Written by Jason Stoffa
Art and Design by Rick Hershey
Contents
1 Goblins 4 Look What I did
An introduction to the filthy little vermin Goblin feats, spells, and skills
2 Kissing Cousins 5 Uglies & Meanies
Sub-races and offspring of the goblin Creatures associated with goblins
3 A Little Class 6 Me Tribe, Me Kind
Things goblins like to do when not eating Creating goblin tribes
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Goblin: The word drums up many different thoughts in general goods and items, a section of feats, and a whole
the minds of players and game masters alike. If asked slew of goblin creatures in which to place into your game.
about the experiences that these creatures have brought This book began with a simple question posed to me
to all of us it will awaken an over flowing font of by the talented artist Rick Hershey. “Why are goblins
memories. The goblin has forever been the lynch pin and always just the speed bump to second level? Is there
anything more that could be done with these creatures?”
gateway monster to many first level adventurerʼs and
With that question in mind, we had drummed up a
these beasts have rightfully earned their place among the conversation about gaming and of a particular campaign
most troubling of nuisances that a player will ever square which I had ran almost ten years ago. The game always
a magic missile or level a sword against at the low levels had dramatic points in each of the sessions, but in
of game play. particular we recalled a deadly encounter which had
Far too often, as the adventures grow in power, transpired during the groupʼs first adventure involving
goblins are left by the wayside in favor of greater goblins. The battle was bravely fought by Grendal (Rickʼs
wizard) and his other companions against a small horde
challenges. The book you now hold in your hands is a
of goblins threatening a village in the dead of night. After
different look into the world of the goblin. From a detailed the dice had been thrown and the spells had been slung,
introduction of what the goblin truly is and aspires to be, almost all of the party had suffered heavy wounds and
to new ideas of how to incorporate these creatures into almost fallen to the goblins attack. It seemed in those
higher level play. days that goblin were made of much tougher stuff. The
Presented within these pages are a wealth of ideas began to flow and eventually, after many sleepless
nights spent both at keyboard and the concept design
information for the game master and player alike. Inside
drawing board, you now hold this Codex, a labor of love
you will find over ten new types of goblins all detailed as
for all involved in its creation. So sit back, throw on some
playable character races, three new classes playable by trash armor, and enjoy the ride.
any race, a section of new goblin based equipment and
Special Thanks
First, and foremost, I would like to thank my I would like to thank my loving wife Heather, who
beautiful wife. On top of all the long hours I work has endured many of my sleepless nights,
as an artist, she gave up many more nights with insane ramblings, and overall insanity for almost
me to work on this book. She is amazing and six years. For your sake, I hope that your
always stands by and believes in me, no matter patience with me will never grow as weak as the
how tough things get. I love you, Tristan. armor bonus provided by cloth armor.
To my wonderful girls, for always filling me with To my father, who always provided me with the
inspiration and a drive I never felt before. The lessons of endurance and hard work throughout
future is not ready for you three. all of my youthful years.
To my mother and father, thanks for teaching me And finally, to my gaming groups throughout the
hard work and believing in myself. . . even if it years, you have all taught me to value of having
was indirectly. I like to believe I got your best plenty of headache medicine and spare d20ʼs
parts, even if thatʼs not always true. ~ Rick within arms reach. Thank you all. ~ Jason
Goblins
An Introduction to the Filthy Little Vermin
They came at us from every side, the other men and I
had no warning . . . no time to prepare arms. Gnashing
teeth and fire in their eyes, they scurried about like
rodents, quickly seizing our horses and setting our
caravan ablaze. I watched in horror as they tore the
throat of my eldest son with tooth and claw. I drew
my blade in a panic, quickly spinning about, trying to find
a little beast to slay. The night was on their side, and
the speed at which they moved was uncanny. They took
nothing of value from our caravan, but left only three
survivors that night. . .
Goblins are an evil and mischievous creature standing raids of farms and villages. They were a nuisance, but
barely three feet tall. They are scrawny beings with sinewy hardly a threat in those days.
arms and legs, swollen hands and feet, and an over-sized As the population of man increased, so did that of the
head. Their skin color ranges from putrid yellow to molten goblin. Like fleas on a dog, the goblin soon became
green to sickly brown. Most noticeable are their empty red dependent on man and his treasures. The coveted the
eyes and many rows of jagged and crooked teeth. The animals they fenced, the fire that warmed their hearthʼs,
collective opinion of all the intelligent races (and many not- and most of all the shiny objects they created.
so intelligent ones) is that goblins are a horrid and With growing tribes, the goblins soon created raiding
wretched looking being, not suitable for the air they breath parties and set out to take from mankind what they
or the land they inhabit. desired. They used fire to burn their homes, stealth to
In ancient times, the goblin was considered a phantom surprise their foes, and mobs to murder and steal to their
or ghost, not a physical being. They had much smaller greedy hearts content.
numbers then and a much higher fear of humans. They
rarely attacked any creature, and instead relied on silent Goblins were no longer just an annoyance.
This bookʼs goal is to present the goblin in an all new
light. We will provide many ideas, suggestions, and game
material for you to use in your play sessions. This is not an
extensive ecology book on the goblin, it is a book of
optional races, variant subtypes, equipment, classes,
religion, feats, etc.
This book gives options for players to play a variety of
different goblins, with relevant equipment and abilities.
This book also provides variant goblins for a Game Master
to pit against their players, providing some fresh takes on
a fantasy classic. We hope you enjoy and discover goblins
in way you never thought possible.
weight in food daily without growing fat. Goblin lairs
Goblin CR 1/3 always have numerous storerooms and larders. While
XP 135 they prefer human and gnome flesh, a goblin won't turn
Goblin warrior 1 down any food—except, perhaps, vegetables.
NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception –1 BEHAVIOR
DEFENSE
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 Tricks
shield, +1 size) Goblins are pranksters and are known for their often
hp 6 (1d10+1) deadly traps, tricks, and jokes. These tricks are often
Fort +3, Ref +2, Will –1 meant to maim or kill the victim of the prank, which the
OFFENSE goblin finds most hilarious. In fact, the more clever and
Speed 30 ft. more dangerous the prank, the more prestige awarded by
Melee short sword +2 (1d4/19–20) fellow goblins.
Ranged short bow +4 (1d4/×3)
STATISTICS Here are some of the common pranks played by goblins:
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6 • Placing marbles or polished stones on steep
Base Atk +1; CMB +0; CMD 12 staircases.
Feats Improved Initiative • Digging up graves and scattering bones around, or
Skills Ride +10, Stealth +10, Swim +4; Racial placing them in nearby houses (especially their
Modifiers +4 Ride, +4 Stealth beds).
Languages Goblin • Pissing in the fresh milk.
ECOLOGY • Catching fire to outhouses, while occupied.
• Poisoning horses and other livestock.
Environment temperate forest and plains (usually
• Placing buckets of entrails above doors to fall on
coastal regions)
unsuspecting guests.
Organization gang (4–9), warband (10–16 with goblin
dog mounts), or tribe (17+ plus 100%
noncombatants; 1 sergeant of 3rd level per 20
adults; 1 or 2 lieutenants of 4th or 5th level; 1
leader of 6th–8th level; and 10–40 goblin dogs,
wolves, or worgs)
Treasure NPC gear (leather armor, light
wooden shield, short sword, short bow with 20
arrows, other treasure)
Goblins prefer to dwell in caves, amid large and
dense thickets of thistles and brambles, or in
structures built and then abandoned by others. Very few
goblins have the drive to build structures of their own.
Coastlines are favored, as goblins are quite fond of sifting
through junk and flotsam in an unending quest to find
treasures among the refuse of more civilized races.
Goblin hatred runs deep, and few things inspire their
wrath more than gnomes (who have long fought
against goblins), horses (who frighten goblins
tremendously), and regular dogs (whom goblins
regard as pale imitations of goblin dogs).
Goblins are also quite superstitious, and treat magic
with a fawning mixture of awe and fear. They have the
habit of ascribing magic to the mundane as well, with fire
and writing both taking on mystical power in goblin
society. Fire is much loved by goblins for its capacity to
wreak great destruction and because it doesn't require
size or strength to wield, but written words are hated.
Goblins believe that writing steals words out of your head,
and as a result of this belief, goblins are universally
illiterate. Goblins are voracious and can eat their body
Naming hatred of the horse might stem from the animal being too
Goblins steal many of their naming conventions from those large for them to ride or even to handle on their own.
they admire, which is mainly orcs and trolls. Typical goblin When confronted with a horse during an attack, many
names sound very guttural and often more like adjectives goblins will choose to try and kill the animals before any
then proper names. Goblins who manage to acquire any other adversary.
level of prestige amongst their kind, will often be given Goblins hate dogs because they are manʼs best friend.
titles or nicknames. Often a goblin will just assign his own Dogs have an uncanny ability to locate goblins by smell,
title or nickname in order to feel more important then often before their presence is known by humans. In
others of his kind, especially if they think they can cause addition, dogs tend to view goblins much the same way as
awe or fear in weaker brethren. they do small animals, as play things. Meant to be chewed
on, chased, and pounced upon. Goblins do not consider
Here are a few names that have been recorded from this pleasant and will poison the pets the first chance they
encounters with goblins. get.
Goblins do not consider wolves to be dogs, and view
• Daterg Foulshade goblin dogs as the only true breed worthy of living.
• Dkur Pussarm
• Dtan Babyscream Eating
• Gsekob Stonebreaker A goblin will typically eat, if food is plentiful, at least 12
• Gxosk Evilface meals per day. Their metabolism allows them to gorge
• Kegd Sickheart themselves on food without gaining any real permanent
• Kemutg Foulyell weight. Often, an abundance of food is only a goblin
• Kmezs Madfart dream and they must scrounge for whatever thing they can
• Knusb Bigtracker find that is edible (and in the case of goblins, it can be a
• Mboxet Meatlkill wide range of things).
• Gorg Backstabber Although goblins would prefer the flesh of humans or
• Tokle Rottentooth gnomes to all others, if they have to settle, nothing beats
• Kram Manbiter the taste of chicken. Any goblin will tell you that chicken is
• Durgo Blackbelly the closest tasting critter to human meat in the realms.
• Flarg Dogsmeller Goblins also like chickens as they are easy to catch and
• Wankol Knubsom eat, and most humans just let me roam around
unattended. Goblins prefer chickens fresh and raw, but
Fire hate the feathers.
All goblins suffer from an impulse control disorder when it
comes to fire. They view the flame as a force of mystical Scavengers
power and chaos, one they can wield against their Goblins love to dig through the trash of other races.
enemies and bring much destruction. Fire is not restricted Garbage pits, gutters, junkyards,
in strength by the size of itʼs master. Many goblins and abandoned settlements are prime locations for goblins
deliberately start fires to relieve tension and feel a sense of to find salvageable trash left by others. From scraps of
strength and gratification while watching things burn. metal and various other bits a goblin can build an arsenal
Watching the flames lick the sky is the only time this little of weapons and armor. In fact, goblins excel at turning
creature experiences euphoria, especially after their rage refuse into all kinds of usable items, such as shelter and
subsides. tools.
Hatred Writing
Goblins in Literature Goblins have immense Goblins donʼt like words. Writing steals your thoughts from
Goblins have been depicted in hatred for lots of things, you head, and you donʼt get them back. Goblins like to
many famous stories through but none can match their draw, and they draw on everything, and no subject is taboo
the kingdoms. Here are a few hatred for dogs and or too explicit to depict.
of the most popular books. horses.
Goblins both hate and Singing
The Benevolent Goblin, by Sir fear horses for many For some unknown reason, goblins love to sing and chant
Argos
obvious reasons. In the together. They love to sing while they eat, while they sit
Grawn Nud the Goblin King, presence of horses, a around the fire, and most of all while they attack and
unknown goblin will suffer extreme murder people. Although the sound of their voices can be
anxiety and fear, even if torture on oneʼs ears, many of their songs are quite catchy,
Twenty-Three Goblins, by Glen
Halifax the horse is calm and if you can get past the disturbing lyrics.
well trained. They usually
Goblin Crescent, tribal folklore avoid the animals entirely Relationships
rather than risk being Goblin society is mostly made up of males, with three
stepped on or bitten. Their males to every female. The most promising females
(beauty, strength, cunning, etc.) are often claimed by Shaman governs over
tribe leaders or those strong enough to kill other male the beliefs and
suiters. teaching of the tribe
Goblins do not marry, and females will often breed with and often guards any GOBLINS COME OUT
many different males over her lifetime, whether she important relics. A Goblin Song
chooses to or not. Rape often occurs among goblins, Shamanʼs rarely have
both opposite and of the same sex, and goblins without any true divine insight Goblins come out to play,
a mate are encouraged to seek release from any and use superstition Under moon or light of day;
species they can find outside of the tribe. This and trickery to cause
encouragement and practice helps protect the females fear in others. Find some supper, no time
from being possibly killed or maimed from an assault of for sleep,
lustful goblin males.. The Mob This refers Weʼll burn the houses all
Tribal leaders will often have a harem of the best to everyone else. down the street.
females for their own breeding, many being the From fighters and
daughters and sisters of the tribal leader. This type of thieves, to females Come with a yell, come with
inbreeding causes many scholars to believe this is the and children. a call,
reason for low birth rates among the goblin clans. Even slaves are often Come with fire or not at all.
considered part of
Pregnancy and Children this class.
Up the ladder and down the
Standard goblins have a gestation period of about four wall,
months and produce an average of one offspring. Due Dwellings One dead body will feed us
to the harsh living conditions, it is common for goblin Goblin tribes will all.
females to have a miscarriage or still birth. make their homes
Children are raised as a group by the females, with no wherever they can You find a knife, and I'll start
particular bond formed with their birth mother. If any find cool and amp the fire.
elderly males exist in the tribe, they will often instruct surroundings. This
And we'll have human
the boys in the goblin military tactics and basic fighting makes shallow caves
techniques. and caverns ideal for
pudding in half an hour.
In most cases, children are left to fend for themselves the race. However,
after the first year. They will scrounge for scraps of dungeons or
food left by adults, and often kill the weaker goblins in basements, hallowed
order to secure survival. trees, old buildings, and
even heavy thicketed wilderness will make due for
most.
Tribe Structure
Typical goblin lairs are littered with trash and debris,
Goblin tribes are anything but organized, however, a usually piled in heaps and rotting. They are natural
general pattern seems to arise amongst the clans that hoarders, and will keep anything they think can be
give a basic idea how they are structured. It should be useful. From bits and pieces of rope and cloth, to
noted that no rank or position in a tribe is held by weapons and armor. You can also typically find all sorts
birthright. Goblins believe in one rule: You can do of rodents and other vermin amongst the refuse.
whatever you want, if you are strong enough.
Religion
This is a loose list of the type of class structure found
amongst the typical goblin tribes. The word religion is a loose term amongst the goblin
tribes. They do not posses a strict pantheon by any
means, and typically will worship whatever they are
Warlord / Chieftain The highest rank in a goblin tribe. told. Often, a shaman will dictate whatever deities a
The Warlord is in charge of everyone and makes the specific tribe worships. Often these idols are based on
hard decisions, such as who to attack, what to eat, ancestors, myths, or just pure lies. They donʼt have any
where to live. specific rituals as a race, but often partake in song or
mayhem in the name of their chosen god.
Warboss A tribe usually has several warbosses Sometimes, goblins will worship any stronger and
amongst their ranks. A warboss leads hunting parties, crueler being that claims to be deity. They are not
raids, and keeps lower class goblins in line. They are particularly picky, so a little magic and some signs of
also the most likely to kill the current Warlord. ruthlessness will grant you a horde of devoted goblin
worshipers.
Shaman This is typically a single goblin, although large
tribes might contain a sort of twisted religious order
containing several shamans of different ranks. The
to discover the virtues of self reliance, and perhaps even
Goblin Characters true friendship along the path to becoming an adventurer.
Goblins are defined by their class levels—they do not
possess racial Hit Dice. All goblins have the following Goblin Clerics: Its is uncommon, but not unheard of,
racial traits. for a goblin to hear the call of faith and feel the urge to
follow in the lifestyles of a priest. While many other
–2 Strength, +4 Dexterity, –2 Charisma cultures have deities dedicated to the ways of peace, the
Goblins are fast, but weak and unpleasant to be arts, and prosperity, goblin theology embraces the more
around. wicked tendencies of these commonly foul creatures. With
Small: Goblins are Small creatures and gain a +1 size portfolios dedicated to the worship of war, madness,
bonus to their AC, a +1 size bonus on attack rolls, a –1 violence and blood lust a goblins way of worship is in
penalty to their CMB and CMD, and a +4 size bonus extreme contrast to the way that other more civilized races
on Stealth checks. worship within the realms. Goblins still hold sacred the
Fast: Goblins are fast for their size, and have a base rituals and “holy” days of their faith and are often seen as
speed of 30 feet. shamans and elders within their tribes. At times these
Darkvision: Goblins can see in the dark up to 60 feet. goblins are also forced to serve more powerful masters
Skilled: +4 racial bonus on Ride and Stealth checks. and find themselves in question of why their deity would
Languages: Goblins begin play speaking Goblin. allow an interloper control of the tribe while a dedicated
Goblins with high Intelligence scores can choose any member of the clergy resides. Many times the goblin priest
of these bonus languages: Common, Draconic, is marked for punishment for acting against the will of the
Dwarven, Gnoll, Gnome, Halfling, Orc. upsurge and forced to flee under the threat of death.
These goblins find themselves in question of their faiths
and take to wandering in a quest to gain more power, a
new tribe, and the means to destroy those responsible for
their exile.
Goblin Motivation
Goblin Barbarians: Many goblins live in extremely
Goblins are creatures of habit and often their limited inhospitable locations across the face of the world. These
intellectual and social tendencies lead them into the basic goblins are made of tougher stuff than their common
NPC class of Warrior. Only truly great goblins can envision counter parts. The harsh lifestyle of the hunter gather is
a life outside of their tribe where they are free to follow always a stark contrast to the scavenging ways of the
their own whims and desires. For many goblins this will typical goblin. These goblins are accustomed to killing for
always be an impossibility as the races harsh caste food (be it a boar or other creatures) and many follow a
system leaves the common goblin as nothing more than a clan based law. While every bit as wild and unpredictable
servant and worker to those who are bigger, stronger, and as the common goblin they are more powerful and trained
in most cases smarter than the common creature. Listed in the ways of survival. Many of the leaders of these
below are some possible motivations that would lead a goblins clans find themselves in a struggle to maintain
goblin character away from the brutal reality of tribal life leadership, as challengers are a constant threat to both
and would spark the ideas of becoming an adventure. their leadership and their lives. Characters that come from
clans such as this are often the loser of these challenges
Goblin Fighters: When it comes to killing, goblins are whom where lucky enough to escape with their hides
no stranger to its savage song. Many goblins are raised at intact. Without a home they turn their attention to survival
birth in the philosophy that the “weak are food.” This and there primal instincts. These unlucky creatures are
simple idea has lead to the goblin to naturally lead violent sometimes captured and forced into slavery. This slavery
lifestyles where the use of weapons, especially that of fire, can take the form of back breaking labor within mines, or
are always present. Many goblin tribes are lead by more made to fight in combat arenas across the lands for the
powerful creatures. These take the form of Bargharst, sheer sport of bloodshed. These goblins hatred for their
Orgers, Orcs, Bugbears, Giants, and other evil humanoids. captors lead to deadly revolts in the quest for freedom.
At times these creatures will train the goblin in the use of
weapons to serve as shock troops. The schemes of these Goblin Rogues: The most common of the goblins
creatures typically fail (due to mislaid plans, adventuring class roles, the act of thievery and deception comes as
groups, and other common misfortunes that prevent evil naturally as the act of breathing to these creatures.
from constantly conquering the world.) After the Goblins found within this life style are often loners who
disbandment of their troops, many of these goblins now have carved out a living space within a more civilized area.
find them selves without a tribe or boss to give them Some times particularly crafty goblins can be found within
instruction. Sometimes the winds of fortune find these the employ of thieves guilds and street thugs, as many find
creatures a new path in life - one that never strays so far it extremely useful the things such small a creature can
away from the twisted roots of goblin ideology as to radical achieve with its natural talents in stealth. All but the most
change the goblins out look on life - but enough to provide organized groups eventually met with an ending caused by
the individual goblin a chance to acquire new experiences, lawful minded rulers hell-bent on the eradication of such
syndicates within their cities borders. After the leaders of engrained into each goblin child from the time of birth.
such groups are dealt with, it leaves many who fall within This fear will always keep these creatures from becoming
the underling category (where most of these creature wizards.
reside) alone, and are then left to find other means to
provide for themselves. Many of these goblins gravitates Goblin Paladins: While this choice is rare among
towards others who show signs of strength (such as well goblin kind, it does exist. The foul gods who drive only the
armed adventures found within a city), having been most powerful of these twisted creatures into becoming
accustomed to being in a role where constant instruction anti-paladins always demand their fierce loyalty. These
was afforded. creatures seek to destroy all but there own clans and
reveal in the power of violence that has been gifted to
Goblin Rangers: These creatures dwell on the fringe them. Unless it is to further the goals of their deities it is
of societies boarders and often act as scouts for raiding unheard of for these creatures to work within the confines
partiesʼ and goblin war bands. These goblins are of a non-evil adventuring group.
stationed for many months and tasked with observing a
cityʼs day-to-day actives, strengths and weakness all in Goblin Monks: The amount of dedication required to
preparation for the oncoming invasion. Many times such become part of the monastery keep many of these
plans are unsuccessful and these creatures are held whimsical creatures from ever donning a robe. The often
accountable for their lack of properly gathered Intel and over-excited creatures find that serene compilation is
knowledge of the enemy. These creatures often flee for extremely boring in contrast to lighting random fires and
fear of reprisal and find new homelands in which to dwell. watching a city burn to the ground.
They sometimes find other adventures in which to ply
their talents of survival in an attempt to gain protection
from their former masters whom which they have reason
to fear.
Goblin Bards: One of the strange traits held by all Diseases
goblins is their unsettling love of song. These creatures Goblins are filthy and sickly creatures, often living in the
love to screech out the most heinous of tunes all with poorest conditions. This combination often provides
disturbing subject matter. Goblin songs have been perfect breeding grounds for diseases and illness. Here
passed down from the former goblin generations and are are a few of the common afflictions goblins live with and
held in high regard amongst all their kind. Goblin bards pass unto others.
find it hard to make a living in human based cities. Many
have described the sound of a goblin symphony as a mix Mouth Rot
between the high-pitched wale of an infant crying and the Type disease (fungus), contact; Save Fort DC 13
sounds given from that of a rabid badger being pummeled Onset 1 day; Frequency 1/day
by broomsticks. These creatures have a deep-seated Effect -4 on Charisma checks, on the 3rd failed save
passion to create an epic poem, or song that will echo in (and each additional failure) receives 1 point Charisma
the ears of all goblin kind. These goblins posses enough damage until disease is removed; Cure 2 consecutive
knowledge of the common world that they know the saves.
differences between the squalor in which the common Mouth Rot is typically spread from tainted food and bites
goblin lives in , and the lap of luxury and easy living that, from the infected. The fungus begins growing, appearing
with the goblins sure fire talent, will soon be reached. as red blisters and rash, before necrosis sets in and the
lips and gums blacken and curl back, revealing exposed
Goblin Sorcerers: Many goblins do not have the teeth and puss-yellow gums.
cursed fortune of being born with the powerful bloodlines
of ancient beings flowing through their veins. At an early Whipworm Fever
age, these creatures display the potential for the power of Type disease (parasite), contact; Save Fort DC 16
spell casting. This art form is virtually unheard of within Onset 1d3 days; Frequency 1/day
the goblin society because of a goblins natural fear of the Effect 1d4 Str damage, fatigued and staggered; Cure 2
written word. If allowed to live to maturity these creatures consecutive saves
go on to become the leaders of their clans. Often the Whipworm Fever is caused by infection from the
have over reaching and grandiose plans to expand their whipworm parasite. Whipworms look similar to an
tribesʼ holdings that meet with utter failure and eventual earthworm and can produce 200,000 eggs daily.
mutiny and exile that leads them into the life of an Whipworm larvae penetrate the skin. When whipworms
adventurer. reach adulthood, they use their teeth to burrow through
the intestinal wall and feed on blood and fecal matter.
Goblin Wizards: At the heart of a goblin their only lies Symptoms of whipworms are bloody stools, pain in the
one true fear. The fear of the written word and the power lower abdomen, weight loss, fever, nausea and
which they believe it holds over their race. The cause of dehydration.
this fear is unknown by any and is something that is
Favored Classes Sticky Fingers: Add +1 to the goblin fighterʼs CMD when
resisting a disarm attempt.
The final section for each racial discussion describes
alternative benefits for members of that race taking certain Rogue
classes as a favored class. The normal benefit of having a Hidden Talent: The goblin gains +1/4 of a new rogue
favored class is simple and effective: your character gains talent.
one extra hit point or one extra skill rank each time he Favored Blade: Choose a weapon from the following list:
gains a level in that class. The alternate favored class dagger, short sword or any weapon with “goblin” in its
abilities listed here may not have as broad an appeal as name. Add a +1/3 circumstance bonus on critical hit
the standard choices. They are designed to reflect flavorful confirmation rolls with that weapon (maximum bonus of
options that might be less useful in general but prove +4). This bonus does not stack with Critical Focus.
handy in the right situations or for a character with the right Trickster: Add a +1/ 2 bonus on Bluff checks to Feint and
focus. Most of them play off the goblins racial archetypes, all Slight of Hand checks.
like the goblins natural stealth and fascination with fire. In Lock pick: Goblin rogues gain a +1 bonus on Disable
most cases, these benefits are gained on a level-by level Device and Craft checks relating to mechanical traps.
basis—your character gains the specified incremental Ward Breaker: Add a +1/2 bonus on Disable Device
benefit each time she gains a level. Unless otherwise checks regarding magical traps and a +1/2 bonus to trap
noted, these benefits always stack with themselves. sense regarding magical traps.
For example, a goblin with ranger as a favored class
may choose to add +1 hit point to the rangerʼs animal Ranger
companion; choosing this benefit twice increases this Small Target: Add +1/3 dodge bonus to Armor Class
bonus to 2 per level, 10 times raises it to 10 per level, and against the goblinʼs favored enemies.
so on. In some cases this benefit may eventually hit a fixed Wolf Sworn: Add +1 hit point or +1 skill rank to the goblin
numerical limit, after which selecting that favored class rangerʼs wolf, dire wolf, worg, or goblin dog animal
benefit has no effect. Of course, you can still select the companion. If the goblin ranger ever replaces his
bonus hit point or skill rank as your favored class benefit, companion, the new companion gains these bonus hit
so there is always a reward for sticking with a favored points or skill ranks.
class. Resistant Hide: Add DR 1/magic to the goblin rangerʼs
Finally, some of these alternate favored class benefits animal companion. Each time the goblin ranger selects
only add +1/2, +1/3, +1/4, or +1/6 to a roll (rather than +1) this benefit, the DR/magic increases by +1/2 (maximum
each time the benefit is selected; when applying this result DR 10/magic). If the goblin ever replaces his animal
to the die roll, round down (minimum 0). For example, a companion, the new companion gains this DR.
goblin with rogue as his favored class adds +1/2 to his trap Worg Blooded: Add a +1 bonus on wild empathy checks
sense ability regarding mechanical traps each time he to influence all wolves, dire wolves, worgs, or any other
selects the alternate rogue favored class benefit; though creature that has “goblin” in their name.
this means the net effect is +0 after selecting it once
(because +½ rounds down to +0), after 20 levels this Barbarian
benefit gives the Goblin a +10 bonus to his trap sense (in Superstitious: Add +1/2 to the bonus from the goblin
addition to the base value from being a 20th-level rogue). barbarianʼs superstitious rage power.
As in the previous section, what is presented here is a Quickness: Add 1 to the goblin ʼs base speed. In combat
set of alternative benefits that characters of the goblin this has no effect unless the goblin has selected this
race may choose instead of the normal benefits for their reward 5 times(or another increment of 5); a speed of 34
favored class. Thus, rather than taking an extra hit point or feet is effectively the same as a speed of 30 feet, for
an extra skill rank, players may choose for their characters example. This bonus stacks with a classʼs fast movement
to gain the benefit listed here. This is not a permanent or feature and applies
irrevocable choice; just as characters could alternate only under the same conditions as that ability.
between taking skill ranks and hit points when they gain Gnawing Rage: Add 1 to the goblin ʼs total number of rage
levels in their favored class, these benefits provide a third rounds per day.
option, and characters may freely alternate between them.
As with any alternate or optional rule, consult with your GM Bard
to determine whether exchanging normal favored class Out of Tune: Add +1 to the perform check used as part of
benefits for those in this chapter will be allowed. the goblin bardʼs counter song bardic ability.
Goblin Song: Add 1 to the goblin ʼs total number of bardic
Fighter performance rounds per day.
Squirmier: Add +1 to the goblin fighterʼs CMD when Deadly Disguise: Add and +2 on Disguise checks to
resisting a grapple. appear as a human child.
Fleet Footed: Add +1/ 4 to the goblin fighterʼs reflex Sobering Screech: Add +1 to the perform check used as
saves versus any non-combat effect that would cause the part of the goblin bardʼs Distraction song bardic ability.
goblin to become entangled, grappled, or pinned. Jack-of-All-Trades: The goblin bard may add a +1/ 6 to all
Survivor: Add +1 on rolls to stabilize when dying. untrained skills.
Sorcerer Arcane Resistant: Some goblins are bred with the
Flames Friend : for each point spent a goblin sorcerer unnatural product of magical influence within their tribes.
may add one spell with the fire descriptor known from the This comes from a number of reasons: Evil wizards, a
sorcerer spell list. This spell must be at least one level tribeʼs placement within wild magic zones, or in areas of
below the highest spell level the sorcerer can cast. ancient evil. When selecting this racial trait the goblin
Fanning the Flames: Add +1/2 to fire spell damage. character chooses a school of magic. The character
Dragons Blood: Add an extra +1/ 4 to the DC and receives a +2 bonus to all saving throws against the
damage of your chosen dragon bloodline breath weapon. chosen school. This racial trait replaces a goblins ride
Fire in the Blood: Add an additional +1/ 3 use of the trait.
Elemental Ray sorcerer bloodline power. Each time you
increase the number of uses of this power due to the Sinewy: These goblins are extremely thin. Their skin is
invested points you also gain an increase of 5 feet to the stretched tightly over their bones and they appear to be
rays range. malnourished and sickly. These goblins find it easy to fit
into small places and to escape from all but the most
Goblin Racial Traits expertly tied bonds. These goblins receive a +4 to all
escape artist checks and are treated as a size smaller for
Many commoners and adventures alike have always squeezing. This racial trait replaces the stealth racial trait.
keep to the stereotypes that all goblins are nothing more
than smelly creatures who are all the same in each and
every way. Many think that goblins are easy to kill, and if
not, for there great strength in numbers would be no more
a problem in the common society then that of the
occasional cellar rat. This line of narrow thinking have
often lead many a novice (and sometimes overconfident
adventures alike) too an early and unexpected demise.
Goblins, like humans, are a race far too broad to
stereotype. Many times a goblins birth place , as well as
the environments in which the goblin is forced to survive
in, goes a long way in determining what traits these
creature have. Many goblins who dwell in the lower
places of the world , such as deep dungeons and lightless
underground areas which never see the sun) , have
attended skills of perception, while other goblins who
dwell upon the high jagged cliffs of the Dark hold
mountains have an uncanny ability to climb along the
rugged stones. Listed below are a number of racial traits
that can be used to customize a goblins racial skills.
These Alternate Racial Traits may be selected instead of
existing goblin traits with each trait selected taking the
place of an existing one. You cannot gain traits in excess
of your starting total (though some feats may allow you to
select more). You can exchange one or several of your
characterʼs normal racial traits, but of course, you cannot
exchange the same racial trait more than once. Consult
your GM before selecting any of these new options.
Ancient Hate: Goblins have long been in conflict with
dwarves, humans, and elves. Goblins with this racial trait
receive a +1 bonus on attack rolls against humanoid
creatures of these subtypes. This racial trait replaces the
goblins ride and stealth racial traits.
Deep Dweller: Goblins with this racial trait where born
in the subterranean depths in a lightless world. These
creatures have naturally sharpened senses of
perception and stealth. These goblins receive a
+2 bonus to all perception and stealth checks
and have the range of their dark vision extended
by an additional 10 feet. This racial trait replaces
the goblins fast movement racial trait.
Forest Dweller: Some goblins make their homes in
Goblin Physical Characteristics ancient forests instead of underground cravens. These
goblins have learned to best take advantage of there
Unfortunately, for goblins itʼs common to be born or surroundings and how to best avoid being detected while
develop unsightly physical mutations, some even odd to
other goblinkind. Here we provide a fun chart for you to moving throughout the densely packed undergrowth of
add some diversity to your own goblin creation. their birthplace. While in forested areas, this character
All physical characteristics are considered cosmetic only,
and in no way alter any game mechanics. receives an additional +2 to all stealth and survival checks.
This racial trait replaces the goblins ride racial trait.
1D20 Physical Characteristic Afflicted: Goblins are renowned for dwelling in filthy
places and being able to eat almost anything. Goblins with
1 You were born with only one eye, a mass of
tangled flesh fills the socket.
this racial trait receive a +2 racial bonus on fortitude saves
to resist poisons and diseases (natural and of magical
origin).In addition, if they fail such a save, they receive
2 Your ears are misshapen and deformed, even
by goblin standards. another save 1 round later to prematurely end the effect
(assuming it has duration greater than 1 round). This
3 You are a strange color for your tribe, or any
tribe. Black, albino, red, gold . . . not green.
second save is made at the same DC as the first and
before the poison takes its effect for the round. This racial
trait replaces the fast movement racial trait.
4 You are hunchbacked and your body is twisted
and grossly misshaped.
Desert Dweller: Some goblins make their homes within
5 A long tendril of flesh hangs from your backside
and resembles a tail.
the burning sands in deserts, thriving in these parched and
barren lands. Goblins with this racial trait receive a +4
racial bonus on Constitution checks and Fortitude saves to
6 Your skin is covered by a large number of warts
and boils, a lot by goblin standards. avoid fatigue, exhaustion, or ill effects from running, forced
marches, starvation, thirst, in these hot environments. This
7 You have a large hooked nose, like your goblin
ancestors.
racial trait replaces the goblin ride and stealth racial traits.
Convincing Liar: Goblins with this racial trait are hard
8 Your body is small for a typical goblin,
unfortunately your head is not. to predict and are masters of deception. Typically these
goblins have come from human cities where their races
9 Your eyes are large and of an odd color, much
like a frog or toad.
where tolerated within the society. Goblins of this sort have
mastered the art of slight of hand and bluffing to better
obtain what they need and to escape the trouble brought
10 You are one hairy goblin. Face, arms, legs,
chest, etc. Very macho. upon them by their actions. These characters receive a +4
to all slight of hand and all bluff checks. This racial trait
11 You have teeth like a beaver, gerbil, or rabbit.
Others mock you for it.
replaces the fast movement and ride racial traits.
Obese: Goblins with this racial trait grew up in
12 Your skin is scaly and flakes off creating
noticeable dandruff everywhere. areas where food was abundant (such as city dumps and
unprotected farmlands.) These creatures are of a larger
13 Your body has extra limbs, digits, or other
features that are completely useless.
variety then the others of there kind who struggle for
survival. These characters are medium creatures who
gain the following racial stat adjustments : +1 Constitution,
14 You have long limbs and a short torso.
–2 Charisma. In addition, these creatures gain the
following traits: Hardy: these goblins receive a +2 racial
15 Your body is covered in an assortment of scars
and burns. bonus on saving throws against poison and natural
disease. Stability: these goblins receive a +4 racial bonus
16 You resemble an ugly human child, and your
mother hates you for it.
to their Combat Maneuver Defense when resisting a bull
rush or trip attempt while standing on the ground. This
racial trait replaces the Fast Movement, Small, Ride, and
17 Your skin is oily and greasy. . . ok, slimy. You
constantly soak through your clothing.
Stealth racial traits.
18 Your eyes are close together, giving you the Cliff Dweller: Some goblins make their homes in the
appearance of intelligence. high places within the world. Goblins with this racial trait
receive a +4 racial bonus on all climb checks and can take
19 Your stench is horrific. It makes eyes water and
flies drop from the sky. ten on all checks even while threatened. This racial trait
replaces the goblin ride and racial trait.
20 Roll twice, sucker. Winter Born: These goblins dwell in areas home to the
harshest winters, frozen tundraʼs, and arctic plains.
Goblins with this racial trait receive a +4 racial bonus on
Constitution checks and Fortitude saves to avoid fatigue, Goblins in Myth
exhaustion, or ill effects from running, forced marches,
starvation, thirst, in these icy environments. This racial
trait replaces the goblin ride and stealth racial traits. Believed to have originated from the Germanic sprite the
Kobolt, in more modern times their origin appears to be
somewhere in Britain where they migrated from England to
Fire Fiend: Goblins with this racial trait are obsessed France and then throughout the rest of medieval Europe.
(more than the standard goblin) with the passion to burn Nomads by nature, goblins have no real homes, traveling from
anyone and everything with fire. These characters gain a country to country making temporary homes out of natural
+1 to all damage dice when using fire-based attacks. caves, crags and other impermanent natural shelters. One
These include grenade weapons (such as Alchemists fire, tradition relates goblins to the king of the gnomes, found
burning oil, and torches). When dealing fire based throughout pre medieval and medieval Scandinavia and
damage to objects the goblin ignores half of the objects northern Europe.
hardness value. This racial trait replaces Goblin seems to be a universal generic term for many different
small and mischievous creatures. Depending on the country of
the goblins ride and stealth racial traits.
origin, goblins can be friendly but mischievous or malicious
and evil. Their description also varies from region to region,
Wolf Master: Some goblins have a kinship with ranging in size from near human stature to tiny imps no more
wolves ,taming them or living and hunting their hated than a foot high. While they vary widely in physical
enemies with them. A goblin with this trait gains +2 to all characteristics, they almost all have predominately large
Ride and Handle Animal checks involving wolves. The slanted ears. Some are grotesquely ugly while others are
character may always choose to take ten on all ride merely strange looking.
checks while mounted on these beasts even while The most widely known representation of a goblin describes
threatened. This racial trait replaces the goblins stealth them as being able to grow as tall as three feet, and having a
thick pelt of course, black, wiry hair covering their entire body.
racial trait.
They normally are found wearing dark or grey clothing and
wearing a cap. The cap is believed to represent their servitude
Water Born: These goblins have live near oceans or to the gnome king. They are depicted as having large, thick
large lakes. Goblins who posses this racial trait gain a yellowish and crooked teeth. The goblin is a race which is
swim speed of 30 feet. He can move through water at his perpetual of itself having both male and female variants. The
swim speed without making swim checks. He has a +8 women are described as extremely ugly hags, sometimes
racial bonus on any Swim check to perform some action having unkempt gray mops of hair on their heads, usually filled
or avoid a hazard. He can always choose to take 10 on a with lice and other various unsavory pests.
Swim check, even if distracted or endangered. He can Goblin culture is represented as being the opposite of human
society. All rituals and activities are done in a perverse manner,
use the run action while swimming, provided he swims in
representing the worst of human nature. Goblin children are
a straight line. This racial trait replaces the goblins fast abused and mistreated by their elders in order to keep them
movement racial trait. rough and mean, they have their own strange form of religion
the details of which are a mystery to men, though the rituals are
Earth Born: These goblins have dwelled in caverns strikingly vulgar and tainted with evil when rarely observed by
and tunnels, are extremely sensitive to vibrations, and the unfortunate traveler in the wilds. While goblins do have the
have developed an uncanny ability to detect even the capability to create fire, they prefer to eat their meat raw,
slightest movement in or on the surface the earth around straight off the bone, and usually from a live victim. They do
them. Goblins with this racial trait gain the Tremorsens not wash their clothes, nor take baths and seem to be abhorrent
of water for any reason.
ability to a range of 30 feet. This racial trait replaces the
goblins ride racial trait.
Stone Hide: Goblins with this racial trait have
hardened hides that make piercing their flesh extremely
difficult to do. The goblin gains a +1 racial bonus to Armor
Class as well as DR 1 / piercing. This bonus stacks with
another classʼs damage reduction features and applies
only under the same conditions as that ability. This racial
trait replaces the Fast Movement, Ride, and Stealth racial
traits.
Kissing Cousins
Sub-races and Offspring of the Goblin
“This stink is strong enough to curl the whiskers of a bearded
devil”, thought Sidhar as he gagged on the vapors rising from the
open sewer grating. “Do we have to?”
! Mirix, busily soaking an ornate silken scarf with sweet oils
and scents looked annoyed with the warrior’s words. “I don’t like
this any more than you, but that retched creature now has the
only map in existence to the Blackened Temple, a treasure I don’t
mean to pass up.” The Scarf, now fully saturated, would provide
some measure of relief from the stench of the old sewers.
! Sidhar choked back the rising urge to be sick. “It was just
a goblin. I do not understand why you insist on waiting for the
others. Why can’t I just go down there and be done with this
whole affair before Adrix and Gerrio even receive your summons?”
