Goblin

Racial Traits 	Racial Traits 	Race Point Cost
Type 	Humanoid (goblin) 	0
Size 	Small 	0
Base Speed 	Normal 	0
Ability Score Modifiers	Standard (+2 Dex, +2 Int, -2 Str)	0
Languages 	Linguist 	1
Feat and Skill 	Craftsman 	1
Feat and Skill 	Master Tinker 	2
Feat and Skill 	Skill Bonus (Heal) 	2
Feat and Skill 	Skill Training (Heal) 	1
Feat and Skill 	Silver Tongued 	3
Feat and Skill 	Thug Life 	2
Feat and Skill 	Weapon Familiarity 	1
Offense 	Goblin Punch 	1
Senses 	Low-Light Vision 	1
Total 	Total 	15
Goblins, colloquially referred to as Gobs or Gobbies, are a race of Beastmen found in most regions of Vana’diel. Their flexible lifestyle and adaptability to the surrounding environment have given them the ability to coexist with other beastmen as well as the Enlightened Races. Compared to other beastmen, Goblins have developed superior techniques in trades such as smithing and healing. Because of their prevalence and semi-integration into the nations of Vana’diel, studies of Goblins have been undertaken to better understand their lifestyle. Of some interest is Goblin naming conventions—which appear to be rather strict. An “-ix” ending on a goblin’s name designates it as a male goblin while “-ox” is for female goblin names.
== Standard Racial Traits ==
* Ability Score Racial Traits: Goblins are weak but dexterous and intelligent. They gain +2 Dexterity, +2 Intelligence, and -2 Strength.
* 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 on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
* Type: Goblins are humanoids with the goblin subtype.
* Base Speed: Goblins are fast for their size and have a base speed of 30 feet.
* Languages: Common and Goblin. Goblins with high Intelligence scores can choose any language they want (except secret languages, such as player-made languages from other campaigns. They can however make their own languages).
=== Feat and Skill Racial Traits ===
* Craftsman: Goblins are very gifted with their hands when creating machines and other things and gain a +2 racial bonus on all Craft or Profession checks to create objects from metal, wood, cloth or stone.
* Field Medic: Having to heal on the fly has given the goblins better aptitude at healing others. Goblins gain a +2 racial bonus on heal checks and count it as a class skill.
* Goblin’s Unique Handle on Things: Goblins are proficient with both short swords and hand axes.
* Master Tinker: Whatever you survive makes you a better tinkerer right? Goblins gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Goblins are also treated as proficient with any non-exotic weapon they have personally crafted.
* Silver Tongued: Unlike moblins or other races, goblins are very talkative and eager to sell wares and set up trades with everyone and gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.
* Thug Life: Goblins are adept at taking what isn’t theirs, gaining a +2 racial bonus on the steal combat maneuver.
=== Offense Racial Traits ===
* Goblin Punch: Once per day, goblins are able to cast Goblin Punch using their Intelligence modifier for the saving throw and their level as the caster level.
=== Senses Racial Traits ===
* Low-light Vision: A goblin can see twice as far as a hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
== 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.
===== Replaces Master Tinker, Goblin's Unique Handle on Things =====
* Pyromaniac: Goblins love to burn and are treated as +1 level higher when casting spells with the fire descriptor and determining the damage of chemist bombs that deal fire damage. This trait does not give goblins early access to level-based powers; it only affects powers that they could already use without this trait. If a goblin has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the goblin’s character level): 1/day—burst of light, dancing lights, ignite, and torchlight. This racial trait replaces master tinker and goblin’s unique handle on things.
===== Replaces Craftsman =====
* Greedilox: Like qiqirn, goblins are very greedy and gain a +2 bonus on Appraise and a +2 Diplomacy (for selling) checks to determine the price of non-magical goods that contain precious metals or gemstones. They will often appraise it higher to get a better selling price of +5%. This racial trait replaces craftsman.
===== Replaces Goblin's Unique Handle on Things =====
* Gobby Skill Bonus: Goblins are very good at crafting magical and cursed items and gain a +2 racial bonus on Craft skill checks. This racial trait replaces goblin’s unique handle on things.
===== Replaces Master Tinkerer =====
* Scavenger: Goblins are always looking for loot and trash they can use to build better crafts or things to meld down and use for their engineering and gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces master tinkerer.
===== Replaces Silver Tongues =====
* Hardy: Not everyone tests the poisons they use, but goblins do. After several applications, they start to build resistances against certain poisons and gain a +2 racial bonus on saving throws against poison. This racial trait replaces silver tongued.
