Goblins are a race of aggressive, dimunitive creatures that trace their origin from Faerie.
Physical Description
Society
Relations
Alignment and Religion
Adventurers
Ethnicities
Languages
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Racial Traits
Standard Traits (12 CP)
- Type: Goblins are primanoids with the goblin subtype.
- Size: Goblins are Small and thus gain -2 to Strength, +2 to Dexterity, -1 to Constitution, +1 size bonus to their DV, +1 size bonus on attack rolls, -1 penalty on combat maneuver checks and to CMD, +2 bonus on Fly checks, and +1 size bonus on Stealth checks, and their space is reduced to 1/4 sqr. (-2 CP)
- Speed: (Fast movement) Goblins are fast for their size, and have a base speed of 30 feet. (4 CP)
- Languages: Goblins begin play speaking one regional Goblish language. Goblins with high Intelligence scores can choose a regional language from the following: Draconic, Dwarvish, Gnomish, Goblish, Human, Lucklyn, Orcish, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
- Eat Anything: Goblins are ravenous eaters, and have adapted well to eating whatever they happen across, and can digest nearly anything without getting sick. They gain a racial bonus equal to half of their total Hit Dice on saving throws against poisons, and effects that cause the nauseated or sickened conditions. However, goblins count as medium creatures in regards to how much food they need to eat per day. (2 CP)
- Over-Sized Ears: While goblins’ ears are never dainty, these goblins have freakishly large ears capable of picking up even the smallest sounds. Goblins with this racial trait gain a racial bonus equal to their total Hit Dice on Perception checks. (2 CP)
Magical Racial Traits
- Goblin Magic: Goblins can use the following spell-like abilities a number of times per day equal to half of their total Hit Dice: ghost sound, haunted fey aspect, and penumbra. They use their total HD as their caster level. (3 CP)
Offense Racial Traits
- Hard Head, Big Teeth: Goblins have large heads filled with razor-sharp teeth. They have a bite natural attack that deals 1d4 points of damage. At 7th Hit Die, and every 7 HD after, the bite's damage increases by 1 size. (2 CP)
Senses Racial Traits
- Darkvision: Goblins can see perfectly in the dark for up to 60 feet. At 7th Hit Die, and every 7 HD after, this range increases by 30 feet. (2 CP)
- Light Sensitivity: Goblins are dazzled as long as they remains in an area of bright light or within the radius of a daylight spell. (-1 CP)
Alternate Physical Traits
- Over-Sized Nose: While goblins' noses are pretty big, these goblins have comically large noses capable of picking up even the faintest scent. Goblins with this racial trait gain the scent ability. (3 CP)
Cultural Traits
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Cave Crawler Some goblins are born and raised in caves and rarely see the light of day. Goblins with this trait gain a climb speed of 10 feet and the +8 racial bonus on Climb checks associated with having a climb speed. Goblins with this racial trait have a base speed of 20 feet and lose the fast movement racial trait.
City Scavenger Goblins who live within the boundaries of human cities survive by scavenging for refuse and hunting stray animals. Goblins with this trait gain a +2 racial bonus on Perception and Survival checks, and can use Survival to forage for food while in a city. This racial trait replaces skilled.
Junk Tinker: Goblins use ramshackle equipment and vehicles that seem like they should never function. Goblins gain a +2 racial bonus on driving checks and on Craft checks to build or repair weapons or vehicles without the proper tools. They can make the attempt with any material that can hold the right shape for a few uses, but normally unfit materials produce items with the fragile quality. This racial trait alters skilled, replacing the racial bonus on Stealth checks. Source PZO9280
Tree Runner In trackless rain forests and marshes, it can be difficult to find dry ground to build on. goblin tribes living in such areas have learned to live in the treetops. These goblins gain a +4 racial bonus on Acrobatics and Climb checks. This racial trait replaces skilled.
Weapon Familiarity Goblins’ traditional weapons are the dogslicer and the horsechopper, weapons designed specifically to bring down their most hated foes. Goblins with this trait are proficient with the dogslicer and the horsechopper, and treat any weapon with the word “goblin” in it as martial weapons. This racial trait replaces skilled.
Racial Feats
Feat Name | Category/Type | Prerequisites | Benefit |
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