! Mirix felt the weave of the protective spell take hold,
forming a faintly glowing shield next to her. “Because where one can
find a single goblin…..one can find a thousand more.”
"What can be said about these small unclean beasts that
have not already been uttered in a thousand curses?" The goblins impact upon its environment varies greatly
and one must take into account a number of factors. A
Many different opinions have risen toward goblins and their goblin clanʼs relevant size, the amount and abundance of
kin - Many an adventure can recall early exploits involving food sources available, and the presence of other
these dreadful creatures but few can attest toward the true civilianization are factors within the equation. Many small
nature of Goblins. When one thinks of a goblin, the image communities never become aware that groups of goblins
of a creature whose height rarely rises above four feet tall, have settled into an area until these creatures consume
a large head (which seems to make up most of the beasts and deplete the available resources and have need for
mass) and a maw filled with sharp blackened and broken more. These behaviors are a common thread that, no
teeth. The name conjures up scenes of fire and frenzy matter how different each variant race of the goblin seems,
brought to lowly hamlets that stand defenseless in the they all have the same basic survival instincts of creature
wake of marching war bands. All of these ideas are correct with little to no self-control or for thought towards its
and incomplete as goblins are so much more. actions. Many goblins never rise above the senseless acts
of violence and greed that mark their culture. On very rare
Goblins are common amongst all regions found within a occasions, the urge of wanderlust sets into a goblin and
world, from the temperate hills and low mountains to deep they become dissatisfied with the typical existence of just
caverns and bottomless oceans to even within the very being a goblin. These ideas can often lead to the goblin
cities that other races call home. A goblin is and has separating its self from a clan and even from its identity
always been a very adaptable creature (a frightening fact from the race as a whole.
that has largely escaped the intelligent races.)The goblins
ability to take root almost anywhere and the quickened Presented in the following pages are a number of new
pace at which they breed becomes a recipe for disaster for goblin racial variants available as standard player races.
all who share the boarders of such contested territories. These new variations will add more flavor to the standard
Within a few generations, which, for the goblin life span goblin. These variants are of a great use to a GM who
can measure less than 30 years each, the goblins weak wishes to change his playersʼ notion that all goblins are
genetic structure begins a cycle of change that helps simply the same.
improve the goblins functionality and chances of survival
within the regions that they dwell.
Aquatic Goblin perceived as weak, to strip it of everything from gold and
jewelry to clothing and flesh. These creatures leave a
bloodied wake of destruction and ruin behind them as
Beneath the dark seas and roaring oceans, a toothy
they disappear beneath the waves, in search of other
predator stalks the careless ships above, eager to eat
unlucky victims.
and steal. Cold and calculating, the aquatic goblin was
designed for this type of hunting.
Alignment and Religion: Aquatic goblins are neutral
evil. Many of these creatures believe in self-preservation
Physical Descriptions: Aquatic goblins are built for
over all else, and only rarely will they danger themselves
swimming, possessing long torsos that easily snake
to protect another of their kind.
through the water. Swimming is aided by webbed hands
Although aquatic goblins are never seen expressing any
and feet, along with a jagged fin down their spines.
true religious dedication, it is commonly believed they
Aquatic goblins are typically earth tones, with various
worship the deity, Dagon.
natural patterns to improve camouflage.
Society: Although aquatic goblins seem to have strong Adventurers: Aquatic goblins take up adventuring for
many reasons. While most goblins are neutral evil, many
racial bonds, they typically only associate in small family
may have different beliefs and seek like-minded
units, that act more like hunting parties then an actual
individuals outside the tribe. Some lack opportunities to
family groups. A single female typically rule over these
advance, and tire of living on the scraps of those with
small groups, with the males eagerly fighting for her
more authority or higher social position.
attention. Aquatic goblins do not seem to place
importance on significant cultural practices or beliefs.
Male Names: Cthaal, Fthool, Krothu, Skalth, Gthule,
Barghal, Narthelf.
Relations: Aquatic goblins are feared and hated as
ocean-dwelling piranhas. In small numbers, these
creatures offer no more threat to an adventurer than their Female Names: Fith, Ctharga, Fethka, Smelthi,
land dwelling cousins. When faced with a stronger Pulcha
opponents they gather in great schools and band together
to attack A band of aquatic goblins and their shark
mounts is likely to swoop down on any individual or group
Aquatic Goblin Racial Traits
–2 Strength,+2 Dexterity, +2 Constitution, –2 Charisma.
Aquatic goblins are hardy creatures, but weaker than many races.
Humanoid (Aquatic, Goblinoid): Aquatic goblins are humanoids
with the aquatic and goblinoid subtypes. An aquatic goblin can breathe
underwater. He can also breathe air and remain out of his natural
water environment for up to 1 hour +10 minutes per point of
constitution. After which the creature must make a fortitude save DC
15 ( and again every ten minutes with a cumulative +1 to the DC) or
suffer 1d2 points of constitution damage until submerged in water.
Small: As a Small creature, an aquatic goblin gains a +1 bonus to Armor
Class, a +1 bonus on attack rolls, a +4 bonus on Hide checks, and a –4
penalty on CMB checks to initiate or resist a grapple attack, but he uses
smaller weapons than medium creatures use, and his lifting and carrying
limits are 3/4 of those of a medium character.
An aquatic goblin base land speed is 30 feet.
An aquatic goblin has a swim speed of 30 feet. He can move through water at his swim speed without
making swim checks. He has a +8 racial bonus on any Swim check to perform some action or avoid a
hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can
use the run action while swimming, provided he swims in a straight line.
Darkvision: Aquatic goblins can see in the dark up to 60 feet.
Thievery: Aquatic goblins get a +2 racial bonus on Disable Device and Sleight of Hand
checks.
An aquatic goblinʼs racial bonus on Move Silently and Ride checks is only +2.
Aquatic goblins are known for riding Medium sharks.
Automatic Languages: Common, Goblin.
Bonus Languages: Aquan, Draconic, Elven, Giant, Gnoll, Orc.
Arctic Goblin males claiming leadership over the clan. Arctic goblins
claim large swaths of land as hunting grounds.
Depending on the size of a given tribe, these distances
In the far reaches of the north rest a landscape that is
can stretch up to fifty miles away from the clans
brutal and unforgiving. The bitter cold of winters
dwelling. Males within a clan typically out number
embrace is never-ending, as is the struggle for survival
females three to one. The great distances between the
within this environment for all creatures of these lands.
mountainous peaks in which each clan claims account
A place of constant snowfall and Arctic temperatures
for the low number of births each season.
that can kill a man in a matter of minutes if left exposed
and vulnerable to the freezing winds of these high
peaks. Arctic goblins are a savage race that claims Relations: Arctic goblins are always at ends with
these inhospitable realms as home, preferring the humans and dwarves that are in direct competition for
coldest of climates found in treacherous mountain living space.
peaks.
Alignment and Religion: Neutral Religious beliefs lie
Physical Description: Arctic goblins are among the within the realm of shamanistic worship.
tallest of the goblin races, standing at almost four and a
half feet tall. Their bodies are covered in a light Adventurers: Although Arctic goblin adventurers are
insulated fur that helps protect them from the harsh rare. Even amongst other goblin races, they can be found
rigors of the frozen environment in which they dwell. in most cold regions as guides through dangerous
These creatures are physical dense with corded knotted mountain passes and even as a sell sword in these areas.
muscles with wide, compact bodies that account for Most Arctic goblins tend toward classes such as f fighters,
their burly appearance. Male and female Arctic goblins Rangers, or barbarians.
differ in appearance only in that the males are easily
recognized by their great beards and silver manes. Male Names: Axsel, Bjarne, Gjurd ,Halvdan, Rolf
Society: These creatures adhere to a clan-based Female Names: Bergljot, Gunnvor, Kaja, Ragna
society that respects strength, with the strongest of the
Arctic Goblin Racial Traits
+2 Constitution, +2 Dexterity,
–2 Charisma.
Humanoid (Goblinoid).
Small: Goblins are Small creatures and 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.
An arctic goblinʼs base land speed is 30 feet.
Darkvision: Arctic goblins can see in the dark up to 60 feet.
Cold Endurance: Arctic goblins have a +4 racial bonus on Fortitude saves made to
resist the effects of cold weather or exposure.
+4 racial bonus on Ride checks.
+2 racial bonus on Handle Animal and Survival checks: Arctic goblins are natural
hunters, tracking prey through out the harsh mountainous terrain.
Automatic Languages: Common, Goblin.
Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Desert Goblin oppose all self-imposed leaders that try to subjugate
there kind through force.
A wasteland of trackless sand and high dunes rests
beneath an unrelenting sun. In these places, the extreme Alignment and Religion: Desert goblins do not hold
temperature of both day and night can kill. Powerful the same moral views as the others of their kind. This
Sandstorms, dangerous creatures, a lack of water, and leads them to take on the alignment of true neutrality, as
the shifting winds are all hazards that can quickly claim many of the decisions they make support their tribeʼs
an adventures life. Despite all of these hardships, the survival. Religion holds no enduring place within their
goblin race has no limit as to where its people can be lives although it is not uncommon to find clerics who
found. worship sun deities within their ranks.
Physical Description: Desert goblins measure to a Adventurers: Many goblins who find their way along
height of 3 and 1/ 2 feet. Their skins coloration varies the path of an adventurer take the form of guides for
dramatically from light shades of green to deep browns others into the deep sands. Favored classes include
and tanned yellows. Dressed in a large assortment of Fighters, Clerics , and Rangers
mismatched cloth and seemingly random equipment,
these goblins value anything they find with the deserts Male Names: Anum, Gakere, Okeke, Warui, Tiffu .
sands.
Female Names: Ajia, Doto, Jali, Faiza, Nadji.
Society: Unlike common goblins who form into large
clans, these creatures form into Nomadic tribes that
constantly travel throughout the desert sands. They are
traders who move from north to south and east to west,
following the well-established trade routes. Found in
groups no larger than twenty, these goblins take on the
traits of nomadic gypsies. Daily life consists of tending to
the Adair, a large breed of lizard which dwells in deep
deserts. Desert goblins domesticate and train these
creatures to become beasts of burden, and prized mounts
for their warriors.
Relations: In a place where the commodities of life
are scarce, they have become accustomed in dealings
with all manors of races. It is a common sight to find a
group of these goblins in a city or town attempting to sell
or trade items and goods. Most prized among the items
brought to market by these goblins are a variety of herbs
and tobaccos harvested from rare plants found
throughout the deserts region. Many of these goblins
strive to maintain personal freedom and will actively
Desert Goblin Racial Traits
+4 Dexterity, –2 Strength, –2 Charisma.
Humanoid (Goblinoid).
Small: Goblins are Small creatures and 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.
A desert goblinʼs base land speed is 30 feet.
Darkvision: Desert goblins can see in the dark up to 60 feet.
Heat Endurance: Desert goblins gain a +6 racial bonus on Fortitude saves
made to resist the effects of hot weather.
+2 racial bonus on Move Silently checks and Ride checks.
+4 racial bonus on Gather Information checks: Desert goblins soak
up gossip like sponges when they visit towns or settlements.
Automatic Languages: Common, Goblin.
Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Grim Goblin foods that sustain other races, they now only desire to
feast upon the decayed and rotting flesh of the dead.
Amide the horrific aftermath of war the dead and dying Bone marrow sucked straight from the bones of dead
are not alone. On dark moonless nights, the still and dying creatures fills the creature with a dread
sanctuary of the cityʼs graveyard hides the horrible euphoria. This practice as well as the unsettling effect
secret of their kind. In places where the earth is stained they have upon other natural creatures makes this sub
black with corruption and foul taint the presence of race unwelcome in most places. These goblins flock to
these creatures can be found through the littering of the sites of plagues and mass disease knowing that
gnawed upon bone and torn flesh. death( and food) will soon follow in its wake.
Physical Description: Grim goblins stand at the Relations: Hated by many for the violation of the
cusp of four feet in height. A cursory glance of the graves and final resting places of loved ones who have
creature would lead one to think that they are undead passed from this world to another, grim goblins come
versions of a standard goblin, as their skin has tallow into conflict with the more civilized races of the world.
yellowing to its sheen and stretched thin over lithe Human cultures go to great lengths to ride their cities of
frames giving them a skeletal appearance. They often their presence as the citizens grow tired of finding the
decorate them selves with the treasures of the grisly remains of their recently buried dead scattered
excavated deceased and can be found wearing the throughout the streets.
rings, armor, and clothing of the dead that they
consume. Alignment and Religion: Grim goblins hold any
deity with death in its portfolio in high regards. Many of
Society: Grim goblins form into small groups called the leaders of grim goblin haunts are sorcerers and
haunts that consist of six to thirteen members lead by a clerics with the domains of death and fear. These
master goblin known as a Deathʼs Head. These goblins practice strange rituals and ghastly rites in
creatures inhabit places where death and the dying are honor of their dark gods.
commonplace. Morgues, Graveyards, battlefields, and
crypts are all common haunts they call home. Grim Adventurers: Many goblins who find their way into
goblins are the result of common goblins being exposed adventuring groups knowing that such individuals
to fell and powerful necromantic constantly fight against (and kill) all manner of
energy for creatures. This ensures that a grim goblin that joins with
extended a successful adventuring group will always have an
lengths of endless source of food at its behest. Many of these
time. As a goblins also hold to the belief that the power of a
result, their creature is sometimes passed onto the one who
forms have devours its flesh. Many have dreams of one day being
become able to consume the festering remains of a dragon.
t w i s t e d Favored classes include Fighters, Clerics.
representations
Male Names: Lech, Gniew, Radost, Gorin, Zdrach
of its influence.
These goblins no
Female Names: Zalta, Rada, Jagoda, Dobra, Živa
longer hunger for the
Grim Goblin Racial Traits
+2 Wisdom,+2 Constitution, –2 Charisma.
Humanoid (Goblinoid).
Small: Goblins are Small creatures and 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.
A Grim goblinʼs base land speed is 30 feet.
Grim Goblins gain a +2 saving throws made to resist mind-affecting effects (charms,
compulsions, morale effects, patterns, and phantasms) ,death effects, disease, paralysis,
poison, sleep effects, and stunning.
Dark Vision: a grim goblin has dark vision to the range of 60ʼ.
+4 racial bonus on Move Silently checks
Light Sensitivity: Grim Goblins are dazzled in bright sunlight .
Automatic Languages: Goblin.
Bonus Languages: Common, Elven, Gnome, Dwarven, Orc , Halfling.
Jungle Goblin light coating of blue paint all over their bodies and the
hands are left uncovered. The Mystics of this group have
a chaotic blending of colors all over their bodies with no
A Jungleʼs expansive canopy can hide many secrets. The
true patterns emerging .As most tribes only bear a single
old ruins of empires, dark monoliths devoted to powerful
mystic, each mystics coloring will vary wildly from the
gods, and forgotten temples can all be found. Yet
next. Mystics bear no rule of coloring but tend to favor
contained within a jungles savage environment less
patterns of color (no matter how chaotic they may seem)
powerful creatures have found a niche and have begin to
that match that of the tribes chosen “deity” creature. A
develop in new and unexpected ways.
mystic whose tribe reveres a great gorilla will likely have
splotches of brown and grayish tan covering his body,
Physical Description: Despite living in an while a mystic who worships a snake may have the colors
environment such as a jungle, the goblin remains very of the creatures scales slathered on him. The only color
similar in its appearance as its other kin. It still stands at that is used universally throughout the tribes is red, and
the cusp of four feet in height, and skin has taken on a then only in sacrifice to the “God”. Tribal mystics have
hue of mossy green growing to a blackish coloring on itʼs shown an uncanny ability to communicate with natural
under belly. These creatures have a lithe form and at first animals in the environments they dwell in, and a tribe will
glance appear malnourished, as they have a boney build elect a creature to worship. Snakes, Frogs, Boars,
and tightly pack muscle needed for survival within regions Gorillas, Spiders, monkeys, Alligators and even Dire
in which they make their homes. Man Leeches top the list as potential creatures that these
goblins would worship as deities. All tribes, regardless of
Society: The societies of these jungle dwelling what creature they worship, have one belief in common;
creatures are very similar to goblins found elsewhere that all “Gods” require blood sacrifices. This requirement
save for two key differences. Jungle goblins tend to be takes the form of live creatures captured in their hunts,
more organized than typical goblins tribes ever could be. and the elders who has grown too old and who has
This may be a direct product of the environment that they become useless to the tribe may be “rewarded” with the
live in, or perhaps these goblins are smarter than the ability to become the godʼs next meal. It is a high honor in
standard goblin. These creatures act in as a single-family goblins society to be given as a sacrifice in this way.
unit - even as they are broken into a caste system for the Sacrifice to the creature is a method of punishment to
purposes of work, all goblins within a tribe will share food younger goblins that cannot or will not meld with the tribal
and shelter to the benefit of the tribe, actions that are far ways, or for those who are born lamed and sickly. A
to complex for the standard chaotic goblin mind to grasp. creature selected as the tribes “god” becomes the identity
These creatures hunt and gather as a unit and seem to
live in reasonable harmony with their surroundings. The
tribe is broken down into three distinct classes. Tribal
warriors, Gathers, and mystics all have a set purpose
within the tribe. Each cast within the tribe wears different
pattern of paints with many different meanings behind
them.
All warriorsʼ faces are smeared a bright white with deep
shades of red striping. Each marking represents the
amount of skill the warrior possesses. Gathers wear a
Jungle Goblin Racial Traits
+4 Dexterity, -2 Strength, –2 Charisma.
Humanoid (Goblinoid).
Small: Goblins are Small creatures and 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.
A Jungle goblinʼs base land speed is 30 feet.
Jungle goblins gain a climb speed equal to their base movement.
Dark-vision: Goblins can see in the dark up to 60 feet.
Skilled: +4 racial bonus on craft and stealth checks.
+4 racial bonus on Move Silently checks
+4 racial bonus to Acrobatics checks
+1 to all attacks while using spears and javelins
+2 to all survival checks made while inside a jungle regions.
Automatic Languages: Goblin.
Bonus Languages: Common, Elven, Gnome, Dwarven
of the tribe in all manner of dress, armor; even speech
A note on Goblin Slaves becomes a direct reference to the creatureʼs traits. A goblin
tribe that worships frogs will hop around and their vocal
& Throughout the many kingdoms, the dialect will take the form of croaks. Those who choose to
idea of making slaves to do the backbreaking worship snakes speak in a hissing speech and try to
labor of others is frowned upon no matter what swallow live pray whole( a practice that may have killed
the race of the slave. This does not hold as true one or more snake tribes, as choking to death on a swamp
for goblins - which are viewed by many as the rat leads a goblin to think twice about his decision not to
least intelligent of all races. Many consider a chew its food.)
goblin domesticated for servitude in urban life to Jungle goblins have been found to take a few simple
be a virtue to the poor creature. Many cities, approaches in regards of providing shelter for themselves
which outlaw the selling of slaves, have little or within their environment. The tribe will form small
no qualms with the ownership of a personal communities out of simi-permanent huts. They set these
servant; even to the point that laws protecting encampments near a natural shelter such as a cave or in
the owner of a goblin slave have been enacted an area, which houses many great trees. In areas of
in larger cities were it has become a complete submersion of land beneath the water, such as
commonplace practice. The goblin is typically dense bogs or areas in which flooding is a constant threat,
taken at a young age and throughout the length some tribes will take to making platforms and crude
of two years and is trained in a multitude of skills walkways in the trees above. Many tribes that worship
that directly reflect the service that they will spiders make huge “Webs” out of interwoven vines
provide for their masters. Many goblins are only providing a system of rope bridges that can cover the
trained in the fine art of cooking and house treetops for many miles depending on the tribeʼs size and
keeping. All goblins are trained in the common influence in the region. Others find that burrowing out
tongue and the higher one wishes to pay the portions of land into hallow caves works best. This
more skills that these servants may posses. It provides the goblins with an ample way hide the entrance
has even been rumored that some goblins have to their homes from intruders affording them a protective
been trained at birth to become scribes, learning dry place to dwell in. Many an adventurer has set camp on
more languages and overcoming the age-old a rising hilltop within a jungle and never realized that just
edict that all goblins hate and fear the written below the surface of the ground waited a tribe of goblins.
word. Still most goblin slaves provide the basic
services of fetching items and cleaning messes Relations: Jungle goblins view any who travel through
around a noble manor. Most of these slaves are their territories as enemies. These goblins harvest all that
treated quite harshly and serve also as a target they need from the jungles but, on rare occasion, do trade
of abuse from their masters when something with outsiders.
goes array. Despite all the laws enacted to
protect them from the harm of others, there are Alignment and Religion: These creatures take on a
very few laws protecting a goblin from death at true neutral alignment. In other jungle areas where the
the hands of their masters. appearance of human colonists have made these goblins
a more social race the alignment can shift towards a
Despite the many negative examples of owners neutral good. Jungle goblins revere animals and the
whose personalitiesʼ are as brutal and mean mystics who have bonds to them in place of other religious
spirited as any goblinʼs; there are many practices.
examples of owners who not only respect their
slaves (often many owners who fit this Adventurers: Jungle goblins rarely find themselves
description prefer to call the goblins servants in away from the safety of their tribes. In standard tribes, it is
light of slaves) but often take steps to help the only through extreme situation that these creatures take on
poor creature become more integrated in the the role of an individual and strike out on their own.
society in which they live in. Many human Adventurers can take the form of individuals that have
masters allow the goblin (when the creature been sent to different towns in an attempt to learn the
grows old enough) to name itself and choose the language and customs of those that they deal with. Tribal
way in which it will dress. Goblin slaves goblin favored classes are Fighters, Clerics and
fortunate to be in the service of such a master Druids.&
will most often choose to mimic the way in which
its master dresses. This may be in a military Male Names: Baako ,Enu ,Godlumthakathi ,Kgosi
outfit, finely dresses in silks and breeches, or
even in a top hat and monocle all in attempts to Female Names: Dada, Ebuka, Ifeoma, KʼSea, Kaikura
please their masters.
Magma Goblin They often dress themselves in what ever they can find
that will not simply catch ablaze. This takes the form of
With each strike of the forge, the ground seemed to leathers that can be found on a forger worker such as an
shake sending bits of white-hot fragmented metal flying. apron or vest. They wield Iron fire stokers that seem to
The air within the old hall was a mixture rising steam and absorb their bodiesʼ great heat and cause these weapons
billowing black smoke as the blacksmiths worked to glow red hot at the ends. The only other clothing that
tirelessly into the night creating the iron blades. After each these creatures have been known to wear are the
series of strikes against the worked metal, they doused signature Iron boots which all of them seem to own.
the newly formed weapons in troughs of brackish water
causing them to hiss and crackle as they heated them Society: Also called “Forge Goblins”, these creatures
anew. So entranced in their efforts they never took stock have a great love and affinity for fire much more so than
of the small creature hidden within the space. It simply the average goblin. Magma Goblins are most often found
watched and waited until the flames and time, was in the employee of fire based creatures that reside in
right…. places of extreme temperatures such as Volcanoes and
underground near magma flows and great steam vents.
Physical description: Both genders of these Inside of urban environments, these goblins can be found
creatures stand between 3 and 3 ½ feet tall. The skin of near the cities forges, or where fire is in a great
the typical Magma goblin is midnight black to deep abundance. A cites crematoriums or within a cityʼs dump,
shades of purple. The most striking feature that this if the city makes a practice of regularly burning its
creature posses is the small wisps of white and blue garbage could be infested with such creatures.
flame that break through it skin at various places . The Magma goblins have no true tribal suture as do others of
creatures hands seems to glow red as a furnace and their kind and on the rare occasion these creatures are
variations of this coloring rise from it hands and upwards found in great numbers, they are in the servitude of a
towards its arms in the form of “cracks” along its skin. master.
These veins change from red to deep cobalt when the These masters often take the form of the black skinned
creature becomes angry or excited. fire giants who are artisan in their own right, using them
These beings all have glowing yellow eyes and great as slaves to tend to the bellows of their forges. While
wide mouths in which small wispy trails of black smoke these creatures share many common traits with the
escape. Many scholars have dedicated a great deal of common goblin, many scholars have yet to understand
time and effort in attempts to understand this strange
creatureʼs ecology. The Magma goblins internal
temperature reaches a scalding degree and produces
what seems to be a near constant fire within the
creatureʼs gullet. As a result, the goblin has developed a
strong resistance to fires and can even be seen eating
hot coals or drinking flaming oil.
Magma Goblin Racial Traits
+2 Dexterity, -2 Wisdom, +2 Charisma
Humanoid (Goblinoid).
Small: Goblins are Small creatures and 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.
Resistance: Because of their fire like nature, Magma Goblins gain resistance fire 10.
Fast: Goblins are fast for their size, and have a base speed of 30 feet.
Dark-vision: Goblins can see in the dark up to 60 feet.
Skilled: +4 racial bonus on craft and stealth checks.
Spell Like Abilities: A magma goblin can cast Flare, Mending (on metal objects only),
and Burning Hands each once per day using his total character as his caster level.
Heat Weapon (Ex): As magma goblins anger and rage flares so does the
white-hot flames that burn inside the creatureʼs body causing its hands to
erupt into flames. The Magma goblin can use this ability
as a move action once per round granting any weapon
that it touches the Flaming weapon property for one full
round.
Automatic Languages: Goblins
Bonus Languages: Common, Dwarven, Giant, Orc, or
Ignan.
what causes the abnormal birth of these goblins or where
they originated. When clusters of these goblins amass, a
Sneaking in!!! leadership from within does seem to take hold, and if not
slaves to another, these creatures fall to the orders of the
It has been noted that in times past that goblins have strongest or most skilled among them. These goblins
gone to great lengths in an attempt to enter a human called “Fire Stokers” and are infused with a sorcerersʼ
city. Here is an example of just one of their most ability and an uncanny control over fire and flame.
daring schemes.
Relations: Magma goblins have an intense hatred of
While attempting to bypass the guard of a large city gnomes, a trait that they share with their common kin.
thirteen goblins wearing false beards and monastery They choose not associate with creature of the elemental
robes posed as chicken merchants. Using a large water subtypes and greatly fear any who show mastery of
wooden cart, they attempted to enter the well- water magic. They work well with creatures of the fire
guarded gates. Onto the back of the cart had been subtype and industrial races such as fire giants, Efreeti,
constructed a crudely built, ten foot tall chicken and Duergar. While they do interact with other humanoid
coupe of patchwork wire and scrape wood, that was races because of shared living space, they have no great
being pulled by a weak and gnawed upon donkey. love or hatred for them or their pets (dogs and horses).
Inside the cage over a two hundred chickens had The exception being fish, as they see these creatures as
been stuffed inside. Needlessly to say the guard constant mockeries of all that they are.
became quite cautious at the approach of these new
travelers and halted them at the gates edge Alignment and Religion: Magma goblins are
demanding to see traveling papers and to pay proper creatures that burn with passion to, well, burn things. They
tax upon the imported goods. One of the crafty are excitable and frantic at times, calm and lazy the next
creatures threw a small clay pot holding a few dozen moment that lead them towards a Chaotic Neutral
angry wasps onto the donkeyʼs rump. In the midst of Alignment. Most goblins of this sect pay homage to a
demanding the proper paperwork the cart lurched being known as (fill in name from greek/latain translation =
forwards slamming into the top of the gate which possible “consuming fire”). As all goblins have an intense
rested only nine feet tall, sending the carts poorly loathing and inability to produce writing not much is known
constructed top and the two hundred chickens of this deity save that he has a connection with fire and,
cascading to the ground and scattering everywhere. from what scholars can gather, is a being of living flame.
The thirteen bearded goblins easily escaped into the Magma goblins have long worshiped this creature and in
cityʼs merchant quarters in the midst of all the chaos. some instances may have unknowingly invoked him to
help in burning down towns and villages.
Hide -n - Seek
Common places in to find a goblin within a city Adventurers: Although Magma goblins are rare outside
of their environments, some do find the wanderlust set
Your Closet - Goblins are excellent at fitting into upon them to discover hotter fires and to set flame to all
tight spots. They can be sometimes be found lurking kinds of new things that have not yet burned. Often these
inside the homes of an unaware citizenʼs residents. creatures are found hidden within a city feeding off the
flames of others. While it often will become a full time job
City Dumping Grounds - A cityʼs waste yard may to keep these small creatures from lighting fires where
seem nothing more than a pile of trash. To a goblin, it ever they go, these goblins are smart enough to learn
is a smorgasbord of food, tools, and a suitable place basic rules of a society so long as those rule do not
to hide during daylight hours. include being near water or gnomes.
The Sewers- A horrific stench serves as a protective Names: Alzin, Aflase, Brunoth, Esieial, Flamoza,
measure to keep those of lesser fortitude and proper Gotrenin, Zenarth, Wispolna,
standards of cleanliness away. Goblins care little of
the awful odors found within a crumbling sewer.
Slums District - The hardships of everyday Burrow not too far in olden stone,
existence provide enough of a distraction to the lowly
citizen that a goblin inside the walls of the city seems
least you reach the goblin throne.
hardly the first of their worries.
Tremble of rock, quake of fear.
Underneath the Docks - The fishing wharfs of a Hear them scream,
larger city holds opportunity for urban goblins as an you’ve drawn too near.
easy source of food. A city with an unguarded open
- Dwarven Nursery Rhymes
fish market may soon find itself with problem.
Stone Goblin can find these elders either as freestanding statues or
seemingly merged with the very stonewalls of their lairs.
Deep underground in the labyrinth of seemingly endless
tunnels that run beneath the mountains are places where Relations: The Stone Goblins needs of consumption,
the fabric of our world grows thin. Veins of precious ore and its habitats, put these creatures in direct conflict with
begin to form, rare crystals begin to take hold like dwarves, which are attracted to the same rich veins of
blossoming flowers and the creatures caught in this precious metals and ore. As a result a seething hatred
influence find them selves beginning to be changed as has formed between both these races. During combat,
well. these goblins will go to great lengths to attack any
& dwarves present, choosing these hated enemies over any
other targets.
Physical Description: Stone goblins are a direct
form of elemental mutation and are usually only found in
deep caverns in high mountains. After decades of Alignment and Religion: Typically Neutral Evil.
exposure to an elemental rift these goblin have taken Stone Goblins are a xenophobic race that has little to no
much different forms from their natural counterparts. interactions with the outside world. They worship the gods
These creatures stand to a height of four and a half feet of the stone and earth. Evil clans are often found in the
tall and possess wide statures, much akin to a dwarf. The service of powerful elemental demons or Ancient beings
thick hide of these goblins takes the appearance of with ties to the plane of earth.
hardened gray and blackened stone. These creatures are
afflicted by an over saturation of iron and magnesium in Adventurers: Very few stone goblins ever leave the
their diet which cause an extreme ossification of their deep caverns or clans in which they belong. Most often,
bones. This restricts these creaturesʼ manual dexterity banishment or disasters separate a goblin from its tribe
and movements but provides them with excellent that leads these creatures to the surface world. Most
protection from all but the most powerful of bludgeoning Stone goblins lean towards the classes of Fighter,
attacks. Stone goblins are extremely sensitive to Barbarian or Clerics devoted to the deities of Elemental
vibrations. Due to this sensitivity, they have developed an Earth.
uncanny ability to detect even the slightest movement in
or on the surface the earth. This also takes the form of a Male Names: Gansükh , Batsaikhan, Tömörbaatar,
weakness as this hypersensitivity also leaves them Chuluunbol, Chingis, Khubilai.
vulnerable to all forms of sonic attacks.
Female Names: Altantsetseg, Narantuyaa,
Society: Formed into clans a stone goblin enclave can Uranchimeg, Sarangerel, Erdenetungalag
have as many as three hundred members. The elders of
their race who take the form of calcified statues rule the
society. In truth, they are still living as the ossification of
their bodies has reached such an extreme state that they
become stone. Deep within a stone goblins holding one
Stone Goblin Racial Traits
+2 Strength, +2 Constitution, –2 Charisma.
Humanoid (Goblinoid).
Small: Goblins are Small creatures and 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.
A Stone goblinʼs base land speed is 20 feet.
Dark-vision: Goblins can see in the dark up to
60 feet.
Skilled: +4 racial bonus on craft and stealth
checks. Stability: Stone Goblins receive a +4
racial bonus to their Combat Maneuver Defense when
resisting bull rush or trip attempt while standing on the ground.
Natural Armor: Stone Goblins receive a +1 racial bonus to Natural armor.
Vulnerability to Sonic based attacks.
Tremorsense 30 feet
Automatic Languages: Goblin, Terrian.
Bonus Languages: Drow, Draconic, Giant, Gnoll, Orc, Common
town or city often offer a wide variety of fresh fish, poultry,
Urban Goblin and other livestock for sale. It isnʼt uncommon to hear
reports of merchants losing a chicken (or cattle) or two
over the course of a few days in the open market.
One can almost loose themselves in the sounds of a busy
city. The rumbling of a passing buggy upon cobble streets The Slums: Inside of the more successful districts of a
intermixed by a thousand conversations held at the same large city, the watch is a vigilant and present protection,
time can be quite a distraction. Vendors call out to the which offers the residents of the district a feeling of safety,
crowds as they pass by trying to clinch sales of meat, and security that leads to a good nights sleep on behalf of
bread, or other goods to the masses. Nearby the City, the citizen. This does not hold true for all places within a
guard is trying to sort out an argument between two cityʼs walls. Poor districts within a city can have little to no
weapon tradesmen who have become enraged over a lost protection against crimes or goblin invaders using the less
sale to a rival merchant. The clanging of a brass church fortune citizens as the target of its less than human
bell echoes across the district while across the way a tendencies. Many have little concern if a poverty-stricken
street performer juggles brightly covered orbs calling out beggar goes missing in the middle of a dark night. The
for a copper. In such a place, small things can be easily abilities of a cityʼs watch may be stretched to thin to take
overlooked and forgotten by all. Perhaps these distractions action on every report of a missing child or attack within a
in the hustle and bustle of city life have allowed the goblin - slums district. The inability to police each district (no matter
a small and stealthy creature, to gain a foothold in all but its social standing) has lead even great cities through out
the most vigilant and watchful of cities. the realm to find them-selves at the center of goblin
related violent crimes and a surge of arson and
The average goblin found above ground in larger cities is vandalisms in its streets.
somewhat of a lurker hiding in the small places of a
bustling city. This goblin takes great pride and pleasure in
The Sewers: The typical goblin hates the bright light of
making the habitable spaces of other races their homes as
a sun-filled day. A twisting labyrinth of lightless tunnels, a
well. In much the same ways as rats these goblins will live
cesspool of filth and decay, sewers make a perfect place
inside of decomposing and abandoned buildings, large
for the urban goblin to make his home. Teaming with
structures with ample amounts of open space( such as
diseases and a steadily increasing supply of food in the
monolithic cathedrals, Noble homes, and other structures
form rodents, vermin and worse, the sewers offer both of
found within larger cities) These goblins tend to be
the basic needs that a goblin requires when entering into a
scavengers rather than hunters with the exception of the
city populated by humans - a safe place to hide during the
common house cat or dog, these goblins diet include
day light hours and an endless smorgasbord of food and
refuse of any sort.
filthy treasures. Many reports from a cityʼs sewer sweepers
&
guild will point to the presence of these foul creatures.
Goblins have a natural affinity towards humans and the
These signs come as reports of missing workers and
cities in which they dwell. Goblins are not the brightest of
sightings of goblins “nests” during investigations into
creatures that dwell in civilized lands , but all of these
sewer system back ups during times of heavy rain fall
small menaces can identify a better living when to
which can result into a district flooding.
opportunity to live in a human city presents itself. Some
goblins find their way into a city completely by accident
while most actively seek a way beyond the cities guard.
The Dump: A cityʼs dumping grounds all bear the
markings of a goblin paradise. Huge piles of rotting,
Whether it be in the back of a wagon filled with grain, in a
stinking garbage is at the top of every goblins holiday
bucket of pickled( now half eaten) salmon, or by
wishes, and larger cities have such an abundance it is
pretending to be Halfling merchant selling baskets of
enough to cause any goblin seeing a city dump to break
kittens, or by simply tunneling under a cityʼs walls; goblins
out into tears and often song. Overjoyed by the sight of
will always try ( and usually find) a way into a city. To a
trash piled into hills almost as tall as the human buildings,
goblin, a city provides great luxury in the form of food,
goblins waste little time in claiming and hallowing out these
shelter, and the chance to cause great mischief. Many
hills into new home called “Goblin Mounds”. These crudely
places within a human city lend themselves as a favorite
dug tunnels are small, soggy and often prone to collapse
habitation for goblins because of the commodities found
during heavy rains. Often a goblin finds out to late that his
there.
love of fire can be a curse upon his environment. A city
dumping grounds infested with goblins is constantly at risk
Food Markets: The average butchers market found of being set on fire often to a cityʼs dismay. These fires
within a city tends to dominate an entire block within a
send huge choking clouds of a stinking black smoke into
district. These shops are a constant source of fresh meat
nearby city districts. A fire also means that a majority of the
for the cityʼs population. It is common that many of these
goblins( and other vermin) who have found homes within
shops have open access to sewers in which to discard the
the refuse are forced to find a new homes for a few days
butchers waste. To a goblin, the smell of raw meat, which
until the blaze dies down or is extinguished by the cityʼs
has sat out for a bit too long, is like a pungent perfume -
fire patrol. This leads to an increased activity of vandalism
one that can easily be identified almost as soon as a
in an adjoined district to the dumping grounds.
goblin sets foot within a cities wall. Open Bazaarsʼ within a
Homes: Sometimes a goblin finds its way into a humans become aware that he has a goblin tenet by the way in
home within a city. This can be causes by a number of which animals react to the goblins presence. These
reasons ranging from the goblin seeing something shinny animals grow overly excited and anxious. The random
to wanting to kill the familyʼs pet dog or eat a human bouts of barking by dogs, squawking by birds, and hissing
baby. Much question can be placed on goblins logic in of cats become common occurrence. The stable workers
regards their skills of reasoning. Nevertheless, a goblin and hired hands of an estate will find horses kept within
intruder inside of a human home can spell dire the grounds soon begin to act nervous and jittery. The
consciences for those who share sleeping quarters with a constant urination by canines becomes a problem, as
goblin. Goblins are sometimes random in their actions these pets begin to mark their territory in an attempt to
and can be unpredictable in their capacity to be both ward off an encroaching goblin.
violent and peaceful to almost pleasant. Almost like
children, these creatures make it a habit to mimic the House goblins behave much in the same way as rats do -
actions of the household members in which it observes first locating a home based upon the readily available
from its hide always. If the creature has found a home in food sources - most larger dwellings found in cities have
a domicile full of violence and domestic abuse, the a connection to sewers and cellars - often a regular haunt
creature will most likely attack the members of the for these creatures. It is most common for a servant to
household. If in a loving emotional environment, the discover a narrow tunnel dug into an underground store
goblin is more apt to take on a peaceful or almost helpful room and dismissing it to the cause of moles or other
attitude towards the family as long as its basic needs are natural creatures Only to the surprise and horror that
met and no dogs are present. Most goblins take on a little after many months (door knobs, and pets ) later that the
of all the traits in which they observe and their actions home has been turned into a goblin hollow. In a tightly
become hard to judge. The creature may set a table one packed city street, where the rows of homes built as an
moment and then bite off the toes of children whose feet increasing expanse from a single structure, the entire
hang over the edge of the bed during the dead of night. length of a cities block may find to the dismay of its
citizens that a complex series of burrowed goblin tunnels
House Goblins exists within its walls. Outward Discovery of a goblin-
infested dwelling can be difficult to detect in the beginning
Physical Description: The average House goblin looks stages of the parasitical habitation. Much in the same
and acts much like its other kin. This creature stands at a ways that a disease destroys the body a goblin begins the
height of almost two feet, almost a foot shorter than the slow but assured process of destroying a dwelling - from
average goblin. Its skin has grown a shade of darker the inside out. The first causality of the residence is the
green and includes hue of deep brown within its features. spaces between its walls .A particularly observant
They have extremely flat and blunted teeth able to reduce occupant will note the faint scratching noises that arise
the most inedible objects into a delicious feast within from the walls during the late hours of the night. The
mere moments. Their feet are flat and soles padded by industrious goblin then begins the process of tunneling
thick layers of fatty tissue that help with the creatures below the foundation of the home itself - creating low dips
ability to move quietly and undetected within the dwelling. in floors, doors that will not close or windows that refuse
Their ears are much larger than a standard goblin to open. With time and goblin occupancy, any dwelling
allowing them advantage of keen hearing to detect within a city can become structurally compromised. Often,
approaching footsteps. One unique feature of these without intervention, the home reaches a point of being
creatures is that they are malleable. Their frames are declared condemned by those reasonable for safety
made of extreme layers of fat allowing the goblin to fit into within the city. In a matter of six months, goblins could
spaces almost a third of its size. turn a nobles towering abode into a crumbling ruin without
ever being detected as the true cause of the damage.
