Cleon
Legend
I like the fey idea, it differentiates them even further than the standard goblin.
As for the suit, I was thinking of having it grant the effects of the Zero-G Training feat, even if the goblins don't meet the prerequisites, but your ideas are intriguing too. Perhaps we could just give them Zero-G Training as a bonus feat instead.
Zero-G Training as a bonus feat would be my preference.
Setting a specific strength for the carrying capacity isn't the way to go methinks, I'd rather have it just multiply the weight its wearer can lift by a factor of 4 or 5.
I think I'd make the suit a non-magical superscience device, so while it may mimic the effects of feather fall and levitate it doesn't have a caster level and can't be dispelled or suppressed by anti-magic. I'd set a weight limit of "wearer plus X pounds" and leave it at that.
So, something like:
Zero-G Suits
The space goblins' silvery suits allow them to function in manners beyond what their bodies would normally allow. In addition to granting Damage Reduction 5/ballistic, a space goblin wearing a zero-g suit constantly has the effects of feather fall and levitate (self plus up to 200 pounds), a +6 bonus to Balance, Climb, Jump, and Tumble checks and can carry or lift weights up to 4 times its normal carrying capacity. All these effects are due to gravitic superscience, not magic, so a Zero-G suit is unaffected by dispel magic, anti-magic or similar effects. While the gravity strips attached to the zero-g suit allow a space goblin to move items as if they were much lighter than their true weight, they do not affect melee damage or any other Strength-based modifiers. The Zero-G Suit includes built-in optical lenses and anti-flare filters that give the goblin a +6 bonus to Spot checks and a +4 bonus on saves against light-based attacks.
Shall we start talking skills?The space goblins' silvery suits allow them to function in manners beyond what their bodies would normally allow. In addition to granting Damage Reduction 5/ballistic, a space goblin wearing a zero-g suit constantly has the effects of feather fall and levitate (self plus up to 200 pounds), a +6 bonus to Balance, Climb, Jump, and Tumble checks and can carry or lift weights up to 4 times its normal carrying capacity. All these effects are due to gravitic superscience, not magic, so a Zero-G suit is unaffected by dispel magic, anti-magic or similar effects. While the gravity strips attached to the zero-g suit allow a space goblin to move items as if they were much lighter than their true weight, they do not affect melee damage or any other Strength-based modifiers. The Zero-G Suit includes built-in optical lenses and anti-flare filters that give the goblin a +6 bonus to Spot checks and a +4 bonus on saves against light-based attacks.
The Dark Matter original has the following:
Athletics [7]; Acrobatics [11]-dodge [18], zero-g [12]; Stealth [11]; Vehicle [11]-space [14]; Movement [6]-race [7]; Stamina [6]-endurance [8]; Knowledge [10]-computer [12]; System Operation [10]; Awareness [11]-perception [21]; Investigate [11]; Lore [11]-UFO [14], fringe science [14]; Resolve [11]; Culture [8].
That suggests a few points in Tumbling and Jump for the Athletics (they don't need Climb since they're got levitation), plus a few in Hide and Move Silently for the Stealth.
Do they really have Perception [21]? That's very high, so I'm thinking they deserve a racial bonus to Spot checks. Hmm, how about giving the suit built-in optics that provide a bonus to Spot checks too? Since it's a space helmet, it should also have anti-flare filters to guard against bright lights. I've added "The helmet includes built-in optical devices that give the goblin a +4 bonus to spot checks and on saves against light-based attacks." to the Zero-G Suit. If we add a +4 racial bonus to Spot checks on top of that it'll give them the 10-point boost implied by their awesome Perception skill.
The Investigate [11] suggests they should have a few points in Search as well.
Apart from that, they've got Pilot (UFO), some kind of Knowledge skill in alien worlds and cultures and a Xenoscience/Alien-Tech skill.
So far we've got something like "Alien Science" 5, Jump 2, Hide 2, Knowledge (alien) 5, Move Silently 2, Pilot (UFO) 5, Search 3, Spot 5 and Tumbling 2.
That's 31 skill points. I'd divide the remaining 9 between Appraise, Diplomacy and Sense Motive - important skills for a merchant.
Putting that all together, and we have:
Skill Ranks: "Alien Science" 5, Appraise 3, Balance 0*, Climb 0*, Diplomacy 3, Jump 2*, Hide 2, Knowledge ("alien") 5, Move Silently 2, Search 3, Pilot (UFO) 5, Sense Motive 3, Spot 5*, Tumble 2*
A space goblin has a +4 racial bonus to Spot checks.
*A space goblin's Zero-G Suit gives it a +6 bonus on Balance, Climb, Jump, Spot and Tumble checks.
Does that look OK to you?A space goblin has a +4 racial bonus to Spot checks.
*A space goblin's Zero-G Suit gives it a +6 bonus on Balance, Climb, Jump, Spot and Tumble checks.