Goblins
System: Pathfinder | SRD | Source: Advanced Race Guide
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.
Description
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 poo
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.
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.
Racial Traits
+4 Dexterity, -2 Strength, -2 Charisma
Goblinoid
Small
Fast
Darkvision
Skilled
Languages
Alternate Racial Traits
Cave Crawler
City Scavenger (replaces skilled)
Eat Anything (replaces skilled)
Hard Head, Big Teeth (replaces skilled)
Over-Sized Ears (replaces skilled)
Tree Runner (replaces skilled)
Weapon Familiarity (replaces skilled)
Favored Class Options
Alchemist
The alchemist gains fire resistance 1. Each time this reward is selected, increase fire resistance by +1. This fire resistance does not stack with fire resistance gained from other sources.
Barbarian
Add +1/2 on critical hit confirmation rolls for attacks made with unarmed strikes or natural weapons (maximum bonus of +4). This bonus does not stack with Critical Focus.
Bard
Add +1 to the bard's total number of bardic performance rounds per day.
Cavalier
Add +1 hit points to the cavalier's mount companion. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
Druid
Add +1 hit points to the druid's animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.
Gunslinger
Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Oracle
Add +1 on concentration checks made when casting spells with the fire descriptor.
Ranger
Gain a +1/2 bonus on damage dealt to dogs (and doglike creatures) and horses (and horselike creatures).
Rogue
Add a +1 bonus on the rogue's sneak attack damage rolls during the surprise round or before the target has acted in combat.
Sorcerer
Add +1 spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast, and must have the fire descriptor.
Summoner
Add +1/4 evolution point to the eidolon's evolution pool. These bonus evolution points must be spent on evolutions that deal fire damage or protect the eidolon from fire (for example, resistance, energy attacks, immunity, breath weapon, and so on).
Witch
Add +1 spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Source: Advanced Race Guide
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