted Fury OR Goblin Feral Gnasher.
Big'ead Anklebit'r, the meanest little goblin with the biggest mouth ever seen in Avistan. Nasty lil sucker. Especially with his Impacting Vicious Amulet of Mighty Fists and the necessary Goblin Feats.
This little guy did 3D6 damage with his bite and could grapple ogres and make them squeal like piggies! Then for laughs the wizard would cast enlarge person on him and damn was he terrifying.


Wizard. Wizard is still one of, if not the, most potent classes and small races have disadvantages as martials that are more concerning than the mere lack of a racial bonus to a casting stat. A goblin wizard will have superior AC and useable stealth even without invisibility as well as better ranged touch attacks. That's probably better than a gnome, halfling, or dwarf.

And a goblin wizard is a very bad goblin, drawing his fell powers from the taboo arts of literacy.


Goblin Dervish Dancer Bard! Focus on DEX use only buffs as spells so you don't care so much about charisma.


I'm wondering if those Kobold style feats would help a goblin out some? A Feral Gnasher goblin could be all sorts of mean with that style as well.

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