Goblin Culture

Culture Traits

 
Common Traits
  • Ability score modifiers: -2 Inteligence +2 Wisdom
  • Starting Languages: In addition to the common tongue, characters with this culture know Goblin. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages: Dwarvish, Giant, Gnoll, Orc, and Terran
  • Local Knowledge: A character of the Goblin Culture can make knowledge (local) checks untrained so long as the check pertains to Goblin dens. In addition, they always roll such checks with advantage.
  • Goblin Weapons: Goblins’ traditional weapons are the dogslicer and the horsechopper, weapons designed specifically to bring down their most hated foes. Goblins with this trait are proficient with the dogslicer and the horsechopper, and treat any weapon with the word “goblin” in it as martial weapons.
 
Simple Traits
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Intermediate Traits
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Advanced Traits
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Trait Descriptions
Barrow Stride: Characters with this trait are unaffected by natural difficult terrain common to natural caves, burrows, or dens. They also receive a +2 cultural bonus to escape artist attempts to squeeze through tight spaces and acrobatics checks to move along narrow ledges while in such areas. Magically altered terrain affects them normally.   City Scavenger: Goblin clans within the boundaries of cities typically survive by scavenging for refuse and hunting stray animals. Characters with this trait gain a +2 cultural bonus on Perception and Survival checks, and can use Survival to forage for food while in a city.   Eat Anything: Raised with little or no proper food, many from goblin clans have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Goblins with this trait gain a +4 cultural bonus on Survival checks to forage for food, on saves vs non-magical disease, and against any non-magical effect which would cause the sickened or nauseated condition.   Fearless: Some Goblin clans teach their members to show incredible courage in the face of often much larger foes, even without a mob at their backs. Goblins with this trait gain a +2 cultural bonus on all saving throws against fear effects and the DC to intimidate them is 2 higher.  
  Junk Tinker: Goblin clans use ramshackle equipment and vehicles that seem like they should never function. Goblins gain a +2 cultural bonus on driving checks and on Craft checks to build or repair weapons or vehicles without the proper tools. They can make the attempt with any material that can hold the right shape for a few uses, but normally unfit materials produce items with the fragile quality.   Snatcher: Characters with this trait gain a +2 cultural bonus on disarm and steal combat maneuver checks and to CMD against such maneuvers     Sneak Thief: Some goblin clans live off theft in plain sight and fleecing the unwary. Characters with this trait gain a +2 cultural bonus to sleight of hand checks   Stealthy Rider: Characters with this trait gain a +4 cultural bonus on Ride and Stealth checks.  
 

Favored Class Options

Alchemist: The alchemist gains fire resistance 1. Each time this reward is selected, increase fire resistance by +1. This fire resistance does not stack with fire resistance gained from other sources.

Barbarian: Add +1/2 on critical hit confirmation rolls for attacks made with unarmed strikes or natural weapons (maximum bonus of +4). This bonus does not stack with Critical Focus.

Bard: Add +1 to the bard’s total number of bardic performance rounds per day.

Cavalier: Add +1 hit points to the cavalier’s mount companion. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.

Druid: Add +1 hit points to the druid’s animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.

Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.

Oracle: Add +1 on concentration checks made when casting spells with the fire descriptor.

Ranger: Gain a +1/2 bonus on damage dealt to dogs (and dog-like creatures) and horses (and horse-like creatures).

Rogue: Add a +1 bonus on the rogue’s sneak attack damage rolls during the surprise round or before the target has acted in combat.

Sorcerer: Add +1 spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast, and must have the fire descriptor.

Summoner: Add +1/4 evolution point to the eidolon’s evolution pool. These bonus evolution points must be spent on evolutions that deal fire damage or protect the eidolon from fire (for example, resistance, energy attacks, immunity, breath weapon, and so on).

Witch: Add +1 spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.

 

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