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Chained Birds
2013-11-10, 09:45 AM
I'm working on a little campaign involving the PCs investigating some bizarre anomalies happening within the different goblin tribes that inhabit the world. I created 4 different types of Goblin using the Race Creation tool, making some minor assumptions on RP points of anything not listed.

Any suggestions? I'm trying to make them all fairly equal to each other, potential power-wise.

-- Green Goblins --

All Green Goblins tend to cover their mouths when speaking to others. Showing one's teeth in public is considered very disgraceful and unpleasant within their community, so all Green Goblins wear mufflers, scarfs, and other items to hide their mouths.
This type of Goblin incorporates many of the tribal and cruel, prankster qualities associated with traditional Goblin kind. Their culture is governed by a High Priest or Priestess who speaks with whatever Deity Green Goblins worship in order to determine the best course of action their kind should take. Green Goblins are also the most kind to their young, though some are turned into sacrifices for their tribal rituals.

Ability Score: Green Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, -2 Strength, and -2 Charisma.

Type: Green Goblins are humanoids with the goblinoid subtype.

Size: Green Goblins are Small creatures and thus 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.

Base Speed: Green Goblins are fast for their size, and have a base speed of 30 feet.

Languages: Green Goblins begin play speaking Goblin and Common. Green Goblins with high Intelligence scores can choose from the following: Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.

Skilled: Green Goblins gain a +4 racial bonus on Ride and Stealth checks.

Weapon Familiarity: Green Goblins with this trait are proficient with the Bladed Scarf and the Ripsaw Glaive, and treat any weapon with the word “Goblin” in it as martial weapons.

Darkvision: Green Goblins see perfectly in the dark up to 60 feet.

-- Orange Goblins --

The most combat oriented of the Goblins, Orange Goblins never bother with actual names (past childhood) and simply call each other by their rank. Because a certain number is more important than whatever name they would be called, as soon as an Orange Goblin reaches its adult age, it is given a mask and a number painted on the mask. Masks always cover most of the Orange Goblin's entire face and are usually made out of wood, leather and cloth.
According to their hierarchy system, new adult Orange Goblins begin with very little, as their rank is usually in the thousands. This means that they are only slightly superior to the next Orange Goblin to come of age. In order to raise his/her rank, an Orange Goblin must defeat those above him/her, or prove himself/herself superior to a higher ranking Orange Goblin in some way. Many die before ever advancing and it is said that the Orange Goblin at Rank 1 has never been taken down, and remains the current leader.

Ability Score: Orange Goblins are fast and strong for their size, though they tend to be a bit dim. They gain +2 Dexterity, +2 Strength, and -2 Intelligence.

Type: Orange Goblins are humanoids with the goblinoid subtype.

Size: Orange Goblins are Small creatures and thus 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.

Base Speed: Orange Goblins are very fast for their size, and have a base speed of 40 feet.

Languages: Orange Goblins begin play speaking Goblin. Orange Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.

Fast Movement: Orange Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)

Darkvision: Orange Goblins can see in the dark up to 60 feet.

Powerful Build: The physical stature of Orange Goblins lets them function in many ways as if they were one size category larger. Whenever an Orange Goblin is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the Orange Goblin is treated as one size larger if doing so is advantageous to him. An Orange Goblin is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. An Orange Goblin can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Bonus Feat: Orange Goblins select one Racial Feat (Goblin) at 1st level.

-- Blue Goblins --

Psionically inclined, Blue Goblins tend to be the most social of all Goblins. Functioning under a council government system, where a supreme official directs 20 other Blue Goblins, these Goblins actually run their own small city. Even with their vast intellect, they still hold onto their odd traditions, and wear items to obscure direct vision of their eyes. In order to do this, Blue Goblins wear dark-tinted glasses, goggles, and even blind-folds.
In their society, actions and potential actions hold more weight than the individual. A single Blue Goblin is judged solely for what he/she has done recently, or what they will accomplish soon. So, in order to advance yourself as a Blue Goblin, you must always plan out the best ways to contribute to your society or the council, and to continue doing so from then on out. Needless to say, most hardly make it up councilman status, and even if they do, only an extreme few have ever remained on the council for longer than a month.