Society: The oversized stomachs of a house goblin have The damage caused to a building is not the only way to
adapted to be able to eat almost anything that can fit into identify that a house goblin has moved into a city dwelling
there oversized maws . This leads to a rash of items - the very act of tunneling into the ground can have many
disappearing in mass from the household. Spoons, visible effects on the grounds surrounding the property as
curtains, wool clothing, mirrored glass, boots , door well. Large areas of dying vegetation become visible
handlesʻ, old paintings, chair legs, and virtually anything within only a few days of the sites infestation. Goblins
that a goblin finds tasty and can gnaw upon is fair game love to destroy anything of natural beauty and take great
in regards to this miscreant goblins diet. A particular pleasure in destroying flowering plants and shrubs.
goblin delight is that of devouring old books and scrolls. Anything bright, or which omits a sweet aroma that
Perhaps it is the smell of the old parchment, oiled leather humans find pleasant will be the first causality of the
covers or their simple-minded hatred of the written word outside estate. Large sinkholes have appeared in or near
that leads them to devour book with such glee. A typical a “goblin yard” after heavy rains and can result in an
house goblin can consume almost five times his weight entire city street collapsing into ruins because of goblin
each day in text alone making these creatures particularly related activity.
harmful to libraries where literary classics and tomes of
knowledge are plentiful. A clueless dwellers owner may
The tunnels that the goblins create vary in size from that of ghost residing within their home. The sounds emanating
a half foot to two feet in diameter, these tunnels crisscross from the walls late at night, strange smells and destroyed
the walls of a typical dwelling wreaking the supports as the or missing objects, and natural animals acting skittish are
creature dugs further and further into the ceilings and one in the same as symptoms of a haunting as that of a
floors of the home. Many of a standard cities homes share goblin housemate.
at least on one or more walls with other dwellings within a &
standard block, and tunnels often extend into the space of Relations: These goblins also share there kinʼs hatred
all the homes within that space forming a “hive” for the of all canines and equine beasts. It is common for goblins
goblin to move from dwelling to dwelling looting , causing to avoid making a home in a place that harbors many
untold trouble, and eating at will. Common entrances into dogs, as they find these creatures extremely protective of
these tunnels are often discovered when an interior wall their human masters.
suddenly collapses spilling the goblins stolen contents or &
the goblin itself into a room after massive damage has Alignment and Religion: Typically Neutral evil,
been inflicted to the dwelling itself. Often if one looks though many adventurers bear a true neutral alignment.
closely, they will be able to find a hold behind a painting, at House goblins bear no interest in religion. The only
the bottom of a chest and from the bottom of that into the concern they have is to when their next meal will be.
floor itself, under beds, in closets, and in cellars. The
goblin will tunnel out a large cave under the house or Adventurers: There are many reasons that a house
surrounding landscape and fill it with stolen treasures that goblin would answer the call of adventurer. The goblin may
the creature deemed to shinny or appetizing to eat but feel that the time has come to find a bigger and better
may be to large to finish in one meal- often a house dwelling in which to destroy. A natural disaster or plague
goblins treasure consists of gems, coins, and objects could drive the goblin from its city dwellings, or the callings
made of extremely hard materials - large portions of steel to find exotic tasting food to fill their gullets are all great
and iron (such as weapons and armor) - and morsels that motivations. A house goblins favored class are Rogue.
the goblin may be stock piling for a later feast. Many
nobles who have had a house goblin have found Male Names: Solosolo, Lokepa, Kimobo, Ulger, Maleko
themselves to be under the impression that they have a
Female Names: Braceletto, Mahina, Liaio, Moana,
Ginata
House Goblin Racial Traits
+2 Dexterity, +2 Constitution, –2 Charisma.
Humanoid (Goblinoid).
Small: Goblins are Small creatures and 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.
A house goblinʼs base land speed is 15 feet.
Dark-vision: Goblins can see in the dark up to 60 feet.
Tunneling: House goblins gain a tunneling speed of
10 feet.
+4 racial bonus on Move Silently checks
+4 racial bonus to Escape artist checks
Malleable: The house goblins body is extremely
shapeable despite the layers of fat that cover its body.
While squeezing they suffer no penalties and count as
tiny creatures in determining the spaces they can
squeeze through.
Automatic Languages: Common, Goblin.
Bonus Languages: Elven, Gnome, Dwarven, Orc , Halfling.
Sewer Goblins clear the blockages before flooding occurs within the city
and provides a constant food source in the goblins lairs.
A twisting labyrinth of lightless tunnels, a cesspool of filth
and decay, sewers make a perfect place for an urban Relations: Sewer goblins are at constant conflict with
goblin to make his home. Aside from the many dangers those dwelling in the city above their lairs. It is believed
that a cities age-old sewer system already presents to that they ally themselves with thievesʼ guilds and other
adventures, (tunnel collapses, disease, becoming lost) individuals who bribe or reward them with food in
now the common goblin must be placed into these exchange for safe passage through areas they control.
concerns as well.
Alignment and Religion: Typically Chaotic Evil,
Physical Description: Sewer goblins, commonly though adventurers are commonly Neutral evil to true
called “green stinks” because of the reeking odor that neutral. Sewer goblins worship deities of filth and disease
clings to these creatures, share some of the same basic as well as other aquatic based gods.
build of their above ground cousins. Sewer goblins have a
sheen of grayish film over their skin, making it appear as Adventurers: Sewer goblins have a hard time fitting in
if they are covered in oil. Their eyes have adapted to the with an adventuring group as the constant stench that
lightless regions of their underground homes and have surrounds them is always present. When these goblins
become overly swollen and bulbous, almost completely hear, the call to adventure it is usually after the near
pupil-less and milky white in color. Sewer goblins have eradication of their nest. Favored classes are Fighter and
adapted to their environment in some startling ways. They Clerics.
have developed webbed fingers and toes that aid in
swimming through the tainted waters, and each of their Male Names: Aakarshan , Pramana , Santaso Iskandar , Kasih,
three fingered hands and toes ends in short yet razor Mawar
sharp claws
Female Names: Aberia , Faiza, Bethair, Intan, susila
Society: These Goblins are less intelligent than the
standard goblin have no natural affinity to fire. Encounters
with dogs and horses are somewhat rare within the
sewers, and as such, they no longer have an intense
hatred for these beasts. Sewer goblins from into small
groupings commonly called “nests”. A nest can contain
as many a fifty goblins. They feast on the raw filth,
scavenged remains, and the bodies of those unfortunate
enough to fall victim to their attacks. It is a common
practice for these goblins to block key drainage routes to
intently flood sewer tunnels. This forces the city officials
to send down groups of workers or hired adventurers to
Sewer Goblin Racial Traits
+2 Dexterity, +2 Constitution, –2 Charisma
Humanoid (Goblinoid).
Small: Goblins are Small creatures and 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.
A Sewer goblinʼs base land speed is 20 feet.
A Sewer goblin gains a swim speed equal to their base land speed.
Dark vision: a sewer goblin gains dark vision to a range 120 feet.
Stench: Sewer goblins emit a horrid stench. Creatures with the
sent ability are able to pinpoint their exact location even while these
creatures are under the effects of spells such as invisibility.
Natural Attacks: These creatures gain a natural claw attack that deals 1d4 damage
each.
Afflicted: Goblins are renowned for dwelling in filthy places and being able to eat
almost anything. Goblins with this racial trait receive a +2 racial bonus on fortitude
saves to resist poisons and diseases (natural and of magical origin).
+4 racial bonus on Move Silently
Automatic Languages: Common, Goblin.
Bonus Languages: Elven, Gnome, Dwarven, Orc , Halfling.
Trash Goblins also as one who claims (and is able to protect) the largest
and smelliest pile of garbage. Many times different tribes
Amid the rolling hills of stinking garbage found inside a come into conflict over choice garbage piles and a small
cityʼs walls a hidden threat grows. As the day turns to night war amongst these goblins breaks out. Skirmishes of
the rotting hills spring to life as the forms of goblins arise these types can last anywhere from a few hours to many
from their hiding. Under the blanket of night, the time for weeks as these creatures fight for control of the rotting
goblin mischief is at hand. mounds. Many times goblins engaged in these battles turn
to the use of fire-based weapons. The last goblin standing
Physical Description: Many trash goblins bare the often ends with the disastrous results of an entire city
markings of disease and the taint of filth. Their bodies are being set ablaze from the burning trash heaps which they
pox marked and have many open and weeping soars. border.
Blisters cover their lips and puss runs from swollen and
graying gums. Trash goblins make clothing and armor from Relations: Trash goblins call very few friends. They are
discarded items such as pots and pans, the pelts of shifty creatures who do not trust many. Despite the
vermin, discarded pieces of metal and straps of leather. problems that they create for the cities they inhabit their
These goblins make use of simple weapons and anything most hated enemies are in fact other goblins who try and
that can be used as a stabbing implement (broken bottles, claim their mounds.
sharpened bones, and spearheads made from stolen
weather veins.) Alignment and Religion: Trash Goblins are typically
neutral evil with adventurers adopting true neutral
Society: Consisting in small groups numbering between alignments. They have little use for anything other than
five and ten, and in larger groups whose numbers grow deities which can grant them power and help them in the
into the hundreds, trash goblins can quickly become a pursuits of their dreams of trash heap domination.
threat to any cityʼs common population. These creatures
develop a society who pays tribute to a king. This king is Adventurers: Trash goblin adventures find themselves
selected as the goblin who is not only the strongest, but in search of new landscapes overflowing with garbage.
Many have formed quests at the behest of their tribes to
seek out and claim new regions of filth. Favored classes of
trash goblins include Fighters, Clerics, and Rogues.
Male Names: Bakari, Jabria, Kitro, Mosi
Female Names: Shormia , Nia ,Bakira, Hasini
Trash Goblin Racial Traits
+2 Dexterity, +2 Constutition, –2 Charisma
Humanoid (Goblinoid).
Small: Goblins are Small creatures and 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.
A Abyssal goblinʼs base land speed is 30 feet A Trash goblinʼs base land
speed is 30 feet.
Dark vision: a trash goblin gains dark vision to a range 120 feet.
Improvised Natural Weapon Proficiency : Trash goblins gain improvised
weapon proficiency as a bonus feat.
Afflicted: Goblins are renowned for dwelling in filthy places and being able to
eat almost anything. Goblins with this racial trait receive a +4 racial bonus on
fortitude saves to resist poisons and diseases (natural and of magical origin).
+4 racial bonus on Move Silently ( this bonus increases to +8 in areas of
extreme filth such as trash heaps, city dumps, and carrion piles) and Ride
checks.
Automatic Languages: Common, Goblin.
Bonus Languages: Elven, Gnome, Dwarven, Orc , Halfling.
Abyssal Goblins and settle in places that that harbor a standard goblin tribe. In
addition to giving birth to litters of true abyssal goblins, the
The dark foul air burned hot with the constant rain of white corrupting influence of the progenitor warps the standard
ash, a stark contradiction to the twisted blackened landscape goblins of a subjected tribe into the likeness of the nysrogh. As
that stretched for as long as the eye could see. High rising hills with any thing which comes from the abyss, the form of a
and broken spires of monolithic stone sundering the parched social structure within a brood is nothing short of chaos without
earth as everything burned. The land seemed alive with the any true definition to its form.
flame of thousands of fires, their cinders carried aloft onto the
toxic breeze hanging there like blazing stars until beginning Relations: Abyssal goblins are demons who do the bidding
their slow decent, falling back into the midst of the endless sea of their brood mothers and when it does establish contact with
of marching armies. a settlement its sole purpose is to destroy it.
Physical Description: A walking nightmare of twisted Alignment and Religion: Born from chaos, abyssal
flesh, the Nysrogh as they are known, are abominations born goblins alignment are chaotic neutral, or chaotic evil. They do
from the twisted landscapes of the abyss. They basic forms not worship any gods and no known clerics are rare amongst
take the appearance of standard goblins save that their their race.
blackened flesh is warped with strange mutations. These can
take the form of whip like tongues, acidic spittle, extra Adventurers: Some of these goblins who have been
misshapen limbs to sharp spines covering the creatures body. summoned to our world break free of their bindings and
become free willed agents of chaos. If allowed into an
Society: The Nysrogh , in their home plane, know very little adventuring group they are unpredictable and dangerous
about anything except constant war. They serve under the creatures to call an ally. Favored classes include Fighters, and
leadership of powerful demons who fill their armiesʼ ranks with sorcerers.
thousands of the filthy beasts. When amassed they move as a
mindless black wave destroying anything which stands against Abyssal Goblin Names: Abrasax, Baal, Culsu, Drekavac,
them. They have little regard for their own safety and know that Iblis, Nisroch, Obyzouth, Stuhac, Yeqon
it is better to be killed in battle than to suffer the punishments of
the warlords that command them. Thankfully, these creatures
are extremely rare upon the prime material plane. Typically,
they are the summons of low-level diabolists who use them as
servants. When a brood is found within our world, it should be
of great concern. These groupings are founded by powerful
creatures known as Nysrough Progenitors or brood mothers.
These demons find ways into our world through unstable rifts
Abyssal Goblin Racial Traits
+2 Strength, -2 Intelligence, +2 Charisma
Humanoid (Goblinoid).
Small: Goblins are Small creatures and 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.
A Abyssal goblinʼs base land speed is 30 feet.
Chaotic Subtype: A creature with the chaotic subtype overcomes
damage reduction as if its natural weapons and any weapons it
wields are chaotically aligned.
Mutation: Abyssal goblins begin play with a lesser mutation. See the
abyssal goblin mutation chart below.
Darkvision: Abyssal Goblins can see in the dark up to 60 feet.
Tethered Soul: Unlike most living creatures, an outsider does not have a dual
nature—its soul and body form one unit. When an abyssal goblin is slain, no
soul is set loose. Spells that restore souls to their bodies, such as raise dead,
reincarnate, and resurrection, donʼt work on abyssal goblins.
Skilled: +4 racial bonus on Stealth and Intimidate checks.
Light Sensitivity: Abyssal Goblins are dazzled in bright sunlight .
Languages: Abyssal Goblins begin play speaking Abyssal and
Goblin. Goblins with high Intelligence scores can choose any of
these.
Bonus languages: Common, Celestial, Draconic, Dwarven, Gnoll,
Gnome, Halfling and Orc.
Dark Origins discovery of an abyssal tome entitled “Sorʼmorkin leth
Ven Eados” or “Book of the Black Earth” within an ancient
“They moved like a tide, no clear definition, only a and crumbling mountain stronghold has shed a new light
crashing wave whose screaming voice was that of chaos. into the grim histories of this chaotic time.
The hoard was made of thousands upon thousands of the When first discovered, the stronghold had become
small creatures each a unique horror in its own right. home to a host of strange creatures who bore the
Alone these creatures posed no threat to even the semblance of mutated goblins. These reports, as
weakest of demon Lords but amassed and solidified its witnessed by the recollections of the adventuring group
threat grew more real to all who fought against them. who had both discovered and liberated the tome,
They are the Nysrogh, the Daemon Goblins of the Filth describes the covers of this massive manuscript are
Reaches, and inhabitants of the four hundredth and sixty- made of a fibrous blackened and seemingly organic
ninth layer of the abyss.” material. Its pages, which number into the thousands, are
of thinly scrapped and dried flesh of creatures still
The primal Chaos of the abyss is, at best, a constant unknown to the wisest of sages. Its penned script is
shifting balance of power and ruler ship as powerful unmistakably abyssal with dark scrawling glyphs and still
demons and even exiled demigods gods struggle for powerful runes adorning the surface of each page.
control within this nightmarish realm. Often it requires a The Behemoth Lords of the abyss exist even now in a
creature of great power to remain in control for any true weakened state, their rule usurped by a lasting allegiance
length of time, and the passage of time is a relative term of true demons, which resulted in a successful attempt to
to an immortal demon. Many of these abyssal rulers have reclaim past conquered layers in the endless depths. Of
struggled for many millennia or more to gain even a these creatures little, save for the legends surrounding
semblance of dominion over these self-claimed hells their terrifying and enduring power, are known beyond the
capes. They draw other demonic creatures to their sides recollections found within the tome. The demonic author
as generals and lieutenants, forming massive armies not of the book goes to great length to describe the
only to protect their holdings but also as a warning to punishments and tortures that each solider within these
other rulers within this world never to grow weak. blasphemous armies were made subject to.
A creature born from the very tainted fabric of the abyss The context of this volume explains many dark secrets
itself has grown tired of his subjugated placement within and inner workings of these Behemoth lords and catalogs
the hierarchy of the pit and now seeks new worlds in the rise and fall of Eraeros. It is recorded that upon this
which to yield its brood. Chernobogʻs origin is shrouded rulerʼs death, a cataclysmic burst of energy broke from
in mysteries and shadow but many scholars of the black his form and washed the essence of its twisted influence
arts place this creatures first appearance within the late that merged with the land and it was from this the
period know as “ The war of the Behemoth lords”, a creatures now known as the nysrogh arose from his
Blood War which occurred over the course of three blood. If the records within the tome bare any shred of
millennia. The true beginnings of this war where thought truth, the Nysrogh are a newborn among demons having
to be lost to all of common knowledge. Recently the only existed for ten thousand years.
Abyssal Goblin Mutations
When selecting to play an abyssal goblin, the creature gains a mutation of their choice. New abyssal goblin mutations feats can
also be taken at later levels and can be found in chapter 4.
Mutation Name Description Effects / Granted Abilities
Tentacles A large mass of failing tentacles on the goblins back. Goblin gains a natural slam attack which
deals 1d4 damage.
Screaming Flesh The goblins chest is covered with small mouths which scream +2 to all intimidate checks
and moan.
Whip Tongue A tentacle tongue functions as a trip weapon. Goblin gains a natural attack with its
Tongue. This is treated as a whip which
deals no damage.
Merged Twin Vestigial head gives the goblin bonuses to will saves. +1 to will saves
Mutated Limb Twisted limb grants bonus to damage rolls. +1 to all weapon damage rolls.
Wicked Spines The goblins body is covered in short spines. Spines deal 1d4 damage to an creature
grappling the goblin.
Goblin Adventure ideas 18: Troublesome (but industrious) goblins have blocked
passage on a busy travel route and are trying to collect
tolls (food, drink, baubles, weapons) from all who
01: Goblin steals valuable quest item from party
approach.
02: Bounty on goblins declared by town mayor/city
official
19: The adventurers are close to recovering an ancient
scroll which contains long lost knowledge and magic. The
scroll is hidden within a series of caverns and two
03: Goblins hijack a sea vessel and cause havoc along mischievous goblin brothers are their guides.
the coast.
20: Two goblin bands are at war over the cityʼs refuse.
04: The PCʼs, hired by a noblewoman try to rid manor of one manʼs trash is a goblinʼs treasure.
ghosts (really a mischief goblin).
21: An eccentric play write has insisted that only true
05: Goblins have stolen all the beets from a village props are needed for his play called “ The outcast Goblin”
before the annual beet festival.
and wishes to pay the sum of 300 gp for each application
of goblin war paint brought to him.
06: All of a townʼs horses have been kidnapped
preventing the seasonʼs harvest.
22: One of the largest libraries in a nearby city has
issued a plea of help. Hosts of many rare books are
07: An experimental gnomish flying device is stolen by disappearing at an alarming rate. Detection spells have
goblins. reviled that the books are still contained within the
grounds (Goblins have moved into Library and have
08: Goblins break into a potion shop and imbibe 1d10 began to devour their books).
random potions each.
23: While within a major city, the party is approached by
09: A Sewer Goblin has raised an army of simi-intelligent the Sewer Masterʼs Guild. A rash of strange flooding
fiendish rats to do his bidding. within the city has lead the guild to believe that some
supports have given away and need repair. Two days ago
10: A Goblin tries to run for a city office within a lawful three of his men where killed by strange creatures (Sewer
good city. Goblins) that need to be removed before the project can
continue.
11: A wandering band of goblin mistrials blamed at
causing a rash of persisting magical migraines throughout 24: High in the mountains a small village is attacked by
the countryside to all who hear their music. creatures that where covered in long white fur and whose
howls brought down a fierce Arctic storm.
12: Black skinned goblins riding giant scorpions attack a
desert town in search of a magical object. 25: A goblin war hero has kidnapped a local magisterʼs
daughter as a trophy bride for his heroics. Find her before
13: The PCʼs meet a goblin witch while traveling through this brave goblin has his way with her.
a haunted forest who claims to know the location of a
powerful relic.
14: In a stone chest found within an underground
crumbling ruin, adventures discover the true reason why
all intelligent goblins fear the written word.
15: In pursuit of mayhem, goblins dress up in costumes
and pretend to be clowns within a traveling carnival.
16: A king of a city hires the adventurers to reclaim a
precious family artifact. He knows only that goblins of a
nearby region stole the item from his grandfather.
17: A traveling cleric felt moved to minister to the goblin
bands of the wild. His temple hires the adventurers after
he has been missing for quite some time.
A Little class
Things Goblins like to do when not Eating
Garrio instantly regretted his decision. Having volunteered
as the groups scout, they didn’t expect him back for
quite a while, as he had journeyed ahead of his
companions to report any signs of danger within the
winding tunnels. Now, as his wounded arm strained tired
muscles to lift his axe, he prayed for their arrival. He
couldn’t hope to keep away the nimble strikes of the
goblin’s weapons for much longer. The two daggers were
more akin to small scimitars with serrated blades and
had already tasted far too much of the dwarfs blood
this day. This goblin was unlike the rest, this was
obvious. The foul creature had gained the upper hand of
battle, as it had appeared silently from the flickering
shadows cast by the single brazier that dimly lit the
chamber, taking him by surprise.
Goblins have seemingly endless amounts of time at their Wolfsworn: This class combines some of a fighterʼs
disposal. The creatures do nothing all day but torment weapon training with a powerful animal companion mount
other goblins and plan the next big raid on farmer that provides bonuses to the wolfsworn while mounted.
Mccullaginʼs poultry farm. This line of thought formulates
the basic belief the common city dweller presumes as a Striker: This brand of rouge features a wide array of
unchallenged truth about the race. To believe this is quite combat options called maneuvers and static bonuses .In
foolish, as some of these the creatures, no matter how addition the striker fights with a choice of combat styles
many stereotypes prove true, are dedicated to more than and receives a bonus to skills selected as trainings.
just foolish conquest and folly.
Pyromancer: These sorcerers focus on the destructive
Some tribes of goblins train fearless fighters mounted power of fire based spells and extraordinary abilities. At
atop wolves so savage that even orcs give a wide birth to higher levels the pyromancer can melt opponentʼs
the lands in which they claim. Some of the more weapons, or set them ablaze with but a touch.
industrious goblins have come to learn the ways of stealth
based fighting maneuvers that utilize the creatureʼs
strengths as opposed to their many glaring and often
exploited weakness. There are even examples of some
goblins that have come to excel in a talent to set things
ablaze, a passion found within all of their kind.
This chapter explores a few new classes well suited to
these creatures. The Wolfsworn, Striker, and Pyromancer
present three new and full detailed classes, along with a
myriad of different options available to any race. Following
these new classes are a listing of favored class abilities
and alternate class features in which to further help with
the customization of these characters. Provided below are
a summery of these new classes providing a brief
explanation of the base abilities of each class.
Mounted Fury (Ex): At first level, and every four levels
Wolfsworn afterward, the wolfsworn gains a bonus to certain combat
maneuvers while mounted. The wolfsworn goblin adds
this bonus to all such attacks and defenses made to
A wolfsworn goblin is taught from birth how to care for,
resist the following combat maneuvers: Bull rush,
train, and use wolves as powerful allies and mounts in
Disarm, Sunder, Overrun, and Trip.
combat. This long period of time spend between the
goblin and wolf forms a powerful bond between the two.
WolfSworn Training (Ex): At fist level the wolfsworn
Wolf sworn are skilled warriors, trained for combat while
receives a bonus equal to 1/2 his wolfsworn level
mounted on the backs of vicious wolves. They can found
whenever he makes a ride check on an animal that
charging across a battlefield, savagely destroying
serves as his mount. A wolfswornʼs bond with his wolf
enemies who do not have the sense enough to flee. The
runs deep and each share the thrill of bloodshed that
wolfswornʼs true power comes from the mastery of his
combat creates. Constant combat training and violence
mount, his combat prowess that he has learned, and the
are a way of life for these creatures, and as a result, the
devastating carnage they wreak together. Wolfsworn
wolfswornʻs mount can be presses into savage acts by its
goblins tend to rush head long onto the field of battle,
rider. These take the form abilities granted to the wolf by
using their powerful mounts and brutal tactics to destroy
the wolfswornʼs training. At first level, and every three
enemies.
levels afterward the wolfsworn are able to choose from
Hit Dice: d10.
the following list of abilities. Some of these abilities are
static bonuses or effects gained by the mount (like
Class Skills Diseased Carrier, Infested), while other abilities may only
The WolfSworn class skills are: Bluff (Cha), Climb (Str), , be used while the wolfsworn is mounted on his wolf.
Diplomacy (Cha), Handle Animal (Cha), Intimidate
(Cha), Knowledge ( Nature) (Int), Knowledge
( Geography) ( Int), Ride (Dex), Survival (Wis), Swim
(Str).
Skill Ranks per Level: 3 + Int modifier.
Class Features
The following are class features of the Wolfsworn.
Weapon and Armor Proficiency: A Wolf Sworn is
proficient with all simple and martial weapons and with all
armor (heavy, light, and medium) and shields (including
tower shields).
Wolf Mount (Ex): At first level the wolfsworn gains the
service of a fierce wolf mount to carry him into battle. The
goblin chooses one of the following wolf types to serve
him: Blood Wolf, Steel Pelt, Black Fang, Iberion, or Death
Hound. Once this type is chosen it cannot be changed.
This mount functions as a druidʼs animal companion,
using the wolfswornʼs level as his effective druid
level. A wolfsworn does not take an armor check
penalty on Ride checks while riding his mount.
The mount is always considered combat trained
and begins play with Light Armor Proficiency as a
bonus feat. A wolfswornʼs mount does not gain
the share spells special ability. A wolfswornʼs
bond with his mount is strong, with the pair
learning to anticipate each otherʼs moods and
moves. Should a wolfswornʼs mount die, the
wolfsworn may find another wolf of the chosen type
to serve him after 1 week of mourning. This new
mount does not gain the link, evasion, devotion, or
improved evasion, or any ability granted by the
wolfswornʼs training class feature special abilities until the
next time the wolf sworn gains a level.
Wolfsworn
Level Base Attack Bonus Fort Save Ref SAve Will Save Special
1st +1 +2 +0 +0 Mount, Wolfsworn Training, Mounted Fury 1
2nd +2 +3 +0 +0 Bonus Feat, Mounted Speed +10ft
3rd +3 +3 +1 +1 Violent Charge
4th +4 +4 +1 +1 Wolfsworn Training, One with the Pack
5th +5 +4 +1 +1 Mounted Fury 2
6th +6/+1 +5 +2 +2 Bonus Feat, Mounted Evasion
7th +7/+2 +5 +2 +2 Wolfsworn Training
8th +8/+3 +6 +2 +2 Mounted Speed +20ft
9th +9/+4 +6 +3 +3 Mounted Fury 3
10th +10/+5 +7 +3 +3 Bonus Feat, Wolfsworn Training
11th +11/+6/+1 +7 +3 +3 Savage Charge
12th +12/+7/+2 +8 +4 +4 Improved Mounted Evasion
13th +13/+8/+3 +8 +4 +4 Mounted Fury 4, Wolfsworn Training
14th +14/+9/+4 +9 +4 +4 Bonus Feat
15th +15/+10/+5 +9 +5 +5 Mounted Speed +30ft
16th +16/+11/+6/+1 +10 +5 +5 Wolfsworn Training
17th +17/+12/+7/+2 +10 +5 +5 Mounted Fury 5
18th +18/+13/+8/+3 +11 +6 +6 Bonus Feat
19th +19/+14/+9/+4 +11 +6 +6 Wolfsworn Training
20th +20/+15/+10/+5 +12 +6 +6 Devastating Charge
Silent Killer (Ex): The wolf is a silent killer able to stalk in its way. When the creature takes damage in combat, on
foes unheard and unnoticed. While mounted you gain a +4 its next turn it can fly into a rage as a free action. It gains
to all stealth checks. Perquisite: None +4 Constitution and +4 Strength, but takes a –2 penalty to
Charnel Hound (Ex): Your mount can sustain its self from its AC. The rage lasts as long as the battle or 1 minute,
the rotted and despoiled flesh of carrion. The consumption whichever is shorter, after which the creature is fatigued. A
of the dead has made the mount more resistant to the Wolf Swornʼs mount cannot again enter this rage again
effect of necromantic and negative energy spells. While until it is no longer fatigued. It cannot end its rage
astride your mount you, also receive a +2 bonus on all voluntarily. Perquisite: Harrowing Attack, Powerful Bite,
saving throws made to resist spells from the Necromancy and Relentless Aggression, Ravaging Bite. Special : This
school. Perquisite: None Training may be selected multiple times. Each time it is
Diseased Carrier (Ex): The flesh of your mount weeps selected add +2 to both the Constitution and Strength
with open sores and boils. Your mount gains the ability to gained by the rage.
inflict disease with its bite attack. The saving throw of this Ravaging Bite(Ex):The wolfswornʼs mount gains a +1
disease is 10 + ½ the mounts Hit Dice + Constitution bonus on a single damage roll. This bonus increases by +1
modifier. You may select from the following diseases: Filth for every 3 levels the Wolfsworn has attained. This power
Fever, Red Ache, Rabies, Devil Chills, or Blinding is used as a swift action before the roll to hit is made. This
Sickness. Perquisite: Infested or Charnel Hound power can be used a number of times equal to 1/ 3 the
Mouth Rot Beast (Ex): The mount carries with it an Wolf Swornʼs class levels per day. Perquisite: Powerful
advanced and powerful form of disease that spreads Bite.
through the body rapidly acting as a poison. The mount Snarling Beast: The wolfsworn mount snarls like a
adds +2 to the DC of the disease selected from the savage beast unnerving its enemies. The wolfsworn gains
Diseased Carrier training in addition the mount also gains a +4 to all intimidate checks while mounted atop his wolf.
the effects of one of the poisons listed below. You may Perquisite: None
select from the following poisons: Flesh Bloat*, Blood Terrifying Howl (Ex): The wolfswornʼs mount can unleash
Burn*, Frothing Speech*, Black Boil*, or Green Limb* a terrifying howl as a standard action. All enemies within
Perquisite: Infested or Charnel Hound, Diseased Carrier 30 feet must make a Will save (DC equal to 10 + ½ the
* New poison found in Chapter 4 Wolfswornʼs level + Strength modifier) or become shaken
Infested (Ex): The mount is covered with fleas, ticks, and for 1d4+1 rounds. Once an enemy has made a save
jumping lice. The infestation is so bad that it causes any versus terrifying howl (successful or not), it is immune to
who are near to the creature to itch and scratch, this power for 24 hours. Perquisite: Snarling Beast
destroying any type of concentration, even in the midst of Unstoppable Madness (Ex): The wolfswornʼs mount can
combat. A mount with this training gains the Distraction be spurned into a frothing rage intent upon killing enemies
special ability. Perquisite: None and nothing else. This madness grants both the mount and
Frenzied Attack (Ex):The Wolfswornʼs mount descends rider immunity to all mind effecting, illusion, charm and
into a bestial, frenzied state intent on killing all who stand compulsion spell effects. This immunity lasts for a number
of rounds equal to 1/ 2 the wolfswornʼs class levels per combat maneuver checks made to start and maintain a
day. These rounds must be consecutive and afterward the grapple with this ability. This ability works only against
mount and its rider suffer from fatigue. Activating this opponents no larger than the same size category as the
training is a swift action. Perquisite: Harrowing Attack, mount. Perquisite: Harrowing Attack, and Powerful Bite.
Powerful Bite, and Relentless Aggression. Grappling Pull Down(Ex): If a wolfsworn hits with its bite
Relentless Aggression(Ex):The Wolfswornʼs mount attack, it deals normal bite damage and may make the
becomes intent on killing the creature targeted by this choice to attempt to automatically start a grapple as a
ability. The wolfsworn may target a creature as a swift free action (This does not provoking an attack of
action. The wolfsworn may only declare a single target opportunity) if the trip attempt is successful. If the wolf
per encounter. Once targeted wolfswornʼs mount can hits, each successful grapple check it makes during
move up to its normal speed as an immediate action but it successive rounds automatically deals bite damage to the
can only use this ability when a targeted, adjacent foe grabbed creature. The wolfsworn receives a +4 bonus on
uses a withdraw action to move away from them. The combat maneuver checks made to start and maintain a
wolfsworn must end its movement adjacent to the enemy grapple with this ability. This ability works only against
that used the withdraw action. The Wolf Sworn provokes opponents no larger than the same size category as the
attacks of opportunity as normal during this movement. mount. Perquisite: Harrowing Attack, Powerful Bite, and
Perquisite: Harrowing Attack, and Powerful Bite. Grappling Bite.
Drag(Ex): If a wolfswornʼs mount is successful in its trip Powerful Bite(Ex): The jaws of this fanged beast are
attempt in may automatically move the target into the massive. The wolf treats all bite attack damage dice as if
square that it previous occupied and take 5-foot step. it were one size category larger. Perquisite: None
This ability cannot move the wolfsworn, or its target ,into Harrowing Attack(Ex): The wolfswornʼs mount greatly
difficult terrain .This movement created by this ability threatens an opponentʼs movement, making it a much
does not provoke attacks of opportunity for either the wolf easier task to flank them. When in combat any creature
sworn or the creature targeted by the drag. Using this threatened by the wolfswornʼs mount is consider to be
ability is part of a full round attack action Perquisite: flanked when attacked by any of your allies. Perquisite:
Harrowing Attack, Powerful Bite, Grappling Bite. None
Ragged Wounds(Ex): A wolfsworn with this ability can Surging Speed(Ex): In a blinding bust of speed, this
cause living opponents to bleed by hitting them with a bite creature lunges through the air towards an opponent.
attack. This attack causes the target to take 1/ 2 of the The wolfswornʼs mount may increase its speed by 10 feet
damage inflicted as bleed damage on the following round. for a number of rounds equal to 1/ 2 the wolfswornʼs class
Bleeding creatures take bleed damage at the start of their levels per day. These rounds need not be consecutive
next turns. The bleeding can be stopped by a DC 15 Heal and activating this training is a free action. Perquisite:
check or the application of any effect that heals hit point None
damage. Bleeding damage from this ability does not stack Scared Hide(Ex): This wolfs hide as been wounded
with itself. Bleeding damage bypasses any damage many times. The scar tissue has made this creatures hide
reduction the creature might possess. This ability is extremely tough. This creature gains a +1 Natural Armor
usable a number of times equal to 1/ 3 the Wolf Swornʼs bonus. Perquisite: None. Special: This training may be
class levels per day. Activating this power is a swift action selected multiple times. Its effect stack.
and must be used before the attack roll is made. Die Hard(Ex): A wolfsworn with Die Hard remains
Perquisite: Harrowing Attack, Powerful Bite, and conscious and can continue fighting even if its hit point
Ravaging Bite. total is below 0. The creature is still staggered and looses
Greater Drag(Ex): If a wolfswornʼs mount is successful 1 hit point each round. A mount with Die Hard still dies
in its trip attempt in may automatically move the target up when its hit point total reaches a negative amount equal
to 1/ 2 its speed. This ability cannot move the wolf sworn, to its Constitution score. Perquisite: Scared Hide.
or its target ,into difficult terrain. This movement created Renewed Vigor(Ex): Once per day a mount with this
by this ability provoke attacks of opportunity for the ability can gain a number of temporary hit points equal to
wolfsworn but not the creature targeted by the drag. the wolfswornʼs level. Activating this ability is an
Using this ability is part of a full round attack action. immediate action that can only be performed when it is
Perquisite: Harrowing Attack, Powerful Bite, Grappling brought to below 0 hit points. This ability can be used to
Bite, and Drag. prevent the creature from dying. These temporary hit
Grappling Bite (Ex): If a wolfsworn hits with its bite points last for 1 minute. Perquisite: Scared Hide, and Die
attack, it deals normal bite damage and may make the Hard.
choice to attempt to start a grapple as a free action Keen Sense(Ex) : The wolfs keen senseʼs can see and
without provoking an attack of opportunity. This ability hear things others cannot. A wolfsworn rider gains a +4 to
cannot be used in conjunction with the wolfʼs trip attempt. perception checks while mounted. Perquisite: None.
The wolfsworn must choose which combat maneuver Opportunistic attack (Ex): Once per round, the mount
they wish to use each time the mount hits. If the wolf hits, can make an attack of opportunity against an opponent
each successful grapple check it makes during who has just been struck for damage in melee by another
successive rounds automatically deals bite damage to the character. This attack counts as an attack of opportunity
grabbed creature. The wolf sworn receives a +4 bonus on for that round. A mount canʼt use the opportunist ability
more than once per opponent per round. Perquisite: on a failed save. A helpless wolfsworn does not gain the
Harrowing Attack, Powerful Bite, and Surging Speed. benefit of improved evasion.
Mounted Speed (Ex): At 2nd level, a wolfswornʼs mount Supreme Charge (Ex): At 20th level, whenever the
gains an enhancement bonus to his land speed. A mount wolfsworn makes a charge attack while mounted, he deals
in medium or heavy barding, or carrying a medium or double the normal amount of damage (or triple if using a
heavy load, loses this extra speed. The mount gains an lance). In addition, if the wolfsworn confirms a critical hit on
additional bonus at 8th and 15th level. a charge attack while mounted, the target is stunned for
1d4 rounds. A Will save reduces this to staggered for 1d4
Bonus Feats: At 2nd level, and at every fourth level rounds. The DC is equal to 10 + the wolfswornʼs base
thereafter, a wolfsworn gains a bonus feat in addition to attack bonus.
those gained from normal advancement. These bonus
feats must be selected from those listed as combat feats,
sometimes also called “fighter bonus feats.” Upon reaching Wolfsworn Mount Choices
4th level, and every four levels thereafter (8th, 12th, and
so on), a wolfsworn can choose to learn a new bonus feat All animal attacks are made using the creatureʼs full base
in place of a bonus feat he has already learned. In effect, attack bonus unless otherwise noted. Animal attacks add
the wolfsworn loses the bonus feat in exchange for the the animalʼs Strength modifier to the damage roll, unless it
new one. The old feat cannot be one that was used as a is its only attack, in which case it adds 1-1/2 its Strength
prerequisite for another feat, prestige class, or other ability. modifier. Some have special abilities, such as scent As you
A wolfsworn can only change one feat at any given level gain levels, your animal companion improves as well,
and must choose whether or not to swap the feat at the usually at 4th or 7th level. Instead of taking the listed
time he gains a new bonus feat for the level. benefit at 4th or 7th level, you can instead choose to
increase the companionʼs Dexterity and Constitution by 2.
Violent Charge (Ex): At 3rd level, a wolfsworn learns to Listed below are the five different types of wolves a
make more accurate charge attacks while mounted. The wolfsworn can choose as their mounts. These creatures
wolfsworn receives a +4 bonus on melee attack rolls on a are detailed further in chapter 5.
charge while mounted (instead of the normal +2). In
addition, the wolfsworn does not suffer any penalty to his Steel Pelt Wolf
AC after making a charge attack while mounted. Starting Statistics: Size Medium; Speed 30 ft.; AC +4
natural armor; Attack bite (1d6 plus trip); Ability Scores
One with the Pack(Ex): At 4th level, the wolfsworn Str 13, Dex 15, Con 14, Int 2, Wis 10, Cha 6; Special
receives a bonus equal to 1/2 his wolfsworn level Qualities scent, Perception +4
whenever he uses Handle Animal on an animal that serves 7th-Level Advancement: Size Large; AC +2 natural
as a mount. In addition, he can reduce the time needed to armor; Attack bite(1d8 plus trip); Ability Scores Str +8,
teach a mount a new trick or train a mount for a general Dex –2, Con +4.
purpose to 1 day per 1 week required by increasing the
DC by +5. Blood Wolf
Starting Statistics: Size Medium; Speed 40 ft.; AC +2
Evasion (Ex): At 6th level or higher, a wolfsworn can avoid natural armor; Attack bite (1d6 plus trip); Ability Scores
damage from many area-effect attacks. While mounted, If Str 14, Dex 17, Con 13, Int 2, Wis 12, Cha 6; Special
a wolfsworn makes a successful Reflex saving throw Qualities scent, Acrobatics +4
against an attack that normally deals half damage on a 7th-Level Advancement: Size Large; AC +2 natural
successful save, he instead takes no damage. A helpless armor; Attack bite (1d8 plus trip); Ability Scores Str +8,
wolfsworn does not gain the benefit of evasion. Dex –2, Con +4.
Savage Charge (Ex): At 11th level, a wolf sworn learns to
Black Fang Wolf
make savage charge attacks while mounted. Double
Starting Statistics: Size Medium; Speed 30 ft.; AC +1
the threat range of any weapons wielded during a charge
natural armor; Attack bite (1d8 plus trip); Ability Scores
while mounted. This increase does not stack with other
Str 17, Dex 13, Con 14, Int 2, Wis 12, Cha 6; Special
effects that increase the threat range of the weapon. In
Qualities scent, survival +4.
addition, the wolfsworn can make a free bull rush, disarm,
7th-Level Advancement: Size Large; AC +1 natural
sunder, or trip combat maneuver if his charge attack is
armor; Attack bite (1d10 plus trip); Ability Scores Str +8,
successful. This free combat maneuver does not provoke
Dex –2, Con +4.
an attack of opportunity.
