Goblins of the world


Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.
Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).

Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn’t require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.

Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won’t turn down any food—except, perhaps, vegetables

Goblin Breeds
1. Basic: The basic goblin most people will encounter, Basic goblins are the ones that usual venture away from home in search of food and items.
2. Primal: More savage then their Basic brothers, Primal Goblins tend to stay and protect their homes and wait for Basic Goblins to return on their expeditions. Primal Goblins have a level 1 adjustment.
3. Hellions: On rare occasion a goblin is born with an inner chaotic power that grows into fiery insanity. Hellions are more likely to gain magical ability, venturing into classes like oracle, witch, druid, and sorcerer. Hellions have a level 1 adjustment.
4. Feral: only a few occasions every generation a goblin is born with a touch of raw chaotic energy, these are Primal Goblins. Feral goblins are superior to all other Goblins, as they possess the fury of primal goblins and the inner chaotic power of Hellions. Feral Goblins grow up to be the leaders or their tribe, but are put through the worst trials of survival as their brethren must seem them worthy before they can take hold as the leader of the tribe. Feral Goblins have a level 2 adjustment.

Racial traits:

  • -2 Strength, +4 Dexterity, –4 Intelligence: Goblins are fast, but weak and not the smartest individuals.
  • 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.
  • Light Sensitivity: Goblins are dazzled as long as they remain in an area of bright light.
  • Skilled: +4 racial bonus on Survival and Stealth checks.
  • Gibbering: As a move action, a goblin can emit a cacophony of maddening sound. All creatures other than creatures with the gibbering ability within 30 feet must succeed on a DC 5+constitution mod Will save or be confused for 1 round. This is a mind-affecting compulsion insanity effect. A Goblin’s gibbering cannot affect a creature that makes the save again for 24 hours.
  • Primal and Feral Goblins have two claw attacks that deal 1d3 damage, and have a climb speed of 20 feet.
  • Hellion and Feral Goblins are immediately identifiable by the flames that dance in their mouths. They are immune to fire and have a bite attack that deals 1d4 damage plus 1d6 fire damage.
  • Unlike all other goblins, Feral goblins are born covered in soft thorns that grow rigid as they mature. Feral goblins also have a slam attack that deals 1d3 damage plus grab. In addition, a creature in a grapple with them takes 1d3 damage at the beginning of the goblin’s turn, and any attacker who successfully strikes the Goblin with an unarmed attack or natural weapon take 1d3 damage.

Goblins of the world

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