Monkey Goblin alternative racial traits


Homebrew and House Rules


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I'm getting ready to run a campaign where all the characters will be either Goblins or Monkey Goblins. The premise is that all of the characters are the first set of graduates of a "Goblin orphanage" where baby Goblins where taken by good aligned adventurers (after wiping our the adult Goblins) in the hopes of raising them to be benevolent and contributing members of civilized society.

Regular Goblins are pretty well fleshed out with a wide variety of alternate racial traits and FCB's. I want to put together a similar spectrum of options for Monkey Goblins. My goal is to prevent any two characters from being too terribly same-y.

I came up with a couple of ideas, but thought appealing to the inter-webs would speed up the process and hopefully prevent anything too overpowered from creeping in.

The two ideas I had were:

Vicious Maw: Some Monkey Goblins are born with a larger and stronger than normal set of jaws. These examples lose their natural tendency towards stealth in favor of a more aggressive predatory nature. Such Monkey Goblins has a Bite attack as a Primary Natural Attack doing 1d4 points of damage. This trait replaces Acrobatic.

Gliding Wings: A rare off shoot of the typical Monkey Goblin has wing flaps between arms and legs similar to that of a flying squirrel. This adaptation allows the Monkey Goblin to fall any distance safely with a DC 15 Fly check as if under the effects of a Feather Fall spell. Additionally, with an additional DC 15 check (per round in combat or distracted, or per minute when without distractions), the Monkey Goblin can glide in a controlled fashion, functioning as if the character had the Fly 20" ability (Poor maneuverability) with the following restrictions. The Monkey Goblin must descend 5' for each 10' of distance traveled, he/she may not gain altitude, nor may he/she hover. If the Monkey Goblin obtains another means of flight, that overrides these limitations as long as that means is in effect. This trait replaces Natural Climber and Prehensile Tail.

I was thinking of a trait that would replace Natural Climber (and maybe another trait) to give the character Claw attacks with 1d3 damage; would that be too much combined with the bite attack? I was thinking it would make an interesting combination to represent a Savannah Goblin Monkey, more used to a lesser forested terrain and functioning more as an animalistic predator.

Grand Lodge

I may have a few ideas. I'll give genetic ideas and let you flesh out the ones you like (if any).

Savannah monkey goblins could have bonus to stealth when in tall grass or bonus to grappling creatures of the same size or a bonus to intimidate when other monkey goblins are nearby.

You could have snow monkey goblins based off of those Japanese hot spring monkeys. They could have cold resistance, a bonus to swim or bonuses to stealth and survival when in snow.

Another alternative is to make monkey goblins based on landfills with the bright colorful faces. They could have a bonus to intimidate to those who can see their face, count as one size category bigger (I believe that would make them medium), or something else.

Finally you could have monkey goblins created by mad wizards with stuff like treating caster levels countingvas one level higher, gaining a spell like ability (I believe their a chameleon like spell. That could be fun), allowing them to detect magic as a spell like ability, gaining a bonus to spell craft and disable device skills (making them somewhat gremlin-like) or whatever else.

I like the idea of the flying squirrel type monkey goblins.

I can post some racial archetypes and favored skill bonuses in a few hours. I am about to get on a plane but afterwards I'd be happy to do so.

Grand Lodge

Here is a fun archetype that I like using for goblins and grippli

The Gastromancer: A Wizard Archetype

A Gastromancer’s Primary casting ability is Constitution. Gastromancers also gain a +2 to Fortitude instead of Will.

Add Heal to class skills

Swallow Spell (Replaces 10th level Bonus Feat): At 5th level a Gastromancer is able to swallow a spell. When a spell is cast on the Gastromancer by someone else the Gastromancer may roll a fortitude save against the spell. On a success the spell is stored in their stomach for up to 8 hours. On a failed save the Gastromancer takes any harmful effects from the spell and is sickened for a number of hours equal to the level of the spell. If the roll was failed and the spell has a beneficial effect, the Gastromancer is only sickened, but for the same amount of time. The Gastromancer can regurgitate the spell as and to cast it. The spell is the same spell that was cast on the Gastromancer and swallowed and uses the original caster’s caster level, but adds any enhancements or to caster level or Spell DC the Gastromancer may have. If the effect is self targetable the Gastromancer may cast on himself or anyone 5 feet in front of the Gastromancer. If the spell cannot target the caster than the Gastromancer must cast it targeting someone else, using range and shape of the original spell. The Gastromancer does not have to cast the swallowed spell and may instead wait for it to pass. A Gastromancer can only store one spell at a time.

Gastromancy (replaces arcane school):
Nauseating Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become sickened for a number of rounds equal to 1/2 your wizard level (minimum 1).

Vomit: Gastromancers have a breath weapon that is a 5-foot cone of slime usable once per day. The slime deals 1d4 points of acid damage per two character levels (maximum 5d4) and sickens creatures in the area for 3 rounds. A successful Reflex saving throw (DC 10 + 1/2 the Gastromancer’s level + the undine's Constitution modifier) halves the damage and negates the sickened effect.

Poison Immunity (Ex): At 8th level, a Gastromancer gains immunity to all poisons.

