Goblin Alternate Racial Traits

Goblin Statesman: Gain a racial +4 bonus to Diplomacy and Bluff. Replaces Hiders and Riders.   Due to their new home in the Inhuman Coalition, it isn't uncommon for Goblins to abandon their helter-skelter lifestyles of the past to become a well-dressed, sharp-talking statesmen serving in the Political Machine of the Coalition. For these goblins, talking smooth is an artform they strive to perfect, and their appearances are often meticulously crafted to be as well-groomed as possible, as they often quite enjoy looking fancy.
 
Goblin Homescout: Gain a racial +4 bonus to Acrobatics and Climb. Replaces Hiders and Riders.   Due to their home in the Coalition being tucked away in the mountains, the goblins who often spend time darting through the rocky, uneven terrain of their home terrain find themselves more nimble and adept at climbing to compensate for the difficulty they often have finding stable footing.
 
Shadowcap Initiate: Stealth is always a class skill for you. 1/day, you may cast darkness as an at-will spell-like ability. You may use DEX in place of STR for two skills of your choosing. Replaces A Race Reformed and Tinkerer.   Though the Goblin people as a race constantly seek redemption for their past sins, some among them stay unforgiven within the shadows to hunt the enemies of the goblin people with impunity. The initiates to the mythical goblin special forces unit are always adept at stealth, can darken an area at will, and find themselves capable of utilizing dexterity instead of strength for their skills.
 
Fire! Boom! Hunt the Heretic!: Gain exotic weapon proficiency(firearms) and exotic weapon proficiency with Stake Drivers(homebrew weapon). Can use Perception checks to hear, notice, and smell arcane spellcasting that has been done within the past round. Replaces Martial Discipline.   Born in the tyrannical empire of Numiastra far across the ocean, the goblins who hail from such a horrible place are said to be taken in and trained as serfs to the Inquisitors who so avidly hunt magic and those who practice it...able to smell arcane spellcasting and having proficiency with firearms, they are a feared lot.
 
Sharp Teeth: Gain a bite attack at 1d6 base damage. Replaces Tinkerer.   Their maws full of razor sharp teeth, some goblins develop a nasty bite attack to attack their foes with rather than devote their time to tinkering and crafting.
 
Cave Crawler: Gain a climb speed of 20ft, and gain a racial +8 on all climb checks due to having a climb speed. Replaces A Race Reformed, and your base land speed decreases to 20ft.   Born in the caves below the mountains of their home, some goblins are born and raised inside of these caves and rarely see the light of day...and as a result, soon learn how to rapidly clamber across the walls to survive.
 
Supremely Self-Confident: Gain +2 to resist all effects with the [mind-affecting] descriptor, and Ability scores change to (+2 Dexterity, +2 Charisma, -2 Strength). Replaces Self-Loathing and modifies ability scores.   Rather than carrying an intense hatred for their own kind within them, some goblins instead brim with unending wellsprings of self-confidence and ego, so happy and proud of their new lifestyles that their worldview and sense of self inflates because of it.
 
The Fire's Gone out: Gain Cold Resistance 5, and add +1 to the DC of any spell with the [cold] descriptor/subschool, instead adding an amount to the damage of the spell equal to 1/2 their current HD if the spell has no DC or saving throw. You start play speaking Giant in addition to any others. Replaces The Fire inside.   Though it is rare for the normally recalcitrant goblins to venture far outside of the Coalition that so readily accepts them for who they are, it is not unheard of for goblins to venture to lands afar in search of forgiveness, or a better life. The ones that find themselves in the frigid lands of Venau find that the fire that once burned inside them sputters out and dies, replaced by a whirling blizzard. They are more resistant to cold, and find cold magicks easier to bend to their will. Oddly, they are often accepted into the Dai-Yukai communities quite readily, the massive titanesses accepting the small goblins and giving them a home, and a place to live, in exchange for work and labor...almost as if they see a kindred race in the goblins, both races ones that are recovering from intense persecution...
 
Blessed and Protected: Gain Acid Resistance 5, and once a day, you may reroll any d20 roll AFTER the roll is made but before the results are made clear, though you must take the second result even if it is worse. You start play speaking Celestial in addition to any others. Replaces The Fire Inside.   Perhaps due to the almost fanatical diligence with which the goblin race pursues forgiveness, redemption, and mercy for their past lives, the normally secluded and quiet sanctor, often mistake for angels themselves, take it upon themselves to bestow upon a certain goblin their protection and blessing, wishing that goblin to see his redemption attained and willing to grant a small blessing to support them in that goal. These goblins, due to these guardian angels, become capable of cheating fate on occasion, and gain the smallest shard of a celestial's resistances.
 
