Goblin, Pinebalm (3.5e Race)
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The goblins of the Pinebalm forest have a strange tradition. Rolling themselves into a ball and crashing into things. M-M-M-MULTIBALL!
Goblins of the Pinebalm forest traditionally competed for position by rolling themselves into a ball-like shape, rolling at trees and rocks, and seeing who could last the longest without getting mauled by a wild animal.
Despite this brash sport, they tend to be relatively thoughtful and careful to plot things out before committing to them.
A Pinebalm Goblin looks in many ways like a typical goblin. They tend to be shorter and heavier set than the typical goblinoid, rarely growing to even three and a half feet tall, and frequently weighing up to 70 pounds. Pinebalm Goblins typically have gray, sometimes silvery, skin.
Pinebalm Goblins have bony plates that grow along their backs and heads, giving their spines and heads a slight bit of protection. This makes them assume a hunchbacked posture, and gives them an almost helmeted appearance.
Pinebalm Goblins come from the Pinebalm forest, a pine forest with a large amount of underbrush and large rocks.
There is no space for gods in pinball.
Typically Common and Goblin.
Pinebalm Goblins generally have typical Goblin names.
- +2 Strength, -2 Dexterity, +2 Constitution: Pinebalm Goblins have a lot of experience giving and taking a hit, but once they've started moving they sometimes have trouble going where they want.
- Humanoid (Goblin)
- Small: As a Small creature, a goblin, pinebalm gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
- Goblin, Pinebalm base land speed is 30 feet.
- Darkvision: A goblin, pinebalm can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a goblin, pinebalm can function just fine with no light at all.
- Bony Plates: The bony plates along the back and head of Pinebalm Goblins give them a +1 Natural Armor, and give them a 25% chance of negating the special effect of attacks aimed at their head, neck, or spine (such as the Vorpal special quality or the Cervical Break power). Normal effects of those attacks still occur.
- Pinball Power (Ex): Pinebalm Goblins are best known for their tendency to roll themselves into a ball and move at high speed before running into things. As a full round action, they may curl themselves up and charge at a target in range. Whenever they impact with an object or creature, they take 1 nonlethal damage unless under the effect of Pinebalm. An attack while curled up can automatically start a Bull Rush or Overrun check without provoking an attack of opportunity.
- They gain a Feral Strike Pinball Slam while curled up, it may only be used on a charge or after moving at least 20 feet in a round, deals 2d6 Bludgeoning damage, has a 20/x2 critical threat, and counts as a two-handed weapon, Additionally, while curled up, their base land speed counts as 10 feet higher, and count as one size smaller for the purposes of squeezing through tight spaces. They may only make attacks with their Pinball Slam or their Unarmed Strike while curled up. You may make attacks with your Pinball Slam against swarms without penalties. Impacting a swarm does not deal damage with your Pinball Slam.
- They may uncurl as a free action at the start of their turn, which renders them staggered until the start of their next turn. Each round they stay curled up after the first, they must make a Fortitude save (DC 10+rounds they've been curled up) or uncurl an be nauseated for one round. This save is made at the start of their turn, immediately after the make the decision to stay curled or not.
- Pinebalm (Ex): With 10 minutes and access to common plants, Pinebalm Goblins can create a natural remedy called Pinebalm that grants a +2 bonus on Pain effects, prevents the nonlethal damage from running into things with Pinball Power, and soothes the soreness that comes from curling up, rolling around, and running into things at high speeds for 2 hours. Pinebalm lasts 24 hours before losing potency. Pinebalm takes a full round action to apply.
- Pinebalm Goblins have Improved Unarmed Strike as a bonus feat.
- Pinebalm Goblins have a +2 bonus on any checks about being oriented and Survival skill checks.
- Automatic Languages: Common, Goblin
- Bonus Languages: Any other than secret languages.
- Favored Class: Any
- Level Adjustment: +0
- Effective Character Level: 1
|Middle Age1||Old2||Venerable3||Maximum Age|
|30 years||45 years||60 years||+2d10 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||2' 10"||+1d4||58 lb.||× (2d3) lb.|
|Female||3'||+1d4||62 lb.||× (2d3) lb.|
|Effective Character Level||1 +|
|Favored Class||Any +|
|Identifier||3.5e Race +|
|Level Adjustment||0 +|
|Racial Ability Adjustments||+2 Strength +, -2 Dexterity + and +2 Constitution +|
|Summary||The goblins of the Pinebalm forest have a strange tradition. Rolling themselves into a ball and crashing into things. M-M-M-MULTIBALL! +|
|Title||Goblin, Pinebalm +|