Bonus Spells:
1st---Remove Sickness, 2nd---Violent Vomit, 3rd---Concussive Belch, 4---Absorbing Inhalation, 5---Belch Blast, 6th---Acid Fog, 7th---Finger of Death, 8th---Greater Spell Absorption, 9th---Energy Drain.

Bonus Cantrip: Detect Food

Detect Food - You can detect edible food within 60ft.

Violent Vomit - as Hideous laughter, but target is vomiting instead of laughing. Saving throw: Fortitude instead of Will. Exclude the following: A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't “translate” well.

Concussive Belch - acid orb, but deals bludgeoning damage and leaves target sickened. on a successful save target is only sickened.

Belch Blast - as Sonic thrust, but leaves target sickened. On a successful save target is only sickened.

The Spell Vomit Twin is fun with this.

Grand Lodge

Some Monkey Goblin Stuff:

Items: Filth Ball (A ball of excrement that can be thrown or loaded into a sling. On a successful hit target is sickened.)

Feats: Filth Flinger (Prereq. Monkey Goblin; You can throw a filth ball as a quick action or load one into a sling and fire as a bonus action).

Archetypes:

Treetop Frenzy: A Monkey Goblin Barbarian Archetype

Treetop Master: At 4th level gain the ranger's favored terrain ability, limited to forests or jungles: pick one. At 8th level gain the favored terrain option you didn't pick at level 4. Replaces 4th and 8th level rage powers.

Camoflauge: At 14th level you can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment. Replaces Indomitable Will

Switch the Fortitude Progression with the Reflex Prgression

Grand Lodge

For Familiars I have two new ones for ya.

Flying Gecko: Same stats as lizard but can glide. Gives you a +2 bonus to climb and a +1 bonus to fly.

Living Vomit: use stats for a gelatinous orb with the following changes: replace engulf head and transparent with sickening touch at will and acid immunity. This can be a familiar or an improved familiar depending on what you want for your players. If you use this as a normal familiar it will net you a +2 bonus to fortitude saves.

This familiar goes nicely with a Gastromancer.

Some recommended familiars theme-wise are: Bat, Chicken, Dodo, Donkey Rat, Dwarf Caiman, Giant Flea, Mole, Mongoose, Monkey, Pig, Rat, Skunk, Toad and Weasel.

Some recommended improved familiars theme-wise are: Clockwork Familiar, Dire Rat, Elemental (Small), Entropic Monkey, Imp, Mephit, and Stirge.

Grand Lodge

Goblin Cavalier Stuff:

Frog Rider (A Goblin Cavalier Archetype):

Frog Mount: Gain Frog animal companion. Functions as Druid animal companion. Must pick frog. Otherwise functions as the Mount ability for Cavaliers.

Frog Empathy: Works as wild empathy, but limited to amphibians. [i]Replaces 6th level bonus feat[/i}

Order of the Runt:

Must be a small race.

Edicts: Little guys look out for other little guys.Protect the vertically challenged.

Challenge: Whenever a Cavalier of the Order of the Runt issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge, if the target is one size category bigger. This bonus increases by +1 for every size category bigger than the cavalier.

Skills: An order of the runt cavalier adds stealth (Dex) and Escape Artist (Dex) to his list of class skills. Whenever an order of the runt cavalier uses intimidate against a larger foe he can add 1/2 his cavalier level as a bonus.

Order abilities:

The Short Unite: At 2nd level, when adjacent to a short ally, both the cavalier and the ally gain a +2 morale bonus to AC.

Bigger than you think: At 8th level You can wield weapons as if one size category bigger. You gain a +2 bonus to intimidate when you do so.

Evasion: When he reaches 14th level, an order of the runt cavalier can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the cavalier is wearing light armor, medium armor, or no armor. A helpless cavalier does not gain the benefit of evasion. The cavalier's mount benefits from evasion as well.

While Frog Rider is solely for goblins, Order of the Runt is for any small race.

Grand Lodge

Goblin Cleric Domain:

Treat disable device as a class skill

Malevolent Pest: You gain a bite attack as a primary natural attack that deals 1d4 points of damage. If you already have a bite attack it instead does 1d6 points of damage.

Psychotic Slaughterfest: At 8th level you gain the power attack feat as a bonus feat. If you deal damage to a target you gain +4 to will saves and cannot be charmed.

Bonus Spells: 1st - Burning Hands, 2nd - Heckle, 3rd - Aura of Canniablism, 4th - Vomit Twin, 5th - Rubberskin, 6th - Beast Shape IV, 7th - Artificer's Curse, 8th - Frightful Aspect, 9th - Power Word Kill

Monkey Goblin Subdomain:

Add climb to list of class skills.

Animal Companion (Ex): At 8th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).
This replaces Psychotic Slaughterfest

Bonus Spells: 1st - Speak with Animals, 2nd - Spider Climb, 4th - Bloody Claws, 5th - Jungle Mind, 7th - Changestaff

Nilbog Domain:

Add bluff to list of skills.

Aura of Reversal: At 8th level you can creata an aura of reversal. This is a an aura with a 20ft radius that causes all creatures within to heal when hit with slashing, piercing, or bludgeoning damage, and take damage when healed. This can be used once per day and lasts 20 minutes unless canceled by the cleric.

Bonus Spells: 1st - Anticipate Peril, 3rd - Adjustable Disguise, 6th - Mislead

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