Goblin

The race defined by their shameful past

Base Racial Traits

 
Ability Scores: (+4 Dexterity, -2 Strength, -2 Charisma) Goblins are fast, but weak and unpleasant to be around.   Type: Goblins are humanoids with the goblinoid subtype.   Size: Goblins are small size creatures and gain all the bonuses and penalties because of it.   Speed: Goblins are fast for their size, and have a base speed of 30ft.   Senses: Goblins can see perfectly in the dark up to 60ft.   Languages: Goblins begin play speaking Common and Goblin. Goblins with high intelligence may choose from the following languages:(Draconic, Necril, Aquan, Gnome, Halfing, Celestial, and Orc)   Hiders and Riders: Goblins gain a +4 racial bonus on Ride and Stealth checks.   A Race Reformed: After an eon of desperately trying to make amends for their past, Goblins have begun to integrate socially and culturally into their new home. Goblins gain any one charisma-based skill as a class skill, and gain a +2 racial bonus to that chosen skill.   Tinkerer: Goblins love to tinker and craft, and their new home has let them expand their crafting knowledge greatly. They gain a Craft() skill as a class skill and gain a racial +2 bonus on all Craft() skill checks.   The Fire Inside: Said to be a manifestation of their love for flame and fire, Goblins believe their souls burn with fire unending, proof positive of their reformation as a race. Goblins gain fire resistance 5, and add +1 to the DC of any spell with the [fire] descriptor/subschool, instead adding an amount to the damage of the spell equal to 1/2 their current HD if the spell has no DC or saving throw.   Self-loathing: Goblins hate nothing more than what they used to be, and train all their lives to never regress to the ways of the past, and this steely determination borne of a genuine desire for redemption has fortified their minds against magical influence. They gain hatred against all creatures with the Goblinoid subtype, and gain a +2 to resist all spells and effects with the [mind-affecting] descriptor.   Martial Discipline: Goblins have begun to perfect a way of martial combat all their own, and gain weapon proficiency with Greatswords, Halberds, and Spears, and treat any weapon with the word "Goblin" in its name as a martial weapon. They also gain +4 to their CMD against any combat maneuvers originating from a creature with the Goblinoid Subtype.
 

Race Flavor:

Basic Information

Anatomy

Goblin bodies are often short but powerful, with two short legs and arms attached to a central torso with a head located atop the torso. Their bodies are short but often muscular and scarred due to their often thankless and dangerous upbringing where few of them survive, though Goblins born into more civilized lives and areas can grow up lacking much of the muscle mass their more savage fellows possess.   Their anatomy is mostly normal for humanoid creatures; their organs are all consistent with human norms, though they simply function at a much quicker rate than others. Their biological functions, organs, metabolism, and everything else function at nearly twice the rate of humans and other longer lived humanoids...and it is this hyper-fast biology that leads to their short lives as their bodies degrade at a much quicker rate than others.

Genetics and Reproduction

Goblin reproduce through sexual reproduction, and more than anything else, it is a thing they do often and incredibly well. Goblins are almost always fertile even far into their venerable years - and their reproductive systems are almost the first part of their bodies that fully develops as newborns into adults...and much like humans, Goblins are capable of mating with and reproducing with almost any other race with even a remotely similar biology.   As creatures that live and die quickly, goblins can have children with almost any race - though the more drastic the difference between goblin and a mate, the more painful and agonizing the process becomes for both, and the more likely that mutations or stillbirths occur in the child. However, the sheer amount of children capable of being produced by them often far outpaces the failure rate of these pregnancies...meaning that in a civilized area, Goblins can very VERY quickly overpopulate unless they take care to manage their libidos to adjust for the much lower mortality rates of their children in those civilized areas.   Females often give birth to multiple children at a time, who are often kept in cages or other storage areas in more barbaric tribes to reduce the burden on goblin parents...and in such areas, it is incredibly common for goblin children to murder and cannibalize each other to survive, ensuring only the stronger survive their short but brutal childhoods into adulthood. In more civilized areas this can differ in terms of how the children are treated, but the amount produced does not.

