TEXT: Green and Grubby
  Alex Riggs, Joshua Zaback
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Introduction
   
  Goblins are among fantasy’s oldest and most 
  treasured characters. Usually cast in the role of nefarious 
  villains who sneak about in the dark or attack in vast hordes, 
  goblins have formed the backbone of many an iconic 
  encounter and wonderful story. Sadly, goblins are often left 
  in the dust as storylines progress and heroes turn their eyes 
  towards more impressive foes. To combat this, it is only fair 
  that goblins take matters into their own hands, pursuing 
  careers worthy of powerful villains (and the occasional hero) 
  in order to stay relevant. Unfortunately, goblins have suffered 
  from a lack of compelling options suited to their unique style, 
  forcing them to adopt the strategies of other humanoids. 
  But no more! In this book you will find 5 new archetypes for 
  a wide variety of characters which aim to capture the flavor 
  of goblins, letting them use their own unique talents and 
  strategies to the fullest. 
  Archetypes
   
   
  The following archetypes are presented in 
  alphabetical order based on the name of the class that they 
  modify.
  Goblin Rider (Cavalier)
   
  Goblin riders are vicious combatants and usually 
  in the forefront of battle, charging down enemy lines. Used 
  in goblin armies as advance scouts or highly trailed knights, 
  goblin riders are among the elite of goblin militaries. Forming 
  a special bond with dangerous lupine creatures, goblin riders 
  focus more on ridership and the deadly bond with their 
  animal companion than with team-oriented or leadership 
  skills displayed by other cavaliers.
   
  The following archetype is available to goblins of the 
  cavalier class. 
   
  Rider’s Mount (Ex): A goblin rider can select 
  either a wolf or a goblin dog as its mount. If the goblin rider 
  selects a goblin dog, then he may ride it even though it is a 
  Small creature. A goblin rider is capable of a limited form 
  of communication with its mount and can speak with it 
  as with the spell speak with animals 3 times per day. The 
  goblin rider’s mount never tries to deceive it. Additionally, 
  the goblin rider can issue commands to its mount using the 
  Handle Animal skill as long as they remain within 1mile of 
  each other. 
   
  This ability modifies the mount class feature.
   
  Rider’s Bond (Su): At 1st level, a goblin rider forms 
  a deep bond with his mount which allows him insight into 
  its condition, even over great distances. S0 long as the goblin 
  rider and his mount remain within 1 mile of each other, they 
  are each aware of the other’s condition as though with the 
  spell status. At 9th level, the goblin rider can look through 
  his mount’s eyes so long as he is within 1 mile, allowing him 
  to sense what it senses. While using this ability, the goblin 
  rider is blind to his own immediate surroundings. The goblin 
  rider can activate or suppress this ability as a free action. 
  At 17th level, the goblin rider can temporarily possess his 
  mount as though with the spell magic jar, except that no gem 
  is required and the mount’s soul remains within its body, 
  though is suppressed. During this time, the goblin rider is 
  comatose. The goblin rider can use this ability at will, but it 
  requires a 1-minute ritual to activate or dismiss. 
   
  This ability replaces the tactician, greater tactician 
  and master tactician class features.
   
  Deadly Unity (Su): Beginning at 5th level, so long 
  as they remain together, the goblin rider and his mount 
  can draw upon one another for powerful combat support. 
  Whenever the goblin rider is mounted upon his mount, both 
  the goblin rider and the mount gain a +1 morale bonus on 
  attack rolls and saving throws. At 5th level, and every 5 levels 
  thereafter, these bonuses increase by +1. 
   
  This ability replaces the banner class feature.
   
  One Mind (Su): At 14th level, a goblin rider and his 
  mount share one mind, allowing them to access each other’s 
  unique skills. As long as the goblin rider remains mounted on 
  his mount, each is treated as having all the feats of the other, 
  ignoring class level and ability score prerequisites. 
   
