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Goblin (Gob-lin)

The smallest, most chaotic, and most prolific of goblin-kind, goblins are small, destructive, and absolutely obsessed with fire.

Basic Information

Genetics and Reproduction

Goblin reproduction is fast, with brood mothers birthing litters of goblin young every year. Most litters consist of 3-6 younglings, and goblin broodmothers are active through the whole year. Luckily for the races surrounding goblin tribes, goblin mortality is quite high, with most years having the goblins own recklessness keep their explosive birth rates in check.

Growth Rate & Stages

Goblins reach adulthood at 12 years of age, but are mostly self-sufficient and capable of movement. only a day or two after birth. Once they are capable of movement, all the goblin children are placed together in one area, usually the farthest reaches of the warren, and are mostly left to fend for themselves, overseen by one or two matrons.

Dietary Needs and Habits

Most goblins exclusively eat meat, often charring it to a point that would be considered inedible for other races, but will often try to eat anything remotely edible they come across. Most tribes lack any sort of agricultural abilities, getting all of their food from hunting and constantly raiding the surrounding areas. In hard times or in winter seclusion, goblins often resort to cannibalism, eating the older, more weaker members of the tribe.

Biological Cycle

Goblins love the heat, and those living away from The Everburn find winter intolerable. Such tribes generally retreat into their burrow for the winter, only for them to burst forwards in vastly increased numbers in the spring.

Additional Information

Social Structure

Most goblin tribes are ruled by the strongest goblin, although in actuality the leader is more often the most clever goblin, earning its position through outsmarting their rivals in ways that give them a clear advantage of strength. Many tribes have rituals involving fire, and a potential chieftain must prove their worth by surviving extreme exposure.

Facial characteristics

Goblins have large, beady eyes that are usually black, but sometimes have a yellow or red tint. They have large, sidewise flopping ears, and gaping mouths that are filled with jagged teeth.

Geographic Origin and Distribution

Most goblin tribes dwell in The Everburn, the constantly burning forest that acts as the border between Ixuil and Urro, but smaller tribes can be found in other areas of the world. Goblin warrens also often extend into The Underrealm.

Average Intelligence

Most goblins are quite stupid and easily excitable, rarely taking time to think about anything other then food, violence or fire. Despite this, goblins are often quick to come up with a new scheme or project to increase their standing, but such plans are poorly thought out, and if it doesn't bear fruit very quickly, it is often abandoned or forgotten about.

Perception and Sensory Capabilities

Goblins have darkvision, usually to a range of sixty feet, however, thier constant exposure to fire can sometimes lead to diminished eyesight.

Symbiotic and Parasitic organisms

Most goblin tribes raise large rodents known as goblin dogs. Such "dogs" are foul tempered creatures whos constant dander causes a itchy rash known as "goblin rash" in non-goblin creatures.

Civilization and Culture

Beauty Ideals

Goblins have a warped sense of beauty, loving things touched by fire and detesting things that are pristine. Thus, the most successful goblins tend to be the most hideous.

Gender Ideals

While all goblins agree that females are for breeding, there are no rules that stop a female goblin from raising to higher ranks in a tribe.

Courtship Ideals

Goblins have no concept of marriage, courtship, or often even consent. If a goblin wants to mate, it simply finds a partner they deem suitable and force their way onto them. If the other party decides against it, a fight breaks out, often ending with the death of the attacker. Luckily for goblin birth rates, goblins are constantly hungry to mate, and most pairings are relatively mutual.

Relationship Ideals

Goblins have little in the way of empathy, and thus rarely have actual friends. Many goblins warped sense of humor often means they find death hilarious, and will often laugh hysterically when an accident kills one of their compatriots. Those who give gifts to goblins will often find the goblin wanting more, and might develop a co-dependency, with the goblin trying to protect its "friend" in the hopes of getting more shiny gifts.

Average Technological Level

Goblins care little in the way of technologies that don't produce fire, and get most of what they have by stealing it from others. They have an affinity for explosives, as they can cause much devastating "fun" and can quickly spread glorious fire.

Major Language Groups and Dialects

Most goblins only speak Goblin, lacking the ability to learn other languages. The few that do put in the mental effort can often be found speaking Astyr, Common, Gnome, Infernal, Orc, Terran, or Undercommon.

Common Etiquette Rules

Goblins have little in the way of any form of etiquette, although trying to put out a fire started by a goblin is likely to cause that goblin to fly into a rage.

Common Dress Code

Many goblins lack the ability or want for clothes, and most simply wear dirty rags and loincloths, and often a goblin will wear those clothing until it gets entirely burned away by the goblins exposure to fire and heat.

Common Customs, Traditions and Rituals

Goblins love to sing (although a majority are quite tone deaf), and can often be found singing horrible war chants and ridiculous shanties. It is also common for goblins to have a constant fire burning in their warren in which they hurl in sacrifices, both living and not, to Gob.

