Goblins are well known for their cunning and ingenuity, as well as a legendary vindictive streak and cruel sense of humor. Many goblins think nothing of playing a prank on someone that might result in injury or maiming. Goblins usually display a sense of inventiveness to make up for their small statures and relative weakness and seem to have a gift for invention. They especially have a knack for refitting the castoffs of other cultures, and often live in abandoned structures and arm themselves with discarded weapons.
Goblins have a variety of pigmentation’s, depending on tribe and location. The Goblins common to the eastern Goblin Nations are grayish black, while their cousins in the central and western regions are usually are green. Other enclaves are rumored to be red, white or even blue. Goblins have disproportionately large heads, wide, toothy mouths, and ravenous appetites.
Goblins, who refer to themselves as Golin’dar, usually organize themselves in small to medium sized bands, with the smartest among them as leaders. They have little concept of family, considering that most members of a goblin band are related in one way or another. They are naturally curious, and enjoy making things. As a result, many goblin settlements are filled with bizarre contraptions and devices, which are usually semi-functional and remarkably dangerous. Goblin craft tend to be functional rather than ascetically pleasing, but will often be festooned with spikes, sharp edges, and other intimidating flourishes. Goblins do not believe in a fair fight; and are known to employ tactics that others would consider dishonorable or underhanded. Goblins are rarely proud, brave or angry enough to fight to the death, and will run and hide if the battle turns against them.
Goblins are capricious and often destructive. They carry a reputation for violence, arson, thievery and general mayhem that makes most other races considers them a terrible nuisance. They tend to arm themselves with whatever they can steal or cobble together, with the notable exception of the Goblins of the Goblin Nations, who are known for being some of the best weapon designers and engineers in the Realm. Many mercenary companies and standing armies keep such goblins on hand as weaponeers. Goblins get along well with Hobgoblins, and have a long standing enmity against Dwarves and Gnomes. Most other races are simply considered targets of opportunities for mischief.
Alignment & Religion
Goblins are known to be unpredictable and wicked, making them largely Chaotic and Evil. However, a sizable minority represent other alignments, with many being Neutral, or even Good. Goblins that live among Hobgoblins tend to be Lawful. Such Goblins often demonstrate more self control then their kin and can often find a place in more polite societies. Goblins revere Ustrul, a goblin god of warfare and artifice, with smaller bands often worshiping other gods that encourage their natural tendencies.
Goblins take naturally to being Rogues, with Rangers also being well represented among them. Many Goblins also have a talent for Wizardry, with emphasis on alchemy and artifice.
- 2 Strength, + 4 Dexterity, -2 Charisma; Goblins are agile but weak and often have unpleasant dispositions.
Small Size Humanoid (Goblinoid): 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.
Normal Speed: Goblins have a base speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
Skilled: Goblins gain a + 4 racial bonus on Ride and Stealth checks.
Aging Effects: Adult 14 Middle Age 30 Old 45 Venerable 60 Maximum 60+ 2d10
Languages: Goblins begin play speaking Goblin, Southern and at least one other human language (Northern, Western, or Wyr). Goblins with high intelligence scores can choose from the following; Dwarven, Elvish, Giant, Orc
•Goblin Engineer: Goblins raised in civilized environments display a knack for inventiveness. Goblins with this trait gain a + 2 racial bonus to Disable Device, Knowledge (Engineering) and Stealth. Goblins are also considered proficient with any weapon they have personally crafted. This replaces the skilled trait.
•Dodge Catastrophe: Goblins receive a +1 racial bonus on Reflex saving throws against area attacks with the electricity, fire, or acid descriptors. This replaces the skilled trait.