Goblins (10 RP)

Racial Traits

  • +4 Dexterity, -2 Strength, -2 Charisma: Goblins are fast, but weak and unpleasant to be around.
  • Goblinoid: Goblins are humanoids with the goblinoid subtype.
  • Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
  • Fast: Goblins are fast for their size, and have a base speed of 30 feet.
  • Darkvision: Goblins can see in the dark up to 60 feet.
  • Skilled: +4 racial bonus on Ride and Stealth checks.
  • Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc.
Random Starting Age
Adulthood Intuitive Self-Taught Trained
12 years +1d4 +1d6 +2d6
Random Starting Height & Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 2 ft. 8 in. +2d4 in.
30 lbs. 2d4x1 lb.
Female 2 ft. 6 in. +2d4 in.
25 lbs. 2d4x1 lb.

Goblins are a race of childlike creatures with a destructive and voracious nature that makes them almost universally despised. Weak and cowardly, goblins are frequently manipulated or enslaved by stronger creatures that need destructive, disposable foot soldiers. Those goblins that rely on their own wits to survive live on the fringes of society and feed on refuse and the weaker members of more civilized races. Most other races view them as virulent parasites that have proved impossible to exterminate.

Goblins can eat nearly anything, but prefer a diet of meat and consider the flesh of humans and gnomes a rare and difficult-to-obtain delicacy. While they fear the bigger races, goblins' short memories and bottomless appetites mean they frequently go to war or execute raids against other races to sate their pernicious urges and fill their vast larders.

Physical Description: Goblins are short, ugly humanoids that stand just over 3 feet tall. Their scrawny bodies are topped with oversized and usually hairless heads with massive ears and beady red or occasionally yellow eyes. Goblins' skin tone varies based on the surrounding environment; common skin tones include green, gray, and blue, though black and even pale white goblins have been sighted. Their voracious appetites are served well by their huge mouths filled with jagged teeth.

Society: Violent but fecund, goblins exist in primitive tribal structures with constant shifts in power. Rarely able to sustain their own needs through farming or hunting and gathering, goblin tribes live where food is abundant or near places that they can steal it from. Since they are incapable of building significant fortifications and have been driven out of most easily accessible locations, goblins tend to live in unpleasant and remote locations, and their poor building and planning skills ensure that they dwell primarily in crude caves, ramshackle villages, and abandoned structures. Few goblins are good with tools or skilled at farming, and the rare items of any value that they possess are usually cast-off implements from humans or other civilized cultures.

Goblins' appetites and poor planning lead to small tribes dominated by the strongest warriors. Even the hardiest goblin leaders quickly find out that their survival depends on conducting frequent raids to secure sources of food and kill off the more aggressive youth of the tribe. Both goblin men and women are ugly and vicious, and both sexes are just as likely to rise to positions of power in a tribe.

Goblin babies are almost completely self-sufficient not long after birth, and such infants are treated almost like pets. Many tribes raise their children communally in cages or pens where adults can largely ignore them. Mortality is high among young goblins, and when the adults fail to feed them or food runs low, youths learn at an early age that cannibalism is sometimes the best means of survival in a goblin tribe.

Relations: Goblins tend to view other beings as sources of food, which makes for poor relations with most civilized races. Goblins often survive on the fringes of human civilization, preying on weak or lost travelers and occasionally raiding small settlements to fuel their voracious appetites. They have a special animosity toward gnomes, and celebrate the capturing or killing of such victims with a feast. Of the most common races, half-orcs are the most tolerant of goblins, sharing a similar ancestry and experiencing the same hatred within many societies. Goblins are mostly unaware of half-orcs' sympathy, however, and avoid them because they are larger, meaner, and less flavorful than other humanoids.

Alignment and Religion: Goblins are greedy, capricious, and destructive by nature, and thus most are neutral or chaotic evil. When they bother to worship, goblins follow the goddess Lamashtu and to a lesser extent the four barghest hero-gods, Hadregash, Venkelvore, Zarongel, and Zogmugot.