Common Taboos

A goblin who hates or shy's away from the pain of fire will be cast out as a weakling, and a goblin female who doesn't provide at least one litter to the tribe will be viewed as worthless and shunned.

Historical Figures

Tales tell of a mysterious goblin wander named Nubbins, who is in constant search of Num-Nums.

Common Myths and Legends

Most  goblins worship Gob, their racial demigod, who is held to be the greatest arsonist of all time. It is believed that he started the fire the grew into The Everburn and his tribe of the greatest goblins lies at its center. Some goblins worship the other two goblin demigods in addition or instead of Gob, his brothers Hob and Bob, the god of Hobgoblins and Bugbears, but such goblins are the minority.

Interspecies Relations and Assumptions

Goblins are viewed as nuisances at the best and dangerous pests at the worst by other races. They are often enslaved by Hobgoblins, and Bugbears go out of their way to torment their smaller cousins. Goblins find Gnome flesh delicious, and thus gnomes have a special hatred of them.

Racial Table - Goblin: Hit Dice: D8; Class Skills: Craft, Handle Animal, Profession, Ride, Survival; Skill Ranks Per Level: 2 + Intelligence modifier; Weapon Proficiency: Simple, plus dogslicer, horsechopper, and any weapon with the word "goblin" in its name; Armor Proficiency: Light
Level BAB Fort Reflex Will Abilities
1st +0 +0 +2 +0 Skilled
2nd +1 +0 +3 +0 Furious Swarming
3rd +2 +1 +3 +1 Fire Lover
4th +3 +1 +4 +1 Fire Resistance, +1 Dexterity, +1 Constitution
5th +3 +1 +4 +1 Goblin Bomb

Random Starting Ages
Adulthood Intutive1 Self-Taught2 Trained3
12 years +1d4 years (13 - 16) +1d6 years (13 - 18) +2d6 years (15 - 24)
1This category includes armigers, barbarians, bloodragers, kineticists, imbuers, oracles, leaches, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists     2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.   3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.  
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 2 ft. 8 in. +2d4 in. (2 ft. 10 in. - 3 ft. 4 in.) 30 lbs. +(2d4 lbs.) (32 - 38 lbs.)
Female 2 ft. 6 in. +2d4 in. (2ft. 8 in. - 3 ft. 2 in.) 25 lbs. +(2d4 lbs.) (27 - 33 lbs.)

Goblin Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 to Str, Dex, and Con, +2 to Int, Wis, and Cha) Venerable (-3 to Str, Dex, and Con, +3 to Int,Wis, and Cha) Maximum Age (GM secretly decides maximum age)
20 years 30 years 40 years 40 + 1d20 years (41 - 60 years)

Random Goblin Homeland
% Rolled Homeland Trait Gained
01-50 Flaming Forest Flame Touched
51-65 Goblin Burrow Goblin Foolhardiness
66-75 Subterranean Surface Stranger
76-85 Hobgoblin Settlement Life of Toil
86-94 Non-Goblin Settlement Garbage Picker
95-00 Unusual Homeland (Roll on Unusual Homeland table)

Random Goblin Families
% Rolled Parental Status
01-30 Only Mother is alive
31-61 Only Father is alive
62-83 Both parents are dead
84-00 Both parents are alive
Random Goblin Siblings
% Rolled # of Siblings
01-30 1d4+1 Siblings
31-90 2d4+2 Siblings
91-00 No siblings
Genetic Descendants
Lifespan
41 - 60 years; but few goblins make it 30 due to their reckless lifestyle.
Average Height
2 ft. 8 in. - 3 ft. 4 in.
Average Weight
27 - 38 lbs.
Average Physique
Goblin skin is surprisingly tough, with goblins themselves being quite sturdy despite their size. Most goblins gain a slight resistance to fire due to their constant exposure.
Body Tint, Colouring and Marking
Most goblins are a green color, but can also range from brown to grey. Due to their obsessive love of fire, many goblins sport burns all over their bodies, and carry many scars from their various exploits. Goblins are very proud of their burns and scars, and will often compare them to each other, although they rarely recall the event that gave it to them accurately.
Geographic Distribution

Goblin

Type Humanoid (Goblin)
Ability Score Modifier +2 Dexterity, +2 Constitution, -2 Wisdom. Goblins are fast and surprisingly durable, but are incredibly reckless.
Size small
Speed Goblins have a base speed of 30 feet
Language A goblin begins play speaking Goblin. A goblin with a high intelligence score can pick from any of the following languages: Astyr, Common, Gnome, Infernal, Orc, and Terran.