  This ability replaces the greater banner class feature.
  Goblin Horde Battler (Fighter)
   
  While many of a goblin tribe’s finest warriors are 
  mighty barbarians or skilled rogues, few can match the 
  teamwork and leadership skills of a goblin horde battler. 
  Experts at maximizing the effectiveness of overwhelming 
  numbers, these gifted warriors take advantage of their allies’ 
  maneuvers and know how to improve the odds of their 
  less-disciplined brethren in battle. Often found in the front 
  lines of goblin armies, these hard fighters are exceptional 
  individuals. 
   
  The following archetype is available to goblins of the 
  fighter class. 
   
  Gain Advantage (Ex): At 2nd level, a goblin horde 
  battler is extremely efficient at using openings created by his 
  allies, making the most out of whatever meager aid they can 
  offer. Whenever a creature uses the aid another action to aid 
  the goblin horde battler, the bonus granted by that action 
  is increased by +1. At 6th level, and every 4 levels thereafter, 
  this bonus increases by a further +1. 
   
  This ability replaces the bravery class feature.
   
  Rally the Horde (Ex): At 3rd level, a goblin horde 
  battler is able to whip his allies into a frenzy against a single 
  target. As a standard action, the goblin horde battler can 
  use the aid another action to aid the attack rolls or AC of 
  all adjacent allies against a foe adjacent to the goblin horde 
  battler. At 7th level, and every 4 levels thereafter, the bonus 
  granted by a goblin horde battler’s aid another actions 
  increases by +1. 
   
  This ability replaces the armor training class feature.
  
  3
   
  Horde Combat (Ex): At 5th level, a goblin horde 
  battler learns to use numbers to inflict overwhelming wounds 
  against his enemies. Whenever the goblin horde battler 
  attacks a creature damaged by his allies within the last round, 
  he gains a +2 bonus on damage rolls against that target. At 
  9th level, and every 4 levels thereafter, this bonus increases 
  by an additional +2. This additional damage is considered 
  precision damage.
   
  This ability replaces the weapon training class 
  feature.
   
  Horde Master (Ex): At 20th level, a goblin horde 
  battler becomes so great a leader as to motivate his allies to 
  strike faster and more efficiently. Whenever the goblin horde 
  battler uses the aid another action on an ally, that ally may 
  make an additional attack at her highest base attack bonus. 
  This attack gains the benefits of the aid another action, in 
  addition to whatever benefits the aid another action would 
  normally provide.
   
  This ability replaces the weapon mastery class 
  feature.
  Goblin Skitterknife (Rogue)
   
  Goblin skitterknives are dangerous goblin rogues 
  known for their intense speed and deadly hit-and-run 
  tactics. While most skitterknives are have separated from 
  their goblin clans, preferring to steal and murder their way 
  through the world on their own, some remain close to home 
  and make exceptional skirmishers and guards for goblin 
  armies. Maximizing their unique gifts for quickness and 
  stealth, the goblin skitterknife favors rushing a foe and then 
  fleeing quickly back into the shadows, inflicting maximum 
  damage before vanishing again. While some call these tactics 
  cowardly, none can deny their effectiveness. 
   
  The following archetype is available to goblins of the 
  rogue class. 
   
  Skitterattack (Ex): At 2nd level, the goblin skitter-
  knife becomes adept at hit-and-run tactics, able to strike and 
  then retreat to her previous location. As a full-round action, 
  the goblin skitterknife may move up to her speed and make a 
  single melee attack without provoking any attacks of opportunity 
  from the target of her attack. She can move both before and after 
  the attack, but she must move at least 10 feet before the attack 
  and the total distance that she moves cannot be greater than her 
  speed. She cannot use this ability to attack a foe that is adjacent 
  to her at the start of her turn. If the target is unaware of the gob-
  lin skitterknife before the attack, and the goblin skitterknife 
  moves at least 15 feet after her attack, she may immediately 
  make a Stealth check to hide with a -20 penalty. She may 
  make this Stealth check even in conditions of bright light and 
  while observed. 
   
  This ability replaces the evasion class feature. 
   
