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let me list the pros and cons of each
Club
+costs nothing
+needs only 1 feat
+Allows for secondary weapon choices due to being str based
-Forces the goblin to run a balanced stat build to get the strength required for power attack
Dogslicer
+Plays to the goblins strengths that being high dex
-Pretty much limited to that weapon
-Requires at least 2 feats to function
So which would you go with?

Sysryke |
That answer is going to depend entirely on what your concept is. What class do you want to play? How much of the goblin's identity is tied to his weapon? How important is his martial capacity?
I like leaning into race flavored options, so I might choose the dog slicer, but it all depends on the above questions.

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That answer is going to depend entirely on what your concept is. What class do you want to play? How much of the goblin's identity is tied to his weapon? How important is his martial capacity?
I like leaning into race flavored options, so I might choose the dog slicer, but it all depends on the above questions.
Fire bomber alchemist. Essentially a pyromaniac thst loves to light their weapon on fire and breath fire out of their mouths

DeathlessOne |

As a person who has played a strength based goblin character, I fully support building around a more balanced ability score spread. The goblin already has enough going for them in the stealth and dexterity department that having slightly higher than average scores in the things they get racial bonuses towards isn't going to be that big of a deal. Instead of being THE BEST at stealth, you just easily keep pace with the other dexterous characters.

Sysryke |
If he's going to focus on fighting with weapons aflame, club makes more visual sense, and having the option to have other weapon choices is a good call.
If, however, the flaming weapon is just meant to be coequal or complimentary to his flame spitting (and bombs?), then I personally lean towards the race thematic feel of the dog slicer. What 2 feats does it need, btw?
Pure mechanics wise, the club, with back up weapons, is likely the better mechanical/tactical choice.
Edit: picked up on missed context clues. Feat wise, it's power attack vs. Weapon proficiency and finesse yes? Or is it combat reflexes?

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If he's going to focus on fighting with weapons aflame, club makes more visual sense, and having the option to have other weapon choices is a good call.
If, however, the flaming weapon is just meant to be coequal or complimentary to his flame spitting (and bombs?), then I personally lean towards the race thematic feel of the dog slicer. What 2 feats does it need, btw?
Pure mechanics wise, the club, with back up weapons, is likely the better mechanical/tactical choice.
Weapon finesse and piranha strike

Sysryke |
Did some searching. I was picturing a completely different weapon. Visually and mechanically the club is the better choice all around I think.
Unless you're really attached to the idea of the goblin using a goblin weapon (which I think is more of a me thing) there doesn't seem to be much reason to take it, save for maxing dex. Not sure I even care for the aesthetic of the weapon. I think I was visualizing the man(horse?) catcher.

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How about Torch Bearer(or Firebrand)? Its a light weapon, that does the same damage as a light mace (which is the same as a club) plus 1 point of fire and no penalty for improvised weapon. It's light(in multiple ways I suppose), so Piranha Strike would apply though you need Weapon Finesse still.
There is even an archetype that has something to do with torches. Blazing Torchbearer. Its not amazing, but does have a 1/day no-save Blind for 1 round. The level 4 ability is also not limited per day, and catching on fire is a DC that doesn't scale well.

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How about Torch Bearer(or Firebrand)? Its a light weapon, that does the same damage as a light mace (which is the same as a club) plus 1 point of fire and no penalty for improvised weapon. It's light(in multiple ways I suppose), so Piranha Strike would apply though you need Weapon Finesse still.
There is even an archetype that has something to do with torches. Blazing Torchbearer. Its not amazing, but does have a 1/day no-save Blind for 1 round. The level 4 ability is also not limited per day, and catching on fire is a DC that doesn't scale well.
I've thought about it and 1 i dont know if the flame damage stacks with the damage from fire brand(The discovery not the feat) and 2 dont you need to actually light the thing before hand?

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Why wouldn't it stack? It's basically flaming, which is 'extra' damage.
I've got a character who uses a Battle Poi with Flaming(technically Demonic Smith's Gloves), Bane(Inquisitor) and Planar Focus(fire) for all the fire damages.

Derek Dalton |
There is a feat that allows you to use a torch as a weapon. If I were to spend a feat. Unless you are a Rage chemist I wouldn't recomend even going into combat. Your weapon damage is small and you suffer the minus two on strength to start.
I played a Goblin Marauder and had an absolute blast with him. The GM wouldn't allow multiclassing but I would have if could taken a couple of levels of Sohei Monk. They can get Mounted Combat feats instead of monk feats. As a Sohei I believe you gain profiency with Horse Chopper. Use your flying mount to make charge attacks when not throwing bombs or breathing fire.