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liquidformat
2020-12-28, 01:50 PM
So I am gearing up for a goblin focused campaign and thought it would be fun to come up with some goblin alternate class features and maybe a goblin PRC or two. I am playing in 3.X,, mostly 3.5 rules but using unchained rogue, monk, and barbarian as well as combining skills and some homebrew stuff like ranger, paladin, hexblade, and spell thief are all full casters with 5th level spells that start casting at level 1, generally improvements to bring most martials up to tier 3. Anyways here is what I was thinking so far let me know other fun ideas.

So the main characteristics I think of for goblins is being crafty, cowardice, and teamwork; they are often associated with fire, explosions, and shadow, and finally worgs. I think some of these might be a good place to start for ACFs/ACLs.

Druid/Ranger Animal Companion:
Worgs are added to list of level -3 animal companions, Winter Wolf added level -6. Possibly giving a +3 level bonus for wolf and dire wolf and - 3 for other animal companions (excluding worg and winter wolf)


Goblin Marauder PRC:
Full Bab, d10, worg, winter wolf, wolf, dire wolf, or hellhound mount, mount ability works like halfling outrider, relentless shield like Ashworm Dragoon, SA at 3rd 6th and 9th, fixed list casting thinking blackguard and assassin list, unbroken charge full mounted attack and quick turn like halfling outrider.

Anyways I would appreciate more ideas and will update as ideas come!

Quentinas
2020-12-28, 03:14 PM
I don't use so much the homebrew but about a goblin prestige class there is the stonedeath assassin from races of stone , it requires the goblinoid subtype

For the rogue you could think using something like the kobold rogue but instead of trapmaking and similiar thing some bonus with craft bombmaking and hide? I don't have many ideas for now

Palanan
2020-12-28, 08:25 PM
If you're already using Unchained material, Pathfinder really leans into goblin support. The Advanced Race Guide has some ideas you might find helpful.

SnugUndies
2020-12-28, 09:35 PM
I was always quite charmed by the craftiness of goblins. I think of their inventiveness and leaning more towards the tinker who can jury-rig an existing device to perform better than it normally can, or to even do things it wasn't designed to, rather than being inventive with original ideas.

To that end, it could be neat to have a short prestige class (or maybe even a Fighter ACF?) that permits a goblin to temporarily add or change a special ability to a weapon they're wielding - think of the weapon augmentation infusions that Artificers get. Or possibly having a wand temporarily house another spell of a lower level... that sort of thing.

Luccan
2020-12-29, 01:09 AM
Not sure what you could do class-wise, but something with Barghests might be worth incorporating.

Psyren
2020-12-29, 02:35 AM
Pathfinder has a ton of FCBs and archetypes for goblins; I'd start there.

https://aonprd.com/RacesDisplay.aspx?ItemName=Goblin

Bullet06320
2020-12-29, 04:47 AM
http://archive.wizards.com/default.asp?x=dnd/ebds/20041213a
The shaarat'khesh are an order of goblin spies and assassins

AvatarVecna
2020-12-29, 06:24 AM
Barbarian: Barghest thing. Bite attack where taking chunks out of people in combat, and a higher-level ability where you can maybe get permanent bonuses for consuming a dead foe entirely? And maybe the barghest ability where the consumed has a 50% chance of being impossible to rez? Probably replacing some of the usual toughness stuff, so that your Barbarian is a bit less tough but has the potential become more powerful over time.

Bard: Lead-from-the-back type. Weaker spellcasting in exchange for the ability to spend a standard action to share a teamwork feat you have with nearby goblins. Maybe some bonus feats that have to be teamwork feats?

Cleric: Ref/Will instead of Fort/Will, Sneak Attack instead of...hrm. Domains? Spontaneous casting? Turning? Some combination of the three? Depends on how good you think Sneak Attack would be on a cleric I suppose. I'd probably lean towards spontaneous and turning - keep domains so that you can use them to help turn the cleric into a wannabe-rogue, the same way typical Clericzillas end up becoming a wannabe-fighter.

Druid: Give up Wild Shape for extra companions, but they have to be wolves/worgs/barghests.

Fighter: worse HP, but can take teamwork feats with fighter feats. Works best as part of a group.

Monk: Work the features around until they resemble a ninja (conceptually, not necessarily just make monk work like the Ninja class).

Paladin: Wolf mount. Trade away spellcasting and cure disease for a faster mount progression and things that assist in mounted combat (like using Mounted Combat more than 1/round, full attack on a mounted charge, extra movement speeds for your mount like climb or swim, extra defenses for you both while you're mounted, etc). Maybe any teamwork feat you take, your mount counts as having, and vice versa?

Ranger: Same idea as Paladin, more or less.

Rogue: Ambush specialist. Worse at dealing with traps in general (no trap sense/uncanny dodge), but way better at attacking in surprise round: extra SA range, good at using poison, maybe has a built-in chance to bypass type immunity to SA?

Sorcerer: Fewer spells known, more spells per day, is required to have at least one [fire] spell of every spell level possible?

Wizard: Transmutation specialist, focused on turning themselves into a different, more threatening creature. Alter Self, Polymorph, self-buffs, that kinda stuff. Probably gives up familiar and has an extra banned school.

ShurikVch
2020-12-29, 10:53 AM
ACF: Grodd Adept (Into the Dragon's Lair), Sikk’et Hul Freedom Fighter (Races of Ansalon)
PrC: Dungeon Lord (Dungeonscape), Hexer (Masters of the Wild)

thorr-kan
2020-12-29, 02:02 PM
Goblin of Grodd - Into the Dragon's Lair, p86 – Shadow Kinship: The goblins of Grodd are not harmed by the touch of the creatures called shadows. Furthermore, an adept of Grodd can rebuke or command shadows as a cleric of the same level. (3.0ED)

Goblin of Grodd - Into the Dragon's Lair, p86 - The Iron One: possibly an aspect of a goblin deity. Internet speculation has it being Maglubiyet, the god of goblins and hobgoblins. Domains are Chaos, Destruction, Evil, Trickery.

Goblin of Grodd - Into the Dragon's Lair, p90-91 – Alternate spell list. (3.0ED)

Hexer PrC from 3.0 is the classic go-to for humanoid spellcasters.

ShurikVch
2021-01-02, 01:46 PM
There are also Goblins in Warcraft
Goblin-specific classes there are: Goblin Tinker (Dark Factions) and Goblin Pirate (Even More Magic & Mayhem)

Also, there are at least 3 different variants of Goblin Paragon:
aforementioned Even More Magic & Mayhem
The Kyngdoms Campaign Setting
Races of the Horde (former Races of Savagery)

thorr-kan
2021-01-02, 02:33 PM
There are also Goblins in Warcraft
Goblin-specific classes there are: Goblin Tinker (Dark Factions) and Goblin Pirate (Even More Magic & Mayhem)

Also, there are at least 3 different variants of Goblin Paragon:
aforementioned Even More Magic & Mayhem
The Kyngdoms Campaign Setting
Races of the Horde (former Races of Savagery)
Are these the 3.0 or the 3.5 Warcraft adaptations?

Blue Jay
2021-01-02, 02:52 PM
Forgive me, but I'd like to plug my Goblin Vermin Rider (https://forums.giantitp.com/showsinglepost.php?p=24698960&postcount=7) prestige class.

ShurikVch
2021-01-03, 09:18 AM
Are these the 3.0 or the 3.5 Warcraft adaptations?
Both are for 3.5 (World of Warcraft: The Roleplaying Game)

thorr-kan
2021-01-03, 12:51 PM
Both are for 3.5 (World of Warcraft: The Roleplaying Game)
Thank you.