  Fast Movement (Ex): Beginning at 3rd level, 
  a goblin skitterknife learns to master her innate goblin 
  quickness, granting her a bonus to movement speed. This 
  bonus begins at +10 feet at 3rd level, and increases by an 
  additional +10 feet every 3 levels thereafter, to a maximum of 
  +60 feet at 18th level. 
   
  This ability replaces the trap sense class feature.
   
  Skitter Defense (Ex): At 4th level, a goblin 
  skitterknife becomes adept at dodging blows by moving 
  quickly. She gains a +2 dodge bonus to AC against attacks of 
  opportunity caused by movement. At 8th level, the goblin 
  skitterknife gains an additional +2 dodge bonus to AC for 1 
  round whenever she moves at least 20 feet in a single round. 
   
  This ability replaces the uncanny dodge and 
  improved uncanny dodge class feature. 
   
  Improved Skitterattack (Ex): At 10th level, a goblin 
  skitterknife learns to strike quickly as she moves adjacent to a 
  foe and as she retreats. Whenever a goblin skitterknife moves 
  out of the threat range of a creature she attacked that turn, 
  that creature provokes an attack of opportunity from her.
   
  This ability replaces the rogue talent gained at 10th 
  level. 
   
  Master Skitterstrike (Ex): At 20th level, a goblin 
  skitterknife may move and attack at blinding speeds. A goblin 
  skitterknife can move and make a full-attack action in the 
  same round, and may move before and after each attack. As a 
  full-round action, the goblin skitterknife may move up to her 
  
  4
  speed and make a full-attack action without provoking any 
  attacks of opportunity from the target of her attack. She can 
  move both before and after the attack, but she must move at 
  least 10 feet before the attack and the total distance that she 
  moves cannot be greater than her speed. She cannot use this 
  ability to attack a foe that is adjacent to her at the start of her 
  turn. Additionally, if the goblin skitterknife was unobserved 
  by the target of her attack, she may attempt to use Stealth to 
  hide from that target as a free action; she suffers no penalty 
  on this Stealth check. 
   
  This ability replaces the master’s strike class feature.
  Goblin Battle Shaman (Warpriest)
   
  These warrior priests are frequently found in 
  leadership positions in larger goblin tribes or found heading 
  massive crusades against other subterranean humanoids. 
  Zealous followers of a faith of destruction and dominance, 
  these warriors inspire others to acts of carnage and mayhem.
   
  The following archetype is available to goblins of the 
  warpriest class. 
   
  Vicious Zealotry (Su): At 2nd level, a goblin battle 
  shaman can channel his religious fervor into a powerful form 
  of consumptive energy which eats at the life-force of the user 
  and his enemies. As a standard action, a goblin battle shaman 
  can imbue a touched creature with this energy, causing all 
  attacks she makes to deal an additional 1d6 points of damage 
  to both the target and to the attacker. This lasts for a number 
  of rounds equal to the goblin battle shaman’s Wisdom 
  modifier. At 4th level, and every 2 levels thereafter, this extra 
  damage increases by 1d6. The goblin battle shaman can 
  use this ability on himself as a swift action. A goblin battle 
  shaman can use this ability a number of times per day equal 
  to 1/2 his level + his Wisdom modifier.
   
  This ability replaces the fervor class feature.
   
  Consume Life-Force (Su): At 4th level, a goblin 
  battle shaman can consume the life-force of a dying creature 
  in order to fuel his own. Whenever a goblin battle shaman 
  reduces a living creature to 0 or fewer hit points, he may 
  expend 2 uses of his vicious zealotry ability in order to gain 
  a number of temporary hit points equal to 5 times his level. 
  These temporary hit points last for 1 minute, and multiple 
  instances stack but cannot exceed 5 times the goblin battle 
  shaman’s level.
   
  This ability replaces the channel energy class feature. 
  Goblin Wizard (Wizard)
   
  Goblin wizards are something of an anomaly in most 
  goblin tribes, but usually hold positions as leaders or advisors 
  when they do appear. These specialized spellcasters favor 
  powerful and secretive techniques designed to protect their 
  kin from friendly fire and to enhance the meager combat 
  prowess of their friends. Some suggest that goblin wizards 
  have more patience and less desire than other goblins, but 
  goblin wizards are quick to refute this claim, usually with a 
  reckless onslaught of magical energy.
   