Improved Mounted Evasion(Ex):. At 12th level, a
Iberian Wolf
Starting Statistics: Size Medium; Speed 60 ft.; AC +2
wolfswornʼs mounted evasion ability improves. He still
natural armor; Attack bite (1d6 plus trip); Ability Scores
takes no damage on a successful Reflex saving throw
Str 13, Dex 15, Con 12, Int 3, Wis 12, Cha 6; Special
against attacks, but henceforth he takes only half damage
Qualities scent, stealth +4
7th-Level Advancement: Size Large; AC +2 natural Skills: This lists the animalʼs total skill ranks. Animal
armor; Attack bite (1d8 plus trip); Ability Scores Str +8, companions can assign skill ranks to any skill listed under
Dex –2, Con +4. Animal Skills. If an animal companion increases its
Intelligence to 10 or higher, it gains bonus skill ranks as
Death Hound normal. Animal companions with an Intelligence of 3 or
Starting Statistics: Size Medium; Speed 40 ft.; AC +2 higher can purchase ranks in any skill. An animal
natural armor; Attack bite (1d6 plus trip); Ability Scores companion cannot have more ranks in a skill than it has
Str 13, Dex 15, Con 17, Int 2, Wis 10, Cha 6; Special Hit Dice.
Qualities scent, Intimidate +4 Feats: This is the total number of feats possessed by an
7th-Level Advancement: Size Large; AC +2 natural animal companion. Animal companions should select
armor; Attack bite (1d8 plus trip); Ability Scores Str +8, their feats from those listed under Animal Feats. Animal
Dex –2, Con +4. companions can select other feats, although they are
unable to utilize some feats (such as Martial Weapon
Proficiency). Note that animal companions cannot select
Animal Companions a feat with a requirement of base attack bonus +1 until
An animal companionʼs abilities are determined by the they gain their second feat at 3 Hit Dice.
druidʼs level and its animal racial traits. Table 3–8 Natural Armor Bonus: The number noted here is an
determines many of the base statistics of the animal improvement to the animal companionʼs existing natural
companion. They remain creatures of the animal type for armor bonus.
purposes of determining which spells can affect them. Str/Dex Bonus: Add this modifier to the animal
Class Level: This is the wolfswornʼs characterʼs level. companionʼs Strength and Dexterity scores.
HD: This is the total number of eight-sided (d8) Hit Dice Bonus Tricks: The value given in this column is the total
the wolfswornʼs animal companion possesses, each of number of “bonus” tricks that the animal knows in
which gains a Constitution modifier, as normal. addition to any that the wolfsworn might choose to teach
BAB: This is the animal companionʼs base attack bonus. it (see the Handle Animal skill for more details on how to
An animal companionʼs base attack bonus is the same as teach an animal tricks). These bonus tricks donʼt require
that of the wolfswornʼs of a level equal to the animalʼs HD. any training time or Handle Animal checks, and they
Animal companions do not gain additional attacks using donʼt count against the normal limit of tricks known by the
their natural weapons for a high base attack bonus. animal. The wolfsworn selects these bonus tricks, and
Fort/Ref/Will: These are the animal companionʼs base once selected, they canʼt be changed.
saving throw bonuses. An animal companion has good Special: This includes a number of abilities gained by
Fortitude and Reflex saves. animal companions as they increase in power. Each of
Wolfsworn Mount Base Statistics
Level HD BAB Fort Ref Will Skills Feats Natural STR/ Bonus Tricks Special
Armor Dex
Bonus Bonus
1st 2 +1 +3 +3 +0 2 1 +0 +0 1 Link
2nd 3 +2 +3 +3 +1 3 2 +0 +0 1 -
3rd 3 +2 +3 +3 +1 3 2 +2 +1 2 Evasion
4th 4 +3 +4 +4 +1 4 2 +2 +1 2 Ability Score Increase
5th 5 +3 +4 +4 +1 5 3 +2 +1 2 -
6th 6 +4 +5 +5 +2 6 3 +4 +2 3 Devotion
7th 6 +4 +5 +5 +2 6 3 +4 +2 3 -
8th 7 +5 +5 +5 +2 7 4 +4 +2 3 -
9th 8 +6 +6 +6 +2 8 4 +6 +3 4 Ability Score Increase, Multiattack
10th 9 +6 +6 +6 +3 9 5 +6 +3 4 -
11th 9 +6 +6 +6 +3 9 5 +6 +3 4 -
12th 10 +7 +7 +7 +3 10 5 +8 +4 5 -
13th 11 +8 +7 +7 +3 11 6 +8 +4 5 -
14th 12 +9 +8 +8 +4 12 6 +8 +4 5 Ability Score Increase
15th 12 +9 +8 +8 +4 12 6 +10 +5 6 Improved Evasion
16th 13 +9 +8 +8 +4 13 7 +10 +5 6 -
17th 14 +10 +9 +9 +4 14 7 +10 +5 6 -
18th 15 +11 +9 +9 +5 15 8 +12 +6 7 -
19th 15 +11 +9 +9 +5 15 8 +12 +6 7 -
20th 16 +12 +10 +10 +5 16 8 +12 +6 7 Ability Score Increase
these bonuses is described below.
Link (Ex): A wolfsworn can handle her animal companion
Goblins in Myth - part 2 as a free action, or push it as a move action, even if he
In fairy lore, goblins are members of the Unseelie court, the doesnʼt have any ranks in the Handle Animal skill. The
anti fairy groups of species, and are constantly at war with fairy druid gains a +4 circumstance bonus on all wild empathy
kind. They are often considered to be cousins of gnomes, checks and Handle Animal checks made regarding an
though they are thought of as much more cunning and keen animal companion.
than gnomes. They are associated with the elements of earth Evasion (Ex): If an animal companion is subjected to an
and fire, representing death in most mystic circles. They attack that normally allows a Reflex save for half damage,
cannot be tamed nor should any magician attempt to try and it takes no damage if it makes a successful saving throw.
control a goblin as it could have dire consequences for the Ability Score Increase (Ex): The animal companion adds
conjuror who would attempt to do so. +1to one of its ability scores.
Although goblins are an independent race, they are often Devotion (Ex): An animal companion gains a +4 morale
depicted in folk lore as being the servants of greater evil bonus on Will saves against enchantment spells and
beings, serving as errand runners, messengers, and in some effects.
cases, upper members of great armies of evil. They are Multiattack: An animal companion gains Multiattack as a
believed to be able to appear in the form of different bonus feat if it has three or more natural attacks and does
malevolent animals such as wolves and other dangerous not already have that feat. The animal companion gains a
creatures of the woodland wilds, and have the ability to create second bite attack at a –5 penalty.
fire from thin air when the mood suits them. Goblins are Improved Evasion (Ex): When subjected to an attack that
believed to be the creators of nightmares, forming them from allows a Reflex saving throw for half damage, an animal
spider webs and inserting them into unwary sleeperʼs ears as companion takes no damage if it makes a successful
they lay at rest. saving throw and only half damage if the saving throw
European peasantry folklore reputes that when a goblin fails.
smiles it can curdle the blood of any animal or person who
sees it and when a goblin laughs it can sour milk straight out of Animal Skills
the cows udder and causes fruit to wilt and fall from any Animal companions can have ranks in any of the following
nearby plants. Goblins are also known for stealing horses and skills: Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex),
riding them hard all night before returning them to their stalls to Intimidate (Cha), Perception* (Wis), Stealth* (Dex),
be found in the morning barely able to stand and extremely Survival (Wis), and Swim* (Str). All of the skills marked
weak from the exertion. It is asserted that if a horse panics and with an (*) are class skills for animal companions.
keels for an unexplainable reason, that a goblin is trying to
mount it. Since goblins are nearly invisible to the human eye,
the witness to the panicking horse canʼt see the assailant to
Animal Feats
stop them. Unruly, ill-behaved and ill tempered children are Animal companions can select from the following feats:
blamed on goblin women who steal human children and Acrobatic, Agile Maneuvers, Armor Proficiency (light,
replace them with their own. These children are called medium, and heavy), Athletic, Blind-Fight, Combat
changelings because the goblin baby will shape shift to take Reflexes, Diehard, Dodge, Endurance, Great Fortitude,
on the outward appearance of the child whom it is replacing. Improved Bull Rush, Improved Initiative, Improved Natural
Goblins are known as great pranksters they are apt to Armor (see the Pathfinder RPG Bestiary),
rearrange the possessions of their victims, especially if the Improved Natural Attack (see the Pathfinder RPG
person is lazy or miserly. They also like to pinch people they Bestiary),Improved Overrun, Intimidating Prowess, Iron
perceive to be lazy. In some regions, especially around areas Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill
that have underground mines, goblins are referred to as Focus, Spring Attack, Stealthy, Toughness, and Weapon
“knockers”. One modern reference to this tradition is Steven Focus. Animal companions with an Intelligence of 3 or
Kings, “The Tommy Knockers” which takes a twisted form of higher can select any feat they are physically capable of
goblin lore to extreme proportions. Knockers like to wreak using. GMs might expand this list to include feats from
havoc on a household by banging pots and pans loudly in the other sources.
middle of the night, knocking on doors, walls and windows in
the early hours of the morning in order to watch the inhabitants
scramble out of bed to investigate the ruckus. Mining lore
depicts knockers as a harbinger of death, striking unseen pick
axes against the walls of the mine causing it to echo
throughout, or starting fires deep in the mine driving the miners
out for fresh air. Unexplained fires or knocking in a mine is
seen as an omen of impending death for a mining party. To
avoid a knockerʼs ire, miners leave traditional mining meals of
a pastie, a small dried meal cake when they leave the mine
each evening to retire home.
unpredictability and creates coordinated confusion in
Striker enemies who are the target. The Striker gains extra
damage to attacks if they move 10ft or more during a
round. This damage is precision based, and can only be
The baronʼs yearly feast was in full swing. A stage set applied to one attack per round. This extra damage is 1d6
along the eastern wall sported an entire troop of at 1st level, and increases by 1d6 every three Striker
performers creating the lively tunes to which the nobles of levels thereafter. Should the Striker score a critical hit with
the kingdom danced. The food sat heaped high on silver a skirmish attack, this extra damage is not multiplied.
trays, enough to feed an entire village. The king sat at the Ranged attacks can as skirmish attacks only if the target
head of the massive table goblet in hand in perpetration is within 30 feet.
of a toast. Amide the noise and celebration, the group of
well-trained guards stood at attention, all oblivious to the Favored Ground (Ex): At 1st level, a striker may select a
cloaked figure scaling the outside walls. Like a shadow, type of area in which he was taught his skills of stealth
still and silent, the Striker slipped into the palace and and combat. The choices are Urban (buildings, streets,
waited. The baron, his mark, would not live to see the and sewers), Underground (caves and dungeons), and
rising sun. Wilderness (this includes all non-underground or urban
Strikers are a select class of rogue who specialize in environments). While in this chosen environment, the
the art of focused killing. These individuals have the Striker gains a +2 bonus on initiative checks and adds his
uncanny ability to move into well-protected organizations, favored ground bonus to all Perception, Stealth, and
controlled territories, and guarded strongholds Survival skill checks. At 8th and 15th level,
undetected, all with the intent of recovering stolen items, the Striker may select an additional favored ground. In
or some other mission typically assigned to them by their addition, at each such interval, the skill bonus and
superiors. Sometimes the Strikers are there because of
personal grudges or age-old vendettas against their
people. Some use their talents to become professional
thieves. Whatever their motivations, many that cross
these dangerous individuals never live to tell the tales of
their exploits.
Role: Strikers excel at moving about undetected and
have the weapon training needed to survive in head-to-
head combat. Their skill set is varied and their training
and abilities allow them to be highly versatile, with great
variations in expertise existing between different Strikers.
Class Skills
The Strikerʼs class skills are Acrobatics (Dex),
Appraise(Int), Bluff (Cha), Climb (Str), Craft (Int),
Diplomacy(Cha), Disable Device (Dex), Disguise
(Cha), Escape Artist(Dex), Intimidate (Cha), Knowledge
(Dungeoneering) (Int), Knowledge (local) (Int), Linguistics
(Int), Perception (Wis), Perform (Cha), Profession (Wis),
Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex),
Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 8 + Int modifier.
Alignment: Any.
Hit Die: d8.
Class Features
The following are class features of the Striker.
Weapon and Armor Proficiency: Strikers are proficient
with all simple and martial weapons and with light armor,
medium armor, and shields (except tower shields).
Skirmish Fighting (Ex): Trained in the ways of a
skirmishing fighting style, Strikers gain a bonus while
staying mobile in combat. This style takes the form of fluid
initiative bonus in any one favored terrain (including the hamper them. An opponent damaged by this attack loses
one just selected, if so desired), increases by +2. his next move action. An opponent who takes damage
from an attack of opportunity during a move or charge
Maneuver Pool (EX): At 1st level, an Striker gains a pool action ends their movement in the square in which they
of Maneuver points, energy that he can use to accomplish took damage from this attack. Activating this maneuver is
amazing combat attacks. The number of points in an an immediate action. An Striker must be at least 13th level
Strikerʼs maneuver pool is equal to 1/2 his Striker level + before purchasing this maneuver.
his Intelligence modifier. These points are used to pay for Expected impact (Ex): The Strikerʼs keen sense of
the cost for the Strikers maneuver attacks (see below.) combat allows him to anticipate and parry strikes that
These points are replenished after the Striker rests for 8 would otherwise hit. At the cost of two maneuver points,
hours. A fatigued or exhausted Striker regains no the Striker may add a bonus to his armor class equal to
maneuver points until after these conditions have been the amount of maneuver points left within his pool as a
removed and they then have the required amount of rest to dodge bonus. Activating this maneuver is an immediate
regain them as normal. action and may be used after the roll to confirm the attack
has been made. An Striker must be at least 16th level
Striker Maneuvers (Ex): During the years of his training, before purchasing this maneuver.
the Striker has come to pick up special tricks and skills to Blinded Swing (Ex): The Striker gains the abilities of the
help in their pursuits. These take the form of abilities and Blind Fighting feat for a number of rounds equal to 1/2 the
attacks selected from the following list. Each use of these Strikerʼs level.
abilities requires the use of a point from the Strikers Sure Footed (Ex): The Striker is nimble on his feet and
maneuver pool. A Striker may only make use of one hard to trip. The Striker may add a dodge bonus equal to
maneuver per round. Unless otherwise stated within the ½ his Striker class level to his CMD to resist the effects of
description of the abilities text, each use of a maneuver a Trip, Bull Rush, or Overrun attempt. Activating this
costs one maneuver point. These abilities are selected maneuver is an immediate action and must be used before
from the following list at 1st level and again every three an opponentʼs attack roll has been made.
levels afterward. Activating these abilities are swift actions Surging speed (Ex): The Striker may add a bonus to his
that do not provoke attack of opportunity unless the base land speed until the end of his current round. The
maneuvers description states otherwise. If an maneuver bonus gained to the Strikerʼs base speed is +10ft at 1st
calls for a saving throw to lessen or negate itʼs effects all level. This bonus increases to +20ft at 7th level, and again
maneuvers use the formula of 10 + ½ Strikerʼs class level+ to +30 ft movement at 13th level.
the Strikerʼs strength modifier to determine the difficulty Damming strike (Ex): The Strikerʼs attack becomes so
class of the saving throw. precise that he can selectively target an opponentʼs
Sickening Strike (Ex): Aiming for a vital point your attack strengths and exploit them. When an Striker makes an
causes foes to become sickened. If your attack hits the foe attack against a foe, he can choose to designate the attack
becomes sickened for a number of rounds equal to ½ your as a damming strike. If the targeted foe takes damage
Striker level. They may make a fortitude save to halve the from the attack, they also suffer a -6 to a chosen ability
number of rounds they suffer this effect. The use of this score selected by the Striker. This effect otherwise
maneuver must be announced before the attack roll is functions as a Bestow Curse spell. A will saving throw
made. negates this effect. The use of this this maneuver must be
Learned Brutality (EX): The Striker can add a bonus to announced before the attack roll is made. An Striker must
his damage rolls made equal to ½ his Striker level. This be at least 10th level before purchasing this maneuver.
bonus applies to all of the Strikers attack rolls during the Dazing Strike (Ex): The Strikerʼs strike leaves the target
round in which it was activated. The use of this this dazed and unable to act. The target is unable to act
maneuver must be announced before any attack rolls are normally and creatures can take no actions, but has no
made. An Striker must be at least 6th level before penalty to AC. This condition lasts for 1 round. A fortitude
purchasing this maneuver. saving throw negates the effect. The use of this this
Muffling Strike (Ex): When a Striker makes an attack maneuver must be announced before the attack roll is
against a foe he can choose to designate an attack to made and cost two maneuver points. An Striker must be at
make it a muffling strike. If the target is dealt damage from least 16th level before purchasing this maneuver.
the attack, they become unable to speak, call for help, or Exhausting strike (Ex): The Strikerʼs attack saps the
cast spells for 1d4 rounds. A fortitude save negates this strength and coordination of their opponents, leaving them
effect. winded and barely able to carry on in the battle. A fortitude
Piercing Strike (Ex): When a Striker makes an attack saving throw negates this effect. If the foe has the
against a foe he can choose to designate the attack as a endurance feat, they receive a +4 to their saving throw to
piercing strike. During the round in which this maneuver is avoid this maneuverʼs effects. If the target of an exhausting
activated a single attack of the Strikerʻs choice is strike fails the fortitude saving throw they become
considered to be a touch attack. An Striker must be at exhausted: An exhausted character moves at half speed,
least 10th level before purchasing this maneuver. cannot run or charge, and takes a –6 penalty to Strength
Crippling Strike (Ex): A Striker with this ability can attack and Dexterity. After 1 hour of complete rest, an exhausted
opponents with such precision that his blows weaken and character becomes fatigued. A fatigued character becomes
Striker
Level Base Attack Fort Ref Will
Bonus Save Save Save Special
1st +0 +0 +2 +0 Skirmish Fighting (1d6), (1st) Favored Ground, Maneuver Pool,
Maneuver
2nd +1 +0 +3 +0 Combat Style Feat
3rd +2 +1 +3 +1 Training, Evasion
4th +3 +1 +4 +1 Skirmish Fighting (2d6), Maneuvers
5th +3 +2 +4 +1 Uncanny Dodge
6th +4 +2 +5 +2 Combat Style Feat
7th +5 +2 +5 +2 Skirmish Fighting (3d6), Training, Maneuvers
8th +6/+1 +3 +6 +2 (2nd) Favored Ground
9th +6/+1 +3 +6 +3 Strikerʼs Stride
10th +7/+2 +3 +7 +3 Skirmish Fighting (4d6), Maneuvers, Combat Style Feat
11th +8/+3 +4 +7 +3 Training, Camouflage
12th +9/+3 +4 +8 +4 Improved Uncanny Dodge
13th +9/+4 +4 +8 +4 Skirmish Fighting (5d6), Maneuvers
14th +10/+5 +5 +9 +4 Combat Style Feat, Training Mastery
15th +11/+6/+1 +5 +9 +5 (3rd) Favored Ground, Training
16th +12/+7/+2 +5 +10 +5 Skirmish Fighting (6d6), Maneuvers
17th +12/+7/+2 +5 +10 +5 Maneuver Mastery
18th +13/+8/+3 +6 +11 +6 Combat Style Feat, Inescapable
19th +14/+9/+4 +6 +11 +6 Skirmish Fighting (7d6), Training, Maneuvers
20th +15/+10/+5 +6 +12 +6 Maneuver Mastery
exhausted by doing something else that would normally dealt, you may make a trip attempt with a bonus equal to
cause fatigue. The use of this this maneuver must be ½ your Striker class level to the CMB. An Striker must be
announced before the attack roll is made. An Striker must at least 7th level before purchasing this maneuver and use
be at least 16th level before purchasing this maneuver. the Whispering Bow combat style.
Blinding Strike: A well-placed strike sends your Recovery attack (Ex): This grand maneuver allows you
targeted foe reeling. When an Striker makes an attack to re-roll a missed attack, if that attack was a fumble gain
against a foe, he can choose to designate the attack as a a +4 to that attack roll. An Striker must be at least 19th
blinding strike. If the targeted foe takes damage from the level in order to purchase this ability. This activating this
attack, they also become blinded. A fortitude saving throw maneuver is an immediate action and costs two points.
negates this effect. The creature cannot see and suffers Refocus (Ex): As a standard action, the Striker may
from the blind condition for 1d4 rounds. An Striker must spend two maneuver points in order to refocus his energy
be at least 4th level before purchasing this maneuver. and provide healing to himself through techniques
Nimble blades (Ex): When using the duel dagger learned in his training. The Striker heals 1d8 at 1st level,
combat style the Striker may expend the use of a this amount increases to 2d8 at 5th level, and again every
maneuver point to gain, the effects of Haste (as per the 5 levels after ward to a maximum of 5d8 at 20th level.
spell) equal to ½ his Striker level.
Critical strike (Ex): The Strikerʼs attacks carry with Evasion (Ex): At 2nd level and higher, an Striker can
them the promise of a mortal wound. When an Striker avoid even magical and unusual attacks with great agility.
makes an attack against a foe, he can choose to If he makes a successful Reflex saving throw against an
designate the attack as a critical strike. If that attack hits, attack that normally deals half damage on a successful
it is considered a critical threat. The Striker must roll to save, he instead takes no damage. Evasion can be used
confirm as usual. The use of this this maneuver must be only if the Striker is wearing light armor or no armor. A
announced before the attack roll is made and costs two helpless Striker does not gain the benefit of evasion.
maneuver points. An Striker must be at least 19th level
before purchasing this maneuver. Striker Training (Ex): These acquired skills are of great
Sweeping shot (Ex): When using the whispering bow use to the Striker and are chosen in the exact way as the
combat style you may use this maneuver to attempt to Strikerʼs maneuver abilities but use the following list.
knock foes off balance with expertly placed arrow attacks. These abilities require no maneuver points in which to
When an Striker makes an attack against a foe, he can use and are always active so long as the Striker has at
choose to designate the attack, as a sweeping shot .The least one point remaining within his maneuver pool.
use of this maneuver must be announced before the These abilities are selected from this list at 3rd level and
attack roll is made. In addition to your standard damage again every four levels afterward.
bow. The Strikerʼs expertise manifests in the form of bonus
Keen Hearing (Ex): The Striker has developed sense of feats at 2nd, 6th, 10th, 14th, and 18th level. He can
awareness. The Striker gains a +2 to all Perception choose feats from his selected combat style, even if he
checks. does not have the normal prerequisites. If the Striker
Tumbler (Ex): The Striker gains a +2 to all Acrobatics selects silent bow, he can choose from the following list
checks. whenever he gains a bonus feat: Far Shot, Point Blank
Fast Stealth (Ex): This ability allows an Striker to move at Shot, Precise Shot, and Rapid Shot. At 10th level, he adds
full speed using the Stealth skill without penalty. Improved Precise Shot and Many shot to the list. At 16th
Ledge Walker (Ex): This ability allows an Striker to move level, he adds Pinpoint Targeting and Shot on the Run to
along narrow surfaces at full speed using the Acrobatics the list. If the Striker selects duel dagger style, he can
skill without penalty. In addition, an Striker with this talent choose from the following list whenever he gains a bonus
is not flat-footed when using Acrobatics to move along feat: Double Slice, Quick Draw, and Two-Weapon Fighting.
narrow surfaces. At 10th level, he adds Improved Two-Weapon Fighting and
Nimble Charge (Ex): This ability allows an Striker to run Two-Weapon Defense to the list. At 16th level, he adds
or charge across difficult surfaces without requiring an Greater Two-Weapon Fighting and Two Weapon Rend to
acrobatics check the list. The benefits of the Strikerʼs chosen style feats
Surprise Attack (Ex): During the surprise round, apply only when he wears light, medium, or no armor. He
opponents are always considered flat-footed to an Striker loses all benefits of his bonus feats when wearing heavy
with this ability, even if they have already acted. armor. Once an Striker selects a combat style, it cannot be
Shadowed Stealth (Ex): The Striker gains a +2 bonus to changed.
all stealth checks.
Quick ascension (Ex): The Striker has the ability to Uncanny Dodge (Ex): Starting at 5th level, a Striker can
ascend vertical surfaces such as walls, trees, and other react to danger before his senses would normally allow
obstacles with uncanny speed. The Striker gains a climb him to do so. He cannot be caught f lat-footed, even if the
speed equal to ½ his base movement. This movement can attacker is invisible. He still loses his Dexterity bonus to AC
only be used to ascend and the Striker looses this ability if if immobilized. A rogue with this ability can still lose his
descending a surface. The Striker cannot use this ability Dexterity bonus to AC if an opponent successfully uses the
to climb sheer, slippery, or smooth surfaces. feint action against him. If a rogue already has uncanny
Repelling Grapple (Ex): The Striker gains the ability to dodge from a different class, he automatically gains
repel down anchored ropes (like those tied to a grappling improved uncanny dodge (see below) instead.
hook) at twice his base speed without making a climb
check. Camouflage (Ex): A Striker of 11th level or higher can use
Whispering shot (Ex): The Striker suffers only half of the the Hide skill in his chosen favored ground, even if the
penalties when attempting a stealth check after make an environment doesnʼt grant cover or concealment.
attack action with a ranged weapon.
Trained Lies (Ex): The Striker is exceedingly good at Improved Uncanny Dodge (Ex): At 12th level and higher,
telling lies and half-truths. The Striker gains a +2 bonus to a Striker can no longer be flanked. This defense denies a
all bluff and diplomacy checks. rogue the ability to sneak attack the Striker by flanking
Light Sleeper (Ex): Trained to be ready at a moments him, unless the attacker has at least four more rogue
notice for danger, the Striker sleeps with one eye open. levels than the target has Striker levels. If a character
When making perceptions while asleep the Striker suffers already has uncanny dodge (see above) from a second
only ½ the listed penalty. class, the character automatically gains improved uncanny
Many Faces (Ex): The Striker has great training in dodge instead, and the levels from the classes that grant
disguise and impersonation. The Striker gains a +2 bonus uncanny dodge stack to determine the minimum level a
to all disguise checks. rogue must be to flank the character.
Forgery Expert (Ex): The Striker gains a +2 bonus to all
linguistics checks to reveal hidden codes and to create Strikerʼs Stride (Ex): Beginning at 9th level, a Striker can
forgeries. move at his normal speed while following tracks within his
Unbound Sprit (Ex): The Striker gains a +2 bonus to all favored ground without taking the normal –5 penalty. He
escape artist checks. takes only a –10 penalty (instead of the normal –20) when
Magically Trained (Ex): The Striker gains a +2 bonus to all moving at up to twice normal speed while tracking.
use magic device checks.
Quick Fingers (Ex): The Striker gains a +2 bonus to all Training Mastery (Ex): At 14th level the Striker gains
Sleight of hand checks. training mastery. All bonuses granted to skills through any
training are now doubled (+4 instead of +2.)
Combat Style (Ex): Strikerʼs choose to make use of
weapons that are light weight, draw little attention, and can Inescapable (Sp): At 18th level, the target of a Striker can
easily be hidden. At 2nd level, they receive the choice of never escape. The Striker gains the use of the Locate
mastering one of the two types of weapon styles used in Person or Locate Object spell three per day as a spell like
their profession. The choices are duel dagger or silent ability. The caster level is equal to their Strikers class level
to determine duration. The range is doubled for the
duration of the spell.
Maneuver Mastery (Ex): At 20th level, a Striker becomes
The Vulgar Language of Goblins
a master of his training. The Striker can activate one
maneuver as a free action without paying the maneuver
A small collection of the more “colorful” phrases point cost a round. This allows the striker to use up to two
and curses found amongst the goblin races, maneuvers per round. Each maneuver must be applied to
loosely translated into common tongue through a separate attack. A striker may only use is ability on his
the spoken word. turn.
BAWBLES: Trinkets; a goblin's testicles.
FARTLEBERRIES : Excrement hanging
about the anus.
FRUMMAGEMMED : Choked, strangled,
suffocated, or hanged.
FUBSEY: Plump. A fubsey goblin; a plump,
healthy goblin.
FUSSOCK: A lazy fat female goblin. An old
fussock; a frowsy old female goblin.
FUSTY LUGGS: A beastly, sluttish goblin.
GNARLER: A little dog that by his barking
alarms the family when any person is breaking
into the house.
GOLLUMPUS: A large, clumsy fellow. Any
larger humanoid race.
HOG GRUBBER: A mean stingy goblin.
LOBCOCK: A dull inanimate fellow, a fat
and lazy human.
NIGMENOG: A very silly goblin: a goblin that
has gone mad.
RANTUM SCANTUM: Playing at rantum
scantum; making the beast with two backs.
SCRUBBADO: The itch.
SHANKER: A venereal wart.
SLUICE YOUR GOB: Take a hearty drink.
TO SNABBLE.: To rifle or plunder; also to kill.
TWIDDLE-DIDDLES: Testicles.
YAFFLING: Eating
pyromancer known spells table. (Unlike spells per day, the
Pyromancer number of spells a pyromancer knows is not affected by
his Charisma score; the numbers on the known spells
sidebar are fixed.) These new spells can be spells chosen
They have been called by many names. Scions of the from the pyromancer spell list, or they can be unusual
inferno, masters of flame, maniacs and firestorm fanatics, spells that the pyromancer has gained some
they are all descriptions following in the charred wake of a understanding of through study.
pyromancer. Pyromancers look within themselves for Unlike a wizard or a cleric, a pyromancer need not prepare
arcane prowess and draw forth the mighty ability to bend his spells in advance. he can cast any spell he knows at
the power of fire to their will, be it for good or evil. any time, assuming he has not yet used up his spells per
Empowered, and sometimes consumed, by their innate day for that spell level.
powers, these arcane-touched spell casters endlessly Upon reaching 5th level, and at every odd-numbered
indulge in and refine their dangerous abilities, gradually pyromancer level after that (7th, 9th, and so on), a
learning how to harness their skills and call forth ever- pyromancer can choose to learn a new spell in place of
greater power. Some pyromancers seek to control their one he already knows. In effect, the pyromancer loses the
abilities through discipline and study, others give in to their old spell in exchange for the new one. The new spellʼs
innate magic, letting its wild nature drive their lives into a level must be the same as that of the spell being
fanaticism, often, with explosive results. exchanged. A pyromancer may swap only a single spell at
any given level, and must choose whether or not to swap
Role: Pyromancers excel at casting a selection of fire the spell at the same time that he gains new spells known
based spells frequently. As they become familiar with a for the level.
specific and ever-widening set of spells, pyromancers
often discover new and dangerously destructive ways of Fire Resistance (Ex): At 1st level, the pyromancer gains
making use of their abilities. fire resistance 5.At 5th level, and every five levels after,
this bonus increases by 5 until at 20th level the
Alignment: Any. pyromancerʼs fire resistance increases to 20.
Hit Die: d6. Master of Flames (Ex): Every time a Pyromancer inflicts
Fire damage on a target, be this with a spell or another
Class Skills source of fire, he inflicts an amount of extra Fire Damage
The pyromancerʼs class skills are Bluff (Cha), Craft (Int), equal to his Charisma modifier.
Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int),
Profession (Wis), Spellcraft (Int), and Use Magic Device Fiery Ray (Sp): Starting at 2nd level, the pyromancer can
(Cha). unleash an fiery ray as a standard action, targeting any foe
Skill Ranks per Level: 2 + Int modifier. within 30 feet as a ranged touch attack. This ray deals 1d8
points of fire damage + 1 for every two pyromancer levels
Class Features the pyromancer possess. The pyromancer can use this
All of the following are class features of the pyromancer. ability a number of times per day equal to 3 + the
Weapon and Armor Proficiency: Pyromancers are pyromancerʼs Charisma modifier.
proficient with all simple weapons. They are not proficient
with any type of armor or shield. Armor interferes with a Maintain fire (Su): This supernatural ability allows the
pyromancerʼs gestures, which can cause his spells with pyromaniac to maintain a flame and keep it from being
somatic components to fail. extinguished. He must have eye contact with the flame
and then focuses his energy to maintain it. By doing this,
Spells: A pyromancer casts arcane spells drawn from the he raises the extinguish DC of the fire to 10+ ½ the
pyromancer spell list. He can cast any spell he knows pyromancerʻs class level+ Cha modifier. The flame is
without preparing it ahead of time. To learn or cast a spell, maintained as long as the pyromaniac focuses on it. Using
a pyromancer must have a Charisma score equal to at this ability is a move action and during which the
least 10 + the spell level. The Difficulty Class for a saving pyromancer becomes flat-footed.
throw against a pyromancerʼs spell is 10 + the spell level +
the pyromancerʼs Charisma modifier. Like other spell Flaming Burst (Sp): At 5th level, the pyromancer can
casters, a pyromancer can cast only a certain number of unleash a blast of flame once per day. This 20-foot-radius
spells of each spell level per day. This base daily spell burst does 1d6 points of fire damage per pyromancer
allotment is listed in the following sidebar pyromancer level. Those caught in the area of the pyromancerʼs blast
spells known sidebar. In addition, he receives bonus spells receive a Reflex save for half damage. The DC of this save
per day if he has a high Charisma score. A pyromancerʼs is equal to 10 + 1/2 the pyromancerʼs level + the
selection of spells is extremely limited. A pyromancer pyromancerʼs Charisma modifier. At 5th level, the
begins play knowing three 0-level spells and two 1st-level pyromancer can use this ability once per day. At 12th level,
spells of his choice. At each new pyromancer level, he the pyromancer can use this ability twice per day. At 19th
gains one or more new spells, as indicated in the
level, the pyromancer can use this ability three times per increased by +1 per die, and the extinguishing DC of any
day. This power has a range of 60 feet. such fire attacks rises by +5.
Control Fire (Su): At 6th level, the pyromancer gains the
supernatural ability to control the size and brightness of Improved Piercing Heat (Ex): A 15th level Pyromancerʼs
fires within 50 feet. The pyromancer can choose to fire from his spells ignores entirely any fire resistance,
extinguish the fire or change the level of light given from hardness, or immunity a creature or object may have.
the fire by two steps. If the pyromancer chooses to adjust Objects now take full damage from the pyromancers
the size of an existing fire, he may increase it by +5 feet spells and even stone can be reduced to a cindered ruin.
for every three levels he possesess. Any creatures caught
in the effect receive a reflex saving throw to avoid the Combustion (Su): Beginning at 16th level a Pyromancer
effects. If failed these creatures are effected as if they can cause any creature he touches to burst into flame. As
where successfully targeted with the fire and suffer a standard action the pyromancer can make a touch
damage as normal. The pyromancer may also choose to attack against a creature. The target of this attack must
replicate the effects of a Pyrotechnics Spell. Only natural succeed a fortitude save DC 10 + ½ the pyromancerʼs
fires can be affected by this ability. Activating this ability is level + charisma modifier or instantly catch on fire,
a standard action, and all changes last for as long as the suffering 1d6 points of fire damage per every two
pyromancer continues to concentrate on maintaining the pyromancer levels the pyromancer possess. This damage
effect(a move action. continues until the target extinguishes the flames as a full
round action. At 16th level, the pyromancer can use this
Rebuke Elemental(Ex): At 8th level, the pyromancer ability once per day. At 18th level, the pyromancer can
gains the extraordinary ability to rebuke or command fire use this ability twice per day. At 20th level, the
creatures as a cleric of the same level. pyromancer can use this ability three times per day.
Clinging Flame(Su): At 9th level a pyromancers fire
spells have a supernatural ability to cling to an object or
creature and continue to burn. The pyromancer may use
a swift action to make any spell a clinging spell. This
ability must be used before the spell is cast and if the
spell is disrupted during casting this ability is lost. If
successfully cast the spell will continue to deal ½ of the
original spells damage on the following round. A reflex
saving throw (DC of this save is equal to 10 + 1/2 the
pyromancerʼs level + the pyromancerʼs Charisma
modifier) reduces this amount to ¼ instead. At 9th
level, the pyromancer can use this ability once
per day. At 14th level, the pyromancer can use
this ability two times per day. At 20th level, the
pyromancer can use this ability three times per day.
Piercing Heat (Ex): At 10th level, a pyromancerʼs fire
spells becomes more powerful and can cut through fire
resistance and the hardness of natural materials. No
more than ½ of the damage inflicted by his fire
damage (spells and abilities) can be negated by an
items hardness or resistance to fire.
Searing Heat (Su): A 12th level a pyromancer can
generate an intense amount of heat, causing
anything that touches his body to take 2d6 (+1 per
pyromancer level) of fire damage. Creatures striking a
Pyromancer with natural attacks or non reach weapons
are subject to this damage. Activating this ability is a swift
action. The duration of this effect lasts a number of
rounds equal to the pyromancers class level. At 12th
level, the pyromancer can use this ability once per day. At
17th level, the pyromancer can use this ability twice per
day.
Pyromancer Ascension(Ex): At 13 th level, the
pyromancer again gains a bonuses when he sets objects
or creatures on fire. The damage the fire deals is
Pyromancer
Level Base Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Attack Save Save Save
Bonus
1st +0 +0 +0 +2 Fire Resistance Master of Flames 3 - - - - - - - -
2nd +1 +0 +0 +3 Fiery Ray 4 - - - - - - - -
3rd +1 +1 +1 +3 5 - - - - - - - -
4th +2 +1 +1 +4 Maintain Flame 6 3 - - - - - - -
5th +2 +1 +1 +4 Fiery Burst 6 4 - - - - - - -
6th +3 +2 +2 +5 Control Fire 6 5 3 - - - - - -
7th +3 +2 +2 +5 6 6 4 - - - - - -
8th +4 +2 +2 +6 Rebuke Elemental 6 6 5 3 - - - - -
9th +4 +3 +3 +6 Clinging Flame 6 6 6 4 - - - - -
10th +5 +3 +3 +7 Piercing Heat 6 6 6 5 3 - - - -
11th +5 +3 +3 +7 6 6 6 6 4 - - - -
12th +6/+1 +4 +4 +8 Searing Heat 6 6 6 6 5 3 - - -
13th +6/+1 +4 +4 +8 Pyromancer Ascension 6 6 6 6 6 4 - - -
14th +7/+2 +4 +4 +9 6 6 6 6 6 5 3 - -
15th +7/+2 +5 +5 +9 Improved Piercing Heat 6 6 6 6 6 6 4 - -
16th +8/+3 +5 +5 +10 Combustion 6 6 6 6 6 6 5 3 -
17th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 4 -
18th +9/+4 +6 +6 +11 Spreading Flames 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Fiery Form 6 6 6 6 6 6 6 6 6
Orb of Fire*: Creates a small flame which deals 1d3 fire
Spreading Flames (Sp): At 18th level the pyromancer damage.
becomes able to cause any spell to gain the effects of one Prestidigitation: Performs minor tricks.
of the following feats; Empower Spell, Enlarge Spell, Extend Read Magic!: Read scrolls and spellbooks.
Spell or a Widen Spell without an increase to the spells level. Resistance: Subject gains +1 bonus on saving throws.
Activating this ability is a swift action. At 18th level, the Spark(APG): Ignites flammable objects.
pyromancer can use this ability twiice per day. At 19th Torch: Object shines like a torch.
level, and each level beyond, the pyromancer gains
another use this ability. 1st-Level Pyromancer Spells
Burning Hands: 1d4/level fire damage (max 5d4).
Fiery Form (Ex): A 20th level a pyromancerʼs very Dancing Lantern(APG): Animates a lantern that follows
essence is consumed by the power of fire. His type you.
changes to elemental. The pyromancer no longer ages, he Endure Elements: Exist comfortably in hot or cold
gains the fire subtype, and he is immune to any regions.
banishment spells that would normally affect an elemental, Fiery doom* :This spell fills a single subject with a feeling
due to his connections with the Prime Material Plane The of horrible dread that causes it to become shaken.
Pyromancer also gains Immunity to paralysis, poison, Flaming Coal*: Three stones gain +1 on attack rolls, deal
sleep effects, and stunning. He is no longer subject to 1d6+1 damage.
critical hits or flanking or additional damage from precision- Obscuring smoke*: Fog surrounds you.
based attacks, such as sneak attack. Produce Flame: 1d6 damage + 1/level, touch or thrown.
Summon Monster I: Summons elemental creature to fight
for you.
Pyromancer Spell List
2nd-Level Pyromancer Spells
0-Level Pyromancer Spells Burning Gaze(APG): 1d6 fire damage to target by looking
Arcane Mark: Inscribes a personal rune on an object or at it.
creature (visible or invisible). Cinder Cloud*: Fog obscures vision.
Dancing Lights: Creates torches or other lights. Continual Flame: Makes a permanent, heatless light.
Detect Magic: Detects spells and magic items within 60 ft. Elemental Speech(APG): Enables you to speak to
Flare: Dazzles one creature (–1 penalty on attack rolls). elementals and some creatures.