Battle-Savvy: A number of times per day equal to (1 + DEXMOD, minimum 1), whenever you are successfully grappled, swallowed, trampled, or hit with any similar combat maneuver that would deal damage and constrain you, you can choose to take MAXIMUM damage from such an attack to automatically escape on the next available opportunity(which counts as a move action), or, in the case of a trample or other combat maneuver, automatically avoid the next attempt with no save needed. Replaces Martial Discipline.   Having developed a military and fighting style all their own, the goblins that fight for their kind have found it necessary to develop a method of escaping the grip or avoiding the maneuvers of those that grab or otherwise harm or constrain them, feigning absolute weakness by taking maximum damage to trick their foe into releasing them.
 
Lightning Legs: Base land speed increases to 40ft. Replaces A Race Reformed.   Perhaps the truest personification of the goblin free spirit, the goblins who hone themselves and their legs to move as fast as possible find themselves sprinting across the plains as quickly as lightning, their small size belied by their incredibly quick movement.
 
Goblin Stomach: Gain a racial +4 bonus to Survival Checks, and on all saves versus effects that would cause the nauseated or sickened conditions. Replaces Hiders and Riders.   Having lived within the bounds of the coalition long enough, many goblins have learned to survived by eating whatever they happen across and can digest nearly anything without getting sick.
 
Goblinsinger: A perform skill is always a class skill for you and gain a racial +2 on all perform checks. Replaces Tinkerer.   Though not as beautiful as the goliaths nor as eloquent as the elves, Goblin performances are things of odd, tribal beauty. Their tiny vocal cords shrieking and bellowing, the goblinsingers who howl out the song of the goblin people have a unique melody all their own, and with its unique cacophony of grunts, shouts, and yells, can sound oddly appealing to one's ears.
 
Well-Acclimated: Gain a racial +2 on Disguise checks, and it is always a class skill for you. Replaces Tinkerer.   Thanks to their time in civilized society, many goblins have learned how to better pass themselves off as something else, and how to better hide their goblin appearances.
 
Object of Shame: Gain Cold Resistance and Acid Resistance 5. Gain Abyssal as a starting language, and telepathy out to 30ft. Gain hatred against all Humanoid creatures with the human and dwarven subtypes, and your type changes to Outsider with the native subtype. Replaces The Fire Inside, Self-Loathing, and Martial Discipline.   A representation of all that the modern goblin people despise and resent about their past, there are yet goblins out in the world that hearken back to a time when the Goblin people willingly served the Goddess of Oblivion herself, serving in her infinite Daemon hordes as they assaulted the Material Plane unendingly...or, so the goblins say. Regardless, these Goblins yet carry the touch of Abaddon within them, and are often hated and reviled by their Goblin kin, and despised intensely should they ever decide to come near civilization at all.
 
Stardreamer's Faithful: You no longer leave tracks when you move across the ground, and you are never lost and always knows your location as long as you can see the sky, though magical effects can still cause you to be lost(Such as maze). Once a day, no matter the height from which you fell, you can choose to remain at 1 hp. If there are hazards on the ground such as spikes where you hit, you may be reduced below 0 as normal, but with this ability mundane fall damage cannot reduce you below 1hp when you use this power. Replaces Self-Loathing.   Of all the myriad races, cultures, and creatures that flock to the banner of the Stardreamer and his eldritch faith, none are perhaps more suited for the eldritch god than the goblins. With his unseeable touch, they desperately dream of better days, closing their eyes at night and weeping as they are given visions of a future they so dearly strive to reach. So strong is their devotion, sometimes, that not only can they magically survive falls that would normally slaughter other creatures, their very feet also seem to glide across the earth, as if they were already being gently tugged upwards towards the sky…
 
Gobor-Tal’s Faithful: Gain a +4 to Knowledge Religion and Knowledge History, and both are always class skills for you. If you are a divine spellcaster and possess either the Good or Community domain, you count as 2 levels higher for determining when you access that domain’s powers. Replaces Hiders and Riders and Tinkerer.   Though their old gods long ago fell from grace and went still, the Goblins now commonly venerate their new patron deity, who many refer to as ‘The Goblinmaster’. Serving their new god who preaches goodness and adherence to law, the Goblins who truly embody this faith more often resemble men of the cloth, and become highly learned about the ways of religion and history...and, they also find themselves gifted with a shard of divine might.
 
Saintly Goblin: Gain +2 to resist all effects with the [mind-affecting] descriptor, and Ability scores change to (+2 Dexterity, +2 Wisdom, -2 Strength). Replaces Self-Loathing and modifies ability scores.   Due to their newly emerging racial emphasis on faith, redemption, and goodness, many goblins have begun to grow wiser than before, their minds that previously had no need to develop now slowly burgeoning with knowledge and expanding to grant them better capacity to understand the world around them.

Comments

Please Login in order to comment!