I'm Disappointed after reading LOWG and LOCG.


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Silver Crusade

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Pathfinder Adventure Path Subscriber
Sin_Dark wrote:

So you have to take a certain Heritage, A 5th level Ancestry Feat, and a 9th level Ancestry feat just to get a mediocre attack, sounds like a terrible chain to me. It feels like they are being overly cautious. Monsters have these cool, amazing, and interesting abilities but man my goblin gets to spit a 1D6 damage that depends heavily if I built for it, and even then its meh.

If people keep defending these bland and uninspired feats and choices then the developers are never gonna try something exciting or inventive. They said multiply times they wanna make new options and make each choice you make important, this is not that design.

Oh thanks, you've just motivated me to defend them :)

So, yeah, as much as niche they are, it's perfectly fine. Not every feat needs to be Kirthfinder/Path of War level of "it's a no-brainer, except for all the other feats, which are no-brainers, too" power.

Silver Crusade

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How is being able to breath fire bland and uninspired?


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Pathfinder Lost Omens, Rulebook Subscriber

Additional question, how is being a race that can set itself on fire and literally spit fire on its opponents uninspired and bland, when it is almost the pinnacle of the Golarion goblin race?

That’s dripping with flavor and character. Seems to me like someone was inspired and probably has inspired A ton of We Be Goblin fans with it. If you don’t like it, fine, as they say your mileage may vary. I think it’s a fun addition that pushes a far amount of flavor into this edition. More than in 1e to be sure

Dark Archive

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Pathfinder Lost Omens, Rulebook Subscriber

I was mostly referring to the Scroll Master, as for the goblin being able to set your self on fire is neat and all but hardly groundbreaking. It's bland when it's a D6, but I see my words fall on deaf ears.

Silver Crusade

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No it's more you're using the wrong words.

That is not what "bland" means.


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The thing that really ticks me off about the fire goblin feats is that you can't choose not to put out the fire. If you're unlucky enough you could be spending an action to set yourself on fire every round.


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Arachnofiend wrote:
The thing that really ticks me off about the fire goblin feats is that you can't choose not to put out the fire. If you're unlucky enough you could be spending an action to set yourself on fire every round.

Now as much as this irks me too, the mental image of an increasingly frustrated goblin continuously relighting himself only to burn out a few seconds later also seems to be peak goblin to me.


Gorbacz wrote:
Sin_Dark wrote:

So you have to take a certain Heritage, A 5th level Ancestry Feat, and a 9th level Ancestry feat just to get a mediocre attack, sounds like a terrible chain to me. It feels like they are being overly cautious. Monsters have these cool, amazing, and interesting abilities but man my goblin gets to spit a 1D6 damage that depends heavily if I built for it, and even then its meh.

If people keep defending these bland and uninspired feats and choices then the developers are never gonna try something exciting or inventive. They said multiply times they wanna make new options and make each choice you make important, this is not that design.

Oh thanks, you've just motivated me to defend them :)

So, yeah, as much as niche they are, it's perfectly fine. Not every feat needs to be Kirthfinder/Path of War level of "it's a no-brainer, except for all the other feats, which are no-brainers, too" power.

As an addendum, your fire spit isn't "just a d6," it's a d6 unarmed attack. Give yourself some handwraps of mighty blows and you can bump those up to a 2d6 or 3d6 in no-time. Maybe not as good as produce flame for fire damage, but definitely not weak.


Perpdepog wrote:
Gorbacz wrote:
Sin_Dark wrote:

So you have to take a certain Heritage, A 5th level Ancestry Feat, and a 9th level Ancestry feat just to get a mediocre attack, sounds like a terrible chain to me. It feels like they are being overly cautious. Monsters have these cool, amazing, and interesting abilities but man my goblin gets to spit a 1D6 damage that depends heavily if I built for it, and even then its meh.

If people keep defending these bland and uninspired feats and choices then the developers are never gonna try something exciting or inventive. They said multiply times they wanna make new options and make each choice you make important, this is not that design.

Oh thanks, you've just motivated me to defend them :)

So, yeah, as much as niche they are, it's perfectly fine. Not every feat needs to be Kirthfinder/Path of War level of "it's a no-brainer, except for all the other feats, which are no-brainers, too" power.

As an addendum, your fire spit isn't "just a d6," it's a d6 unarmed attack. Give yourself some handwraps of mighty blows and you can bump those up to a 2d6 or 3d6 in no-time. Maybe not as good as produce flame for fire damage, but definitely not weak.

And it is a d6+1 per if you used torch goblin, and unlike produce flame is a 1-action unarmed attack that can be combined with things like Flurry of Blows and Ki Strike.


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Terevalis Unctio of House Mysti wrote:
I will need to take a look at the armored skirt again.

One thing they did this time around was specify that the armored skirt has certain effects if worn with X, Y, or Z armor and certain other effects if worn with A, B, or C armor. It is thus thoroughly futureproofed since all possible interactions are accounted for. The armored skirt cannot possibly interact with any new armor invented in the future unless that interaction is specified in the description of the new armor.


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Paradozen wrote:
Perpdepog wrote:
Gorbacz wrote:
Sin_Dark wrote:

So you have to take a certain Heritage, A 5th level Ancestry Feat, and a 9th level Ancestry feat just to get a mediocre attack, sounds like a terrible chain to me. It feels like they are being overly cautious. Monsters have these cool, amazing, and interesting abilities but man my goblin gets to spit a 1D6 damage that depends heavily if I built for it, and even then its meh.

If people keep defending these bland and uninspired feats and choices then the developers are never gonna try something exciting or inventive. They said multiply times they wanna make new options and make each choice you make important, this is not that design.

Oh thanks, you've just motivated me to defend them :)

So, yeah, as much as niche they are, it's perfectly fine. Not every feat needs to be Kirthfinder/Path of War level of "it's a no-brainer, except for all the other feats, which are no-brainers, too" power.

As an addendum, your fire spit isn't "just a d6," it's a d6 unarmed attack. Give yourself some handwraps of mighty blows and you can bump those up to a 2d6 or 3d6 in no-time. Maybe not as good as produce flame for fire damage, but definitely not weak.
And it is a d6+1 per if you used torch goblin, and unlike produce flame is a 1-action unarmed attack that can be combined with things like Flurry of Blows and Ki Strike.

We must never forget those savage spitting goblin monks, trained in the ancient goblin fighting style of loo-gi.

Paizo Employee Organized Play Developer

6 people marked this as a favorite.
Perpdepog wrote:

We must never forget those savage spitting goblin monks, trained in the ancient goblin fighting style of loo-gi.

It's literally the only martial discipline they've ever created that has lasted more than a day or been practiced by more than two goblins, and they're super proud of it.

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