Ability Score: Blue Goblins are smart and quick, but their small size makes them weak. They gain +2 Dexterity, +2 Intelligence, and -2 Strength.

Type: Blue Goblins are humanoids with the goblinoid subtype.

Size: Blue Goblins are Small creatures and thus 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.

Base Speed: Blue Goblins are very fast for their size, and have a base speed of 30 feet.

Languages: Blue Goblins begins play speaking Goblin and Common. Blue Goblins with a high enough Intelligence score can learn any languages they want (except Druidic and other secret languages).

Darkvision: Blue Goblins can see in the dark up to 60 feet.

Naturally Psionic: Blue Goblins gain the Wild Talent feat as a bonus feat at 1st level. If a Blue Goblin takes levels in a psionic class, he instead gains the Psionic Talent feat.

Psionic Aptitude: When a Blue Goblin takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.

Pariah: The appearance of the Blue Goblin can affect the reactions of those nearby. A Blue Goblins takes a -1 penalty to Charisma-based skill checks when dealing with non-goblinoid humanoids, but gains a +1 bonus to Charisma-based skill checks while interacting with goblins.

Repletion (Su): A Blue Goblin can sustain his body without need of food or water. If he spends 1 power point, a blue does not need to eat or drink for 24 hours.

Keen Senses: Blue Goblins receive a +2 racial bonus on Perception skill checks.

-- Grey Goblins --

Hardly ever seen, Grey Goblins are mysterious and deadly. The most violent and irrational of all Goblins, Grey Goblins are even feared by other Goblin races. Due to their habit of always having one eye open, higher grade Grey Goblins wear specialized lens over a single eye in order to preserve it from outside harm.
Following a more clan-like tradition, Grey Goblins have a Matron who governs the actions of all her kin. Training the young to master their inborn talents is prioritized over all else, as is the enforcement of the "one eye open" ideology. These training programs, and most anything else about Grey Goblins, have yet to be uncovered by non-Grey Goblins.
While an outsider might believe these Grey Goblins to be trained in only stealth and killing, Grey Goblins are also taught to use powerful Arcane magics. The most powerful Grey Goblin Arcanists are rumored to be working behind the shadows somewhere.

Ability Score: Grey Goblins are fast, but foolishly impulsive and disagreeable. They gain +4 Dexterity, -2 Wisdom, and -2 Charisma.

Type: Grey Goblins are humanoids with the goblinoid subtype.

Size: Grey Goblins are Small creatures and thus 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.

Base Speed: Grey Goblins are very fast for their size, and have a base speed of 30 feet.

Languages: Grey Goblins begin play speaking Goblin. Grey Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.

Fleet-Footed: Grey Goblins receive Run as a bonus feat and a +2 racial bonus on initiative checks.

Darkvision: Grey Goblins can see in the dark up to 60 feet.

Carrion Sense: Grey Goblins have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).

Skilled: Use Magic Device and Stealth are always class skills for Grey Goblins.

Arcane Training: Grey Goblins can use spell trigger and spell completion items with Arcane spells as if one level higher (or as a 1st-level character if they have no levels in an Arcane class).

Spell-Like Ability (Sp): Grey Goblins can use icicle dagger At-Will as a spell-like ability (caster level equal to the Grey Goblin's class level).

D20ragon
2013-11-10, 11:38 AM
These are quite cool. Do you mind if I use them in a world? Actually,they could fit in a book I'm writing as well.

Chained Birds
2013-11-10, 11:45 AM
These are quite cool. Do you mind if I use them in a world? Actually,they could fit in a book I'm writing as well.

You can use them if you like.

The Green Goblin is pretty much the basic PF Goblin with Weapon Familiarity in 2 odd weapons.

And the Blue Goblin is an altered version of the PF Dreamscarred Blue.

The Grey and Orange ones were self-made though.

I valued Powerful Build as something around 3-4 RP as it is really only there for a Small Goblin to naturally wield a Medium Weapon without issue. Maybe even wield larger weapons with certain feats and/or traits.

D20ragon
2013-11-10, 11:51 AM
I like the fluff the most, but then, I'm just like that, so whatever. :smalltongue: Thanks for letting me use them!