Fire Breath(APG): Exhale a cone of f lame at will.
Flame Blade: Touch attack deals 1d8 + 1/two levels Fire Shield: Creatures attacking you take fire damage;
damage. youʼre protected from heat or cold.
Flaming Sphere: Rolling ball of fire deals 3d6 fire Flame Stride*: Teleport short distances through flame.
damage. Flaming Tentacles*: Tentacles of flame grapple all
Heat Metal: Makes metal so hot it damages those who creatures within a 10-ft. spread.
touch it. Smoldering Spittle: Able to spit explosive spheres of
Madding Flames*: Subject takes 1d6 penalty to Int, Wis, flame.
and Cha. Summon Monster IV: Summons elemental creature to
Pyrotechnics: Turns fire into blinding light or thick fight for you.
smoke. Wall of Fire: Deals 2d4 f ire damage out to 10 ft. and 1d4
Resist Energy: Ignores 10 or more points of damage per out to 20 ft. Passing through wall deals 2d6 damage + 1/
attack from specified energy type. level.
Scorching Ray: Ranged touch attack deals 4d6 fire
damage,+ 1 ray/four levels (max 3). 5th-Level Pyromancer Spells
Summon Monster II: Summons elemental creature to Elemental Body II: Turns you into a Medium elemental.
fight for you. Fire Snake(APG): Creates a serpentine path of fire 5 ft.
long/level that deals 1d6 fire damage/level.
3rd-Level Pyromancer Spells Geyser(APG): Creates a geyser of boiling water.
Campfire Wall(APG): Creates a shelter around a Planar Binding, Lesser: Traps elemental creature of 6
campfire. HD or less until it performs a task.
Fire Ball: 1d6 damage per level, 20-ft. radius. Summon Monster V: Summons elemental creature to
Fire Bolt*: Fiery bolt deals 1d6/level damage. fight for you.
Flame Arrow: Arrows deal +1d6 fire damage. Weapons of Flame: Enchant weapons with flaming ability.
Quench: Extinguishes fires.
Sapping Flames: Deals/heals 1d4 points of damage and 6th-Level Pyromancer Spells
blinds. Chain Inferno*: 1d6/level damage and 1 secondary bolt/
Summon Monster III: Summons elemental creature to level.
fight for you. Contagious Flame(APG): Rays do 4d6 fire damage,
then move on to new targets.
4th-Level Pyromancer Spells Elemental Body III: Turns you into a Large elemental.
Elemental Body I: Turns you into a Small elemental. Flaming Fog*: Fog deals fire damage.
Fire Fall(APG): Fire bursts upward, dealing 2d6 fire Fire Stones*: Gemstones become grenades and bombs.
damage. Planar Binding: As lesser planar binding, but up to 12
Fire Trap: Opened object deals 1d4 + 1/level damage. HD.
Pyromancer Spells Per Day
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2 - - - - - - - -
2nd 5 2 - - - - - - - -
3rd 5 3 - - - - - - - -
4th 6 3 1 - - - - - - -
5th 6 4 2 - - - - - - -
6th 7 4 2 1 - - - - - -
7th 7 5 3 2 - - - - - -
8th 8 5 3 2 1 - - - - -
9th 8 5 4 3 2 - - - - -
10th 9 5 4 3 2 1 - - - -
11th 9 5 5 4 3 2 - - - -
12th 9 5 5 4 3 2 1 - - -
13th 9 5 5 4 4 3 2 - - -
14th 9 5 5 4 4 3 2 1 - -
15th 9 5 5 4 4 4 3 2 - -
16th 9 5 5 4 4 4 3 2 1 -
17th 9 5 5 4 4 4 3 3 2 -
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3
Sirocco(APG): Hot wind does 4d6 damage, fatigues those Thick Hide: Add a +1/3 Natural Armor Class bonus to your
damaged, and knocks creatures prone. wolfsworn
Summon Monster VI: Summons elemental creature to Increased Size: Your wolf is extremely large for its size
fight for you add a +1/10 bonus to your wolfsworn mounts size. Once
the ability reaches a whole number the wolfsworn mount
7th-Level Pyromancer Spells increases one size category. This ability can only increase
Delayed Blast Fireball: 1d6/level fire damage; you can the size of your mount once.
postpone blast for up to 5 rounds. Foul Mouthed: Add a + ¼ bonus to the DC of the
Elemental Body IV: Turns you into a Huge elemental. wolfsworn mounts diseased carrier of mouth rot beast
Firebrand(APG): Allies gain f laming weapons, immunity attack.
to your fire spells, and a one-use ray of fire attack. Jagged Teeth: Add a + ¼ bonus to the bleed damage
Fire Storm: Deals 1d6/level fire damage. done by the wolfswornʼs Ragged Wounds ability.
Summon Monster VII: Summons elemental creature to Greater Vigor: Add a + ½ bonus to the hit points gained
fight for you. by the wolfswornʼs Renewed Vigor ability.
8th-Level Pyromancer Spells Striker
Binding: Utilizes an array of techniques to imprison a Strike Zone: Add a + ¼ bonus to all skills listed in the
creature. Favored Ground ability.
Blazing Ray*: Ranged touch attack deals 1d6/level fire Tedious Training - add an additional +1/2 maneuver point
damage and 1d4 points of Charisma drain. to the strikers maneuver point total.
Incendiary Cloud: Cloud deals 6d6 fire damage/round. Focused Meditation: Add an additional + ½ point to the
Planar Binding, Greater: As lesser planar binding, but up hit point total restored with the strikerʼs Refocus maneuver.
to 18 HD. Light Foot: Lessen the penalties of the Whispering Shot
Summon Monster VIII: Summons elemental creature to training by a + ½ point bonus.
fight for you. Throat Gouger: Add and additional +1/3 rounds to the
Wall of Lava(APG): Wall damages foes that try to enter, duration of a Muffling Strike maneuver.
periodically launches lava at nearby targets.
Pyromancer
9th-Level Pyromancer Spells Persistent Study: Add +1/3 of a new spell to the
Elemental Swarm: Summons multiple elementals. pyromancers list of spells known. This spell must be of a
Flame Gate*: Connects two planes for travel or level lower than the pyromancers current spell level.
summoning. Fireʼs Friend: Add a +¼ point to the extra damage by the
Meteor Swarm: Four exploding spheres each deal 6d6 fire pyromancerʼs Master of Flames ability.
damage. Fire it up!: Add a +¼ point to the DC of the pyromancerʼs
Summon Monster IX: Summons elemental creature to Flaming Burst ability.
fight for you. Fanning the Flames: Add a + ¼ point to the DC of the
pyromancerʼs Combustion ability.
Fire Proof: Add a +½ point to the pyromancers Fire
See the “Spell” section in Chapter 10 of the Pathfinder Roleplaying Resistance ability.
Game: Core Rule Book.
!: A Goblin Pyromancer cannot gain the Read Magic spell due to the
racial hatred goblins have to the written word.
(APG): See the “Spell” section in Chapter 5 of the Pathfinder
Roleplaying Game: Advanced Playerʼs Guide. Alternate Class Features
* : New Spell (found in chapter 5)
Most of the options presented on the following pages
include a host of alternate class features. When a
New Favored Class Abilities character selects a class, he must choose to use the
standard class or those listed in one of the archetypes
presented here. Each alternate class feature replaces a
The final section of this chapter describes alternative
specific class feature from its parent class. When an
benefits for characters of the Wolfsworn, Striker, and
archetype includes multiple class features, a character
Pyromancer as a favored class. The normal benefit of
must take all of them—often blocking the character from
having a favored class is simple and effective: your
ever gaining certain familiar class features, but replacing
character gains one extra hit point or one extra skill rank
them with equally powerful options. All of the other class
each time he gains a level in that class. The alternate
features found in the core class and not mentioned among
favored class abilities listed here are designed to reflect
the alternate class features remain unchanged and are
flavorful options that can prove handy for a character with
acquired normally when the character reaches the
the right focus.
appropriate level (unless noted otherwise). A character
who takes an alternate class feature does not count as
Wolfsworn having the class feature that was replaced when meeting
any requirements or prerequisites. A character can take Wolfsworn Violent Charge, Savage Charge, and
more than one archetype and garner additional alternate Devastating Charge class features.
class features, but none of the alternate class features Massively Built(Ex): The wolf that you have chosen as
can replace or alter the same class feature from the core a mount is massively built and an extremely large
class as another alternate class feature. example of its breed. At 6th level the wolfswornʼs mount
increases by one size category. This alternate class
New Class Archetypes feature replaces the Evasion and Improved Evasion class
The newly presented class archetypes that follow are features at 6th and 12th level.
included in this chapter. Characters may take more than
one archetype if they meet the requirements. Outrider
Trained in gorilla tactics the outrider makes use of a
Wolfsworn: Savage Beast Master, Pack Master, and mounted bow style. Using speed and stealth, they rely
Outrider. upon ambush attacks to bring down opponents in large
Striker: Infiltrator, Spy Master, and Saboteur. numbers and other foes which they do not want to
Pyromancer: Flame Forge Crafter, and Hellfire engage in close quarters fighting.
Ascendant.
Mounted Hunter(Ex): The wolfsworn is trained in the
style of mounted archery. This ability allows the wolfsworn
Wolfsworn Archetypes accesses to some of the benefits of the Favored Enemy
Whether mounted on the back of a ferocious wolf beast or
ranger class feature. At 1st level, a wolfsworn outrider
focusing on ranged attacks and stealth the wolfsworn
selects a creature type from the ranger favored enemies
have many varityping tribes which focus on different
list. This ability functions exactly the same , but the
trainings to best their foes in combat.
outrider only gains half the listed amount to all bonuses
described. At 5thlevel and every four levels thereafter ( at
Savage Beast Master 9th, 13th, and 17th level), the outrider may select an
Many wolf sworn forsake the rigorous training of mounted additional favored enemy. In addition, at each such
combat in favor of seeking a truly savage wolf in which to interval, the bonus against any one favored enemy
use as a weapon of war. These wolfsworn lose many of (including the one just selected, if so desired) increases
their mounted combat bonuses in exchange for a by +1. This class feature replaces the wolfswornʼs
bolstered version of their animal companion. These Mounted Fury class feature.
wolfsworn spent many years seeking a savage beast to
tame that would tower over others of its kind.
Ambush(Ex): At 3rd level, the wolfsworn outrider is
Savage Beast (Ex): The wolfswonʼs mount is a feral able to deliver a powerful attack to enemies in which he is
creature who knows only the language of violence and able to surprise. The wolfsworn outrider is able to take a
bloodshed. The wolfswornʼs mount gains the ability to full rounds worth of actions during any surprise round in
rage (as per the barbarian rage class feature).This class which he initiated and is the attacker. During this surprise
feature replaces the wolfswornʼs Mounted Fury class round all the wolfswornʼs attacks gain a +2 to hit and
feature. At 5th, 9th, 13th, and 17th level the strength and damage rolls. In addition to this bonus the wolf sworn
constitution bonuses gained through this alternate class may also make an extra attack at his highest bonus( as if
feature increase by +2 and the armor class penalty under the effects of a haste spell) during the surprise
worsens by -1 at each of these levels. These bonuses do round. The bonus to hit and damage rolls increases by +2
not stack with any other rage class feature or ability with at 11th level and again at 20th. This alternate class feature
the exception of the wolfswornʼs class feature Frenzied replaces the Wolfsworn Violent Charge, Savage Charge,
Attack . If a wolfsworn has chosen the savage beast and Devastating Charge class features.
master archetype Frenzied Attack no longer functions as
described in the abilityʼs text but once acquired it furthers Unheeded Pursuit(Ex): The wolfswornʼs mount gains
the beasts rage as if the wolfsworn had gained a point in the woodland stride class feature. This feature allows the
his Mounted Fury class feature. mount to move through any sort of undergrowth (such as
Keen Mount (Ex): The Wolfswornʼs mount is a cunning natural thorns, briars, overgrown areas, and similar
creature that is smarter than others of its kind. At first
terrain) at his normal speed and without taking damage or
level the Woflswornʼs mount gains a +2 to its Intelligence,
suffering any other impairment. Other areas that are
and for the purposes of determining its saving throw
enchanted or magically manipulated to impede motion,
bonus (Fortitude, Reflex, Will), bonus tricks, and special
however, still affect him. This alternate class feature
abilities it receives it is treated as two hit dice higher than
replaces the Evasion class features at 6th level. When
its total (Example: A Wolfswornʼs mount(4 HD) gains the
Unheeded Pursuit is selected the Improved Evasion
described bonuses of an animal companion of 6
class feature the wolfsworn gains at 12th level becomes
HD).These bonus increases to four hit dice higher at 7th
Evasion instead.
level, and six hit dice higher at 13th level. The creatures
intelligence score is also increase by a further +1at 7th
and 13th level. This alternate class feature replaces the
Pack Master can have one 4th level wolf, two 2nd level wolves, or one
WolfSworn pack masters forsake the traditional training 1st-level and one 3rd-level wolf. Each time a wolfswornʼs
with a single mount and instead are gifted trainers who effective druid level increases, he must decide how to
instead focus on multiple wolf companions. They believe in allocate the increase among his animal companions
the ideology that there is great strength in numbers and (including the option of adding a new 1st-level companion).
through pack tactics any foe can be brought down. Once an effective druid level is allocated to a particular
wolf companion, it cannot be redistributed while that
Multiple Wolves (Ex): The wolfsworn gains the service of companion is in the wolfswornʼs service (he must release a
multiple wolves as animal companions. Instead of simply wolf companion or wait until a wolf companion dies to
receiving a single mount at first level, the wolfsworn may allocate its levels to another companion). This ability
have more than one wolf animal companion, but he must replaces the Mounted Fury class feature.
divide up his effective druid level between his animal
companions to determine the abilities of each companion. Improved Empathic Link (Su): The wolfsworn gains an
For example, a wolfsworn with an effective druid level of 4 empathic link with all of his animal companions. This
functions like an empathic link with a familiar, except the
wolfsworn can also see through a companionʼs eyes as a
swift action, maintaining this connection as long as he likes
(as long as the companion is within 1 mile) and ending it
as a free action. The wolfsworn can only see through the
eyes of one companion at a time, and is blinded while
maintaining this connection. This replaces the 8th level
bonus feat.
Improved training (Ex): At 10th level, the wolfsworn
has improved the fighting tactics with his wolf
companions. Whenever the wolf sworn gains a
wolfsworn training for his wolf companions he also grants
the training to another of his wolf companions. Example: At
tenth level a wolfsworn who has three wolves under his
command selects the Infested training. Normally this
training would only be applied to a single wolf companion
but instead he chooses two of his wolves to gain the
benefit of the training. This ability replaces the fast
movement class feature.
Striker Archetypes
The archetypes present below are the Saboteur, Spy
Master, and the Infiltrator. Both are a more task focused
class options that work well with the strikerʼs combat
maneuvers. At a DMʼs option the new maneuvers present
below may be selected by a striker class without selected
the alternate class options.
Saboteur
Masters of sabotage, these archetypes specialize in
creating and disabling lethal traps and finding ways to
bypass the hazards and obstacles that bar them from their
objectives.
Favored Device (Ex): At 1st level, an saboteur may select
a category of devices in which he was taught the skills of
bypass and disabling. The choices are mechanical traps
(Pitfalls, Blade Traps etc.), Magical traps (traps which
replicate spells in the effects and construction), and
Hazards (natural occurring hazards such as avalanches
and cave ins.). While dealing with traps of this nature, the
saboteur gains a +2 bonus on all disable device and craft
checks made to create, disable, or bypass these
obstacles. At 8th and 15th level, the saboteur may select
an additional Favored Device. In addition, at each such
interval, the skill bonus in any one favored device (legal documents, the written word), and Lying (Bluff/
(including the one just selected, if so desired), increases Sense Motive) (the spoken word and body language.).
by +2. This class feature replaces the strikers Favored While dealing with deceptions of this nature, the infiltrator
Ground class feature. gains a +2 bonus on all skill checks. At 8th and 15th level,
the infiltrator may select an additional favored deception.
Maneuvering Disarm (Ex): At 1st level, the saboteur In addition, at each such interval, the skill bonus in any
gains the ability to use maneuver points to bolster his one favored deception (including the one just selected, if
ability to construct, disarm and bypass the functions of a so desired), increases by +2. This class feature replaces
device, hazard, or trap. If the device, trap or hazards falls the strikers Favored Ground class feature. A character
into a category of the saboteursʼ favored device class who has the handicap of being unable to read or write
feature , the saboteur may spend a maneuver point from cannot select the forgeries deception and may instead opt
his pool to gain an additional +2 bonus while attempting to have the +2 bonus apply again to either Lying or
any of the options listed above. This class feature Disguise.
replaces the skirmisherʼs bonus damage dice at first level.
The skirmisher receives the bonus damage dice and Maneuvering Conversation (Ex): At 1st level, the
skirmish fighting class feature, albeit not until 4th level and infiltrator gains the ability to use maneuver points to
at one dice lower than listed. bolster his ability of a spoken deception, disguise, and to
read the body language of others. The infiltrator may
Saboteur Maneuvers: spend a maneuver point from his pool to gain am
Delay Activation (Ex): This maneuver may be used additional +2 bonus while attempting any of the following
once a saboteur has successfully bypassed a trap, skills: Bluff, Sense Motive, or disguise. This class feature
device, or hazard. By spending 2 maneuver points from replaces the skirmisherʼs bonus damage dice at first level.
his pool the saboteur may rig the obstacle to The skirmisher receives the bonus damage dice and
automatically activate within 10 minutes +1 minute per skirmish fighting class feature, albeit not until 4th level and
striker level. This time must be determined at the time this at one dice lower than listed.
maneuver is used. The saboteur must select this as his
4th level maneuver. A striker( with the permission of the Infiltrator Maneuvers:
DM) must be at least 4th level to purchase this maneuver. Known Shadows (Ex):You have traveled the cityʼs
Quick Key (Ex): Many devices (such as locks or streets for many years. Through the busy market, docks,
mechanical traps) stand no chance against your and alleys you have found the places in which to walk
knowledge of how to disarm them quickly before they unseen. As a swift action you can make a stealth check
function. After a failed disable device attempt the even if the surrounding environment does not provide
saboteur may make another disable device attempt as an concealment or cover. The use of this maneuver cost 2
immediate action. Activating this maneuver costs 2 points. points and lasts for 1 round + 1 round equal to one-half
This second attempt occurs directly after the failure but the infiltrators dexterity modifier. The saboteur must select
before the trap activates. The saboteur must select this this as his 10th level maneuver. A striker( with the
as his 7th level maneuver. A striker( with the permission of permission of the DM) must be at least 10th level to
the DM) must be at least 7th level to purchase this purchase this maneuver.
maneuver.
Trustful Boasting (Ex):Your knowledge of the
Saboteur Training surrounding city, town, or villages make you seem more
Reactive Step (Ex):Your defensive reaction causes you to trustworthy to the local population. With a quick joke, or
step back moments before the trap activates. The study rumor those whom you speak to regard you as one of
of mechanical traps has saved your life more than once. their own. The use this maneuver costs 2 points and must
The saboteur gains a +2 bonus on all Reflex saves made be used before making a diplomacy check. You may use
to avoid traps and a +2 dodge bonus to AC against this ability to shift the targets attitude one-step higher
attacks made by traps. towards helpful. You may not use this ability on a creature
with the starting attitude of hostile. The target of this
ability must share a common language with you. The
infiltrator must select this as his 13th level maneuver. A
Infiltrator
striker( with the permission of the DM) must be at least
Infiltrators are trained in the art of stealth and deception.
13th level to purchase this maneuver.
The infiltrator gains abilities that help him in his pursuits,
be they his own objectives or others who have hired him,
to perform an undercover operation that requires his Spy Master
talents. These characters have trained in the arts of deception
and heavy espionage. They are skilled in the liberal use
Favored Deception (Ex): At 1st level, an infiltrator may of poisons and lies. In a moment they able to turn their
select a type of deception in which he has become a personalities and allegiances to best suit the often
master of its skills. The choices are Disguise dangerous situations they find themselves in. Spies are
(Impersonations and costuming), Forgeries (linguistics) manipulators, and even those who hire them often find
that the spy has many levels to all craft checks
underlying reasons involving magical arms
for accepting a and armors.
mission that serve
the spiesʼ own Fire Crafting (Ex): At
interests and level eight the pyromancers
hidden goals. mastery over the forge
becomes so great that he can
Expert Liar (Ex): reduce the time required in
Whenever a spy uses crafting metal items. This ability
the Bluff skill to attempt to reduces the creation time by
deceive someone they one-third. In addition, if the
gains a bonus on the pyromancer chooses to include
opposed roll equal to 1/2 exotic metals such as
their striker level (minimum Adamantine, Cold Iron, or
+1). This bonus also Mithral into the creation of the
applies to the use of the item the included metals cost is
feint skill. This ability reduced by 25%.
replaces the strikerʼs 2nd This replaces the Rebuke
level Elemental class feature at 8th
bonus combat feat. level.
Poison Use (Ex): Fiery Infusion(Ex): At
A 3rd level, a spy thirteenth level the
is trained in the use o f pyromancer gains the ability to infuse a portion of
poison and cannot accidentally poison his power into any magical arms or armor in which he
themselves when applying poison to a blade. This crafts. These infusions take the form of the following
ability replaces the striker evasion class feature. enchantments which can be added at no cost or additional
crafting time to the creation of the weapon or armor. Only
Confused Aura (Ex): At 9th level attempts to discern the one such infusion can be applied to a weapon or armor.
spyʼs alignment becomes almost impossible. Spells which Flaming Weapon (su): This infusion allows the wielder to
affect creatures with specific alignments still effect the spy, will the presence of the pyromancerʼs influence to give
but if a spell has differing effects depending on the birth to a white hot flame which sheaths the weapon. This
alignment of its target the spy is able to choose which ability can be called forth as a move action for a number of
effect is applied. This replaces the strikerʼs stride class rounds per day equal to the pyromancerʼs level at the time
feature. of the weapons creation. These rounds need not be
consecutive and dismissing the infusion is a free action.
Pyromancer Archetypes While active the infused weapon acts as a flame burst
With the mastery of flame many different paths open weapon.
themselves before a pyromancer. These individuals Flame Forged Weapon / Shield(su): Whenever the
sometimes take to the forge determined to stoke the fires wielder of this weapon or shield is targeted by a fire-based
hotter than ever before, and to make weapons in which to spell, the item has a chance to absorb the spell. The
hold their power. Others take a darker path and invite foul wielder of this item can use this ability as an immediate
creatures of the pit into their careers, making dark pacts in action three time per day, the wielder gains SR equal to
exchange for more power. 10+½ the pyromancers class level+ charisma modifier at
the time of creation. If the spell fails to overcome the SR,
Flame Forge Crafter the item becomes temporally enchanted and acts as a
Bent on making enchanted weapons and items of a power spell storing item until the spell is released. This power
that rival their own, these pyromancers become like artists cannot be used if the item already holds a absorbed a
with the ability to merge iron and flame as one. Throughout spell.
their levels, they spend great amounts of time and energy Black Iron (su): This infusion can be called upon up to
to gather materials in order to perfect the craft of forging. three times per day .When called upon the weapon begins
to smolder and glow red-hot. The weapons blade will
Forge Initiate(Ex): At fifth level the pyromancer gains the bypass a creatureʼs various damage reduction ratings. The
Craft Magic Arms and Armor as a bonus feat. At sixth level pyromanceʼr level (at the time of infusion) determines what
the Pyromancer also gains the Master Craftsman feat type of damage reduction is bypassed. At 13th level
even if he does not meet the feats prerequisites. This weapon can bypass anything requiring DR/ Cold Iron. At
replaces the Fiery Burst and Control Flame class features 15th level the weapon can bypass DR/Adamantine. At 17th
at 5th and 6th level. In addition the Flame Forge Crafter level the weapon can overcome damage reduction with no
adds a bonus equal to one half their pyromancer class requirements ( DR/-).
Flame Walker (su): When the pyromancer uses this left behind by these wounds. This ability replaces the
infusion on a created suit of metal armor it gains the pyromancerʼs Combustion class feature.
ability to absorb heat and damage from fire based attacks
and effects. Three times per day the wearer of this armor Hell Bound (Ex): Whenever a pyromancer gains the
can call upon the infusion to absorb fire damage based dying condition he suffers a -2 to all checks made to
on the pryomancerʼs level at the time of the infusion. At stabilize. If the stabilization roll is unsuccessful he suffers
13th level the armor, as an immediate action, grants the one extra point of damage resulting from the failed roll.
wearer Fire Resistance 5. This resistance increases to 10 Once a Hellfire Ascendant dies his body is rapidly
at 15th level, 15 at 17th level, and 20 at 19th level. Once consumed in black flames and reduced to ash within
per day, after the armor has prevented 30 or more fire seconds of his death. The character cannot be the target
damage, the armor can be willed as a standard action to of Raise Dead, Resurrection, and Breath of life and
release a 10 foot radius bust of flame that deals 5d6 similar spells which restore the dead to life. Nothing short
damage ( Reflex DC 15 for half damage). of a Limited wish, Wish or Miracle spell can restore a lost
hellfire ascendant back to life. If one of these mentioned
Hellfire Ascendant effects are used to restore him if he loses all class
Hell bent on achieving powers that cannot be learned features of the Archetype.
from earthly sources, the Hellfire Ascendant has turned to
the otherworldly in the form of devils to grant him greater
powers at the cost of his mortal soul.
Devils Mark (Ex): At first level, the pyromancer gains a
devilʼs mark in the form of a brand along his wrist,
shoulder, throat or some other area of the body. This
signifies that he has completed a pact with the devil in
exchange for the dark powers of the pit. The devils mark
acts the same as the pyromancerʼs Master of Flame
ability. The pyromancer is now considered an evil
creature for the purposes of spells that affect evil
creatures, regardless of his true alignment, such as
Protection From Evil, and Detect Evil. The ability replaces
the pyromancerʼs Master of Flame class feature.
Wicked Blood(Ex): At fifth level the pyromancerʼs blood
becomes infused with a small power of the pit. Whenever
the pyromancer is damaged by a piercing or slashing
weapon his now supernatural blood sprays from the
wounds in the form of gouts of liquid fire. The creature
who caused the damage must make a reflex saving throw
( DC is equal to 10 +½ the pyromancerʼs class level +
charisma modifier) or suffer 1d6 + the pyromancerʼs Cha
modifier fire damage for each attack. The damage dice of
this ability increases to 1d8 at 10th level, 1d10 at 15th,
and 2d6 at 20th. This ability replaces the pyromancerʼs
Fiery Burst class feature.
Hellfire (Ex): At sixteenth level the true powers of the
Hellfire Ascendant become apparent as all fire created by
the caster begins to take the form of writhing blackened
flames. The sounds of pain and torments can be heard be
hind each roar of the pyromancerʼs fiery spells. The
pyromancer can use the hellfire ability a number of times
per day equal to one-half his charisma modifier. Each
time that the pyromancer uses this ability the spell it is
applied to is cast as an empowered spell (as per the feat).
In addition Half the damage is fire damage, but the other
half results directly from profane power and is therefore
not subject to being reduced by resistance to fire-based
attacks. A creature who takes damage from a Hellfire
spell cannot heal the wound naturally and must seek the
help of magic healing in order to restore the charred flesh
Look What I did Goblin Feats and Spells
Mirix dove towards to the ground as the ram hammer struck
the caverns wall mere inches away from her skull. The impact
so powerful the stone had shattered sending pieces of it
cascading in every direction. She had not seen one like this
before, it body was covered in patches of metallic tumors with
veins of metal streaking across its powerful arms. The
creature drew the heavy hammer slowly across the ground as
it approached and repositioned for another swing. Knowing that
this may be her last chance, she began to chant the words of
a spell. The air around Mirix erupted into an array of colors as
a bolt of magical energy shot forward and struck the goblin in
the chest. She watched as the weave of her spell spread until
they engulfed its entire form in a raging white flame. The stone
goblin dropped its weapon and began to savagely scream as it
hands worked feverishly to ride itself of the fire.
Getting to her feet ,Mirix looked back to see Sidhar drawing
forth his holy symbol and mouthing the religious words of his
faith. “ Save your breath Sidhar” she said between hand
gestures that would summon forth the mystical flames once
more, “ this one hasn’t got a prayer!”
New Feats Class Feats
Presented within this chapter are a whole mess of new A feat designated as a class feat is for characters which
feats to equip your characters with. Some of these feats share the prerequisite of a certain class feature. This
are unique to certain races of the goblin kind and others designation restricts characters from other classes which
are feats that any player, so long as they can meet the do not have the class features required to gain these feats.
requirements can take. This equals out to a whole lot of
different options in which a player can customize their Combat Feats
characters. From an abyssal goblins ability to have greater A feat designated as a combat feat can be selected as a
mutations, to new combat teamwork feats( which groups of fighterʼs bonus feat. This designation does not restrict
goblins love to use to help equal out the threat of larger characters of other classes from selecting these feats if
and more dangerous foes), to new feats to help improve they meet the prerequisites.
the abilities of the classes found in chapter three.
Racial Feats
Prerequisites Feats that are designated as a racial feat may only be
Some feats have prerequisites. Your character must have taken by member of the race indicated. Some racial feats,
the indicated ability score, class feature, feat, skill, base such as the Crystal Hide, and Undead Sensitivity have a
attack bonus, or other quality designated in order to select subsection of race attached to the prerequisites. The
or use that feat. A character can gain a feat at the same goblin must be of a certain type before selecting this feat.
level at which he gains the prerequisite. A character canʼt
use a feat if he loses a prerequisite, but he does not lose General Feats
the feat itself. If, at a later time, he regains the lost Any feat designated as a general feat can be selected by
prerequisite, he immediately regains full use of the feat any class or race. This designation does not restrict
that prerequisite enables. characters of any other class from selecting these feats,
assuming that they meet the prerequisites needed.
Types of Feats
The feats within this chapter are broken into the following Teamwork Feats
categories: Racial, Class, Combat, General, and Any feat designated as a teamwork feat must have others
Teamwork. who have the same listed feats for the featʼs abilityʼs to
Some feats are general, meaning that no special rules function. Many times goblins can be found with these
govern them as a group. feats, as when paired together they can be quite powerful.
Day Hunter, General
NEW FEAT DESCRIPTIONS You have spent vast amounts of time in daylight and have
overcome your sensitivity to light.
Acidic Bile, Racial (Goblin) Prerequisite: Light Sensitivity
The abyssal goblin is able to produce a noxious breath Benefit: You no longer suffer from Light Sensitivity.
weapon of acidic vomit .
Prerequisite: Abyssal Goblin, Greater Mutation, Whip Diseased Bite, Racial (Goblin)
Tongue. Your goblin gains the benefit of a diseased bite attack.
Benefit: The abyssal goblin is able to spew forth an Prerequisites: Goblin, +5 base attack, Goblin Bite,
acidic bile onto foe a number of times per day equal to Improved Goblin Bite
the abyssal goblins constitution modifier. This attack Benefit: You gain the ability to transmit a horrible disease
takes the form of a 15 ft line and deals 2d6 (+1 per hit with your natural bite attack. Choose a disease from the
dice of the abyssal goblin). Creatures are allowed a following list: Mouth Rot, Whipworm Fever, Filth Fever,
Reflex save(DC 10 + 1/2 the goblinʼs HD + the goblinsʼ Red Ache, or Shakes. The saving throw to negate the
Con modifier) for ½ damage. disease is a Fort save (DC 10 + 1/2 the goblinʼs HD + the
goblinsʼ Con modifier) instead of the listed diseaseʼs
Adamantine Hide, Racial (Goblin) saving throw.
Veins of this blacken metal begin to appear throughout
the length of your body. Your skin begins to harden to the Distracting Wound (Combat)
consistency of this precious metal. Your blade finds a weak point in your foes defenses and
Prerequisite: Stone Goblin, Crystal Hide, Iron Hide causes them to ignore all others except you.
Benefit: Gain an additional +4 to natural armor, this Prerequisite: base attack bonus +6, Weapon Focus
bonus stacks with the stone goblinʼs natural armor bonus Benefit: As a full round action you may make a single
and those gained from the Crystal and Iron Hide feats. attack against a creature you threaten. If that attack hits
Special: The stone goblin must be at least 16h level to the target of the attack cannot make opportunity attacks
select this feat. until its next round.
Artful Dodge (Combat)
You quickly step beneath your opponents blade to slash
Dwarf Hatred (Combat)
The hatred of Dwarves runs thick through your veins. You
at them and step back again.
have grown to loath these ancient enemies and will stop
Prerequisite: base attack bonus +7, Dodge
at nothing to destroy them.
Benefit: During a full round action you may make two five
Prerequisite: base attack bonus +3
foot steps instead of one. You may make this movement
Benefit: When attacking an dwarf with a melee or thrown
at anytime during your full round action and this
weapon, you gain a +1 insight bonus to all your attack
movement doesnʼt incur attacks of opportunity.
and damage rolls. Any Charisma based skills checks
Normal: You may only take a single five foot step during
when dealing with elves suffer a -4 penalty.
a round in which you make a full attack action.
Special: If in a battle which includes dwarves you must
make them the priority of all attacks until they are dead or
Blasphemous Growth, Racial (Goblin) have fled the combat.
The abyssal goblins form becomes swollen with tumor
like patches of muscular tissue.
Prerequisite: Abyssal Goblin, Greater Mutation, Mutated
Dwarf Hunter (Combat)
You have spent much time fighting dwarves the ancient
Limb.
enemy of many of the underground creatures.
Benefit: The abyssal goblin is able to call forth amazing
Prerequisite: base attack bonus +5,Dwarf Hatred
feats of strength a number of times per day equal to the
Benefit: When attacking an dwarf, you gain a +1 insight
abyssal goblins constitution modifier. With these surges of
bonus to all of your attack rolls, as well as a +2 to
strength the abyssal goblin can gain one of the following
confirm all critical threats. You add a +1 insight bonus on
effects : +4 to a single weapon damage roll; gain a +8 to
Bluff, Stealth,, Move Silently, Sense Motive, Perception,
die roll to break an object; or gain a +4 to a single CMB
and Survival skill checks when tracking or interacting with
roll. Calling on this sudden surge of strength is a swift
these hated foes.
action.
Crystal Hide, Racial (Goblin) Elf Hunter(Combat)
Through the consumption of crystalline materials your You have spent much time hunting elves the dire enemy
skin has become hardened and tough. of goblins. While hunting, you have gained significant
Prerequisite: Stone Goblin. insight into your prey
Benefit: Gain a +1 to natural armor, this bonus stacks Prerequisite: base attack bonus +3
with the stone goblinʼs natural armor bonus. Benefit: When tracking or attacking an elf, you gain a +1
Special: This feat must be selected at 1st level. insight bonus to all of your attack rolls, as well as a +2 to
Feats Prerequisites Benefits
Artful Dodge , Combat base attack bonus +7, Dodge Allows you to make a second five foot step in a round
Day Hunter, General Light Sensitivity You no longer suffer from Light Sensitivity.
Distracting Wound , base attack bonus +6, Weapon target of the attack cannot make opportunity attacks
General Focus
Dwarf Hatred , General Base attack bonus +5 Dwarf Hatred +1 insight bonus to all your attack and damage rolls
Dwarf Hunter, General Base attack bonus +3, Receive various bonus to roll dealing with dwarves
Elf Hunter, General base attack bonus +3 Receive various bonus to roll dealing with elves
Elven Hatred , General Base Attack +5, Elf Hunter +1 insight bonus to all your attack and damage rolls
Extra Maneuvers , Dexterity 13, Maneuvers class Gain 2 extra Maneuver points
Class (Striker) feature
Goblin Bite, Racial Goblin, +1 base attack Gain a natural Bite Attack
(Goblin)
Improved Goblin Bite, Goblin, +3 base attack , Goblin Bite Increase Bite Damage
Racial (Goblin)
Diseased Bite, Racial Goblin, +5 base attack, Goblin Bite, Transmit disease with goblin bite
(Goblin) Improved Goblin Bite
Greater Fury, Class Mounted Fury class feature Gain a +2 to wolfsworn mounted fury ability
(Wolfsworn)
Greater Mutation, Abyssal Goblin Gain +3 HP , and gain accesses to Greater Mutations
Racial (Goblin)
Acidic Bile, Racial Abyssal Goblin, Greater Mutation, Gain Vomit Attack
(Goblin) Whip Tongue.
Blasphemous Growth, Abyssal Goblin, Greater Mutation, Gain bonuses to Attack, Damage, or Breaking Objects
Racial (Goblin) Mutated Limb
Greater Tentacles, Abyssal Goblin, Greater Mutation, Tentacles Gain Reach, Grab
Racial (Goblin) Tentacles
confirm all critical threats. You add a +1 insight bonus on Extra Maneuvers, Class (Striker)
Bluff, Stealth, Perception, Move Silently, Sense Motive, You have honed your strikers abilities in combat with
and Survival skill checks when tracking or interacting with practice and training.
these hated foes. Prerequisites: Dex 13, Maneuvers class feature
Benefit: Gain an additional two maneuver point to your
Elven Hatred (Combat) strikers maneuver pool.
The hatred of elves runs thick through your veins. You Normal: Your gain maneuver points based on your striker
have grown to loath these ancient enemies and will stop at level.
nothing to destroy them. Special: You may select this feat multiple times. Its effects
Prerequisite: base attack bonus +5, Elven Hunter stack.
Benefit: When attacking an elf with a melee or thrown
weapon, you gain a +1 insight bonus to all your attack and Goblin Bite, Racial (Goblin)
damage rolls. Any Charisma based skills checks when Your goblin gains the benefit of a bite attack.
dealing with elves suffer a -4 penalty. Prerequisites: Goblin, +1 base attack
Special: If in a battle which includes elves you must make Benefit:: You gain a natural bite attack. Your bite attacks
them the priority of all attacks until they are dead or have can be used as a secondary attack during a full round
fled the combat. attack action and deals damage based on your size.
Special: If you already have a bite attack this feat acts
Extra Burn, Class ( Pyromancer) grants a +1 to the goblins bite attack.
You have honed your pyromancerʼs innate abilities .
Prerequisites: Fire Mastery class feature, Greater fire Greater Fury, Class (Wolfsworn)
Mastery. Your wolfsworn training is more advanced than others less
Benefit: Gain two additional uses of a pyromancer class skilled.
feature with limited uses. Prerequisites: Mounted Fury class feature .
Normal: You gain a number of uses of a pyromancer class Benefit: Gain a +2 to your wolfsworn fury modifier.
feature based on your charisma bonus. Normal: You receive a bonus to your Mounted Fury based
Special: You may select this feat multiple times its benefits on your wolfsworn level.
must be applied to a different pyromancer ability.
Feats Prerequisites Benefits
Heinous Speech, Abyssal Goblin, Greater Mutation, Vestigial Head Grants goblin Comprehend Languages
Racial (Goblin) Vestigial Head
Living Host, Racial Abyssal Goblin, Greater Mutation, Swarm Fights For Abyssal Goblin
(Goblin) Screaming Flesh
Poisonous Spines, Abyssal Goblin, Greater Mutation, Gain Poison Attack with Spines
Racial (Goblin) Wicked Spines
Improved Skirmish, Dexterity 16, Skirmish class Gain +1d6 to Skirmish Damage
Class(Striker) feature, 6th level Striker
Mob Strike Teamwork Base attack +1. Gain Bonuses when 2 Allies Threaten
(Combat)
Swarming Tackle, Base attack bonus +3, Mob strike Gain Bonus to CMB with Allies
Teamwork (Combat)
Mob Fighting, Base attack bonus +10, Mob Strike, Grant Opportunity Attacks to Allies
Teamwork (Combat) Swarming Tackle
Night Hunter , General Darkvison Improve Darkvison
Scavenger (Combat) Base attack bonus +1 Able to use Weapons Non -Proficient In
Shielding Mount Ride 5 ranks, Animal Companion Ride Check to Allow Mount to Absorbed ½ Damage
(Combat) class feature.
Undead Sensitivity, Grim Goblin Gain Detect Undead at will
Racial (Goblin)
Wolf Training, Class Wolfsworn Training class feature. Gain Extra Wolfsworn Training
( Wolfsworn) 3rd Level
Extra Burn, Class Fire Mastery class feature, Greater Gain Extra Ability Use
(Pyromancer) fire Mastery
Greater Fire Mastery, Cha 13, Fire Mastery class feature Gain Additional +1 Damage to Fire Spells
Class (Pyromancer)
Supreme Fire Mastery, Cha 16, Fire Mastery class feature, x2 Charisma Mod to Fire Spells
Class(Pyromancer) Greater fire Mastery
Crystal Hide, Racial Stone Goblin, +1 Natural Armor
(Goblin)
Greater Mutation, Racial (Goblin) Heinous Speech, Racial (Goblin)
Your abyssal heritage takes the form of more powerful The vestigial head of the abyssal goblin mimics the
mutations. speech of others into a gruesomely understandable
Prerequisite: Abyssal Goblin. language.
