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New Goblin Racial Options for Pathfinder

Abandoned Arts presents new racial options for goblins in the Pathfinder® Roleplaying Game, including unique feats, character traits, and archetypes. The document details various goblin feats like 'Big Fire' and 'Freak-Out,' as well as character traits such as 'Attention Deficit' and 'Dumb-Nose.' Additionally, it introduces the 'Firebug' rogue archetype, emphasizing fire-related abilities and skills for goblin characters.

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0% found this document useful (0 votes)
17 views4 pages

New Goblin Racial Options for Pathfinder

Abandoned Arts presents new racial options for goblins in the Pathfinder® Roleplaying Game, including unique feats, character traits, and archetypes. The document details various goblin feats like 'Big Fire' and 'Freak-Out,' as well as character traits such as 'Attention Deficit' and 'Dumb-Nose.' Additionally, it introduces the 'Firebug' rogue archetype, emphasizing fire-related abilities and skills for goblin characters.

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finfinfin
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We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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PRODUCT NO.

AR802
FOLLOW US ON FACEBOOK, TUMBLR, AND TWITTER!
E-MAIL US AT: CUSTOMERSERVICE@[Link]

ABANDONED ARTS© PRESENTS:

NEW RACIAL OPTIONS FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See
[Link] for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee
compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder
Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used
under the Pathfinder Roleplaying Game Compatibility License.
See [Link] for more information on the compatibility license.
RACIAL FEATS AND RACIAL CHARACTER TRAITS
Several new feats are featured below for members of the goblin race. These feats list the race in their
prerequisites, prohibiting other races from taking them. Also presented below are a number of racial
character traits, first introduced in the Pathfinder® Roleplaying Game: Advanced Player’s Guide. ™

GOBLIN FEATS
BIG FIRE [COMBAT] FREAK-OUT [COMBAT]
You can make a big blaze with a small torch. You exist in a state of panicked hostility.
*
PREREQUISITES: Fire Hand, goblin PREREQUISITES: Combat Reflexes, goblin
BENEFIT: Torches that you wield in melee deal an amount of BENEFIT: Whenever you attempt an attack of opportunity and
fire damage equal to your Intelligence modifier (minimum 1). miss, you may choose to try again. If you do, you are denied
NORMAL: A torch wielded as an improvised weapon deals 1 your Dexterity bonus to Armor Class until the start of your
additional point of fire damage. next turn once your attack is resolved. This additional attack
of opportunity does count against the number of attacks of
COMBAT BUFFOONERY [COMBAT] opportunity that you may make each round.
Intentionally or not, you make for a confounding combatant.
PREREQUISITES: Int 13, Combat Expertise, Tangle Feet,
* INEXPLICABLE SURVIVOR [COMBAT]
Perform (buffoonery) 6 ranks, goblin You have a tendency to fall down at the most fortuitous times.
BENEFIT: You can use your Tangle Feet feat against creatures PREREQUISITES: base attack bonus +2, goblin
of equal size. In addition, when you succeed on an Acrobatics BENEFIT: You may fall prone as an immediate action. If you do,
skill check to move through an opponent’s threatened space, you gain a +2 dodge bonus to Armor Class against the next
you can make a Perform (buffoonery) skill check as a part of melee attack made against you before the start of your next
the same action. If you do, the DC of the Acrobatics skill check turn, and the usual penalties to Armor Class associated with
associated with your Tangle Feet feat is equal to the result of the prone condition do not apply against that attack.
your Perform (buffoonery) skill check.
SPLASHING EMBERS [COMBAT]
FOOLHARDY FIGHTING [COMBAT] You can toss a torch as though it were a splash weapon.
*
Your victories are seldom achieved on purpose. PREREQUISITES: Dex 19, Fire Hand, Throw Anything, goblin
PREREQUISITES: Perform (buffoonery) 1 rank, goblin BENEFIT: Torches that you throw deal 1 point of fire damage as
BENEFIT: You may ignore the Intelligence score prerequisite for splash damage, as though they were splash weapons. A torch
the Combat Buffoonery, Combat Expertise, Greater Dirty Trick, thrown in this way sputters out upon impact and is destroyed.
*
Greater Feint, Improved Dirty Trick, and Improved Feint feats. SPECIAL: If you also possess the Burn! Burn! Burn! feat, the
In addition, you may substitute your total ranks in the Perform bonus damage granted by that feat does apply to the splash
(buffoonery) skill for your Combat Maneuver Bonus, if higher. damage that your torch deals.

