Goblin Alternate Racial Traits
Supremely Self-Confident: Ability scores change to (+2 Dexterity, +2 Charisma, -2 Strength). Modifies ability scores.
Though rare for the malformed goblins, some among them occasionally foster enough of an Ego to become truly fearsome forces of personality - often rising to become leaders of their people in one form or another.
Goblin Philosopher: Ability scores change to (+2 Dexterity, +2 Wisdom, -2 Strength). Modifies ability scores.
Perhaps the most infuriating breed of goblins(At least to other goblins), these goblins are the rare few among their kind who, in spite of the squalor and filth in which they are raised study and glean the truths of the universe through intellectual study and insightful wisdom - and in true goblin fashion, put their newfound wisdom to use so thoroughly annoying their own kin that they often are stabbed and killed for their incessant philosophic posturing far before they can put their talents to true use.
Wasting Soul: Gain a racial +4 on all saves versus poisons and diseases. If you succeed the save against a poison or disease by 5 or more, it counts as two consecutive successes. Replaces Splintered Soul.
Born in filth and squalor unmatched, many goblins adapt to the wretched filth in which they are born into and become beings truly at home in disease and muck - often residing in sewers or particularly vile areas of the world which all manner of poisons, diseases, and filth is allowed to fester unchecked.
Existential Insight: Once per combat, you may present a paradox, riddle, or complicated question to a creature within 30ft as a move action that does not provoke - the target must succeed at a Will Save(DC based off Wisdom) or take one of the following effects. Replaces Splintered Soul.
- Confusion for 1 round.
- Be forced to attack you to the best of its ability during its next turn.
- Be unable to cast defensively or take the withdraw actions during its next turn.
Though difficult for the small, pitiable goblins who have extremely difficult focusing on any point long enough to gain any true scholarly insight into the cosmos, it is not impossible nor entirely uncommon for some goblins to be stricken with moments of clarity - glimpses into what might have been where their minds are brought into elemental harmony for the briefest of moments; allowing them to gain glimpses into existential truths about themselves and the world around them...much to the horror and revulsion of their own kind, who see them as unlikable nerds, and others, who view them as mildly horrific nightmare creatures.
Goblin Statesman: Gain a racial +4 bonus to Diplomacy and Bluff, and gain one as a class skill. Replaces Hiders and Riders.
It isn't uncommon for Goblins to take a liking to the fancier things in life for those with greater forces of personality - these goblins often enjoy becoming a well-dressed, sharp-talking statesmen serving either in the squalid camps of the wild or in the actual cities far from their homes. 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 in whatever ways they can.
Goblin Homescout: Gain a racial +4 bonus to Perception and Survival. Replaces Hiders and Riders.
Goblins who often spend time darting through the rocky, uneven terrain of their home terrain find themselves more perceptive and adept at foraging and tracking to compensate for the difficulty they often have surviving the treacherous wilds.
Lightning Legs: Base land speed increases to 40ft. Replaces Hiders and Riders.
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.
Cave Crawler: Gain a climb speed of 20ft. Replaces Hiders and Riders.
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.
Nom-Nom: Gain a primary bite attack at 1d6 base damage. You may use Dexterity in place of Strength for both damage and attack bonus for this Bite Attack if doing so would be beneficial to you. Replaces Scrapshaman.
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.
Glorious Goblin Weaponry: As a standard action that does not provoke attacks of opportunity, you can target a weapon you can see within 60ft - if it is attended or wielded the creature wielding or attending it must make a Fortitude Save(DC based off highest mental stat) or have their weapon transformed into either a Dogslicer or a Horsechopper(Player Choice) for 1 round. If they fail the save by five or more, the duration is doubled to 2 rounds. On a successful save, their weapon instead becomes fragile for 1 round - functioning as the Fragile Weapon Quality except that the weapons breaks/is destroyed if the wielder misses with the weapon making an attack. Once a creature has failed the save, the targeted weapon is immune for 24 hours. Finally, you can transform any weapon you wield into a Dogslicer or Horsechopper for as long as you wield it. Replaces Scrapshaman.
Goblins are inordinately proud of their often terrible, slapshod metallic innovations - but they are proud of nothing moreso than their racial weapons, the Dogslicer and Horsechopper...of the two, the Horsechopper being their pride and joy. They often regard other weapons as cringeworthy and lame, and frequently mock both other goblins and outsiders who use weapons they percieve as being "lame, boring, and totally tryhard" - to this end, many goblins take their innate, neurotic talent for metallurgy to, via poorly understood means, transform the weapons of others into what they percieve as something more useful. Ironically, they do this out of annoyance of being attacked by what they percieve is inferior weaponry moreso than malice - yet in their attempt to aid their foes, they end up more often than not hindering them.