  • Materil: Goblins can be tied to either the Fire or Hate Materil, and can become Firedancers or Hatecrafters.
  • Darkvision: Goblins can see perfectly in the dark to a range of 60 feet.
  • Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks. This bonus increases by 1 for every two hit dice beyond the 1st the goblin possesses.
  • Furious Swarming: At 2nd racial level, a goblin can share the same squares as other creatures. If two creatures are sharing the same square and attack the same foe, they are considered flanking. If a goblin shares the same square with a creature without the swarming trait, that creature is considered flat-footed while it tries to avoid tripping over its goblin companion.
  • Fire Lover: At 3rd racial level, a goblin gains Burn! Burn! Burn! and Fire Hand as bonus feats. The bonuses from those feats increase by +1 for every five hit dice the goblin has beyond 3nd
  • Fire Resistance: At 4rd racial level, a goblin gains fire resistance 5 (or increases any existing fire resistance by 5).
  • Goblin Bomb (Ex): At 5th racial level, 1/day a goblin can convert any skull it touches into a Goblin Skull Bomb as a full round action. This DC for that bomb is equal to 10 +½ the goblins hit dice + the goblins Constitution modifier. The bomb deals an additional 1d6 points of damage for every five hit dice the goblin possesses beyond 5th. These bombs only function for its creator, and cannot be sold.

Alternate Racial Traits
  • Cave Crawler: Some goblins are born and raised in caves and rarely see the light of day. A goblin with this trait gains a climb speed of 10 feet, gains the +8 racial bonus to Climb checks that having a climb speed normally grants, but has a 20 foot base speed instead of a 30 feet speed. Cave crawlers gain the light sensitivity trait. This trait alters the goblins' starting speed and senses.
  • City Scavenger: Goblins who live on the outskirts of human cities survive by scavenging and hunting small animals. Goblins with this trait gain a +2 racial bonus to Perception and Survival checks, and can use Survival to forage for food in a city. These bonuses increase by 1 for every two hit dice beyond the 1st the goblin possesses. This trait replaces Skilled.
  • Eat Anything: Many goblins have learned to survive by eating whatever material they can find. Goblins with this trait gain a +4 racial bonus to Survival checks to forage for food, and a +4 racial bonus on saves against effects that would cause the sickened or nauseated conditions. These bonus increase by 1 for every two hit dice beyond the 1st the goblin possesses. This trait replaces Skilled
  • Hard Head, Big Teeth: Some goblins have overly large heads with sharper teeth. Goblins with this trait gain a bite attack that deals 1d4 points of damage. This attack is a primary natural attack. This trait replaces Skilled.
  • Monkey Goblin: Some goblins are born with prehensile tails. These tails cannot be used to wield weapons, but can retrieve stowed items as a swift action. Monkey goblins are slower than normal goblins, having a 20 foot movement speed and a Climb speed of 10 feet, gaining the +8 racial bonus to Climb checks that having a climb speed normally grants. A monkey goblin only gets a +2 bonus on Ride and Stealth checks, instead of a +4. This trait alters the goblins' movement speed and the Skilled trait.
  • Junk Tinkerer: Some goblins use ramshackled equipment and vehicles that seem like they should never function. Goblins with this trait gain a +2 racial bonus on driving checks and Craft checks to build or repair weapons or vehicles without the proper tools. This trait alters Skilled, replacing the bonus to Stealth checks.
  • Lumplin (Su): Some goblins devote themselves to the spooky trickster god known as the Pumpkin King, partaking in strange rituals that distort their faces. Lumplins have large heads that resemble Jack-o-Lanterns, and can 1/day spit out hot fire in a 5 foot cone that deals 1d4 points of damage, plus an additional 1d4 points of damage for every four hit dice beyond the first the lumplin possesses. Creatures can half the damage with a successful Reflex save (DC 10 + 1/2 the lumplin hit dice + the lumplin's Constitution modifier) but creatures damaged by this fire must also make a Will save (with the same DC) or be shaken for 1 round per 1d4 dice rolled. Lumplins can be tied to either the Fire or the Shadow Materil. This trait replaces the Skilled trait and alters the goblins Materil.
  • Over-Sized Ears: Some goblins have freakishly large ears, capable of picking up even minute sounds. Goblins with this trait gain a +4 racial bonus on sound-based Perception checks. This bonus increases by 1 for every two hit dice beyond the 1st the goblin possesses. This trait replaces Skilled.
  • Snow Goblin: Some goblins dwell in the arctic areas in the world. These goblins gain Cold Resistance 5 at 4th racial level instead of fire resistance. This trait replaces the Fire Resistance trait gained at 4th racial level.
  • Tree Runner: Some goblins build their lairs high up in the trees instead of in underground caverns. Goblins with this trait gain a +4 racial bonus to Acrobatics and Climb checks. These bonuses increase by 1 for every two hit dice beyond the 1st the goblin possesses. This trait replaces Skilled.


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