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.
Physical Description: Goblins are short, ugly humanoids that stand just
over 3 feet tall. Their scrawny bodies are topped with over-sized 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 poor planning lead to small tribes dominated by the
strongest warriors. Even the hardiest goblin leaders quickly find out that their
survival depends on conducting frequent raids to secure sources of food and kill
off the more aggressive youth of the tribe. Both goblin men and women are ugly
and vicious, and both sexes are just as likely to rise to positions of power in
a tribe. goblin babies are almost completely self-sufficient not long after
birth, and such infants are treated almost like pets. Many tribes raise their
children communally in cages or pens where adults can largely ignore them.
Mortality is high among young goblins, and when the adults fail to feed them or
food runs low, youths learn at an early age that cannibalism is sometimes the
best means of survival in a goblin tribe.
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
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
Chieftain Names: Dogchewer, Firesinger, Gutwad, Hogparts, Horsebiter,
Mancooker, Moonslaver, Pokestick, Ripnugget, Stabsnacker, Stumpbumper,
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.
Standard Racial Traits
- Ability Score Racial Traits: Goblins
are fast, but weak and unpleasant to be around.
They gain +4
Strength, and –2
- Type: Goblins are
humanoids with the
- Size: Goblins are Small creatures and
thus gain a +1
size bonus to their AC, a +1
size bonus on
attack rolls, a –1 penalty to their
CMD, and a +4
size bonus on
- Base Speed: Goblins are fast for
their size, and have a base speed of 30 feet.
- Languages: Goblins begin play
speaking Goblin. Goblins with high
Intelligence scores can choose from the
following: Common, Draconic, Dwarven, Gnoll,
Gnome, Halfling, and Orc. See the
Linguistics skill page for more information
about these languages.
Feat and Skill Racial Traits
Movement Racial Traits
- Fast Movement: Goblins gain a +10
foot bonus to their base speed (this is already
added to their Base Speed above.)
Senses Racial Traits
- Darkvision: Goblins see perfectly in
the dark up to 60 feet.
Alternate Racial Traits
The following alternate racial traits may be
selected in place of one or more of the standard
racial traits above. Consult your GM before
selecting any of these new options.
- Cave Crawler Some goblins are born
and raised in caves and rarely see the light of
day. Goblins with this trait gain a climb speed
of 10 feet and the +8
racial bonus on
Climb checks associated with having a climb
speed. Goblins with this racial trait have a
base speed of 20 feet and lose the fast movement
- City Scavenger Goblins who live
within the boundaries of human cities survive by
scavenging for refuse and hunting stray
animals. Goblins with this trait gain a +2
racial bonus on
Survival checks, and can use
Survival to forage for food while in a city.
This racial trait replaces skilled.
- Eat Anything Raised with little or no
proper food, many goblins have learned to
survive by eating whatever they happen across
and can digest nearly anything without getting
sick. Goblins with this trait gain a +4 on
Survival checks to forage for food and a +4
racial bonus on saves versus effects that
sickened conditions. This racial trait
- Hard Head, Big Teeth Goblins are
known for their balloon-like heads and enormous
maws, but some have even more exaggeratedly
large heads filled with razor-sharp teeth.
Goblins with this trait gain a bite attack as a
natural attack that deals 1d4 points of
damage. This racial trait replaces skilled.
- Over-Sized Ears While goblins' ears
are never dainty, these goblins have freakishly
large ears capable of picking up even the
smallest sounds. Goblins with this racial trait
gain a +4 bonus on
Perception checks. This racial trait
- Tree Runner In trackless rain forests
and marshes, it can be difficult to find dry
ground to build on. goblin tribes living in such
areas have learned to live in the treetops.
These goblins gain a +4
racial bonus on
Climb checks. This racial trait replaces
- Weapon Familiarity Goblins'
traditional weapons are the
dogslicer and the
horsechopper, weapons designed specifically
to bring down their most hated foes. Goblins
with this trait are proficient with the
dogslicer and the
horsechopper, and treat any weapon with the
word “goblin” in it as martial weapons. This
racial trait replaces skilled.
When creating a goblin PC, with your GM’s
permission, you may select any of
these character traits, or even some of unique
goblin spells or feats. Since some of these options
work best with other goblins, not all of them are
necessarily appropriate for a goblin PC.
Favored Class Options
The following favored class options are available
to all characters of this race who have the listed
favored class, and unless otherwise stated, the
bonus applies each time you select the favored class
- 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
- 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
- Druid Add +1
hit points to the
animal companion. If the
druid ever replaces her
animal companion, the new
animal companion gains these bonus
- Gunslinger Add +1/3 on
critical hit confirmation rolls made with
firearms (maximum bonus of +5). This bonus does
not stack with
- Oracle Add +1 on
concentration checks made when casting
spells with the fire descriptor.
- Ranger Gain a +1/2 bonus on damage
dogs (and dog-like creatures) and horses
(and horse-like creatures).
- Rogue Add a +1 bonus on the
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
sorcerer can cast, and must have the fire
- Summoner Add +1/4 evolution point to
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,
breath weapon, and so on).
- Witch Add +1 spell from the
witch spell list to the
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.
The following racial archetypes are available to
The following feats are available to a goblin
character who meets the prerequisites.