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Goblin



Goblins are small humanoids often found in caves, dark forests, and underground. They are known for being mischievous and sneaky as well as notorious gamblers, tricksters, and charlatans. They appear like short humans with large pointy ears and exaggerated facial features such as big eyes, noses, and mouths. They also tend to have tougher and sharper fingernails and sharp fangs and tougher feet, often not requiring footwear. Depending on their tribe, they may have other small differences in features such as tiny horns, tails, tusks, or even vestigial wings.



CREATURE TRAITS (8 XP)




ATTRIBUTES (0 XP)




LANGUAGES (0 XP)




INNATE ABILITIES (8 XP)




VARIANTS

Standard goblins appear to have the same shades of skin as humans and hail from deep underground, but certain areas of the world have causes local goblins to mutate and take on new traits.

Blue (9 XP): Blue-skinned goblins hail from the northern wastelands and tend to grow white fur over most of their body.
Green (9 XP): Green-skinned goblins hail from the midlands and tend to have bigger eyes and noses.
Hobgoblin (+0 XP): Hobgoblins have the same statistics as other goblins but are medium-sized instead and don't have the normal -2 Str or +2 Dex. Instead of +2 Cha, they get +2 any like a human. They often have more hair or fur than smaller goblins and tend to be somewhat more reasonable and less chaotic.

Orange (9 XP): Orange-skinned goblins hail from parts unknown.
Purple(9 XP): Purple-skinned goblins hail from the deep underground and have huge ears, even for goblins.
Red (9 XP): Red-skinned goblins hail from the southern wastelands and tend to have vestigial wings and horns.
Yellow (9 XP): Yellow-skinned goblins hail from the eastern and tend to have more ape-like noses.


ADDITIONAL ABILITIES

Goblins begin with their innate traits and can gain additional traits from the following list as feats.

BIG MAW (4 XP)
Prerequisites: You must have a bite attack.
Benefits: You gain the Swallow Whole and Latch abilities. While using Latch, you cannot use your mouth for any purpose other than biting the grappled creature.

BITE (1 XP)
Benefits: You gain a bite attack that deals 1d4 piercing damage plus your Strength modifier.

BLUE MAGIC (2 XP)
Prerequisites: Only blue-skinned goblins can take this feat.
Benefits: You gain Frost Bolt and Obscuring Mist as tier 1 innate magic powers with the Evocation and Cold types. You may take this feat multiple times; each time, increase the tier of both powers by 1 (maximum tier 3 or half your level, whichever is higher).

BOUNCY (2 XP)
Benefits: You gain Jump as a tier 2 innate magical power. You may take this feat multiple times; each time, increase its tier by 2 (maximum tier 3 or half your level, whichever is higher).

CLAWS (1 XP)
Benefits: You gain two claw attacks, each dealing 1d4 slashing damage plus your Strength modifier.

CLIMBER (1 XP)
Benefits: You gain a 20-foot climb speed and a +2 innate bonus on Climb checks.

DECEITFUL RIDER (2 XP)
Benefits: Bluff and Ride are class skills for you. If you already have either as a class skill, you instead gain a +2 innate bonus to that skill.

GIANT DODGER (2 XP)
Benefits: You gain a +1 dodge bonus to Reflex saves and your Dodge DC against creatures larger than you.

GOBLIN CONTRACT (2 XP)
Benefits: You gain Contract as a tier 2 innate primal power with the Compulsion, Curse, Enchantment, and Sympathetic types.

GOBLIN SHUFFLE (2 XP)
Prerequisites: Blue and red goblins cannot take this feat.
Benefits: You gain Shuffle as a tier 2 innate social power (choose the power’s social subtype).

NATURAL ALCHEMIST (4 XP)
Benefits: Craft (Alchemy), Knowledge (Nature), Perform (Artistry), and Profession (Herbalist) are class skills for you. If you already have any of these as class skills, you instead gain a +2 innate bonus to that skill.

ONE WITH THE SHADOWS (2 XP)
Benefits: You gain Shadow Fade as a tier 2 innate occult power.

RED MAGIC (4 XP)
Prerequisites: Only red-skinned goblins can take this feat.
Benefits: You gain Fire Bolt and Smokescreen as tier 1 innate arcane powers with the Evocation and Fire types.

SHADOW PUPPETEER (4 XP)
Benefits: You gain Dancing Shadows and Shadow Illusion as tier 1 innate occult powers with the Illusion and Shadow types.

SHADOW SHIFTING (4 XP)
Benefits: You gain Shapeshift as a tier 2 innate occult power with the Illusion and Shadow types.

SHADOW SIGHT (3 XP)
Benefits: You can see through magical darkness out to half the range of your darkvision.

STICKY FINGERS (2 XP)
Benefits: You gain Improved Steal as a bonus feat and may take Greater Steal even if you do not meet its prerequisites.

SWARM TACTICS (3 XP)
Benefits: When flanking, your attacks treat foes as off-guard II. When surrounding a foe, your attacks treat them as off-guard III. You must be flanking the target to gain these benefits.

SWARMING (2 XP)
Benefits: You take no penalties for sharing your space with up to one ally.