Adventurers: Goblin adventurers are usually curious and inclined to explore the world, though they are often killed off by their own foolish misdeeds or hunted down for their random acts of destruction. Their pernicious nature makes interacting with civilized races almost impossible, so goblins tend to adventure on the fringes of civilization or in the wilds. Adventurous individuals who survive long enough often ride goblin dogs or other exotic mounts, and focus on archery to avoid close confrontation with larger enemies. Goblin spellcasters prefer fire magic and bombs over almost all other methods of spreading mayhem.

Male Names: Boorgub, Gogmurch, Rotfoot, Zobmaggle.

Female Names: Geedra, Goomluga, Hoglob, Luckums.

Goblin Formula Books

Goblins are illiterate, so goblin alchemists are unable to use conventional formula books. Instead, a goblin alchemist's formula book is filled with smears of various fluids, pictures representing materials needed, and other scent-, taste-, or pictograph-based representations of his formulae. Goblin alchemists can learn each other's formulae as easily as other alchemists learn language- based formulae.

A literate alchemist can learn formulae from a goblin alchemist's book, but he must spend 1 day studying a formula (instead of 1 hour), and the Spellcraft DC to successfully learn it is equal to 20 + the formula's level (instead of 15 + the formula's level). This otherwise works like copying a formula from another alchemist's formula book.

Goblins cannot learn formulae from scrolls or language- based books, but can be taught a new formula by an alchemist or wizard who spends 1 day verbally explaining it.

ALTERNATE RACIAL TRAITS

The following racial traits may be selected instead of existing goblin racial traits. Consult your GM before selecting any of these new options.

FAVORED CLASS OPTIONS

The following options are available to any goblins that have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

RACIAL ARCHETYPES

The following racial archetypes are available to goblins.

Goblin Equipment

The following items are just some of the pieces of equipment used by goblins.

Bomb Launcher

These odd looking, egg-shaped contraptions have cleverly placed fins that improve bombs' accuracy. Goblin alchemists use these special containers to make their bombs more accurate when thrown long distances. Using a bomb launcher when throwing a bomb increases the bomb's range increment to 30 feet (or increases the range increment of a bomb with the rocket bomb discovery to 70 feet). Bomb launchers are destroyed when used.

Dogslicer

This short, curved sword is a favorite weapon of goblins, who show unusual cunning by drilling numerous holes in the blade to reduce the weapon's weight. Masterwork versions of a dogslicer lose the fragile special weapon ability.

Horsechopper

Crafted by goblins to give themselves an advantage against horses, this weapon is essentially a halberd with an enlarged hook opposite the blade.

Mellowroot

Sneaky goblin chieftains give this orange paste to the tribe's warriors before proposing a particularly bold raid. Consuming mellowroot causes a euphoric feeling that makes you feel invulnerable. For 1 hour after consuming mellowroot, you gain a +5 alchemical bonus versus fear effects. However, while under the effects of mellowroot, you must make a DC 15 Will saving throw when you try to leave the threatened area of an opponent. If you fail the saving throw, you cannot leave the threatened area with that action but do not lose the action.

Stillgut

Drinking a vial of this bland, bluish liquid grants you a +5 alchemical bonus on Fortitude saves to avoid nausea or sickness for 1 hour. If you are already nauseated, you can drink stillgut as a move action. Drinking it in this fashion grants you a second saving throw (without the +5 bonus). Goblins often use stillgut so they can choke down meat or other foods in advanced stages of rot or decay.

Bomb launcher 10 gp 1/2 lb. 25
Mellowroot (vial) 25 gp — 20
Stillgut (vial) 50 gp — 25

Dogslicer 8 gp 1d4 1d6 19-20/.2 — 1 lb. S fragile*
Horsechopper 10 gp 1d8 1d10 .3 — 12 lbs. P or S reach, trip *

Fragile Weapons

A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, rolling a natural 1 destroys it instead.

Goblin Feats

Goblins have access to the following feats.

Goblin Magic Items

Goblins have access to the following magic item.

Goblin Spells

Goblins have access to the following spells.