Spoiler: New Gobbos
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Goblin Rework for the "Shattered Cities“ Setting
Basic Abilities of all Goblins: All Goblins have 2 random of the following 4 Abilities, Champions have them all.
Vicious: Count all Weapons they wield as at +1 Crit Multiplier, up to *4 in total. Does not stack with other Multiplier Enhancements.
Xenophobic Anger: Gain +2 to attack and Damage Rolls vs. Any being without anything „Goblin“ in them.
Sneaky bastards: Gain +5 or their HD; whichever is less, Stealth Bonus.
The more the scarier: Gain a Morale Bonus to all their Rolls depending on how many other Goblins are within LoS and at most 150ft.
11-25: +1
26-45: +2
46-79: +3
80-150: +4
151+: +5
Small Goblins/Runts: Stats see Standard Pathfinder Goblins, but increase Darkvision to 120ft and make eyes solid black. FC: Rogue.
Goblins: Ability Mods to PF Version: +2 Str, +2 Con, +2 Dex, +1 natural AC, +10ft Movement rate. Bite Attack 2d4. FC: Rogue or Ranger
Big Goblins/Gobbos: Medium Size. Ability Mods to Goblins: +2 Strength and Con, +2 natural Armor, Bite becomes 2d6, CMB for Grappling +2. 1 RHD. FC: Rogue or Barbarian
Hobgoblins/Hobs: Ability Mods to Big Gobbos: +2 Str, +2 Con, +4 Int, +2 Cha. Powerful Build. Commanding Aura (Golbins Only). 3 RHD. FC: Warlord.
Greater Hobs: Large, total Ability Mods to normal Hobs: +6 Str, -2 Dex, +4 Con, +2 Wisdom, +2 Charisma, +2 natural Armor. 4 RHD. FC: Warlord or Zaelot.
Goblin Champion: Can range from large to Huge, requires to have eaten one Hero of each other Race and to have killed at least 100 in total, as well as lived for 15+ years. Becomes Huge if killing and eating 3 of each Race, in that case doubles its bonuses and adds +1 more RHD as well as +2 CR.
Modification compared to Greater Hob: +4 to all Attributes. Darkvision 300ft, Commanding Aura, Call Goblins, Fast healing 2. 5 RHD. FC: Any one Initiator class befitting the way it became a Champion or Barbarian.
Terror Matron: Goblin Females that manage to survive the Ritual of Goblin Knowledge.
At surviving they become a member of the Goblins Ruling Class, so to speak, and while they keep aging phyisically, they do not die of old Age.
Stat Mods compared to Goblins:
+4 Intelligence, +4 Wisdom, +2 Charisma, -2 Strength.
Gain a psychic Deformation of the DM`s choice.
Gain the following Abilities:
Sacred to Goblins: Other Goblins will NEVER attack them, and very rarely disobey them in any way.
Racial Memory: THe Ritual implants them with the collective racial memory of the Goblin Tribe who executed said Ritual. usually this grants them a massive Bonus to Knowledge SKills when applicable, and lets them auto succeed in all Sense Motive and Intimidate Checks regarding that tribe.
FC: Wizard.
CR: These are not actually meant to be used as Player Characters. Their CR is CLass Levels +2.
As NPC`s:
All but Small Goblins (Keep PF CR) are considered CR equal to 1+ their HD/2,except for Champions, whicha re at CR= HD+1.
As Player Characters: Simply add the Racial Hit Dice without any means to buy them off, that should normally keep them balanced enough.
Optional Rule:
Goblins and devouring other Races:
Goblins are as a Race simply unwilling to let "good Meat" go to waste, and hence usually eat their defeatet Enemies.
However, some Goblins follow their Urges to a greater Degree.
If a Goblin beats a member of another race all by himself, and then eats it within at the most 7 days, he gains the following Bonuses:
+1 permanent HP per HD the Creature had.
+1 to all Attack Rolls
33% Chance to "ascend" to the next Bigger Type of Goblin.
Goblin Racial Hitdice:
All Goblin Racial Hit Dice are as follows:
D8
Full BAB
High Reflex and Fortitude, Low Will
4+ Int Mod Skillpts
Class Skills: Bluff, Craft (one), Escape Artist, Intimidate, Knowledge (Local, Dungeoneering), Perception, use Magic Device.