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 Spiritual Imbalance.
Though it is rare enough for goblins who wish to start a new, more civilized life to find others 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 the northern tundras 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...
Clankbrain: Gain proficiency with Dogslicers, Greatswords, Horsechoppers, and Bastard Swords. You gain an almost artful telekinetic control over weaponry and armor, allowing you to automatically call an unattended weapon or suit of armor you can see within 120ft to your hand or onto your person(Donning it instantly). This is an extraordinary effect. Additionally, as a swift action that does not provoke AoO's, you can designate a creature you can see within 30ft - for the rest of the combat(or until an hour has passed), you are immune to either Disarm, Sunder, Trip, or Bull Rush maneuvers(Player Choice) originating from that creature only. You may only have one creature designated in this way at a time - designating another un-designates all other creatures. Replaces Spiritual Imbalance.
Mocked by other goblins for "Bein' born with a blade in their brain", these goblins have a strange, almost supernatural affinity for martial combat and all the tools associated with it - frequently regarded by their peers as "War Nerds" far too obsessed with weaponry and armor, these goblins are almost knight-esque in their obsession with high-quality arms and armor, polishing them day in and day out to bring their equipment to the highest state possible. Yet, regardless of their eccentricities that often see them bullied, their superhuman talent for war is undeniable as their brains seem to almost think in terms of battle, strategy, and how to defeat their enemies.
Witchfire Apostle: Gain Cold Resistance and Acid Resistance 10. Gain Abyssal as a starting language, and telepathy out to 30ft. Your type changes to Outsider with the native subtype(though you still count as your original type for beneficial effects), and whenever you deal damage fire or force damage to a creature they are outlined as per glitterdust for 1 round. Replaces Spiritual Imbalance and Scrapshaman.
While many goblins yet carry the taint of the Witch Kings inside of them, they as a species are in the modern day often seen attempting to distance themselves in various ways(Small or Large) from their creators - yet there are many among them who follow an opposite and more sinister path; one that sees them fully embrace the power their creators have to offer them and become something wholly different that burns with the unholy power of The Witch Kings. Ironically, most goblins do not hate these more sinister fellows - for many, leaving behind the arms of their creators is a difficult thing akin to leaving the only home one has ever known for a world that will shun them and abuse them at every corner; as such, many goblins understand and sympathize with their fellows who choose this path - though they may not agree with them.
Blood's Boon: Whenever you are the target of a combat maneuver, you can as a free action choose to take an amount of untyped damage equal to 4 + your HD to gain a +10 to your CMD vs that attempt only. For each additional iteration of your HD you take, you gain an additional +5. Replaces Cursed Blood.
Able to channel the insidious power burning in their blood for an altogether more defensive purpose, these goblins are surprisingly difficult to restrain or lock down in any way as they learn how to burn their own life essence to keep themselves out of harm's way.
Shadowcap Initiate: Stealth is always a class skill for you, and you get Hellcat Stealth as a bonus feat ignoring prerequisites. You may cast Darkness as an at-will SLA with a CL equal to your HD. You may ignore the 'Blind-Fight' Prerequisite on the "Moonlight Stalker" Feat. Replaces Cursed Blood.
Though the goblins of Zheng-Kitar have hardly united and have only just begun to escape the yoke of the Witch-Kings, some among them stay unforgiven within the shadows to hunt the enemies of the those goblins who would seek freedom with impunity. The initiates to the mythical goblin commando unit are always adept at stealth, can darken an area at will, and will go to any length to protect the right of their kin to seek a better life.
Goblinsinger: A Perform skill is always a class skill for you and gain a racial +2 on all Perform checks. Additionally, as a standard action, you can begin a cursed chant targeting any creature you can see within 30ft that suppresses one elemental immunity or one form of Damage Resistance(Except DR flat) that creature possesses for as long as you continue to maintain the chain on subsequent turns as a swift action. You must be aware of the immunity or DR to suppress it. Replaces Cursed Blood.
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.
Spirit King’s Faithful: Once per day per creature, you can attempt to expunge a poison, curse, or disease from a creature as if you are attempting to dispel it via touching it and concentrating for one minute - if you succeed the dispel check against its DC, the effect is removed. If you are a cleric with the Healing or Community Domains, you count as two levels higher for determining when you access that domain's powers. Replaces Cursed Blood.
Though many goblins yet serve the Witch-Kings, either directly or of their own volition, many Goblins have begun to embrace the ways of civilization - and in doing so, have begun to embrace the ways of the Spirit Kings. Serving their new gods who preaches a more wholesome belief, 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.
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