Growth Rate & Stages

Quicker than almost any other race on Ea, Goblins grow to adulthood in two scant months at a frighteningly quick pace that sees them become fully grown adults before most other newborns of other races can barely walk. They grow alarming quick and learn even quicker, though their brutal and barbaric societies often hold them back from civilization.   Once a goblin reaches adulthood around 2 to 3 months old, they become middle aged around age 20, old around age 30, and become venerable around age 40 and die shortly thereafter...and while the eldest goblins can reach 50 and even 60 years old, they almost all invariably die long before they reach even middle age.

Ecology and Habitats

Barbaric and Tribal, AKA "Traditional" 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.   These goblins often raid and invade the surrounding area out of neccesity to aquire resources to keep themselves fed and supplied, and attack and kill others both to capture more attractive members of other races to produce more children with as well as for simple reasons such as food, entertainment, and more.   However, in the modern day, many goblins have embraced civilization and become civilized in the nation of The Inhuman Coalition, where they live as equals amongst the other monster tribes of the area.

Dietary Needs and Habits

Goblins are voracious and can eat their body weight in food daily without growing fat, and often keep massive larders or storehouses in their lairs or dwellings to accomodate these massive appetites, while the less civilized goblins might keep a stock of live animals or prey nearby to satiate this immense hunger at a moment's notice. They will quite literally eat anything, and for good reasons are squads of hungry goblins compared to termites, with teeth sharp enough they can eat an entire wooden dwelling down to bare ground in barely a day.

Biological Cycle

As they age, goblins grow old and wither both mentally and physically, their strength leaving them on all fronts as what little hair they often have turns grey and white, their fangs dull, and their skin wrinkles. However, they rarely to become old in barbaric goblin societies and are often eaten or kill by their cohorts for resources.

Additional Information

Facial characteristics

Goblins have a hard time growing hair on their heads, so they rarely have facial hair or long head hair, but their faces are generally green and brutish, with sharp fangs and brutal eyes.

Geographic Origin and Distribution

Goblins of a traditional, barbaric variety can be found almost everywhere on Ea, but more civilized and cultured goblins are quite the rarity outside of The Inhuman Coalition.

Average Intelligence

While they have a stigma associated with them as dumb brutish animals, goblins can in fact become just as smart as other races, though they often simply lack the desire or drive to do such things as "read books" or "study".

Perception and Sensory Capabilities

Favoring caves and underground homes, Goblin eyes are incredibly well-adapted to the dark and allow them to see normally in darkness out to sixty feet.

Civilization and Culture

Naming Traditions

Goblin names reflect the chaotic, unpredictable natures of the goblins themselves, and are often unified only by their shortness, and frequent use of sharp sounds and syllables.   Male Names: Boorgub, Chuffy, Churkus, Drubbus, Gawg, Ghorg, Gogmurch, Irnk, Kavak, Lunthus, Mogmurch, Mogawg, Murch, Nurpus, Pogus, Poog, Ronk, Rotfoot, Unk, Vogun, Zobmaggle, Zord   Female Names: Aka, Chee, Fevva, Geedra, Goomluga, Gretcha, Hoglob, Janka, Klongy, Luckums, Lupi, Medge, Namby, Olba, Rempy, Reta, Ruxi, Vruta, Yalla, Ziku
Goblin - Level Adjustment 0 cover
 
Alternate Racial Trait List:   Goblin Alternate Racial Traits
 
Racial Feat List:   Goblin Racial Feats
Lifespan
40 Years
Conservation Status
Goblins are an extremely plentiful species which needs no conservation or protection, to such a degree that many joke about the incredible speed with which goblins reproduce and grow to adulthood. Many often say such things as "There's too many of them!".
Average Height
0.6 - 1.0 Meters
Average Weight
10 - 15kg
Average Physique
Goblins are generally short and lanky, but can become bulky and muscular with muscular and active lifestyles.
Body Tint, Colouring and Marking
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.

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