Spellcasting Services paid for:
1 Animate Dead spell CL5, to Animate a Spitting Felldrake*as a Skeleton Mount (controlled via Command Undead Spell)
- 300 gp
Mithral Chain Shirt - 1,100 gp
2 Potions of Inflict Light Wounds - 100 gp
MW Poison Ring - 350gp (Gift from the Queen, she was probably glad to be rid of it!)
500 gp for sundry items
Last edited by triedtherest; Jan 28th, 2025 at 10:53 PM.
It's been a hot minute since I played 3.5, but I'm sure I'll manage. I have a character who could use a good home, but first, a few questions to posit:
How strictly does the goblin cap thing apply? Is it a cultural thing, or is the cap physically/magically part of them?
Can goblins from one branch be adopted into another? Is it possible for a green-skinned goblin to become part of a red or white-capped goblin tribe or clan?
Is it possible for a 'savage' goblin to be permitted to live with capped goblins, provided certain conditions are met?
The caps are a social feature of the goblins. They designate their tribe. The goblins are magically tied to their tribes, and their appearance designates what tribe they belong to.
Yes, by ritual and drinking powdered goblin stone, a goblin can change tribes. It happens sometimes. Yes, a green-skinned goblin can become part of a tribe via the ritual. Baby goblins are born "normal" and are fed powdered goblin crystal to make them part of a tribe.
A "savage" goblin could be "civilized" by living amongst the capped goblins. It's unknown what would happen if a savage goblin underwent the ritual and drank the potion. It's never been tried that anyone remembers. Some blues would love to experiment and see what happens. "Savage" goblins have the stats of 3.5 goblins. No additions or subtractions.
To allow a "savage" to live with them, it would have to be monitored constantly. There has been talk of setting up a village in the foothills for "savages" to see if they can change their ways. Both sets of goblin worship different gods, and that would cause friction.
Use the deinonychus stats, the cave triceratops stats, and use spitting felldrake stats for the quadruped dinosaur (lower Int to 2 and remove the spit attack, add a 1d6 tail attack.)
Last edited by CrackedPepper; Jan 19th, 2025 at 05:29 PM.
The caps are a social feature of the goblins. They designate their tribe. The goblins are magically tied to their tribes, and their appearance designates what tribe they belong to.
Yes, by ritual and drinking powdered goblin stone, a goblin can change tribes. It happens sometimes. Yes, a green-skinned goblin can become part of a tribe via the ritual. Baby goblins are born "normal" and are fed powdered goblin crystal to make them part of a tribe.
A "savage" goblin could be "civilized" by living amongst the capped goblins. It's unknown what would happen if a savage goblin underwent the ritual and drank the potion. It's never been tried that anyone remembers. Some blues would love to experiment and see what happens. "Savage" goblins have the stats of 3.5 goblins. No additions or subtractions.
To allow a "savage" to live with them, it would have to be monitored constantly. There has been talk of setting up a village in the foothills for "savages" to see if they can change their ways. Both sets of goblin worship different gods, and that would cause friction.
Interesting. So then there is a potion, which is made from powdered goblin crystal, and this is what separates capped goblins from 'savage' ones. Meanwhile, capped goblin children are born 'normal', which means they're the same as 'savage' goblins at that point. So then this potion is like a sort of catalyst that forces them to evolve quickly. Do I have that right?
Mmk, I have two more questions:
Is there a goblin god that is food-related? Or perhaps some form of 'harvest' deity?
And would the Green Cap Goblin's Animal Shape ability count as either 'Change Shape' or Wildshape for the purpose of meeting prerequisites of things like feats and/or classes?