Benefit: Allows an abyssal goblin to gain greater mutation Prerequisite: Abyssal Goblin, Greater Mutation, Vestigial
feats. In addition the abyssal goblin gains 3 extra hit Head.
points. Benefit: The abyssal goblins vestigial head acts as a
Special: This feat must be selected at 1st level. translator, repeating the words of others and of the
abyssal goblin. This grants the goblin the effects of a
Greater Tentacles, Racial (Goblin) continuous Comprehend Languages spell.
The body of the abyssal goblin is covered in long failing
tentacles. Improved Goblin Bite, Racial (Goblin)
Prerequisite: Abyssal Goblin, Greater Mutation, Your bite becomes more feral and savage.
Tentacles. Prerequisites: Goblin, +3 base attack , Goblin Bite
Benefit: The tentacles of the abyssal goblin grow in Benefit: Increase the damage of your goblin bite attack
length and power. The tentacles reach increases to 10 ft as if you where one size category larger.
and the damage dice increases to 1d6. In addition when
ever the tentacles hit with a slam attack they may attempt Improved Skirmish, Class (Striker)
a grapple as a free action which doesnʼt provoke an Your combat skirmishing skill confounds and confuses
attack of opportunity. foes to your advantage.
Prerequisites: Dex 16, Skirmish class feature, 6th level
Greater Fire Mastery, Class (Pyromancer) Striker
Fire grows hotter when sculpted by your hands. Benefit: Gain an additional +1d6 to your skirmish
Prerequisites: Cha 13, Fire Mastery class feature. damage.
Benefit: You gain an additional +1 to all damage dealt Normal: You gain skirmish fighting dice based on your
with fire based spells. striker level.
Iron Hide, Racial (Goblin) Your fighting technique improves in brawls, and team
Veins of metal begin to appear throughout the length of members know how to take advantages of such chaos.
your body. Your skin begins to harden to the consistency of Prerequisite: Base attack bonus +10, Mob Strike,
iron. Swarming Tackle
Prerequisite: Stone Goblin, Crystal Hide Benefit: As a full round action you may make a single
Benefit: Gain an additional +2 to natural armor, this bonus attack against a creature you threaten. If that attack hits
stacks with the stone goblinʼs natural armor bonus and each ally who has this feat, and threatens the creature, is
those gained from the Crystal Hide feat. entitled an attack of opportunity against the target of this
Special: The stone goblin must be at least 9th level to attack.
select this feat
Night Hunter, General
Living Host, Racial (Goblin) You have spent vast amounts of time in darkness, either
The body of the abyssal goblin is covered in swarms of above or below the below the surface and your vision in
loathsome worms and maggots, biting flies and other the dark has improved.
vermin. Prerequisite: Darkvison.
Prerequisite: Abyssal Goblin, Greater Mutation, Benefit: Your darkvision range is doubled up to 120 ft.
Screaming Flesh. Special: This feat can not be combined with the Day
Benefit: Once per day the abyssal goblin gains the ability Hunter feat
to cast a host of vermin onto a foe. The swarm has the
same statistics as a wasp swarm and assaults a target Poisonous Spines, Racial (Goblin)
creature for a number of rounds equal to the abyssal Long spines glistening with poison cover your body.
goblins constitution modifier + 1 (or a minute which ever is Prerequisite: Abyssal Goblin, Greater Mutation, Wicked
greater) or until the swarm is killed. A swarm gains a bonus spines.
of +3 hp per hit dice of the abyssal goblin. activation of this Benefit: The abyssal goblin gains a slam attack with his
ability is a standard action. spines as a natural attack. These spines deal 1d4 points of
damage and delivers a powerful abyssal poison called
Mob Strike (Combat) Black Ichor (see chapter 5). The saving throw for this
You are skilled at striking foes distracted by others. poison is a Fort save (DC 10 + 1/2 the goblinʼs HD + the
Prerequisite: Base attack +1. goblinsʼ Con modifier.)
Benefit: You gain a +2 to hit enemies who are threatened
by 2 or more of your allies. Scavenger (Combat)
You are accustomed to picking over the remains of your
Mob Fighting, Teamwork (Combat) foes and appropriating their gear for your own use.
Prerequisites: Base
attack bonus +1 or higher
Benefit: You suffer only
half the normal non-
proficiency penalty for
using weapons and armor
for which you do not have
the appropriate
proficiency feat. Your
penalty when attacking
with such weapons drops
to -2. You suffer only half
the armor check penalty
to movement skills (such
as Ride) when wearing
such armor.
Normal: You take a –4
penalty on attack rolls
made with an improvised
weapon and a character
who is wearing armor with
which he is not proficient
applies its armor check
penalty to attack rolls and
to all skill checks that
involve moving.
Shielding Mount (Combat) Range medium (100 ft. + 10 ft./level)
You have trained your mount to take some of the impact Effect ray
from blows that target you. Duration instantaneous
Prerequisites: Ride 5 ranks, Animal Companion class Saving Throw none; Spell Resistance yes
feature A white hot ray of burning flame and springs from your
Benefit: When ever you are the target of a successful hand. You must succeed on a ranged touch attack with
attack(non Magical) you may make a ride check (DC the ray to deal damage to a target. The ray deals 1d6
15+1 per point of damage taken ). If this check is points of cold damage per caster level (maximum 25d6)
successful your mount receives ½ the damage inflicted. and 1d4 points of charisma drain.
Normal: You receive all damage from an attack which
targets you. Chained Inferno
School evocation [fire];
Supreme Fire Mastery, Class (Pyromancer) Level Pyromancer, Sorcerer/Wizard 6
Your ability to craft flame, and your joy to watch things Casting Time 1 standard action
burn into cinders and ash, is a dangerous and disturbing Components V, S, F (a flask of alchemist fire; a piece of
thing to watch. amber, both of which are consumed during casting)
Prerequisites: Cha 16, Fire Mastery class feature, Range medium(150 ft. + 25 ft./level)
Greater fire Mastery. Targets one primary target, plus one secondary target/
Benefit: Add twice you charisma modifier to all damage level (each
dealt with fire based spells. of which must be within 20 ft. of the primary target)
Normal: Add your charisma modifier to all damage dealt Duration instantaneous
with fire based spell. Saving Throw Reflex half; Spell Resistance yes
This spell creates an fiery discharge that begins as a
explosion
Swarming Tackle, Teamwork (Combat)
Erupting at the feet of the initial target and then again and
You fight in coordinated strikes with companions to bring
again to different targets within the spells range. Chained
the largest of foes to their knees.
Inferno strikes one object or creature initially, then the
Prerequisite: Base attack bonus +3, Mob strike.
explosion moves to other targets. The explosion deals
Benefit: You receive a +2 to your CMB for each ally with
1d6 points of fire damage per caster level (maximum
this feat who also threatens the target of your combat
20d6) to the primary target. After it explodes, chained
maneuver. The ally must be able to take opportunity
inferno then moves to a number of secondary targets
actions( cannot be stunned, staggered, or paralyzed) at
equal to your caster level(maximum 20). The secondary
the time of your action to receive this bonus.
explosions each strike one target and deal as much
damage as the primary explosions. Each target can
Undead Sensitivity, Racial (Goblin) attempt a Reflex saving throw for half damage.
Special intimacy with the undead gives you a special The Reflex DC to halve the damage of the secondary
sight to detect their presence. explosion is 2 lower than the DC to halve the damage of
Prerequisites: Grim Goblin the primary bolt. You choose secondary targets as you
Benefit: At will, you can detect undead (as the spell). like, but they must all be within 20 feet of the primary
target, and no target can be struck more than once. You
can choose to affect fewer secondary targets than the
Wolf Training, Class(Wolfsworn) maximum.
You have honed your mounts abilities in combat with
practice and training. Fiery Doom
Prerequisites: Wolfsworn Training class feature. School evocation [fire, mind-affecting];
Benefit: Gain an additional Wolfsworn training. You must Level pyromancer 1
meet all prerequisites for the new training before selecting Casting Time 1 standard action
this feat. You must be third level before selecting this feat. Components V, S, M
Normal: You gain a number of Wolfsworn trainings based Range medium (100 ft. + 10 ft./level)
on your wolfsworn class level. Target one living creature
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
NEW PYROMANCER SPELLS This spell sets a single subject ablaze with false fire and
fills the target with a feeling of being burned alive. This
Blazing Ray effect causes it to become shaken. The material
School evocation [fire]; component for the spell is a small bit of lamp oil.
Level Pyromancer, Sorcerer/Wizard 8
Casting Time 1 standard action
Components V, S, F (an fine cut amber gem worth
100gp)
Fire Orb Flaming Coal
School conjuration (creation) [fire]; School transmutation; [fire]
Level Pyromancer, Sorcerer/Wizard 0 Level Pyromancer 1
Casting Time 1 standard action Casting Time 1 standard action
Components V, S Components V, S, M
Range close (25 ft. + 5 ft./2 levels) Range touch
Effect one missile of fire Targets up to three pieces of coal touched
Duration instantaneous Duration 30 minutes or until discharged
Saving Throw none; Spell Resistance no Saving Throw Will negates (harmless, object); Spell
You fire a small orb of fire at the target. You must succeed Resistanceyes (harmless, object)
on a ranged touch attack to hit your target. The orb deals You transmute as many as three pieces of coal, which can
1d3 points of fire damage. be no larger than sling bullets, so that they burst into flame
when they strike when thrown or slung. If hurled, they have
Flame Stride a range increment of 20 feet. If slung, treat them as sling
School conjuration (teleportation); [fire] bullets (range increment 50 feet). The spell gives them a
Level Pyromancer, Sorcerer/Wizard 4 +1 enhancement bonus on attack and damage rolls. The
Casting Time 1 standard action user of the coal makes a normal ranged attack. Each coal
Components V piece that hits deals 1d6+1 points of fire damage(including
Range medium (100 ft. + 10 ft./level) the spellʼs enhancement bonus). The material component
Target you and touched objects for the spell are the three pieces of coal need for the spell.
Duration instantaneous
Saving Throw none and Will negates (object); Spell Flaming Fog
Resistance no and yes (object) School conjuration (creation); [fire]
With an explosion of flame you instantly transfer yourself Level Pyromancer, Sorcerer/Wizard 6
from your current location to any other spot within range. Casting Time 1 standard action
You always arrive at exactly the spot desired—whether by Components V, S, M (powdered hematite and a flint )
simply visualizing the area or by stating direction. When Range medium (100 ft. + 10 ft./level)
the spell is cast a circle of flame with a 10ft radius Effect fog spreads in 20-ft. radius, 20 ft. high
centered on you bursts forth dealing 1d6 +1d6 per every Duration 1 round/level
three caster levels(Reflex save for ½ damage) to any Saving Throw none; Spell Resistance no
creature within range. This effect also happens again at Flaming fog creates a billowing mass of super heated
the arrival point of the intended destination. After using this vapors like the solid fog spell. In addition to slowing down
spell, you canʼt take any other actions until your next turn. creatures and obscuring sight, this spellʼs vapors reach
You can bring along objects as long as their weight doesnʼt extremely superheated temperatures as flames burst forth
exceed your maximum load. If you arrive in a place that is from the fog .Each round on your turn, starting when you
already occupied by a solid body, you take 1d6 points of cast the spell, the fog deals 3d6 points of fire
damage and are shunted to a random open space on a damage to each creature and object within it.
suitable surface within 100 feet of the intended location. If
there is no free space within 100 feet, you take an Flaming Tentacles
additional 2d6 points of damage and are shunted to a free School conjuration (creation); [fire]
space within 1,000 feet. If there is no free space within Level Pyromancer, Sorcerer/Wizard 4
1,000 feet, you take an additional 4d6 points of damage Casting Time 1 standard action
and the spell simply fails. Components V, S, M (oil wick soaked in alchemist fire)
Range short (25 ft. + 5 ft./level)
Flaming Bolt Area 10-ft.-radius spread
School evocation [electricity]; [fire] Duration 1 round/level (D)
Level Sorcerer/Wizard 3 Saving Throw: none; Spell Resistance: no
Casting Time 1 standard action This spell causes a field of flaming tentacles to appear,
Components V, S, M (Sulfur and flint) burrowing up from the floor and reaching for any creature
Range 60 ft. in the area. Every creature within the area of the spell is
Area 40-ft long line x 10ft wide the target of a combat maneuver check made to grapple
Duration instantaneous each round at the beginning of your turn, including the
Saving Throw Reflex half; Spell Resistance yes round that Flaming tentacles is cast. Creatures that enter
You release a powerful gout of flame that deals 1d4 +1 the area of effect are also automatically attacked. The
points of fire damage per caster level (maximum 10d4+10) tentacles do not provoke attacks of opportunity. When
to each creature within its area. The flaming bolt begins at determining the tentaclesʼ CMB, the tentacles use your
your fingertips. The Flaming bolt sets fire to combustibles caster level as their base attack bonus and receive a +4
and damages objects in its path. It can melt metals with a bonus due to their Strength and a +1 size
low melting point, such as lead, gold, copper, silver, or bonus. Roll only once for the entire spell effect each round
bronze. and apply the result to all creatures in the area of effect.
Any creature caught in the grasp of the Flaming tentacles You must succeed on a melee touch attack. Flames begin to
suffer 1d6 points of fire damage per round. arise from the targets skin as they are covered with a sheen
of blue fire. This fire deals 1d4 points of damage per two
caster levels (maximum 10d4) and temporally blinds the
Madding Flames
target of the attack for 1 round. At the end of the targets next
School enchantment (compulsion) [mind-affecting]; [fire] round the flames leap from the target back and onto the
Level Pyromancer, Sorcerer/Wizard 2 casterʼs body where they are absorbed. You gain hit points
Casting Time 1 standard action equal to the damage you deal. You canʼt gain more than the
Components V, S, M (Amber gem worth 25 gp) subjectʼs current hit points + the subjectʼs Constitution score
Range close (25 ft. + 5 ft./2 levels) (which is enough to kill the subject).
Target one creature; see text
Duration 1 round/level Weapons of Flame
Saving Throw Will negates; Spell Resistance yes School conjuration (creation); [fire]
As this spell is cast a small thin sheen of fire erupts Level Pyromancer, Sorcerer/Wizard 5
around the subjects head dealing 1d6 points of fire Casting Time 1 minute
damage and begins to burn away flesh and sanity. Each Components V, S, M (a small piece of flint or charcoal per
round the subject takes 1d6 points of fire damage and item you plan to create with Weapons of flame)
must make an new will save to end the spells effects. This Range 0 ft.
spell afflicts the subject with uncontrollable screaming. It Effect create one weapon/ 3 caster levels
collapses into a horrified heap of terrified screaming as Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
the subject believes that his face and body are being
You create one melee weapon per three caster levels from
melted away by the pyromancerʼs flame. Falling prone, magical flame which can be used by yourself or others. This
the subject can take no actions while screaming, but is can be any weapon the caster wills , two-handed and reach
not considered helpless. After the spell ends, it can act weapons created in this way count as two weapons. These
normally. On the creatureʼs next turn, it may attempt a items can be given to, stolen and used by other creatures.
new saving throw to end the effect. This is These fiery weapons are considered magical, deal no
a full round action that does not provoke attacks of damage to the itemʼs wielder, and do damage listed as per
opportunity. If this save is successful, the effect ends. If the weapon created + 1d6 fire damage.
not, the creature continues screaming and burning.
Smoldering Spittle
School evocation [fire];
Obscuring Smoke
Level Pyromancer, Sorcerer/Wizard 4
School conjuration (creation);
Casting Time 1 standard action
Level Pyromancer, Sorcerer/Wizard 1
Components V, S, M ( the caster must place a small amount
Casting Time 1 standard action of sulfur to the tongue)
Components V, S Range short(25 ft. + 10 ft./level)
Range 20 ft. Area 10-ft.-radius spreads, see text
Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration instantaneous
Duration 1 min./level (D) Saving Throw Reflex half , see text; Spell Resistance yes
Saving Throw none/Fort negates Spell Resistance no Smoldering spittle is a spectacular spell that is similar to
A smog like vapor arises around you. It is stationary. The fireball in many aspects. Once cast the mage gains the ability
smoke obscures all sight, including darkvision, beyond 5 to spit one explosive sphere of fire per each three caster
feet. A levels. These small spheres spring from your mouth and
streak in straight lines to the target. The spheres leave a
creature 5 feet away has concealment (attacks have a
fiery trail of sparks when shot. If you aim a sphere at a
20% miss chance). Creatures who begin their turns in the specific creature, you may make a ranged touch attack to
must succeeded a fortitude save or become sickened for strike the target with the spittle. Once a sphere reaches its
1 round. Creatures farther away have total concealment destination, it explodes in a 10-foot radius spread, dealing
(50% miss chance, and the attacker cannot use sight to 3d6 points of fire damage on a direct hit and one half
locate the target). A moderate wind (15+ mph), such as damage each creature in the area. If a targeted sphere
from a gust of wind spell, disperses the fog in 4 rounds. A misses its target, it simply explodes at the nearest corner of
strong wind (25+ mph) disperses the smoky cloud. the targetʼs space.
You may aim more than one spittle attack at the same target.
If a creature is within the area of more than one sphere, it
must save separately against each.
Sapping Flames
School evocation; [fire]
Level Pyromancer, Sorcerer/Wizard 3
Casting Time 1 standard action
Components V, S
Range touch
Target living creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
Finders - Keepers Goblin Equipment and Items
Sidhar felt the surging stings run up along his spine like a
spreading fire. He turned and took a step, almost falling to his
knees as the strength was suddenly sapped from both of his
legs. The Maze was already a nightmare to navigate with out
these creatures harrowing each of his steps, but now it
seemed he couldn’t travel a hundred feet without suffering an
attack. A single goblin became visible no more than twenty
paces away, partially concealed behind a smashed statue which
littered the floor. Its ungainly head lulled to one side as it
begin to taught the wounded priest. The sounds of its
laughter echoed through out the labyrinth as it disappeared
back into the shadows. Sidhar pulled the barbed dart from his
back and moved into a position against the nearest wall, as he
searched the corridor for any sign of the small beast he could
see nothing except the trail of his own blood leading back the
way he had already came. . . into the darkness.
The following pages present many new and exciting Baby Pokers
weapons , Armor, and items ready for purchase and use These long, thin needles are hollow on
by any character(goblin or not). Some of the items, such the inside. When used as a weapon
as the steel pot and garbage armor are more in line with they create small wounds which due to
the goblin themes present in previous chapters and, while the hollow shaft , prevent the wound
still options for characters, may not be the wisest of from closing causing one point of bleed
selections. As with all new options presented within this damage per round until removed. The
book, check with your game master to make sure that they bleed damage from these weapons
will approve and allow these new items into their game. stack. A creature may take a move
action to remove a baby pokers per
sacrificed action. The listed price is for
New Weapons a clutch of twenty needles. These
fragile weapons are destroyed once
Avalanche gauntlets removed from an afflicted creature.
These large Stone Gauntlets are made
from a single hollowed out bolder and
shaped to fit around the wearerʼs hands
and length of the forearm. The “fist” of these Barbed Axe
oversized gauntlets typically take the form of These weapons take the form an
one massive spike or cruel bladed edge that oversized axe, whose blade is
also allows the weapon user to change adorned with jagged hooks of metal.
weapon damage types as needed in combat. Whenever the character hits with an
The name comes from the sound of their axe attack, the wounded creature
heavy impact upon bones causing a takes one point of bleed damage at
mutilation of fractures reminiscent of a the beginning of their next turn. This
shattered and crumbling Cliffside bleed damage does not stack with
any other source of bleed damage.
. The bleeding can be stopped with the
application of healing magic or by
succeeding on a Heal check DC15.
Goblin Darts Ram Hammer
These thin slivers of bone are commonly These massive hammers bear a single wedged
used by jungle goblins in conjunction with a spike and are positioned at the end of large
blow gun. If coated in poison the porous poles allowing the combatant to use it in a
nature of the bone absorbs the poison and variety of ways. While too heavy to be used for
increases the DC of the poison by +2. The bracing for a charge, these hammers allow the
listed price is for a clutch of twenty needles. user to extend or shorten the reach of the
These fragile weapons are destroyed after weapon as a move action. While the weapon is
they are fired from a blow gun regardless if drawn close the user suffers a -2 to all attacks
they hit or miss. and can make only use of wedged spiked tip
(treating it like a great spear inflicting only
piercing damage.) While at full reach, the
weapon can be used to make trip attempts and
both types of damage can be applied.
Iron Staff
These metal staves are used by
physically stronger mages for greater
damage. The staff has an addition Simsheen
benefit that any fire based spell with a These strange weapons take the form of thin
ranged touch may be cast while holding steel staves with a wide crescent blade
the staff to cause it to glow red hot. The located along one end. These weapons are
staff, once a spell is expended in this primarily found within desert locals. The
way, is treated as a flaming weapon wielder of this weapon may chose to, as a full
dealing an extra 1d6 fire damage per round action which suffers a -4 to the attack
successful strike. This effect lasts a roll, to make a sweeping attack. This attack
number of rounds equal to the spells targets all creatures the wielder threatens. A
level, after which it returns to being a single attack roll is made and the resulting
simple iron staff. number applied to all the targets of this attack.
Damage is resolved as usual to each
individual creature struck.
Kraken Lance Skull Bolas
This lance is crafted from hewn coral from These bolas is fashioned with a pair of
the deepest oceans and fashioned in the cracked skulls connected by a thin length of
form of interwoven tentacles. While used rope. You can use this weapon to make a
from the back of an aquatic mount and ranged trip attack against an opponent. You
underwater, the user gains an additional canʼt be tripped during your own trip attempt
+2 to all attack and damage rolls during when using a bolas. Unlike standard bolas ,
any charge attack. which deal non-lethal damage, skull bolas
inflict normal damage.
Spine Darts
These thin lengths of black steel are covered in
folded down spines and topped with a razor sharp
needle. These darts are treated exactly as standard
Pole Fork darts. Only when used to make sneak attacks
This simple fifteen foot wooden pole is against creatures can their true nature be
capped with a three pronged metal fork. appreciated. If such an attack hits, the victimʼs speed
In addition to its combat abilities, and is reduced by 5ft per successful spine dart attack.
being an extremely long fork, this This reduction in speed is only applied for each
weapon can be used to retrieve small successful attack which also deals sneak attack
items which can be hooked onto the forks damage. A creature may take a move action to
prongs. remove a spine dart per sacrificed action. The listed
price is for a clutch of five needles.
Steel Pot Garbage Armor
This is exactly what it sounds like, a steel This armor is a sloppy mess
pot. Many goblins reach for this make that has only gained
shift weapon not only to smash in the popularity amongst the cities
skull of sleeping canines while lurking poorest adventures, and
about the inside of urban homes, but also trash goblins who live in
to cook tasty meals from the remains of areas where the materials to
their victims. While using this “weapon” to manufacture the crude ,
cook with it provides a +1 to all craft smelly suites are abundant.
cooking skill checks. The wear of this armor suffer
a -4 to all diplomacy checks
when dealing with a creature
who has any sense of smell.
Talons The wear of such armor
These metal claws are wielded in much becomes prone to random
the same way brass knuckles are. While attacks by birds and other avian creatures. Check for such
worn the user not only can make slashing random encounters ( 1 in 6 chance each hour) using a bat
attacks, but also gains a + 2 item bonus swarmʼs statistics if needed.
to all climb checks while climbing any
materialʼs surface in which the claws can
be wedged or driven into as to aid in the
characterʼs accent. Patchwork Plate
The damaged plates of
many suites of armor have
been haphazardly
assembled together again.
NEW ARMOR Many ill fitting and hasty
patchwork repairs are
Bone Armor evident to this armor. A
This armor is made from the bones of patchwork plate armor has
various large animals. The chest one half the listed amount
piece is fashioned from multiple rib of hit points as a standard
bones and held together by tightly suite. The ill fitting suite
wound cloth and knotted cord. The also provides a lower
shoulder, bracers and gantlets riveted speed value to the wear of such a fine piece of goblin
and sewn bone fragments affixed to craftsmanship.
stout leather.
NEW WEAPONS
Name Cost Dmg(S) Dmg(M) Critical Range Weight Type Special
Avalanche 12gp 1d6 1d8 19-20/x2 - 8lb B and P -
Gauntlet
Baby 1sp 1 1 x2 - - P Bleed
Pokers
Barbed Axe 20gp 1d8 1d10 19-20/x2 - 15lb S and P Bleed
Goblin Darts 5gp 1 1d3 x3 15ft - P -
Iron Staff 3gp 1d6 1d8 x2 - 6lb B -
Kraken 12gp 1d6 1d8 x3 - 10lb P Reach
Lance
Pole Fork 2gp 1d3 1d4 19-20/x2 - 4lb P Reach
Ram 16gp 1d8 1d10 x3 - 10lb B or P Reach, Trip
Hammer 1
Simsheen 15gp 1d4 1d6 18-20/x2 - 4lb S -
Skull Bolas 2gp 1d3 1d4 x2 15ft 3lb B Trip
Spine Darts 5gp 1 1d3 x4 10ft - P Movement
Reduction
Steel Pot 2sp 1d2 1d3 x2 - 2lb B -
Talons 8gp 1d4 1d6 x2 - 3lbs S or P +2 climb
checks
NEW ARMOR
Armor Cost Armor/Shield Max Dex Armor Check Arcane Spell 30 ft 20 ft Weight
Bonus Bonus Penalty Failure
Bone 15gp +4 +3 -3 20% 20 15 20lb
Garbage 1sp +1 +4 -2 25% 30 20 6lb
Armor
Patchwork 150gp +5 +1 -8 40% 15 10 30lb
Plate
Spiked 15gp +3 +5 -1 15% 30 20 22lb
Leather
Wander 5gp +1 +8 - 0 30 20 3lb
Robes
Spiked Leather Improved flame: When this substance is added to an
This armor is made from existing flask of oil, it acts as a fuel stabilizer. The length
a corse leather hide in which the oil burns is doubled. In a
dyed a shade of lantern it burns for twice as long, if
midnight black. A steel thrown it provides and additional round
plate has been affixed to of damage to the target hit.
the headpiece of this Quick Light: A use of the kit may be
armor. The stitched hide used to light a flame as a quick
bristles with long sharp action rather than a move
steel spikes and ready action.
to maim any who would Flame Fluid: This substance
be foolish enough to may be added to any
attempt to bring the flame based attack
creature down with a (natural or magical). If
short hafted weapon or added to a magical attack
bare hands. Any time a it becomes a material
creature who wears this armor is struck in combat with a component and must be in
natural weapon the armor has a chance to pierce the hand at the time of casting.
flesh of the attacker. Any who attack in such a manner When applied this substance increases the
must make a DC 12 reflex saving throw or suffer 1d4 DC of the fire based attacks by +1. If applied to a torch it
damage. provides a +1 to the fire damage for 5 rounds.
Fire Flasks: These flasks bear a strange red fluid that
acts as alchemistʼs fire when thrown. Components used
in this way counts as two of the kits uses.
Wander Robes
These thick robes offers only Bee Hives
slight protection against Goblins love to torment creatures with
weapon attack and are often pain and suffering just for the sheer
worn by tradesmen and sport of it. Its is quite disturbing yet
mages. funny to watch a goblin run headlong
into combat only to throw a few
beehives into the melee. When the
hive is thrown, it breaks and releases
a small swarm of furious bees that
attack everything nearby. Any one
within ten feet of the hives impact
must make a DC 15 Fortitude save or
GOBLIN GOODS suffer a –2 penalty to all attacks and
skill checks for the next 1d6 rounds
due to the bees. All afflicted spell
Arsonistʼs Kit casters must seceded a concentration
This kit contains alchemical substances and other check DC 12 to be able to cast spell.
additives and tool you need to make a fire or natural The bees hive is typical wrapped in paper to prevent the
flame based attack( such as the use of burning oil or a bees from escaping. Once purchased the hive must be
torch as a weapon) more potent. With these tools, you thrown within 1d6 days or the item ceases to function as
may choose which benefit is gained from each use of the all the bees within the hive die .
kit. Each Arsonistʼs kit has ten uses.
Double Harness one creature, because the small creature is being carried
This curious backpack is an by the larger. Both can attack, but cannot attack the same
adaptation of the papoose used by target unless the carrier has the Spring Attack feat. It takes
mothers to carry their two rounds to get out of a double harness.
children. A double
harness is worn by a Goblin Cheese
strong humanoid sized There is no accounting for
creature and allows him to taste. This being said some
carry an smaller creature on his of those with a weak
back. The two face in opposite stomachs may find this
directions and both can fight with a smelly variety of cheese
reasonable degree of freedom. The smaller hard to swallow, for the key
creature prevents the human from being ingredient is goblin breast
flanked . milk. Many nobles swoon
A double harness is worn by a Medium-size over the ability to partake in
humanoid and carries a small humanoid. this rare delicacy and will
Both lose their Dexterity bonus and all pay handsomely to obtain it
Reflex saving throws are taken for both by for their next grand ballroom event or social gathering.
the carrier. Both suffer a –2 circumstance
penalty to attack rolls and other skill checks Goblin Fire
that are restricted by space. The two move as Goblins have perfected the creation of
liquid fire in this concoction of alchemical
substances. This liquid is extremely volatile
GOBLIN GOODS and detonates as into a fiery explosion
Item Cost Weight upon impact. You can throw a flask of
Arsonist kit 50gp 5lbs goblin fire as a splash weapon. Treat this
attack as a ranged touch attack with a
Bee Hive 5gp 4lbs range increment of 10 feet. A direct hit
Double Harness 20gp 15lbs deals 2d6 points of fire damage. Every
creature within 10 feet of the point where
Goblin Cheese 15gp 1lbs
the flask hits takes 1d4+1 points of fire
Goblin Fire 20gp 3lbs damage from the splash and are allowed a
Goblin Pipe 5gp 1lbs Reflex saving throw DC 12 for one half damage. On the
Goblin Pots round following a direct hit, the target takes an additional
2d4 points of damage. If desired, the target can use a full-
round action to attempt to extinguish the flames before
Centipede Pot 40gp 5lbs
taking this additional damage. Extinguishing the flames
Cockroach Pot 20gp 5lbs requires a DC 17 Reflex save. Rolling on the ground
provides the target a +2 bonus on the save. Leaping into a
Spider pot 10gp 5lbs
lake or magically extinguishing the flames automatically
Wasp Pot 30gp 5lbs smothers the fire.
Goblin Marbles 2gp 1lbs
Goblin Pipe
Iron Shoes 50gp 8lbs Often carved from bone and in
Kill Horn 10gp 3lbs fashioned into odd shapes , goblin
smoking pipes have a deep bowl at
Goblin Weed
one end that holds a pinch or three of
fine pipeweed.
Blue Lotus 100gp -
Dreamy Smoke 20gp -
Goblin Pots
Dwarf Skullcap 25gp - Goblin pots are small clay pots
Giggle Smoke 30gp - capped with a dirty rag tied
around the opening and filled with
Hashish 15gp -
small swarms of angry bees,
Mugwort 10gp - hornets, cockroaches or other
Stone Moss 50gp - dangerous insect types. When
you throw a goblin pot at a
White Wisdom 20gp - creature (as a ranged touch
Wormwood 25gp - attack with a range increment of
10 feet), the fragile pot shatters on impact, and releases a ground. While worn the wearer gains a +1 CMD verses all
small insect swarm to plague the creature that it struck. If Bull rush, Trip, and Overrun attempts.
the attack results in a miss, determine where the pot
impacts using the standard rules for thrown splash Kill Horns
weapons, and the insect swarm moves to attack the An instrument of the goblins, kill horns are
nearest creature to the place of impact. The swarm carved from bones of bulls or other large
persists for 1d3+1 rounds after the goblin pot is opened. creatures which have horns or teeth large
The type of goblin pot determines the cost and swarm enough to fashion into the size needed.
type. Statistical information for these swarms can be Some of these horns are made of varnished
found in chapter 7. wood. Kill horns are not especially musical
instruments, inflicting a –2 penalty to all the
Spider Pots: These pots are covered in wispy spider users perform checks while using them. The
webs and capped with a dark silk cloth tied with iron horns discordant, rather flatulent notes blare
twine. out over great distances, and are often used
for signaling between valleys. When this
Cockroach Pots: These filthy clay pots reek of decay and horn is sounded all creatures within a mile of
have chunks of rotted greenish meat clinging to their the user may make a perception check DC 5
sides. Beneath a blood stained cloth tied around this pots to hear the call. Goblins scouts often carry
opening something moves. these devices to alert all of impending
attacks or to single the start of a raid of a
Wasp Pots: These brittle pots are made from dried mud village or town.
clumps wrapped in a thin layer of cloth. From within you
can hear the sound of hundreds of angry hornets.
Centipede Pots: These clay pots are tired with woven
moss and vines. From Beneath the brown leather,
covering a centipede writhes free.
Goblinweed
Goblin Marbles A common vice of goblins, goblin weed is a herb that
Small glass orbs which create grows wild in strange and exotic places within the world.
unsure footing in any area which When shredded and smoked, it produces a thick,
they are spread. You scatter aromatic smoke that produces a variety of effects. These
marbles on the ground in the effects differ from each type of weed smoked and can
hope that your enemies trip on range from promoting as sense of well-being and
them or are at least forced to relaxation,. enhancing concentration, to causing extreme
slow down to avoid them. One 2- fits of rage and anger in the user. Running out of
pound bag of caltrops covers an goblinweed can be a disaster, as the herb is addictive.
area 5 feet square. Each time a Long-term use of goblinweed can adversely affect oneʼs
creature moves into an area health and can have many issues related with its use(a
covered by marbles (or spends a round fighting while yellowing stain on teeth and fingertips, a reeking smell
standing in such an area), or it runs the risk of tripping on which clings to the user.)
them. A creature in such an area must make a reflex DC
12 saving throw. If they fail the reflex save they are Dreamy smoke: This weed can be found growing
knocked pone in the square they were forced to make the along the cliffs of low Mountains. It takes the form of a
saving throw. A saving throw is made each time that a stalk which bears bright purple seed pods. The pods are
creature takes a movement action in a square that is crushed or ground and smoked to produce a relaxing
covered in marbles. A charging or running creature sense of well being. Under the effects of dreamy smoke,
suffers a -4 to their saving throws while moving through the user need only rest for three hours. Resting while
these areas. Any creature moving at a quarter speed or under the influence of dreamy smoke in this fashion
slower can counts as a full days rest. Individuals using this herb
pick its way through a marble field cannot be roused by the sounds of combat or other loud
with no trouble. noises. Waking a character from the slumber induced by
dreamy smoke requires a full round action.
Iron Shoes
These shoes are made entirely of Dreamy Smoke
Iron and steel and offers the Type inhaled; Addiction minor, Fortitude DC 18
wearer a weighted solution to Price 20 gp
staying firmly rooted to the Effect only needs three hours of rest a day
Effects 1 hour; -2 penalty to initiative. If addicted, the user
also gains a -2 penalty to initiative for as long as he is addicted powder. This power is then added to common tobacco and
Damage 1d2 Con damage smoked from pipes or hookahs creating a fragrant smelling
smoke. Many wise men swear by the herb and many
Hashish: Jungle goblins cultivate this herb and grow monasteries keep a hefty supply of the plant on hand to
fields of it in secret locations throughout dense jungles. It aid with meditation.
is a dry plant with small leaves that are shredded and
smoked from long pipes called shigras. When smoked its White Wisdom
effects become apparent as the motor skills of the user Type inhaled; Addiction moderate, Fortitude DC 16
become impaired. The user also gains an alchemical Price 20 gp
bonus to any knowledge checks made while under its Effect 1 hour; +2 alchemical bonus to Wis
effects. Damage 1d2 Con damage
Hashish Mugwort: This potent smelling plant grows in temperate
Type inhaled; Addiction moderate, Fortitude DC 16 regions which receives large amounts of rainfall
Price 15 gp throughout the year. Once dried this herb can be eaten to
Effects 1 hour; +4 alchemical bonus to all Knowledge
produce feelings of courage and bravery in its user. Its can
Effect 1 hour; staggered
Damage 1d2 Con and 1d2 Wis damage also be burnt within censer to produce a thick bluish
smoke that offers protection from the undead.
Giggle Smoke: This common herd grows wild in the
Mugwort
desert sands. Small and shrub like itʼs thorny thistles
Type inhaled or ingested; Addiction minor, Fortitude DC
protect it from being eaten by many wildlife. When ground
12
into paste the plants root can be smoked to produce a
Price 10 gp
strange effect. Its user to suffer from bouts of
Effects (ingested)1 hour; +2 alchemical bonus on saves
uncontrollable laughter as everything becomes oddly
against fear, mind-affecting effects
humorous. The root can also be brewed into rich ale that
Damage 1 Con damage
has found fame inside desert kingdoms. It is prized for its
Special If burnt as incense the bear of the censor gains
healing effects, and if imbibed can help cure long lasting
the benefits of a protection from evil spell for 1 minute.
wounds.
Giggle Smoke Wormwood: This thick root commonly grows in places
Type inhaled; Addiction moderate, Fortitude DC 16 of the dead. Its twisting vines produce small red flowers
Price 30 gp that have a sickly sweet odor. Found in cemeteries, old
Effect (inhaled) make a Fortitude DC 14 save or fall under battlefields, and crypts, this plant can be harvested and
the effects of Hideous Laughter for 1d6 rounds as per the used in a number of ways. The roots can be harvested to
spell make a powerful liquor called Absinth, or chewed upon to
Effect (ingested) regain twice as many hit points when relieve the user of fatigue. If dried, its roots can be smoked
taking a full nights rest to produce a heightened sense of awareness. It can also
Damage 1d2 Wis damage be included as an additive to the casting of illusionary
spells.
Dwarf Skullcap: Found within old dwarven
Wormwood
strongholds, this mushroom grows in places where water
Type ingested or inhaled; Addiction moderate, Fortitude
runoff mixes with rich deposits of metal ore. Its appearance
DC 16
can range between a dull gray to a deep black cap , taking
Price 25 gp
on the coloration of the metals which saturates its water
Effects (ingested) Removes fatigue
supply. When eaten or smoked this herb provides the use
Effects (inhaled) 1 hour; Gain a +2 to perception
with a boost to their immune systems, helping them to
Damage 1d2 Con damage
resist poisons.
Special wormwood can be included in the casting of
illusion spells with material components to add +1 to DC
Dwarf Skullcap
of the spells saving throw.
Type inhaled, ingested; Addiction moderate, Fortitude DC
15
Price 25 gp Stone Moss: Growing on the undersides of stones, this
Effects 1 hour; +1d6 temporary hit points, +2 alchemical tangled mass of black moss is found deep in swampy
bonus on Fortitude saves regions. Wild boar and other swamp dwelling creatures eat
Damage 1d4 Str and 1d4 Wis damage the chewy moss. Once consumed the user feels feverish
as they start to sweat uncontrollably. Within a few minutes,
an upwelling of anger and rage begins to take hold. Their
effect is thankful brief and leaves the individual fatigued
White Wisdom: This flowering plant can be found after its use. It is of common practice among warriors
growing on the steeps of high hills . Its small petal flowers
make use of this herb before battle.
weep a milky sap which can be dried and crushed into a
Stone Moss Black Boil
Type ingested; Addiction moderate, Fortitude DC 20 Type poison, injury; Save Fortitude DC 13
Price 50 gp Onset 1 round; Frequency 1/round for 4 rounds
Effect 1d4 rounds; rage as per the spell Effect 1 Cha damage ; Cure 1 save
Damage 1d2 Con damage
Black Boil: This strange poison causes the victim to begin
Blue Lotus: Found areas of shallow and murky waters, to grow horrible looking black pox marks across the site
blue lotus flowers enjoy warm sunlight and are intolerant of injury.
to cold weather. The beautiful and fragrant Lotus flower
opens in the morning and petals fall in the late afternoon
sun. If the flowers are picked when they are opened, they Green Limb
can be dried and shredded. The dried remains are Type poison, injury; Save Fortitude DC 14
smoked from pipes to produce a potent healing effect Onset 1 round; Frequency 1/round for 3 rounds
upon the user. These plants are extremely rare and hard Effect 1 Dex damage ; Cure 1 save
to find.
Green Limb: This fact acting poison is based on
Blue Lotus destroying the central nervous system and causing
Type inhaled; Addiction major, Fortitude DC 20 slower than usual reactions and hindering movements.
Price 100 gp
Effects heals 2d8+5 damage as the spell cure moderate
wounds
Damage 1d2 Str and 1d2 Wis damage
NEW MAGICAL ITEMS
ELF CHOPPER
New Poisons Aura strong necromancy; CL 11th
Slot none; Price 18,302 gp; Weight 1 lb.
DESCRIPTION
Flesh Bloat This +1 elf bane black steel cleaver has a serrated
Type poison, injury; Save Fortitude DC 12 edge which never goes dull (It is treated as a short
Onset 1 round; Frequency 1/round for 4 rounds sword for game statistics). When used against an elf,
Effect 1 Con damage ; Cure 1 save the cleaver begins to weep blood and glow with a
purplish light. Once per day, once a critical threat
Flesh Bloat: A round after the injury is inflicted the wound against an elf is rolled, but before the confirmation
begins to turn a dark purplish color as the flesh swells into roll is resolved, as a swift action the wielder can call
a large fleshy blister. The poison is a flesh destroying on the heinous power of the weapon. The weapon
enzyme that can quickly strip skin and leave nothing but gains the Vorpal quality. This weapon maintains this
bone. quality only until the critical confirmation is resolved
and then becomes a standard elf chopper once
again.