  The following archetype is available to goblins of the 
  wizard class. 
   
  Goblin Spells (Ex): At 1st level, a goblin wizard 
  can supercharge his spells with magical energies to aid his 
  allies or weaken his foes. Whenever he casts a spell with one 
  or more targets, he may choose to grant a number of those 
  targets a +1 bonus on attack rolls, saving throws, or skill and 
  ability checks for the duration of the spell + 1 round/level, or 
  instead impose a -1 penalty to attack rolls, saving throws, or 
  skill and ability checks for the same period. He can affect up 
  to a number of targets equal to his Intelligence modifier with 
  this ability. These bonuses and penalties apply after the spell 
  is cast, and multiple instances of the effect do not stack. A 
  creature cannot be affected by more than 1 bonus or penalty 
  at a time, and a new bonus or penalty replaces the old one. At 
  10th level, and again at 20th level, the bonuses and penalties 
  granted by this ability increase by +1 or -1, respectively.
   
  This ability replaces the arcane bond class feature.
   
  Protective Spell Casting (Ex): At 5th level, a goblin 
  wizard becomes able to protect his allies from the harmful 
  effects of his area-of-effect spells. Whenever he cast a spell 
  with an area of effect, he may choose a number of creatures 
  equal to his Intelligence modifier within that area to gain the 
  benefits of evasion against that spell. At 15th level, they may 
  gain the benefits of improved evasion, instead. 
   
  This ability replaces the bonus feats gained at 5th 
  and 15th level.
   
  Lengthy Spell Effects (Ex): At 10th level, a goblin 
  wizard learns to make the effects of his spells stay in place 
  longer, allowing him to focus on blasting his foes. The 
  duration of any spell which has an effect rather than a target 
  or an area is increased by 50%. Apply the effects of this ability 
  after any similar effects which increase duration, such as the 
  Extend Spell metamagic feat.
   
  This ability replaces the bonus feat gained at 10th 
  level. 
   
  Potent Spell Blasts (Su): At 20th level, a goblin 
  wizard can access deep arcane energies latent in all living 
  beings to make his spells more explosive. Whenever he casts 
  a spell with an area of a 500-foot radius or less, all creatures 
  in that area suffer an additional 1d6 points of fire damage for 
  each creature within the spell’s area. A successful Reflex save 
  against the spell’s DC halves this damage; this save is made 
  in addition to any save against harmful effects caused by the 
  original spell.
   
  This ability replaces the bonus feat gained at 20th 
  level. 
  
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. 
  Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
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  Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason 
  Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-
  MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim 
  Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan 
  Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K 
  Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin 
  McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim 
  Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork 
  Shaw, Owen KC Stephens, and Russ Taylor. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, 
  Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR. 
  Green and Grubby: Goblin Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  Mean Green Killing Machines!
   
  This book aims to give players who want the fact that their 
  character is a goblin to be more mechanically relevant a way to make 
  that happen, while also providing support for goblin characters of a 
  variety of classes that don’t typically make much mechanical sense for 
  goblins. Included are the goblin rider, a cavalier archetype that 
  grants a goblin dog or wolf as a mount, and which allows mount 
  and rider to fight with deadly unity, the goblin horde battler, a 
  fighter archetype that excels in attacking with overwhelming 
  fighter archetype that excels in attacking with overwhelming 
  numbers, the goblin skitterknife, a rogue archetype focused on hit and 
  run tactics, skittering across the battlefield to strike a foe, and then 
  scrambling back into hiding before a counterattack can be mounted, 
  the goblin battle shaman, a warpriest archetype devoted to 
  attacking with vicious and self-sacrificing zeal, and the goblin 
  wizard, a wizard archetype able to provide support for an entire horde 
  of goblins, and creating great big magical explosions.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Green and Grubby - Goblin Archetypes.pdf