Royal Goblin (15 RP)
History
Royal Goblins are a rare subspecies of goblinoids, so rare in fact that only one Royal Goblin is often born once every century in a random goblin clan. The birth of a Royal Goblin is often seen as a dark omen too all races other than goblins. When word gets out among the goblin camps and clans that a Royal Goblin has be born, they all flock to it and nurture their young ruler in hopes of it leading them into a grander future.
Royal Goblins often reside over a large war camps of goblinoids and raid nearby towns and cities. When a Royal Goblin has amassed a colossal horde of goblinoids, it often declares a great goblin war on the nearest kingdom or empire in which an endless tide of goblins sweep across the nation, wreaking havoc and soughing destruction across the land.
One will rarely ever see a Royal Goblin without a retinue but in the most rarest of chances of there being an exiled Royal Goblin. If a Royal Goblin is born into another Royal Goblins lands, then the reigning Royal Goblin will seek out and destroy or exile the newborn and by doing so, the reigning Royal Goblin will have resolidified its own holding on its lands. An exiled Royal Goblin is not permitted to live in any goblin clans and is forced to roam the wilds and fend for itself.
Appearance
Royal Goblins are larger than the rest of their goblinoid brethren, Standing at about 6 Ft tall and are layered in thick rolls of fat that make them weigh up to 500 Lbs. The Royal Goblins aren't as ugly as the rest of the goblinoids and they posses a prideful and domineering presence that demands all lessers to bow before its regal folds.
Age. [80 Years]
Alignment. [Any Chaotic Alignment]
Size. [Medium]
Speed. [30 Ft]
Languages. [Goblin, Common]
Race Type. Monstrous Humanoid (3 RP)
[Flexible] (2 RP)
Ability Scores.
Strength [+2]
Dexterity [+0]
Constitution [+2]
Intelligence [+0]
Wisdom [+0]
Charisma [+0]
Royal Goblin Traits
Royal Goblin have the following racial traits.
Larger Head, Bigger Teeth (3 RP) Members of this race gain a natural bite attack that does 1d6 damage.
Protective Layers (2 RP) Members of this race gain Toughness as a bonus feat.
Weighty Stability (2 RP) Members of this race receive a +2 racial bonus to their CMD against bullrushes, trips, and grapple combat maneuvers when standing on the ground.
Relentless Momentum (2 RP) Members of this race gain a +2 bonus on combat maneuver checks made to bull rush, overrun, and drag a grappled opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.
Eat Anything (1 RP) Members of this race gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions.
Monstrous Humanoid Senses
Monstrous humanoids have the darkvision 60 feet racial trait.
Monstrous humanoids breathe, eat, and sleep.
Alternate Racial Traits
Uniquely Skilled (4 RP) Members of this race select one extra feat at 1st level.
This replaces the "Weighty Stability" and "Relentless Momentum" racial traits.
Pyromaniac (3 RP) Members of this race are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the user’s character level):
1/day—dancing lights, flare, prestidigitation, produce flame
This replaces the "Eat Anything" and "Relentless Momentum" racial traits.
Rotund Vigor (2 RP) Members of this race gain Improved Toughness as a bonus feat.
This replaces the "Weighty Stability" racial trait.
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 to the barbarian's rages per day.
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.