Blood Burn Construction
Type poison, injury; Save Fortitude DC 13 Requirements Craft Magic Arms and Armor,
Onset 1 round; Frequency 1/round for 3 rounds summon monster I, keen edge; Cost 9,302 gp
Effect Confusion ; Cure 1 save
DWARF STICKER
Blood Burn: Once injured the victim begins to breakout Aura moderate necromancy; CL 13th
into feverish sweats and finds it extremely difficult to Slot none; Price 32,500 gp; Weight 1 lb.
concentrate. The pulse increases as the creature DESCRIPTION
experiences an episode of vertigo and nausea. This +2 wounding Adamantine Long spearʼs blades
end in wickedly barbed angels. It allows the wielder
to use a Ray of Exhaustion effect (as the spell, save
Frothing Speech DC 14) upon a creature struck by the blade three
Type poison, injury; Save Fortitude DC 12 times per day. The wielder can decide to use the
Onset 1 round; Frequency 1/round for 4 rounds power after he has struck. Doing so is a free action, but
Effect 1 Int damage ; Cure 1 save the Ray of Exhaustion effect must be invoked in the
same round that the spear strike strikes.
Frothing Speech: The brain begins to swell due to the Construction
toxic nature of the poison which causes the creature to Requirements Craft Magic Arms and Armor, Ray of
begin to excessively drool and froth from the mouth while Exhaustion ; Cost 16,250 gp
uncontrollably speaking bits of gibberish.
Noxious Shield flesh banner may activate this item once per day. Its effect last
Aura moderate conjuration; CL 6th for 1 minute or until the battle is over whichever is longer.
Slot shield; Price 4,153 gp ; Weight 5 lbs. Depending on the bonus of the banner, allies who can see the
Description banner, and are within 30 feet while it is activated gains a
This +1 light steel shield has the image of a leering goblin face bonus to all attack and damage rolls against any creature type
molded into its form. Once per day the wielder may whose flesh hangs from the standard.
call upon the shield to unleash its power. Construction
Once invoked a noxious cloud of greenish Requirements Craft Wondrous Item, Summon Monster I;
vapor begins to spill from the goblins Cost+1(4,000 gp); +2 (8,000 gp);+3 (12,000 gp);+4 (16,000
mouth replicating the effect of a gp) +5(20,000 gp) gp
stinking cloud spell. The wielder of
the shield is immune to effects of the
spell so long as the shield remains
in his hand. If possession of the
Wicked Shackles
shield is lost while the cloud still
Aura conjuration (healing); CL 13th
persists the former user must make
Slot hands; Price 38,000; Weight 3lbs
a saving throw or suffer the stinking
Description
cloudʼs effects.
These disturbing shackles are a gift from dark deities that
Construction
show favor to the goblin race. Masterly made from adamantine
Requirements Craft Magic Arms and and shaped like a demons mouth, they bear a single hole
Armor, Stinking Cloud, Cost 2,653 gp large enough to drive a spike through the unfortunate
prisonerʼs wrist. With a flat rounded head, the spike has space
for a masterwork lock (included in the set) to be placed after it
is driven through the flesh and bone of
Goblin Kings Crown a humanoid creature. The effect of
Aura strong evocation and affixing the shackles in place
Conjuration; CL 15th deals 1d3 points of
Slot head; Weight 1 lb.; constitution from the
Price 23,760 gp victim, which cannot be
Description healed until the
The goblin Kings shackles are removed.
Crown grants a +2 AC Each day these
deflection bonus to shackles cast a powerful
the wearer. On Regenerate spell
command, three times targeted on the creature
per day, this crown of bound. The effect of the shackles
bones and steel can function but once each day, its automatic
summon goblins to fight for the activation occurs at a time chosen during its creation.
wielder. This takes the form of a These items are the prize of a goblin tribe as it allows the
powerful version of Summon
successful restraint of a prisoner, a steady source of food
Monster VI spell which only summons
goblins. When used the crowns owner gains the choice to
as the magic restores fingers, toes, and flesh devoured
summon 3d10 standard goblins to his side, or 1d4+1 each day by the creatures. Many prisoners have been
goblin warbosses to his side (the stats for these creatures are driven mad while in these restraints. Daily, they experience
presented in chapter 6.) Once per day the wielder may also being eaten alive, only to find that their wounds have
grant any goblin creatures within 30 feet of the crown the healed and they are again the target of another feast.
benefits of a aid spell . Goblins have been known to feast upon the same
Construction individual for many years using these devices, elves being
Requirements Craft Wondrous Item, Summon Monster VI, the more favored to suffer this horror upon. Using this
Aid; device is an evil act.
Cost 11,880 gp
Construction
Requirements Craft Wondrous Item, Regenerate; Cost
21,625 gp
Flesh Banner
Aura strong transmutation; CL 6th
Slot none; Price +1(8,000 gp); +2 FLOWERS for the DEAD
(18,000 gp);+3 (26,000 gp);+4 (36,000 It is a commonly believed superstition that the
gp) +5(44,000 gp) Weight 8 lbs. fragrant smell of freshly picked flowers, placed
Description
on a grave, will ward off the vile grim goblins
This large iron pole has the skins of
flayed creatures tied to it and takes the from feasting on a buried loved one. This
form of a horrific banner which waves superstition is often told by florists within a city.
wildly in the wind. The bearer of the
A GOBLINʼS BAG:
Here is a list of all the random items which can be found inside these filthy creatureʼs bags and pouches. This list is by no
means extensive or complete.
Roll Item Roll Item Roll Item
1 Dead bird 35 Bag of dice 69 Frying pan
2 A gnawed on boot 36 A Tobacco pipe 70 A half eaten cupcake
3 Twelve onions 37 Sack full of kittens 71 Three dog collars
4 Gnomes pointed hat 38 A bottle of dwarven 72 Piece of torn rug
ale
5 Wadded up treasure 39 Three foot length of 73 Two live chickens
map rope
6 Oversized egg 40 Wig of human hair 74 Wedding dress
7 Ship oar 41 Judgeʼs gavel 75 Leather belt
8 A rat with green fur 42 Large rusted key 76 Royal signet ring
9 A bag of turnips 43 Snakes in a bag 77 120 gold pieces
10 Gnawed on book of 44 Door knobs 78 Skull of a baby dragon
poetry
11 Excessive toenail 45 A Giants spoon 79 Machine gears
clippings
12 Kabob of burnt 46 Sword sheath 80 Rabbitʼs foot
lizards
13 Potted plant 47 Twenty wine corks 81 A human toe
14 Wedge of goblin 48 A human baby -still 82 Branding iron
cheese alive!
15 A velvet glove 49 A golden flute 83 Tiny palladium bell
16 Apple pie 50 A copper bird cage 84 Dog feces
17 A block of wax 51 Pinecones painted 85 Tickets to an opera
orange show
18 Spinning top 52 Broom stick 86 A live skunk
19 Necklace of elven 53 Set of false teeth 87 Pirates peg leg
ears
20 Eye patch 54 A small silver mirror 88 Rotting meat
21 A rolling pin 55 A silver spoon 89 Floppy hat
22 A soup bowl 56 Forty feet of steel 90 A scroll of sheet music
wire on a spindle
23 A prayer book. 57 A chirugeons bag of 91 A piglet
knives and tools
24 A five page guide to 58 A ratty kilt. 92 A roll of ten torches
mustaches and
beards
25 A dozen hard 59 A sack of nuts 93 A bottle of perfume
sausages
26 A bag of candied 60 jug of pickled eggs 94 A large bar of hard
fruits soap
27 A pair of iron goblets 61 A set of four chisels 95 A pound of goat jerky
28 A small drum 62 Ten sticks of chalk 96 A monocle
29 A very nice squash 63 A painting of an 97 A flask of alchemist
aardvark fire
30 A set of four horse 64 A purple table cloth 98 Flint & steel
shoes
31 A potion of healing 65 A fake mustache 99 A human child mask
32 A thousand buttons 66 A block of black 100 Adventure!!
rubber
33 A copper ring 67 A large womanʼs
bloomer
34 Boot laces 68 An ornate serving
platter
Uglies & Meanies Creatures associated with Goblins
There were the stories the elders had told us of
the old times. Stories when dark creatures prowled
the nights and humans cowered in fear wondering if
they would survive another day. The times have long
passed when we would laugh at the idea of such
things existing. I can still smell their fetid breath
and rotten odor. It seemed as if the gods were
laughing at us that night. The legends were true and
woe to those who dismissed the warnings. It was
that night, full of bloodshed and violence and of
terrified screams that will haunt me forever. It
was the night the goblins had returned.
Monster Feats move closer to the attacking creature than the
Listed below are standard monster feats that any square it started in. If an obstacle prevents the
of the new creatures presented inside this section completion of the opponentʼs move, the opponent
can benefit from, so long as they meet the and the obstacle each take 1d6 points of damage,
prerequisite for the feat. and the opponent is knocked prone in the space
adjacent to the obstacle.
Ability Focus
One of this creatureʼs special attacks is particularly Improved Natural Armor
difficult to resist. This creatureʼs hide is tougher than most.
Prerequisite: Special attack. Prerequisites: Natural armor, Con 13.
Benefit: Choose one of the creatureʼs special Benefit: The creatureʼs natural armor bonus
attacks. Add +2 to the DC for all saving throws increases by +1.
against the special attack on which the creature Special: A creature can gain this feat multiple
focuses. times. Each time the creature takes the feat, its
Special: A creature can gain this feat multiple natural armor bonus increases by another point.
times. Its effects do not stack. Each time the
creature takes the feat, it applies to a different Improved Natural Attack
special attack. Attacks made by one of this creatureʼs natural
attacks leave vicious wounds.
Awesome Blow (Combat) Prerequisite: Natural weapon, base attack bonus
This creature can send opponents flying. +4.
Prerequisites: Str 25, Power Attack, Improved Benefit: Choose one of the creatureʼs natural
Bull Rush, size Large or larger. attack forms. The damage for this natural attack
Benefit: As a standard action, the creature may increases by one step on the following list, as if
perform an awesome blow combat maneuver. If the creatureʼs size had increased by one category.
the creatureʼs maneuver succeeds against a Damage dice increase as follows: 1d2, 1d3, 1d4,
corporeal opponent smaller than itself, its 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A
opponent is knocked flying 10 feet in direction of weapon or attack that deals 1d10 points of
the attacking creatureʼs choice and falls prone. damage increases as follows: 1d10, 2d8, 3d8,
The attacking creature can only push the 4d8, 6d8, 8d8, 12d8.
opponent in a straight line, and the opponent canʼt
Nysrough Progenitor the open puss filled sores that cover the progenitorʼs
maggot like form. These flies form an aura around the
progenitor at a range of 10 feet. Any creature who enters
This enormous, obese demon lies in a pool of its own
this area must make of a fortitude DC 22 each round not
filth. Taking the form of a massive, slime covered maggot
to become nauseated as these swarms bite and tear at
with a vaguely misshapen goblin head, this creatureʼs
the creatures flesh. In addition to the possibility of
back is covered with failing tentacles.
becoming nauseated, each round spent in the swarm
inflicts 2d6 damage to the creature. Any area attack which
Nysrough Progenitor CR 13 inflicts at least 25 hp of damage dissipates the swarm for
a round , until more of the insects crawl forth from the
XP 25,600 sores of the progenitor and once again reform at the end
CE huge outsider (chaotic, demon, evil, extraplanar) of the progenitorʼs next turn.
Init +0; Senses darkvision 60 ft., detect good, true
seeing;, Perception +24 Venomous Bile Once every 1d4 rounds the Progenitor
DEFENSE can belch form a viscous stream of highly caustic acidic
AC 27, touch 12 , flat-footed 27 (+4 deflection, +15 bile in a 60 foot line that deal 10d4 acid damage.
natural, – 2 size); Swarming Flies Creatures caught in the line are allowed a reflex DC 26
hp 251 (18d10+152) fast healing 10 saving throw for half damage and to avoid the secondary
Fort +19, Ref +6, Will +16 effect of the bile. Creatures who fail the initial save also
DR 10/cold iron and good; Immune electricity, poison; suffer 1 con bleed at the beginning of their next
Resist acid 10, cold 10, fire 10; SR 24 round ,and each subsistent round, until a creature uses a
OFFENSE full round action to scrap of the clinging vomit.
Speed 30ft
Melee Bite +25 (3d6+15) plus snatch, two slams +25
(1d10+15), 4 tentacles +23 (1d8+10)
Space 20 ft.; Reach 10 ft. (20ft with tentacles)
Special Attacks swallow whole(5d6 acid, AC 17, hp 25 )
Venomous Bile(Reflex 26; see text)
Spell-Like Abilities (CL 18th)
Constant—true seeing, unholy aura (DC 23)
At will—dominate monster (DC 23), greater dispel
magic, greater teleport (self plus 50 lbs. of objects
only), power word stun, telekinesis (DC 23)
1/day—blasphemy (DC 23), fire storm (DC 23)
STATISTICS
Str 31 , Dex 11, Con 27, Int 24, Wis 16,Cha 19
Base Atk +15; CMB +27; CMD 37
Feats Multiattack, Snatch (bite), Improved
Natural Attack(bite), Vital strike, Improved Vital
strike, Power Attack, Intimidating Prowess, Iron
will, Toughness
Skills Acrobatics +21, Bluff +25, Climb +31,
Craft +28, Intimidate +35, Knowledge
(Arcana) +28, Knowledge (History) +28,
Knowledge (planes) +28, Knowledge
( Religion) +28, Perception +24, Sense Motive
+24, Spellcraft +28, Stealth +13.
Languages Abyssal, Celestial, Draconic;
telepathy 100 ft.
ECOLOGY
Environment any (the Abyss)
Organization solitary
Treasure standard
Special Abilities
Swarming Flies The Nysrough Progenitor
lives in pools of their own filth having their
servants, the abyssal, tend to their every
twisted whim. The stench of the filth pools
draws forth massive swarms of stinging and
biting flies. These swarms live and feed from
Goblin Dog Hated by men and other natural animals alike, goblin dogs
are unsightly, foul-smelling, and foul-tempered. Itʼs no
surprise that these creatures find a universal hatred by all
This mangy creature lets loose a hissing growl as it slinks
the civilized races except those of the goblin. Constantly
towards you. It has the same features of an oversized
scratching at their flee bitten mange ,these animals are
rodent with beady yellow eyes, flattened protruding teeth,
afflicted with a horrid skin condition which makes even the
and a long rats tail.
most healthy of the beasts to have sores and lesions along
their hides. Despite the name goblin dog, the animal is a
Goblin Dog CR 1 species of a monstrously large rodent whoʼs existence
within the borders of more civilized lands have only
XP 400
propagated their size and numbers by providing a more
N Medium animal
ample food source. A goblin dog measures almost 5 feet
Init +2; Senses low-light vision, scent; Perception +4
long and can weigh up 75 pounds fully grown , although
DEFENSE
larger examples of these creatures have been reported.
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
Goblin dogs breed at an astounding rate, giving birth to
hp 9 (1d8+5)
litters of five to ten pups up to twice each year. The
Fort +4, Ref +4, Will +1
numbers of these beasts have become quite a problem for
Immune disease
many frontier towns and the bounty of a silver piece per
OFFENSE
goblin dog tail is standard in these places.
Speed 50 ft.
Melee bite +2 (1d6+3 plus allergic reaction)
STATISTICS
Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 8
Base Atk +0; CMB +2; CMD 14(18 vs. trip)
Feats Toughness
Goblin Dog Pups CR 1/8
XP 50
Skills Stealth +5, Perception +4
N small animal
ECOLOGY
Init +4; Senses low-light vision, scent; Perception +4
Environment temperate forest, swamp, or underground
DEFENSE
Organization solitary or pack (2–12)
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
Treasure none
hp 4 (1d8+1)
SPECIAL ABILITIES
Fort +4, Ref +4, Will +1
Allergic Reaction
Immune disease
(Ex) A goblin dogʼs
OFFENSE
dander is highly
Speed 30 ft.
irritating to all
Melee bite +1 (1d4 )
creatures save
STATISTICS
those with the
Str 11, Dex 18, Con 11, Int 2, Wis 12, Cha 8
goblinoid subtype.
Base Atk +0; CMB -1; CMD 11(15 vs. trip)
A non-goblinoid
Feats Toughness
creature damaged
Skills Stealth +10, Perception + 4
by a goblin dogʼs
ECOLOGY
bite, who deals
Environment temperate forest, swamp, or underground
damage to a goblin
Organization 1-5 litters (5–10 pups each)
dog with a natural
Treasure none
weapon or unarmed
attack, or who Goblin dog pups can be found in most goblin lairs. After a
otherwise comes into female goblin dog gives birth to a litter of pups she will
contact with a goblin nurse the beasts for a small period of two to three weeks
dog (including attempts to until the creatures eyes open. These creatures are born
grapple or ride the without fur and resemble hairless rats at the time of birth.
creature) must make a After the nursing time has ended, the pups begin to forge
DC 12 Fortitude save or for their own food and eat smaller rodents, insects, and
break out in an itching other vermin(all which are plentiful food sources within a
rash. A creature affected by this rash goblin dwelling.) Many times the small beasts become
takes a –2 penalty to Dexterity and food for the goblin tribe in lean times.
Charisma for 1 day (multiple allergic
reactions do not stack). Remove disease or
any magical healing removes the rash
instantly. This is a disease effect. The save
DC is Constitution-based.
Goblin Dog Companions
Dire Goblin Dog CR 6
XP 1600 Starting Statistics: Size Small; Speed 50 ft.; Attack bite
N advanced, large animal (1d4); Ability Scores Str 11, Dex 16, Con 11, Int 2, Wis
Init +2; Senses low-light vision, scent; Perception +8 12, Cha 8; Special Qualities allergic reaction, low-light
DEFENSE vision, scent.
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, -1
size) 4th-Level Advancement: Size Medium; AC +1 natural
hp 55 (5d8+35) armor; Attack bite (1d6); Ability Scores Str +4, Dex –2,
Fort +10, Ref +7, Will +4 Con +4.
Immune disease
OFFENSE Goblin druids and paladins often take these creatures as
Speed 50 ft. trusted mounts and animal companions. It is a very rare
Melee bite +10 (2d6+11 plus allergic reaction) occurrence to find these filthy creatures in the service of
STATISTICS any self respecting class that was not a goblinoid race, as
Str 24, Dex 16, Con 23, Int 2, Wis 16, Cha 14 the beasts are typically killed on site no matter how well
Base Atk +3; CMB +11; CMD 24 (28 vs. trip) trained or behaved they are.
Feats Toughness, Improved Natural Attack(Bite),Ability
Focus (Allergic Reaction)
Skills Acrobatics +7,Perception +8, Stealth +6, and Swim
+10.
ECOLOGY
Environment temperate forest, swamp, or underground
Organization solitary or pack (2–12)
Treasure none
SPECIAL ABILITIES
Allergic Reaction (Ex) A dire goblin dogʼs allergic
reaction is increased to DC 17.
These creatures are extreme examples of their kind. They
grow to lengths of seven to nine feet long and can weigh
upwards of 250 pounds. The skin affliction on these
beasts are extreme as patches of raw skin and chewed
manage, along with their lithe frames and gauntly
stretched skin, give them the often mistake appearance of
undead creatures.
normal reach. It gains a +2 bonus on this attack. Moving
Goblin Snake CR 2 before it attacks causes a goblin snake to uncoil,
XP 600 preventing it from lunging. While coiled , the goblin snake
CE Small aberration (goblinoid) is considered flat-footed. A goblin snake must spend a
Init +2; Senses darkvision 60 ft., scent; Perception +7 round recoiling between lunge attacks.
DEFENSE Oversized maw(Ex) The goblin snakeʼs maw is immense.
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 This ability increases the damage dice of its bite attack as
size) if the goblin snake was one size category larger.
hp 21 (3d8+3) Snake Empathy (Ex) This ability functions similarly to a
Fort +3, Ref +6, Will +4 druidʼs wild empathy ability, but allows goblin snakes to
OFFENSE verbally communicate with and be understood by snakes
Spd 30 ft., burrow 5 ft. and similar serpentine reptiles.
Melee bite +5 (1d6 +3) The goblin snake rolls 1d20 and adds their hit dice+
Space 5 ft.; Reach 5 ft. Charisma modifier +4 to determine the wild empathy check
Special Attacks goblin breath, lunge result.
STATISTICS ECOLOGY
Str 15, Dex 17, Con 14, Int 8, Wis 12, Cha 13 Environment Any underground
Base Atk +2; CMB 14 ; CMD 16(canʼt be tripped) Organization Solitary, pair (2), nest (3–16)
Feats Lighting Reflexes, Toughness Treasure None
Skills Acrobatics +6, Bluff +5, Intimidate +5, Perception Before Combat If a goblin snake expects danger, it uses
+7, Stealth +10 its menace and snake empathy to convince any goblins or
Languages Common, Goblin serpentine allies to defend it. Afterward, or if its alone, it
SPECIAL ABILITIES spends a round finding an advantageous position, coiling
Goblin Breath (Ex) Once every 1d4 rounds a goblin to lunge at the first creature to near.
snake can release a disgusting belch. Any creature within During Combat A goblin snake lunges and belches its
5 feet of the goblin snake must succeed on a DC 14 goblin breath as often as possible, shrieking all the while to
Fortitude save or be sickened for 1d6 rounds. The save attract aid or predators more dangerous than its attackers.
DC is Constitution-based. Creatures that successfully save Morale Ultimately cowardly creatures, goblin snakes flee
cannot be affected by the same goblin snakeʼs goblin from most larger creatures, fighting only if no other options
breath for 24 hours. A delay poison or neutralize poison remain.
spell removes the effect from the sickened creature.
Creatures with immunity to poison are unaffected, and These wicked snake like creatures are prime examples of
creatures resistant to poison receive their normal bonus on bullies in the goblin world. They care for nothing but
their saving throw. inflicting cruelty and pain on weaker beings. A long
Lunge (Ex) A goblin snake can coil itself to attack normally serpentine body, whose scales are the color of blood
out-of reach opponents. First, a goblin snake must spend a supports a misshapen goblinoid head with bulbous blood-
full-round action tightly coiling itself. In any following round, shot eyes. The length of goblin snakes can range from 4 to
it can attack a creature within 10 feet, as if it had double its 6 feet in length, and weight 50 pounds or more. These
aberrations have been rumored to grow to massive sizes
which can rival an anaconda in both weight and length.
Arrogant , goblin snakes make no excuses for their
actions, and often can be found extorting food and tribute
by force from the ranks of standard goblins , in whose
tribes they insert themselves into. While a threat and bully
to those weaker then itself, at its core the goblin snake is a
coward. Its tactics include allowing others to fight while it
makes use of its stealth, attacking only a weakened foe,
and from an advantageous position. The goblin
snake makes use of its lunge and goblin
breath ability as often as it can. When
found within a goblin tribe , the goblin
snake makes ample use of its snake
empathy ability to form a nest for
itself. The other serpents found within
these nests are aggressive Venomous
snakes which help keep the dwelling
of the goblin snake free from intrusion
by tribal goblins seeking reprisal for itʼs
cruel deeds.
Warping Gaze(Su) As lesser confusion, 30 feet, Will DC
Goblin Naga CR 6 17 negates. The save DC is Charisma-based.
XP 2,400
CE medium aberration (Goblinoid) Goblin nagas covet power and revile in the subjection and
Init +6; Senses darkvision 60 ft.; Perception +12 dominion it holds over others. Typical goblin nagas
DEFENSE measures approximately 8 feet long and weighs upward
AC 25, touch 16 , flat-footed 14 (+6 Dex, +4 armor, +1 of 150 pounds. With bodies covered by slimy scales that
dodge, +4 natural) range from rust colored browns to dark crimson hues,
hp 58 (9d8+18) goblin nagas seek out weak creatures like standard
Fort +5, Ref +11, Will +8 (+4 vs. charm effects) goblins and, through force enlist the tribes into their
Defensive Abilities chaotic mind ; Immune poison service. Many of the nagaʼs lesser goblin kin worship the
OFFENSE creature as a form of a deity and dedicate the treasure
Speed 30 ft. from raids in order to stave off its anger. Goblin nagas are
Melee bite +13 (1d8+1), sting +13 (2d4+1 plus poison) wicked creatures that spread only misery wherever they
Space 10 ft.; Reach 5 ft. slither. These aberrations go to great lengths to establish
Special Attacks Warping gaze control, often by killing established leaders with their
Spells Known (CL 5th) poison or magical abilities and then devouring the corpse
3rd (3/day)—fire ball (DC 17) before a tribe in a show of dominance. Overconfident and
2nd (5/day)—catʼs grace, scorching ray aggressively violent, a goblin naga will attack any
1st (6/day)—expeditious retreat, mage armor, magic perceived threat that could jeopardize itʼs territories and
missile, ray of enfeeblement (DC 14), claimed lands. Sometimes these creatures seek lairs
0 —daze, detect magic, light, mage hand, open/close, ray within a large city, leading them to the labyrinth of the
of frost, bleed cityʼs sewer systems and slums districts to gather a
STATISTICS following. Goblin nagas see none as equals and actively
Str 13, Dex 23, Con 15, Int 14, Wis 15, Cha 17 avoid working with others of their kind for fear of betrayal.
Base Atk +6; CMB +8; CMD23(canʼt be tripped) At their black hearts they are goblins after all.
Feats Dodge, Combat Casting, Eschew Materials,
Weapon Finesse, Lighting Reflexes
Skills Bluff +13, Diplomacy +9, Escape Artist +11,
Intimidate +9, Knowledge (Arcana) +11, Perception +12,
Sense Motive +11, Spellcraft +14, Stealth +17, Swim +7
Languages Goblin, Common, Infernal
ECOLOGY
Environment any underground
Organization solitary
Treasure standard
SPECIAL ABILITIES
Chaotic Mind (Ex) Goblin nagas are immune to any form
of mind reading, such as that granted by Chaotic Mind.
This ability also grants a +4 racial bonus on all saves
against charm effects.
Oversized maw(Ex) The goblin nagaʼs maw is immense,
this ability increases the damage dice of its bite attack as
if the goblin naga was one size category larger.
Poison (Ex) Sting—injury; save Fort DC 16; frequency 1/
round for 4 rounds; effect 1d3 Con damage; cure 1 save.
The save DC is Constitution-based.
Spells Goblin nagas cast spells as
6th-level sorcerers.
Abyssal Goblin Titan Abyssal Goblin Titan CR 10
This mass of tangled flesh stands almost nine feet tall. In XP 9,600
one hand it holds a massive axe, itʼs blade composed of CE Large Outsider (chaotic, demon, evil, extraplanar)
numerous barbs and jagged hooks. Its body pulsates with Init +1; Senses darkvision 60 ft.; Perception +19, Light
the horrific growth of hundreds of vestigial limbs, mouths, sensitivity
and eyes. All of them alive, twitching, and screaming. DEFENSE
AC 24, touch 10, flat-footed 24(+1 Dex,+3 Armor, +12
natural,-1 size)
hp 166(10d10+123)
Fort +14, Ref +8, Will +2
DR 10/good; Resist cold 10,fire 10; SR 15
Special Quality: Covered in Eyes
OFFENSE
Speed 30 ft. Reach 10ft.
Melee Barbed Axe +18/+13 (2d6+11) + Tearing Wound
or Slam +13/+13 (1d6+7) + Clinging Flesh
Special Abilities: Blasphemous Growth, Symphony of
Horror(DC 23),Clinging Flesh (1d6+4)
STATISTICS
Str 26, Dex 13, Con 24, Int 13, Wis 8, Cha 15
Base Atk +10; CMB +23; CMD 25
Feats Weapon Focus (Barbed Axe), Weapon
Specialization( Barbed Axe), Exotic Weapon Proficiency
(Barbed Axe) , Greater Mutation, Blasphemous Growth
Skills Acrobatics +14;Climb +15, Swim +14, Perception
+13, +5 Stealth ,+13 Intimidate
Racial Modifiers +4 Stealth, +4 Intimidate, +8 Perception
Languages Abyssal, Common, Goblin
ECOLOGY
Environment any (the Abyss)
Organization Solitary or Brood(10-50 standard abyssal
goblins)
Treasure standard
SPECIAL ABILITIES
Blasphemous Growth (Ex): 7/day The abyssal goblin
titan is able to call forth amazing feats of strength. With
these surges of strength the abyssal goblin can gain
one of the following effects : +4 to a single weapon
damage roll; gain a +8 to die roll to break an object; or
gain a +4 to a single CMB roll. Calling on this sudden
surge of strength is a swift action.
Clinging Flesh (Ex): The Titanʼs flesh is covered
in half formed limbs and biting mouths filled with
sharp teeth. If the goblin titan makes successful
slam attack against a creature the creature
becomes the target of a grapple attempt. If the
grapple is successful the target automatically suffers a
d6+4 damage and is considered grappled. The twisted
flesh of the titan holds the creature with its many
malformed limbs allowing the titan not to suffer any of the
ill effects of being engaged in a grapple. The titan is not
considered grappled and can fight, move, and act normally
while a creature sized medium or smaller is held by its
flesh. During each round the grapple is maintained by the
titans clinging flesh ability the creature suffers a further
d6+4 damage.
Covered in Eyes (Ex): The abyssal goblin titans body is growth feat to maintain grapples and to increase its
a melded nightmare of vestigial growth that consists of a damage round after round.
merging of numerous heads and eyes. This ability grants
the titan Uncanny Dodge.
Smite Good (Ex): 1/day as a swift action the abyssal
goblin titan adds its Cha bonus to attack rolls and
damage bonus equal to HD against good foes; smite
persists until target is dead or the fiendish creature rests. The Filth Reaches
Symphony of Horror (Ex): As a standard action, an The Four-Hundred sixty ninth layer, known
abyssal goblin titan may unleash a horrific roar. This as the Filth reaches of the abyss, once bore
affects all foes within a 30ʼ radius. These creatures must the greatest part of the bloodshed of the
succeed a Will saving throw DC 23 or become shaken for behemoth war. The plane is a barren
1d6 rounds. This is a fear-based effect. Any creature who wasteland of broken earth and jagged
successful saves against this ability cannot be affected by stone, bodies of water form emerald hued
it until 24 hours have passed. lakes of fuming poison. Looming monolithic
spires soaring hundreds of feet into the
Tearing Wound: The weapon of choice for the goblin darkened crimson sky stand in stark
titan is an oversized axe, whose blade is adorned with contrast as their forms are of sculpted ivory
jagged hooks of metal. Whenever the titan hits with an of purest white and bearing the likeness of
axe attack a creature wounded takes 1 bleed damage at some long forgotten race. These titanic
the beginning of their next turn. This bleed damage does statues stand in silent testament to the
not stack with any other source of bleed damage. The atrocities to the unending battles fought
bleeding can be stopped with the application of healing there. It is also site to a strange relic known
magic or by succeeding on a Heal check DC15. as the Oblivion Helix. Even less is known
about this strange device than of the
demons that have waged a constant battle
Goblin Titians are the byproducts of powerful demons
over its possession. Many sages speculate
known as Nysrough Progenitors(more commonly called
that this may be a planner gate or a means
brood mothers among the tribes who are inflicted with
of merging planer rifts, whatever the
these demons). Goblin Titanʼs are given life by the
purposes this apparatus serves it has been
conjoining of a goblin brood ( the birthing process where
the focus of more than one abyssal
a progenitor lays a litter of demons numbering between
campaign.
ten to twenty), in which the mass never divides into
separate life forms but instead fuses into a warped pile of
flesh. At full maturity, these creatures stand between nine
and ten feet tall with powerfully built limbs. Their skin is a
tangled meshing of their surviving kin consisting of a
multitude of heads, arms and mouths. In their infant form,
titans take the shape as large pools of melted flesh and a
relatively weak during the first year of life. After this period
the titan begins to increase in size each month until its
form stabilizes, during which time the creature begins
gain control of its horrific shape and becomes mobile.
Over the next few years the creature consumes anything
which it can kill and devour. This typically involves the
consumption of weaker goblins of the tribe.
Abyssal goblin titans are never found any great distance
away from their brood mothers and act as a guardian to
them. A true terror to behold on the field of battle, titanʼs
tower above the common rabble of the brood and often
kill many of them while in combat because of the shear
joy these creatures gain from inflicting pain. A favored
tactic of these creatures are to unleash a Symphony of
horror during the first round of combat to demoralize foes.
This is followed by slam attacks made with the hopes of
grappling a foe using its clinging flesh ability and then full
round attacks with its barbed axe to inflict massive
damage. The goblin titan makes use of its blasphemous
Steel Pelt Wolf CR 1 The blood wolf inhabits only a few mountain pockets of the
XP 400 Bale highlands. The largest concentration of these wolves exist
N Medium animal in the Bale Mountains, where the common farmers of the
Init +2; Senses low-light vision, scent; Perception +8 region, own many of the larger domestic dogs of the area per
household in order to protect their livestock. Although the
DEFENSE
wolves' habitat has constantly dwindled as a result of human
AC 16, touch 12, flat-footed 12 (+2 Dex, +4 natural) encroachment, its greatest threat of extinction is a recurring
hp 13 (2d8+4) epidemic of rabies which is transmitted from other dominate
Fort +5, Ref +5, Will +0 wildlife with whom the wolves compete for food.
OFFENSE The blood wolf has long legs and a long muzzle, resembling a
Speed 30 ft. lager version of a coyote in both shape and size. It has a
Melee bite +2 (1d6+1 plus trip) distinctive reddish coat with a white throat, chest, and under
STATISTICS parts, broad pointed ears, and a thick black tail with a white
Str 13, Dex 15, Con 14, Int 2, Wis 10, Cha 6 base. It ranges in size from 50 to 70 inches (tip of nose to end of
Base Atk +1; CMB +2; CMD 14 (18 vs. trip) tail) and weighs from 65 to 130 pounds.
Feats Skill Focus (Perception)
Skills Perception +8, Stealth +6, Survival +1 (+5 scent
tracking);
Racial Modifiers +4 Survival when tracking by scent
ECOLOGY
Environment cold or temperate forests Black Fang Wolf CR 1
Organization solitary, pair, or pack (3–12) XP 400
Treasure none N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
This wolf once inhabited most all of the commonly known parts DEFENSE
of the world. And though it still covers the greatest range among AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
all wolf subspecies, it is now limited to mainly to centralized
hp 13 (2d8+4)
northern and mountainous regions. The size of these wolves
pack’s territories depends on the abundance of food and water. Fort +5, Ref +4, Will +1
They are very adaptable to different environments. On average, a OFFENSE
steel pelt wolves weigh from 70 to 130 pounds and can measure Speed 50 ft.
up to 39 inches at shoulder height. They can vary in length from Melee bite +3 (1d8+3 plus trip)
40 to 65 inches Their fur is known to be coarser and more dense STATISTICS
as compared to other wolves. Str 17, Dex 13, Con 14, Int 1, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (18 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8, Stealth +6, Survival +1 (+5 scent
tracking);
Racial Modifiers +4 Survival when tracking by scent
Blood Wolf CR 1 ECOLOGY
XP 400 Environment cold or temperate forests or mountains
N Medium animal Organization solitary, pair, or pack (3–12)
Init +2; Senses low-light vision, scent; Perception +4 Treasure none
DEFENSE
AC 14, touch 12, flat-footed 12 (+3 Dex, +2 natural) Being a heavier animal with shorter legs, the black fang wolf is
hp 11 (2d8+2) slower and less adept at catching prey than the other wolves of
Fort +5, Ref +5, Will +1 its kind. It is, therefore, common knowledge that the blood wolf
OFFENSE is a far more aggressive of a predator. Its teeth are more massive
Speed 50 ft. and stronger than the average wolves, allowing it to inflict more
damage onto pray. Although its head was larger, the brain case
Melee bite +2 (1d6+2 plus trip)
was smaller (A feral hunter does not need to outsmart its prey).
STATISTICS Also, being larger in size, it has less competition. It has a
Str 14, Dex 17, Con 13, Int 2, Wis 12, Cha 6 distinctive black coloring with a gray throat, and flat ears. It
Base Atk +1; CMB +2; CMD 15 (19 vs. trip) ranges in size from 60 to 85 inches (tip of nose to end of tail)
Feats Skill Focus (Perception) and weighs from 110 to 185 pounds.
Skills Perception +4, Acrobatics +7, Stealth +6, Survival
+1 (+5 scent tracking);
Racial Modifiers +4 Survival when tracking by scent
ECOLOGY
Environment Wasteland or Desert
Organization solitary, pair, or pack (3–12)
Treasure none
Iberian Wolf CR 1 Death Wolf CR 1
XP 400 XP 400
N Medium animal N Medium animal
Init +2; Senses low-light vision, scent; Perception +8 Init +2; Senses low-light vision, scent; Perception +8
DEFENSE DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4) hp 16 (2d8+6)
Fort +4, Ref +5, Will +1 Fort +6, Ref +5, Will +0
OFFENSE OFFENSE
Speed 50 ft. Speed 50 ft.
Melee bite +2 (1d6+1 plus trip) Melee bite +2 (1d6+1 plus trip)
STATISTICS STATISTICS
Str 13, Dex 15, Con 12, Int 3, Wis 12, Cha 6 Str 13, Dex 15, Con 17, Int 2, Wis 10, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip) Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception) Feats Skill Focus (Perception)
Skills Perception +8, Stealth +10, Survival +1 (+5 scent Skills Perception +8, Stealth +6, Survival +1 (+5 scent
tracking); tracking) Intimidate +4;
Racial Modifiers +4 Survival when tracking by scent Racial Modifiers +4 Survival when tracking by scent
ECOLOGY ECOLOGY
Environment Cold Forests or Tundra Environment Wasteland or Gravesite
Organization solitary, pair, or pack (3–12) Organization solitary, pair, or pack (3–12)
Treasure none Treasure none
Able to tolerate years of sub-zero temperatures, up to five
months of darkness a year, and weeks without food, the Iberian
Death’s wolves have piercing sallow eyes, sharp needle like
wolf lives in the frozen tundra’s and cold mountainous regions
fangs and roams the eastern wastelands and old battlefields
of the world. Iberian wolves inhabit some of the most
throughout the realms. These creatures have molted fur and
inhospitable terrain and in early months of the years cycle, the
bare patches which revile sores and scabbed flesh. The eyes of
air temperature rarely rises above -22° F in habituated regions.
a death wolf glow an eerie shade of yellow when the creature is
The Iberian wolf is one of the few mammals that can tolerate
angered or in the reflection of light. It has a patchy black fur
these conditions. Despite the many studies by rangers and
coloring with stretched skin coving most of its lithe frame.
scholars, details of the animal's life through much of the year
Primarily scavengers , The sight of these creatures are often
are virtually unknown. It has a silver coloring with short and
attributed to ill omen. It ranges in size from 40 to 62 inches (tip
pointed ears. It ranges in size from 38 to 65 inches (tip of nose
of nose to end of tail) and weighs from 60 to 117 pounds.
to end of tail) and weighs from 50 to 120 pounds.
Steel Pelt Wolf ~ Blood Wolf ~ Black Fang Wolf ~ Iberian Wolf ~ Death Wolf
Goblin Pot Swarms The save DC is Constitution-based and includes a +2
racial bonus.
Spider Swarm CR 1 Wasp Swarm CR 3
XP 400 XP 800
N Diminutive vermin (swarm) N Diminutive vermin (swarm)
Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Init +1; Senses darkvision 60 ft.; Perception +9
Perception +4 DEFENSE
DEFENSE AC 15, touch 15, flat-footed 14; (+1 Dex, +4 size)
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size) hp 31 (7d8)
hp 9 (2d8) Fort +5, Ref +3, Will +3
Fort +3, Ref +3, Will +0 Defensive Abilities swarm
Defensive Abilities swarm traits; Immune mind-affecting traits; Immune weapon
effects, weapon damage damage
Weaknesses swarm traits Weakness swarm traits
OFFENSE OFFENSE
Speed 20 ft., climb 20 ft. Speed 5 ft., fly 40 ft. (good)
Melee swarm (1d6 plus poison and distraction) Melee swarm (2d6 plus poison)
Space 10 ft.; Reach 0 ft. Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11) Special Attacks distraction
STATISTICS (DC 13), poison
Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2 STATISTICS
Base Atk +1; CMB —; CMD — Str 1, Dex 13, Con 10, Int —, Wis 12,
Skills Climb +11, Perception +4; Cha 9
Racial Modifiers +4 Perception; uses Dexterity for Climb Base Atk +5; CMB —; CMD —
checks Skills Fly +11, Perception +9;
ECOLOGY Racial Modifiers +8 Perception
Environment any SQ swarm traits, vermin traits
Organization solitary, pair, tangle (3–6 swarms) or colony ECOLOGY
(11–20 swarms) Environment temperate forests
Treasure none Organization solitary, pair, fury (3–6 swarms),
SPECIAL ABILITIES maelstrom (7–12 swarms)
Poison (Ex) Swarm—injury; save Fort DC 11; frequency 1/ Treasure none
round for 2 rounds; effect 1d2 Str; cure 1 save. The save SPECIAL ABILITIES
DC is Constitution-based. Poison (Ex) Swarm—injury; save Fort DC 13; frequency
1/round for 4 rounds; effect 1 Dexterity damage; cure 1
save. The save DC is Constitution-based.