*:
See the Pathfinder® Roleplaying Game: Advanced Race Guide.™

GOBLIN CHARACTER TRAITS


ATTENTION DEFICIT JUST SAY NO
You have an awfully hard time paying attention; a habit that Nobody has ever been able to make you do anything.
somehow seems to prove more useful than disadvantageous. BENEFIT: Thanks to your incredible stubbornness, you gain a +2
BENEFIT: You gain a +2 trait bonus on saving throws against any trait bonus on saving throws against enchantment spells.
effect that would cause you to become fascinated.
YES, SIR! RIGHT AWAY, SIR!
DUMB-NOSE You have a rare gift for doing what you’re told. Rare, indeed!
You have a blunted sense of smell. BENEFIT: As long as you can see and hear one allied hobgoblin,
BENEFIT: You are immune to the stench special attack, and you bugbear, or barghest, you gain a +1 trait bonus on attack rolls
gain a +2 trait bonus on saving throws against all other scent- with melee weapons. To gain this benefit, your ally must be
based effects and special attacks. actively giving you orders in the Goblin language.

2
ALTERNATE RACIAL TRAITS
As described in the Pathfinder® Roleplaying Game: Advanced Race Guide ™, alternate racial rules allow
you to exchange standard racial traits for new ones, such as those presented below.

MANIC PANIC: Some goblins possess a fear-response that is… STICKS AND STONES: Horsechoppers and dogslicers are fine,
different than that of most creatures. A goblin with this racial but sticks and stones are just as good. Goblins with this
trait takes no penalty on attack rolls for being shaken, and gains racial trait gain a +2 bonus on damage rolls with simple and
a +2 bonus on weapon damage rolls as long as you are shaken. improvised weapons. Additionally, such goblins incur only a
Such goblins still incur the usual penalties on other checks. -2 penalty on attack rolls with improvised weapons.
This racial trait replaces the skilled trait. This racial trait replaces the skilled trait.

RACIAL ARCHETYPES
As described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™, archetypes are variant
sets of class abilities which modify their corresponding base classes via the use of alternate class
features. When a character selects a class, he must normally choose to use the standard class features
found in the class's original source – the exception is if he chooses to adopt an archetype. Each alternate
class feature presented in an archetype replaces a specific class feature from its parent class.
When an archetype includes multiple alternate class features, a character must take them all – often
blocking the character from ever gaining certain standard class features, but replacing them with other
options. All other class features of the base class that aren't mentioned among the alternate class
features remain unchanged and are acquired normally when the character reaches the appropriate
level, unless noted otherwise. A character who takes an alternate class feature does not count as having
the class feature that was replaced for the purposes of meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none
of the alternate class features can replace or alter the same class feature from the base class as another
alternate class feature. Racial archetypes are typically available only to members of the indicated race,
though such options rarely interact with the racial traits of that race.

THE FIREBUG (GOBLIN ROGUE ARCHETYPE)


Arson is a hobby that most goblins share, but some goblins become more fixated than others. For some, healthy curiosity gives
way to macabre obsession. Enter the firebug; a green-skinned sneak that would rather set you ablaze than slit your throat.
A firebug has the following class features.

Flint and Steel (Ex): A firebug’s sneak attack deals fire damage, and a firebug must wield a piece of steel or a steel weapon in
one hand and an alchemically-prepared wedge of flint in the other in order to deal sneak attack damage. A firebug can prepare
such a flint wedge with 1 hour of work. Wielded as an improvised weapon, the wedge deals damage equivalent to a dagger.
Against an opponent denied its Dexterity bonus to AC, a firebug may simply ignite the creature as a standard action, dealing
his sneak attack damage normally. Whether ignited or damaged normally, a creature that takes fire damage from a firebug’s
sneak attack must succeed on a Reflex saving throw with a DC equal to the damage dealt or catch fire.
This ability alters sneak attack.
Burned (Ex): A firebug gains fire resistance and a bonus on Craft (alchemy) skill checks equal to half his rogue level (minimum 1).
This ability replaces trapfinding.
Pyromaniacal Glee (Ex): At 3rd level, the DCs for any spell-like ability that the firebug gains from the minor magic or major
magic rogue talents are increased by +1, as long as that spell-like ability has the fire descriptor. This bonus increases to +2 at 9th
level, and to +3 at 15th level. Additionally, the firebug may use such spell-like abilities one additional time per day each.
This ability replaces trap sense.

3
OPEN GAME LICENSE Version 1.0a
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15. COPYRIGHT NOTICE
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author:
Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason
Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC;
Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson,
Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman,
Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of
Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with
Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content
from TSR. Abandoned Arts Presents: Amazing Races: Goblins! © 2013, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, Monte
Cook, and Skip Williams.

CREDITS
Design and editing by Daron Woodson.
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder
Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying
Game Compatibility License. See [Link] for more information on the compatibility license.
Learn more about the Pathfinder Roleplaying Game at [Link].

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