Centipede Swarm CR 4
XP 1,200
N Diminutive vermin (swarm)
Init +4; Senses darkvision 60 ft., tremorsense 30 ft.;
Cockroach Swarm CR 2
XP 600
Perception +4 N Diminutive vermin (swarm)
DEFENSE Init +2; Senses darkvision 60 ft.,tremorsense 30 ft.;
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size) Perception +4
hp 31 (9d8–9) DEFENSE
Fort +5, Ref +7, Will +3 AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
Defensive Abilities swarm traits, Immune weapon hp 26 (4d8+8)
damage Fort +6, Ref +3, Will +1
OFFENSE Defensive Abilities swarm traits, Immune weapon
Speed 30 ft., climb 30 ft. damage
Melee swarm (2d6 plus poison) Weaknesses light sensitivity, swarm traits
Space 10 ft.; Reach 0 ft. OFFENSE
Special Attacks distraction (DC 13), poison Speed 20 ft., climb 20 ft., fly 30 ft. (poor)
STATISTICS Melee swarm (1d6)
Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2 Space 10 ft.; Reach 0 ft.
Base Atk +6; CMB —; CMD — Special Attacks distraction (DC 14)
Feats Weapon Finesse STATISTICS
Skills Climb +12, Perception +4; Racial Modifiers +4 Str 1, Dex 15, Con 14, Int —, Wis 10, Cha 2
Perception Base Atk +3; CMB —; CMD —
ECOLOGY Skills Climb +10, Fly +4, Perception +4, Stealth +14;
Environment temperate or warm forest or underground Racial
Organization solitary, pair, or tangle (3–6 swarms) Modifiers +4 Perception
Treasure none SQ hold breath
SPECIAL ABILITIES ECOLOGY
Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/ Environment any temperate, warm, or urban
round for 6 rounds; effect 1d4 Dex damage; cure 1 save.
Organization solitary, pair, or intrusion (3–20 swarms) having its forceps like jaws fully extended, resembling a
Treasure none snaggle-toothed demon with the hideous human face
Goblin Shark CR 2
rising from the murky depths.
Aside from being solitary predators, goblin sharks hunt in
XP 1200 great packs. With numbers ranging between seven and
N Large animal (aquatic) thirteen sharks, the havoc that these creatures bring to
Init +6; Senses blindsense 30 ft., keen scent; Perception fishing towns and cities along costal regions is
+9 devastating, as they have been known to attack the
DEFENSE vessels which ply the ocean waters. Attracted by even the
AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, –1 smallest amount of blood in the water, these sharks can
size) locate the source at ranges of a mile or more if the
hp 38 (5d8+15) currents are in itʼs favor. Goblin sharks serve as powerful
Fort +9, Ref +6, Will +2 mounts to other intelligent aquatic races. These creatures
OFFENSE are unpredictable in their movements, and despite
Speed swim 60 ft. rigorous training, a goblin sharks rider finds it hard to
Melee bite +7 (1d8+6) plus grab. control them in the midst of combat. While the scent of
Space 10 ft.; Reach 5 ft. blood is in the water, and if not properly directed to attack
STATISTICS an intended foe, these creatures violently lash out at
Str 19, Dex 15, Con 17, Int 1, Wis 12, Cha 2 random targets seeking nothing but a mouthful of flesh to
Base Atk +3; CMB +8 (+12 grapple); CMD 20 quench itʼs never ending hunger.
Feats Great Fortitude, Improved Initiative, Power Attack
Skills Perception +9, Swim +13
ECOLOGY Goblin Shark Animal Companions
Environment any ocean Starting Statistics: Size medium; Speed swim 60 ft.; AC
Organization solitary, pair, school (3–6), or pack (7–13) +3 natural armor; Attack bite (1d6) plus grab; Ability
Treasure none Scores Str 13, Dex 15, Con 15, Int 1, Wis 12, Cha 2;
SPECIAL ABILITIES Special Qualities scent, Thrash(1d4), Unpredictable
Keen Scent (Ex) A goblin shark can notice creatures by 4th-Level Advancement: Size large; Attack bite (1d8) plus
scent in a 180-foot radius underwater and can detect grab;
blood in the water at ranges of up to a mile. Ability Scores Str +4, Dex –2, Con +2; Special Qualities
Thrash (Ex) Whenever a goblin shark maintains a Blindsense, Thrash(1d6), Unpredictable
grapple, the creature begins to savagely trash about ,
rending the flesh of itʼs opponent. In addition to its normal
bit damage, the shark also inflicts an additional 1d6
damage.
Unpredictable (Ex) Whenever a goblin shark enters
combat, all handle animal and ride checks made to
control a goblin shark suffer a -4 penalty as the creature
is driven into a feeding frenzy. A failed roll to properly
direct the goblin shark during a combat round results in
the goblin shark attacking the nearest creature,
be it friend or foe. This attack excludes
their rider, as long as they remain
mounted on the beast.
By any
standard,
the Goblin
Shark is a
bizarre creature.
Growing to a length of over 10
feet and weighing up to 350 pounds,
it has a peculiar blade-like snout
overhanging long and highly protractible
jaws that bristle with slender, fang-like
teeth. This species is usually depicted in the stories of
sailors and others unfortunate enough to run across these
tenacious creatures, deepwater demons that have an
insatiable hunger for the flesh of man. These wild tales
often follow with descriptions of the creatures as always
Goblataur
This strange creature has the upper torso of a goblinoid
and the lower body of a mangy dog. Their skin takes the
hues of a rust colored orange or tones of dark browns
Goblataur CR 4
Goblin Centaur"
fading into black along their underbelly .The lower portions XP 800
of their bodies are muscular and have patches of dirty N Advanced medium monstrous humanoid (goblinoid)
thick fur. These creatures are somewhat of an enigma to Init +6; Senses darkvision 60 ft.; Perception +8
adventurers and scholars alike. It is a widely known fact DEFENSE
that many tribes of goblins keep goblin dogs as pets. It is AC 20, touch 15, flat-footed 15 (+3 armor, +5 Dex, +1
also a fact that goblins, given the lack of another proper natural,+1 shield)
goblin mate, will take advantage of anything that its twisted Hp 38 (4d10+16)
little hands and filthy urges will allow. This includes goblin Fort +3, Ref +9, Will +6
dogs, chickens, house cats, pigs, and occasionally, the OFFENSE
unfortunate Halfling victim. A Less known, and even more Speed 50 ft.
disturbing fact about goblins is the inconsistent structure, Melee longsword +7 (1d8+2/19–20), 2 claws +0 (1d6+1)
and alarming adaptability to procreate with varying species Ranged crossbow +9 (1d8+1/×3)
found throughout the world. Though the conception or live Space 5 ft., Reach 5 ft.
birth of a Goblataur have never been witnessed, these STATISTICS
facts serves as the theory as to the creation of these Str 15, Dex 20, Con 17, Int 11, Wis 14, Cha 12
monsters. Base Atk +4; CMB +9; CMD 21 (25 vs. trip)
Feats Improved Initiative, toughness
Skills Intimidate +7, Knowledge (nature) +5, Perception
+8, Survival +10
Languages Goblin, common
ECOLOGY
Environment temperate forests and plains
Organization solitary, pair, band (3–10), tribe (11–30 plus
3 rangers of 3rd level and 1 leader of 6th level)
Treasure standard (studded leather, buckler, longsword,
crossbow, 120 bolts, and other treasure)
SPECIAL ABILITIES
Allergic Reaction (Ex) A goblataur’s dander is highly
irritating to all creatures save those with the
goblinoid subtype. A non-goblinoid
creature who deals damage to a
goblataur with a natural weapon or
unarmed attack, or who otherwise
comes into contact with a Goblataur
(including attempts to grapple or ride the
creature) must make a DC 15 Fortitude save
or break out in an itching rash. A creature affected
by this rash takes a –2 penalty to Dexterity and Charisma
for 1 day (multiple allergic reactions do not stack).
Remove disease or any magical healing removes the rash
instantly. This is a disease effect. The save DC is
Constitution-based.
Stone Goblin Mountain Crusher (NPC gear, Masterwork Avalanche Gauntlets, Chain mail,
Heavy Rock Shield, other treasure)
Rage: While raging the Stone Goblin Mountain Crusher
Stone goblin Mountain crushers represent the strongest
receives a +4 moral bonus to Strength and Constitution,
of the Clans warriors. Their Great strengths allow them to
as well as a +2 moral bonus to will saves. A Mountain
use their racial weapons, the avalanche gauntlets, to
crusher can rage an amount of rounds per day equal to
devastating ability. These creatures often dress in Chain
its constitution modifier +4 plus 2 rounds per barbarian
mail taken from the dead dwarves that they crushed in
level afterwards (11 total rounds per day). The stone
battle in addition to using shields of hewn stone. These
Goblins Mountain Crushers Stats change to the following
creatures wade into battle fearlessly killing all in their way.
while raging:
They relying on the damage reduction to absorb a great
DEFENSE
deal of damage and make use of their improved sunder
AC 20, touch 9, flat-footed 16 (+ 6 armor, +2 shield, +4
ability to destroy any blunt weapons causing them harm.
Natural,-2 Rage)
Once joined in battle these creatures enter a deep rage
HP 80
and make full use of power attack each round in an
Fort +14, Ref +3, Will +3(+1 vs. fear effects)
attempt to kill their enemies quickly by dealing massive
DR 5/bludgeoning
amounts of damage.
Immune Poisons, Petrifaction, Stunning
Weaknesses vulnerability to sonic
Stone Goblin Mountain Crusher CR 7 OFFENSE
XP 3200 Speed 30ft
Goblin Warrior 5th/Barbarian 3rd Melee Avalanche Gauntlet +14/ +12 (1d8+9 / 17-20)
NE Medium elemental humanoid (goblinoid) Reach 5ft
Int +1, Senses Dark-vision 60ft, Tremor-sense 120’, Ranged Boulder +9 (1d6+6), 15ft
Perception +3 STATISTICS
DEFENSE Str 22,Dex 10,Con 20, Int 11, Wis 9,Cha 6
AC 22, touch 11, flat-footed 18 (+ 6 armor, +2 shield, +4 Rage Power: No Escape (Ex): The stone goblin
Natural) mountain crusher can move up to double its speed as an
HP 64(5d10+ 3d12 +21) immediate action. It can only use this ability when an
Fort +12, Ref +3, Will +1(+1 vs. fear effects) adjacent foe uses a withdraw action to move away.
DR 5/bludgeoning It must end its movement adjacent to the target that used
Immune Poisons, Petrifaction, Stunning the withdraw action. The barbarian provokes attacks of
Weaknesses vulnerability to sonic opportunity as normal. This power can be used once per
OFFENSE rage.
Speed 30ft Uncanny Dodge: Cannot be caught flat-footed even if
Melee Avalanche Gauntlet +12/ +10 (1d8+7 / 17-20) the attacker is invisible. Still loses Dex ability modifier to
Reach 5ft AC if it is immobilized.
Ranged Boulder +9 (1d6+4), 15ft Fast Movement: Gains a +10ft to base movement
STATISTICS Trap-sense: Gains a +1 bonus to Reflex saves to avoid
Str 18" Dex 10" Con 16" Int 11 Wis 9 Cha 6 traps as well as a +1 bonus to AC vs. trap attacks.
Base Atk+ 8; CMB + 12(+2 when using a Sunder
attempt) ; CMD 23 (25 vs. sunder attempt, 27 vs. trip or
bulrush attempts)"
Feats: Great Fortitude, Power Attack, Weapon Focus
(Avalanche Gauntlet), Weapon Specialization (Avalanche
Gauntlet), Improved Critical, Improved Sunder
Skills: Climb +14, Appraisal +7
Racial Modifiers +4 Climb Checks, +4 on Appraisal
checks to identify metals and precious ore.
Languages Goblin, Terran
SQ Stability, bravery +1, Armor training 1, Weapon
training: Gauntlet, Fast movement, Rage, Rage power,
Uncanny dodge, Trap-sense ,Hatred (Dwarves)
ECOLOGY
Environment any underground, high mountains
Organization solitary, team (2-5), gang (6-12 plus 1
“Rock Splitter” (Warriors of 5th level),
Or clan (15-80 plus 30% noncombatant young plus 1
Rock Splitter per 10 adults, 3-6 “Mountain
Crushers” ( Warrior 5/ Barbarian 3), and 1 Living Elder.
Treasure incidental, double standard for gems
Me Tribe, Me Kind Creating Goblin Tribes
Moog sat on the large rock positioned just outside the
cave’s entrance staring at the small speck of light shining
in the darkness of the valley below. Moog knew what was
down there, a large human town full of chickens to steal,
wooden buildings to burn, and horses to kill. Then there
where the humans... Moog remembered the stories that the
old goblins would tell him about the times when the great
goblin tribes stretched as far as the western mountains
and down to the seas. That was before all the stinky
humans came and killed Moog’s people and drove them into
the mountains. That was before the new boss came and
made all the goblins stop fighting each other. That was
before the goblins found the strange powder that made the
big fires and sounded like thunder. A huge toothy smile
spread across Moog’s face as he closed his eyes and begin
to dream about the sounds of screams and the taste of
flesh.
Building A Better Goblin Tribe
D10 Goblin Type
Many adventures only encounter goblins early into the 1 Abyssal Goblin
stages of their careers. This most often occurs as they
battle small groups of these creatures along caravan roads, 2 Artic Goblin*
caverns in hills and low mountains, and small villages being
attacked. It is rare that the dwellings and organization of
these creatures are ever truly explored in any true depth or 3 Aquatic Goblin
detail. Listed below are quick and fun ways in which a game
masters can create unique goblin tribes to place inside of 4 Desert Goblin*
their worlds. All of the following charts are presented with
random generation results which can have some fun and 5 Grim Goblins
unexpected results. A game master is encouraged to also
6 Jungle Goblin*
make sensible choices as to what type, and size, of goblin
tribe that best suitʼs the area and adventureʼs needs. 7 Magma Goblin
Goblin Tribe Types 8 Stone Goblin
Listed below are the ten different types of goblins in which 9 Standard Goblin
the tribe is composed from. While it is uncommon, some
10 Urban Goblin ( House, Sewer, Trash) **
tribes are composed of different types of the creatures
working towards a common goal. If the Game master
wishes to include this element into his game he may wish to * Goblin types listed with an asterisk have a listed terrain type in
roll twice from table below. The standard tribe composition their descriptions. The listed terrain type may be altered to fit a
is made up of a single goblin type. different region if desired. Examples: Frozen Tundra( Desert
goblins with the arctic terrain result), Arctic Plateau ( Arctic
goblins with the mountain terrain result).
** These goblins are urban dwelling and will always be listed
with those environments. The terrain result indicates in which
terrain type the urban setting is located.
Terrain Type
Listed below is a random terrain generator in which to
place the goblin tribe. The different types of terrain listed
below may need to be adjusted to suite the result
generated by the goblin type which inhabits these areas.
Remember that these terrain features exist in many
different regions and with a little imagination on behalf of
the game master, can be made to fit with little effort.
d00% Terrain Type
01-06 Cold
08-12 Desert
13-18 Forest
19-36 Jungle
37-44 Mountain
45-53 Hill
54-63 Swamp
64-73 Underground
74-83 Urban
84-91 Water
00 Roll twice
(This area has the mixed traits of both terrain
types )
Tribal Power Level
Not all goblin tribes are formed the same way. The most
commonly recognized power that goblinʼs have are in the
sheer force of their numbers. While small numbered
groups exist, there are also clan dwellings which may
have grown in extreme power and influence throughout
the realms. After the goblin type and terrain in which they
dwell have been rolled or selected, this chart provides the
number of members and power levels represented within
their holdings. While an area may contain many smaller
tribes, the result of powerful or overwhelming should be
carefully considered before being placed within a game
world. As the level of power increases with each step, so
does the amount of influence and pull that the goblin
society has on the surrounding areas.
D00 Tribal Organization
% Power Level
01 - 43 Feeble Goblin Vandals (2-4 goblins)
44 - 67 Weak Goblin Gang (5 –11 goblins plus 1-2 goblins with goblin dog mounts)
68 - 83 Moderate Goblin Warband (4-9 standard goblins, plus 10–16 goblins with goblin dog mounts, plus shaman
of 1st - 3rd level.)
84 - 96 Strong Goblin Tribe (30-60 plus 100% noncombatants; 1 Warboss of 3rd level per 20 adults; 1 or 2
lieutenants of 4th or 5th level; 1-3 Shamanʼs of 2nd to 5th level; 1 leader of 6th–8th level; and 10–
40 goblin mounts (dogs, wolves, sharks, or worgs)
97- 99 Powerful Goblin Tribe (60-140 plus 100% noncombatants; 1 Warboss of 5th level per 20 adults; 3-5
lieutenants of 6th or 7th level; 3 - 5 Shamanʼs of 3rd to 7th level; 1 leader of 8th–11th level; and
20–60 goblin mounts (dogs, wolves, sharks, or worgs)
00 Overwhelming Goblin Clan containing (160-340 plus 100% noncombatants; 1 Warboss of 7th level per 20 adults;
6-15 lieutenants of 9th or 11th level; 5-7 Shamanʼs of 5th to 9th level;1 leader of 13th–15th level;
and 60–140 goblin mounts (dogs, wolves, sharks, or worgs)
Clan Names
Presented below is a random name generator for goblin
tribes. Roll a d20 ,or choose, a prefix for the goblin clans
name, then again for the suffix and title.
D20 Prefix Suffix Titles
1 Black Tooth Scab Killers
2 Green Skinned Gut Flingers
3 Crimson Eyed Human Eaters
4 Dagger Clawed Dragon Hunters
5 Needle-toothed Dog Stickers
6 Reeking Fire Rippers
7 Raging Elf Mashers
8 Flesh Torn Horse Punchers
9 Cankerous Fat Belchers
10 Wicked Baby Squishier
11 Fierce Dwarf Splitters
12 Foul Mouthed Wolf Thumpers
13 Broken Tooth Bone Stealers
14 Brutal Monkey Gnawers
15 Rabid Gnome Crashers
16 Feared Halfling Poppers
17 Tainted Kitten Belchers
18 Maggot Breath Donkey Riders
19 Hated Heart Devourers
20 Bloodied Blood Raiders
Clan Attributes role playing aspect which can provide some interesting
Listed below are attribute which can be applied to add a elements to play.
little flavor to the standard goblin tribe. Each result has a
D20 Clan Attributes
1 Cursed – The tribe is afflicted with a particular disease or magical curse. This can range from the proximity of the goblin
dwelling near a tainted land or from the clan possessing a cursed relic or item.
2 Legendary Dwelling – The goblins have formed their dwelling in a place of known legend. This could take the form of a
ruined stronghold to a long since abandoned city along an active volcanoʼs edge.
3 Peaceful – The goblin clan is peaceful and works alongside other humanoid races to prosper.
4 Fearful – These goblins fear a certain race or creature type which they view as a common threat to the clans continued
existence. This can take the form of an area infested with serpents to an area which has a bounty placed upon their
heads.
5 Non-Goblin Leader – The goblin tribe is lead by a different creature other than the standard goblin king. While this is not
an uncommon trait among tribes, placing an unusual creature such as a elf, or even a deranged dwarf could lead to
some unexpected results and role playing.
6 Diseased – The members of this tribe have become afflicted with a widespread disease. The disease could be
transmitted through a goblins bite and possibly leave a recently attacked town or settlement facing a plague or epidemic
long after the goblins have returned to their dwellings.
7 Enslaved – The goblin race has become unwilling servants to some other powerful creatureʼs whims and desires.
Escaped members of these clans may seek out and even work with adventures to liberate them from their oppressors.
8 Expansionists – The goblins of these tribes are on the move. Ill content to settle with the areas in which they have already
claimed these goblins actively seek to establish holdings in the lands which boarder their homes. This could lead to a
mass exodus of the population of small villages and hamlets in the path of these goblins, all seeking safety from the
ensuring hoards.
9 Mobile – These goblins have no set home and instead travel the lands in large groups. These hoards move a cycles as
nomads and con often come into conflict worth more established cultures when the seasons are particularly rough or
food is scarce.
10 Civilized – These goblins have established a culture that is unlike many other goblins could imagine. They may have
established a cast system, and even farm crops or cultivate livestock for food. Clans with this trait may also have
established trade with other humanoid cities.
11 Destructive – These goblins are much more violent and ill tempered than others of their kind. Not satisfied with simply
attacking a town or village they will actively seek to destroy and cause ruin to any of the surrounding lands in which they
dwell. Setting forest fires, poisoning lakes and rivers, the massive killing of livestock and even the diversion of rivers or
destruction of dams to cause flooding is not beyond the imagination of these wicked creatures.
12 Mercantile – These goblins have perfected a craft of exceptional quality which is highly sought after by other races. These
crafted goods could range from standard items such as pottery or glass works, to unique or rare items such as magical
weapons or armor the likes which have not been seen before.
13 Industrial - These goblins have settled in an area which has rich deposits of needed resources. The creatures use their
knowledge of harvesting these materials, as well as their numbers to gain leverage over others who seek to claim them as
well. Common resources include minerals and ore, lumber, or spices.
14 Infighting – These goblins are at constant war with others inside of their tribe. This could be the result of an attempted
coup or a simple argument which erupted over who had the bigger piece of baby after the big raid. Whatever the case,
the tribe is locked into a massive war which could last for a matter of day to years depending on the goblins temperament.
15 Xenophobic – These goblins activity seek solitude within their dwellings. The locations of these dwelling are commonly
unknown to many as the goblins remain hidden from other humanoid dwellings.
16 Matriarchy – The positions of power within the goblin tribe are all held by females. The males are viewed as slaves or
breeding cattle, are placed in an even lower rung of the goblin society.
17 Slavers – These goblins actively seek to enslave any survivors of a raid or attack. They often will have dealing with other
creatures, or even be in league with other humanoid races in order to sell these prisoners to slave markets throughout
the lands. Slaves taken this way may also be forced to work for the goblins or be kept as food. In the vilest of acts, female
humanoids may be forced to procreate with the goblins resulting in mutations.
18 Cannibalistic – While acting much like a standard goblin tribe, these goblins will fall upon each other as a source of food
when it becomes scarce. These tribes tend to be much smaller in numbers as the consummation of its members keeps
its size in constant check.
19 Warlike – These goblins are active in combat once every two to three years. The clan may have a hated enemy, or have
declared an open war to a region or area of the realm. Often clans which meet with defeat once again return to the safety
of the holding s until they have yet again amassed their numbers for another attempt to destroy their enemies, resulting in
a cycle for their attacks.
20 Roll Twice – Roll twice and apply the results.
Heat Weapon (Ex): As magma goblins anger and rage
the Burning flares so does the white-hot flames that burn inside the
creatureʼs body causing its hands to erupt into flames.
The Magma goblin can use this ability as a move action
Mountain Clan once per round granting any weapon that it touches the
Flaming weapon property for one full round.
Master of Flames (Ex): Every time a Pyromancer inflicts
Fire damage on a target, be this with a spell or another
source of fire, he inflicts an amount of extra Fire Damage
equal to his Charisma modifier
Fiery Ray (Sp): 8/day - Alzin can unleash a fiery ray as a
Alzin, Goblin King CR 11
standard action, targeting any foe within 30 feet as a
ranged touch attack. This ray deals 1d8+11 points of fire
XP 12800 damage.
Goblin Pyromancer 11 Maintain fire (Su): This supernatural ability allows Alzin to
NE Small humanoid (goblinoid) maintain a flame and keep it from being extinguished. He
Init +2; Senses Darkvision 60 ft.; Perception +1 must have eye contact with the flame and then focuses his
DEFENSE energy to maintain it. By doing this, Alzin raises the
AC 22, touch 16, flat-footed 19 (+4 armor, +3 dex, +1 size, extinguish DC of the fire to 20. The flame is maintained as
+2 deflection, +2 natural) long as Alzin focuses on it. Using this ability is a move
Hp 77 (11d6+44) action and during which Alzin is considered flat-footed.
Fort +6, Ref +7, Will +10 Flaming Burst (Sp): 3/day (DC 20) - Alzin can unleash a
OFFENSE blast of flame which travels from his outstretched hands
Speed 30 ft. and explodes into a ball of fire. This power has a range of
Melee Elf chopper +4 (1D6) +2D6 (versus elves) 60 feet. This 20-foot-radius burst deals 11d6 points of fire
Spell Like Abilities: CL 11 damage. Those caught in the area of the blast receive a
1/day - Flare (DC 15), Mending (on metal objects only), DC20 Reflex save for half damage.
and Burning Hands (DC 15) Control Fire (Su): Alzin has gained the supernatural
Spells Prepared (CL 11th)# ability to control the size and brightness of fires within 50
5th - 3/day- Fire Snake, Summon Monster V feet. The pyromancer can choose to extinguish the fire, or
4th - 6/day-Flame Stride*(DC 21), Flaming Tentacles*(DC change the level of light given from the fire from dim to
21), Summon Monster IV, Wall of Fire bright light. If the pyromancer chooses to adjust the size of
3rd - 6/day- Fire Ball (DC 20), Fire Bolt*(DC 20), Flame a fire, any creatures caught in the effect receive a reflex
Arrow, Summon Monster III saving throw to avoid the effects. If failed these creatures
2nd _ 6/day- Burning Gaze (DC19), Fire Breath, Flaming are effected as if they were successfully targeted with the
Sphere (DC19), Madding Flames*(DC17), Summon fire and suffer damage as normal. Only natural fires can be
Monster II affected by this ability. Activating this ability is a standard
1st - 6/day- Burning Hands (DC 18), Fiery doom*, Mage action, and all changes last for as long as the Alzin
Armor, Obscuring smoke*, Summon Monster I continues to concentrate on maintaining the effect (a move
*New spell presented in chapter 4 action.)
STATISTICS Rebuke Elemental (Ex): Alzin has gained the
Str 8, Dex 17, Con 16, Int 13, Wis 13, Cha 20 extraordinary ability to rebuke or command fire creatures
Base Atk +5; CMB +3; CMD 17 as a cleric of the same level.
Defensive Abilities Fire Resistance 10 Clinging Flame (Su): 1/day - Alzinʼs fire spells have a
Feats: Combat Casting, Extra Burn( Flaming Burst), supernatural ability to cling to an object or creature and
Greater Spell focus, Greater Fire Mastery, Toughness , Spell continue to burn. The pyromancer may use a swift action
Focus to make any spell a clinging spell. This ability must be
Skills Bluff +15, Craft +13, Intimidate +14, Knowledge used before the spell is cast and if the spell is disrupted
(arcana) +11, Spellcraft +8, Stealth +10, Use Magic Device during casting this ability is lost. If successfully cast the
+11& spell will continue to deal ½ of the original spells damage
Racial Modifiers +4 Craft, +4 Stealth on the following round. A reflex saving throw (DC of this
Languages Goblin, Igan, Common, Giant save is equal to 10 + 1/2 the pyromancerʼs level + the
Equipment Iron Boots, Amulet of natural armor +2, pyromancerʼs Charisma modifier) reduces this amount to
Bracers of Armor +3, Cloak of Resistance +2 ¼ instead.
Piercing Heat (Ex): Alzin fire spells have become
powerful enough to cut through fire resistance and the
hardness of natural materials. No more than ½ of the
damage inflicted by his fire damage (spells and abilities)
can be negated by an items hardness or resistance to fire.
Alzinʼs Rule Goblin Bandit CR 1/2
XP 200
For over two hundred years the region known as the Goblin warrior 2
Burning Mountain has been plagued with an infestation of NE Small humanoid (goblinoid)
goblins, but it was not until the coming of the current Init +6; Senses Darkvision 60 ft.; Perception –1
maniacal king, have they ever been a true threat to the DEFENSE
lands in which they inhabit. Alzinʼs the magma goblinʼs AC 18, touch 14, flat-footed 15 (+3 armor, +2 Dex, +1
rule over the Burning Mountain tribe has been long shield, +1 size, +1 dodge)
standing in goblins. He is an Iron fisted tyrant who rules Hp 13 (2d10+2)
through brutal force over the goblins who number his fold. Fort +3, Ref +2, Will –1
The clanʼs ever expanding holding include all of the small OFFENSE
mountain range known as the smoking peaks and Speed 30 ft.
extends miles into the surrounding hills and lowlands Melee short sword +2 (1d4/19–20)
which border them. Almost fifty years ago the position of Ranged short bow +4 (1d4/×3)
the tribes leader was won by Alzin through the calculated STATISTICS
murder of the previous goblin king, and since his Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
assumed role, he has done well in uniting the many clans Base Atk +2; CMB +1; CMD 14
through fear and force. One of the first imposed acts as Feats Improved Initiative, dodge
king, was to lead a successful campaign against an Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers
existing dwarven stronghold known as ElʼGorath, The +4 Ride, +4 Stealth
battle lasted but a single night as the dwarves who had Languages Goblin
dwelled there where unprepared for the massive hoard of Gear studded leather, buckler, short sword, short bow
goblins who had been gathered under Alzinʼs rule. Having with 20 arrows, 17 gp
been killed or driven from the safety of their halls, the few
remaining dwarves fled the mountains, their ancient
stronghold left behind as the new seat of Alzinʼs throne.
The Burning Mountain tribeʼs power level is Elite Goblin Bandit CR 6
overwhelming, hosting well over five hundred able body XP 2400
warriors and almost twice that number of noncombatants. Goblin fighter 4/rouge 3
With each passing season, and as their warrens fill with NE Small humanoid (goblinoid)
swollen numbers, the tribe has been extremely active in Init +4; Senses Darkvision 60 ft.; Perception +11
expanding their hold on the lands. This activity has lead DEFENSE
to the sacking of numerous villages and town in the close AC 21, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1
proximity of the mountain range. The once vibrant lands shield, +1 size)
have now grown in a region ruled by the fear of the next Hp 53 (7 HD; 4d10+3d8+3 +14)
goblin raid, and many settlers have altogether abandoned Fort +7, Ref +12, Will +4; +1 vs. fear
the prospect of taming the wilds despite the rich and Defensive abilities bravery +1, evasion, trap sense +1
fertile lands and proof of valuable deposits of gold and OFFENSE
silver found within the rolling hills. Tales told from the Speed 30 ft.
dwarven survivors of the massacre have spread over the Melee masterwork short sword +11/+6/ (1d4/19–20)
passing years of the incredible wealth of gold and Ranged +1 short bow +12/+7 (1d4+3/×3) or w/ rapid
shot +10/+10/+5 (1d4+3/x3)
Special Attacks +2d6 sneak
STATISTICS
Alzinʼs Thugs Str 14, Dex 18, Con 14, Int 10, Wis 12, Cha 6
Base Atk +6; CMB +7; CMD 21
The tribes within the mountain regions keep a constant Feats weapon focus (short bow), weapon specialization
show of force, and gangs of goblin bandits attack any ( short bow), deadly aim, point blank shot, precise shot,
who travel the roads, making travel along the mountain rapid shot, many shot, weapon finesse, agile maneuvers,
passes extremely dangerous. The war band consists of lighting reflexes
6-20 goblin bandits lead by an elite goblin bandit of 7th Skills acrobatics +16, Climb +7, Disable Device +10,
level. In addition to the roaming bands of bandits, Alzin Perception +11(+12 to find traps), Ride +10, Sleight of
has cultivated a cabal of goblins trained within the art of Hand +10, Stealth +15, Swim +4, Survival +6; Racial
sorcery. These adepts can be found in the numerous Modifiers +4 Ride, +4 Stealth
outposts littering the mountain side, or leading raiding Languages Goblin, Common
parties into the human controlled lands to gather more SQ armor training 1, rouge talent (surprise attack), trap
tribute for their iron fisted king. In addition to the standard finding
horde of goblins found within the walls of his crumbling Gear +2 studded leather, buckler, short bow with 20
stronghold, the outside regions of the claimed lands are arrows, potion of healing (2), a bag of 50 gp, and cloak
patrolled by goblin druids who report on the presence of of resistance +1
new threats within the tribeʼs lands.
Goblin Shaman CR 1
invisibility, Wand of magic missile (50 charges), and Cloak
of resistance +1
XP 400
Goblin Adept 3
NE Small humanoid (goblinoid)
Init +2; Senses Darkvision 60 ft.; Perception +5
Goblin Shaman CR 3
DEFENSE XP 800
AC 14, touch 14, flat-footed 11 (+2 Dex, +1 size, +1 Goblin adept 7
NE Small humanoid (goblinoid)
dodge)
Init +6; Senses Darkvision 60 ft.; Perception +9
Hp 10 (3d6) DEFENSE
Fort +1, Ref +3, Will +6 AC 14, touch 14, flat-footed 11 (+2 Dex, +1 size, +1
OFFENSE dodge)
Speed 30 ft. Hp 24 (7d6)
Melee dagger +2 (1d3/19–20) Fort +3, Ref +4, Will +9
Adept Spells Known (CL 3, +0 melee touch,+ 3 ranged OFFENSE
touch): Speed 30 ft.
1 (3/day) Cause Fear (DC 13), Sleep (DC 13), Cure Light Melee masterwork dagger +5 (1d3/19–20)
Adept Spells Known (CL 7th, +2 melee touch, +5 ranged
Wounds (DC 13)
touch):
0 (3/day) Detect Magic, Guidance, Touch of Fatigue (DC 2 (3/day) Aid, Scorching Ray, Darkness (DC 15)
12) 1 (4/day) Cause Fear (DC 14), Sleep (DC 14), Cure Light
STATISTICS Wounds (DC 14), Protection from good
Str10, Dex 14, Con 11, Int 12, Wis 14, Cha 12 0 (3/day) Detect Magic, Guidance, Touch of Fatigue (DC
Base Atk +1; CMB +0; CMD 12 13)
Feats Brew Potion, Dodge STATISTICS
Skills Appraise +3, Heal +6, Perception +5, Ride +6, Str10, Dex 14, Con 11, Int 12, Wis 16, Cha 12
Sense Motive +5, Spellcraft +7, Stealth +10; Racial Base Atk +3; CMB +2; CMD 14
Feats Brew Potion, Dodge, Improved Initiative
Modifiers +4 Ride, +4 Stealth
Skills Appraise +3, Heal +9, Perception +9, Ride +6,
Languages Goblin, Common Sense Motive +5, Spellcraft +11, Stealth +11; Racial
Gear Wand of magic Missile(50 charges) Modifiers +4 Ride, +4 Stealth
Languages Goblin, Common
Gear Necklace of fireballs type II, Cloak of resistance +1,
Goblin Shaman CR 2
Elixir of fire breath, Potion of cure moderate wounds (2)
XP 600
Goblin adept5
NE Small humanoid (goblinoid)
Goblin Shaman CR 4
Init +2; Senses Darkvision 60 ft.; Perception +8 XP 1200
DEFENSE Goblin adept 9
AC 14, touch 14, flat-footed 11 (+2 Dex, +1 size, +1 NE Small humanoid (goblinoid)
dodge) Init +6; Senses Darkvision 60 ft.; Perception +11
Hp 17 (5d6) DEFENSE
Fort +2, Ref +4, Will +7 AC 14, touch 14, flat-footed 11 (+2 Dex, +1 size, +1
OFFENSE dodge)
Speed 30 ft. Hp 31 (9d6)
Melee masterwork dagger +4 (1d3/19–20) Fort +3, Ref +5, Will +11
Adept Spells Known (CL 5th,+ 1 melee touch,+ 4 ranged OFFENSE
touch): Speed 30 ft.
2 (2/day) Aid, Scorching Ray Melee masterwork dagger +6 (1d3/19–20)
1 (3/day) Cause Fear (DC 13), Sleep (DC 13), Cure Light Adept Spells Known (CL 9th, +3 melee touch,+ 6 ranged
Wounds (DC 13) touch):
0 (3/day) Detect Magic, Guidance, Touch of Fatigue (DC 3 (2/day) Lighting bolt (DC 16), Bestow Curse (DC 16)
12) 2 (3/day) Aid, Scorching Ray, Darkness (DC 15)
STATISTICS 1 (4/day) Cause Fear (DC 13), Sleep (DC 14), Cure Light
Str10, Dex 14, Con 11, Int 12, Wis 15, Cha 12 Wounds (DC 14), Protection from good
Base Atk +2; CMB +1; CMD 13 0 (3/day) Detect Magic, Guidance, Touch of Fatigue (DC
Feats Brew Potion, Dodge 13)
Skills Appraise +3, Heal +6, Perception +8, Ride +6, STATISTICS
Sense Motive +5, Spellcraft +10, Stealth +10; Racial Str10, Dex 14, Con 11, Int 12, Wis 17, Cha 12
Modifiers +4 Ride, +4 Stealth Base Atk +4; CMB +3; CMD 15
Languages Goblin, Common Feats Brew Potion, Dodge, Improved Initiative, Iron Will
Gear Potion of cure moderate wounds (2), Potion of Skills Appraise +3, Heal +6, Perception +11, Ride +6,
Sense Motive +5, Spellcraft +13, Stealth +16; Racial Feats Brew Potion, Combat Casting
Modifiers +4 Ride, +4 Stealth Skills Handle Animal +8, Knowledge (nature) +8,
Languages Goblin, Common Survival +11
Gear Elemental Gem (Fire), Necklace of Fireballs (type Languages Common, Druidic, Goblin
III), Cloak of resistance +2, and Potion of cure moderate SQ nature bond(chosen animal companion), nature
wounds (2)wounds (2) sense, resist nature's lure, trackless step, wild empathy
+5, woodland stride Gear elixir of speak with
animals (2), elixir of tree shape (2), potion of cure light
Goblin Warboss CR 3 wounds, wand of produce flame (34 charges) +1 leather
XP 800 armor, spear, sling, cloak of resistance +1
Goblin Warrior 5
NE Small Humanoid (Goblinoid)
Init +2; Senses Darkvision (60 feet); Perception +0
DEFENSE
AC 20, touch 13, flat-footed 18 (+6 armor, +2 Dex, +1
size, +1 natural)
hp 44 (5d10+12)
Fort +6, Ref +3, Will +1
OFFENSE
Speed 20 ft.
Melee +1 Longsword +9 (1d6+2)
STATISTICS
Str 13, Dex 14, Con 14, Int 11, Wis 11, Cha 11
Base Atk +6; CMB +5; CMD 17
Feats Skill Focus: Intimidate, Toughness +5, Weapon
Focus: Longsword
Skills Acrobatics -3, Appraise +1, Climb -4, Diplomacy
+2, Escape Artist -3, Fly -1, Handle Animal +4, Intimidate
+11, Ride +5, Sense Motive +2, Stealth +9, Swim -4
Languages Goblin
Combat Gear +1 Longsword, Chainmail; Other
Gear Amulet of Natural Armor +1, Potion of Bull's
Strength, Potion of Cure Serious Wounds, Potion of
Enlarge Person
Goblin Druid CR 3
XP 800
Male goblin druid 4
NE Small humanoid (goblinoid)
Init +3; Senses Darkvision 60 ft.; Perception +2
DEFENSE
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1
size) GOBLIN LAIR
hp 33 (4d8+12)
Fort +7, Ref +5, Will +7 1. Watch Post: This area serves as a guard post for
OFFENSE the main entrance to the upper levels. Often it is
Speed 30 ft. littered with broken bones and refuse for which the
Melee flame blade +3 touch (1d8+2 fire) or spear +3 goblins do not consume.
(1d6–1/×3) 2. Elite Barracks: This area is the common quarters
Ranged produce flame +6 (1d6+4 fire) or sling +6 (1d3– held by the capable warriors of the clan.
1) 3. Common Quarters: The majority of the goblin clan
Special Attacks wild shape 1/day can be found within this chamber. Here is where the
Spells Prepared (CL 4th) majority of the males (not laboring) will be found,
2nd—animal messenger, flame blade, lesser restoration along with all females and children.
1 s t — c h a r m a n i m a l ( D C 1 3 ) , c u r e l i g h t 4. Breeding Quarters: This area serves as a nursery
wounds (2), entangle (DC 13) and is heavily guarded. 2-3 females will be present
0—flare (DC 12), guidance, mending, stabilize in this area, looking after the new borns.
STATISTICS 5. Chamber of the Elders: This room houses any of
Str 8, Dex 16, Con 14, Int 8, Wis 15, Cha 12 the elders of the tribe. These might include the
Base Atk +3; CMB +1; CMD 14 Chief, warbosses, etc.
GOBLIN LAIR
1- Entrance to the goblin lair.
2- Underground pool
3- Tunnel to another entrance/exit of the
lair.
4- Straw bedding area for most of the goblin
tribe.
5- Sleeping area for the goblin chief and his
best warriors.
6- Either an exit out of the lair, or a passage
leading into a deeper complex.
7- Either an exit out of the lair, or a passage
leading into a deeper complex.
Goblin Village
Caravan Bridge (for typical goblin ambushes)