=== Variant Goblin Heritages ===
Although many goblins follow the general model of the standard goblin, many more do not. Those of different lineages may evince dramatically different manifestations of their heritage, both in appearance and in ability. Here are 2 different potential heritages for goblin PCs. If you choose to use a specific bloodline instead of the general rules for creating a goblin, you should work with your GM to ensure that your character’s appearance reflects that bloodline.
* Alternate Skill Modifiers: While most goblins gain a +2 racial bonus on Bluff and Diplomacy checks, those of the variant heritages listed below gain a modifier to different skills.
== Table: Variant Goblin Heritages ==
Heritage 	Ability Modifiers 	Alternate Skill Modifier 	Description
Moblin 	+2 DEX, +2 INT, -2 WIS 	Knowledge (Engineering) and Craft (Alchemy)	The moblins are a tribe of goblins, Moblins banded together in a mob to dig the tunnels of Movalpolos (mostly be means of enslaving other races to do so). Most moblins are troglodytes, preferring to live in the darkest parts of Vana'diel. Yet, there have been a few that have ventured out of Movalpolos, their subterranean city. The moblins are known for their exceptional smithing and alchemy skills.
Red Cap 	+2 DEX, +2 INT, -2 CHA 	Knowledge (Local) and Stealth 	The red caps are a tribe of malevolent, murderous goblins found in folklore. They are said to inhabit ruined castles, especially those that were the scenes of tyranny or wicked deeds and are known for soaking their caps in the blood of their victims.
Hobgoblin	+2 Str, +2 Cha, -2 Int, Medium Size	See Description 	Warborn: Hobgoblins are much more adept for war than their non hob cousins, and thus have more training. Hobgoblins may choose one melee martial weapon, regardless of class, and be proficient in them. This must be chosen at character creation. This replaces Goblin’s Unique Handle On Things.Fae Shiftery: Hobgoblins are also much more in touch with their fae side than their non hob counterparts. Disguise is always a class skill for the Hobgoblin. In addition, as long as the Hobgoblin has 13 or more Charisma, they can, once a day, use their fae powers to appear as if they were a medium creature of a different species. This functions in the same way Disguise Self does, using the Hobgoblins Charisma for the DC. This replaces Master Tinker.
You must take both these alternate racial traits, and cannot replace them with other alternate racials.
== Racial Feats ==
The following feats are available to a goblin character who meets the prerequisites.
* Aeroblooded
** The power of the wind flows through your blood, enabling you emulate your ancestors.
** Prerequisite(s): Character level 3, Int 12+, goblin
** Benefits: Your Goblin Punch can be used a number of times per day equal to your Intelligence modifier.
* Burn! Burn! Burn!
** You take the goblin love of arson and fireplay to a whole new level.
** Prerequisite(s): Goblin, Disable Device 1 rank.
** Benefits: You deal an extra 1d4 points of fire damage when you attack with fire from a non-magical or alchemical source (such as with torches or alchemical fire) and gain a +4 competence bonus on Reflex saving throws made to avoid catching on fire or putting yourself out when on fire. Additional damage caused by this feat does not apply to magical attacks or to splash damage.
* Fire Tamer
** You know your way around even magical fire.
** Prerequisite(s): Goblin.
** Benefits: You gain a +2 bonus on saves against spells with the fire descriptor. Additionally, your scars mark you as a talented fire tamer, granting you a +2 circumstance bonus on Diplomacy and Intimidate checks when dealing with other goblins.
* Flame Heart
** You have mastered fire magic and alchemy.
** Prerequisite(s): Fire Tamer, character level 5th, goblin.
** Benefits: You gain fire resistance 5. When casting spells with the fire descriptor or throwing chemist bombs that deal fire damage, treat your caster level or chemist level as if you were 1 level higher. 
* Gunslinger
** You have learned how to fire the big guns.
** Prerequisite(s): Goblin, gnath, moogle, tarutaru, mandragora, tonkin, or palico.
** Benefit: You can wield Medium firearms without taking the penalty for an inappropriately sized weapon.
** Normal: You take a –2 penalty when using an inappropriately sized weapon.
* Tangle Feet
** Creatures who cross your path find themselves tripping over their own feet.
** Prerequisite(s): Dodge, Underfoot, Goblin, Mandragora, Moogle or Tarutaru, Small size or smaller.
** Benefit: When you successfully make an Acrobatics check to avoid provoking an attack of opportunity from a larger opponent when you move through its threatened area or its space, you can make that opponent lose its balance until the end of its next turn as a free action. While that creature’s balance is lost, if it attempts to move, it must make a successful DC 15 Acrobatics check or fall prone, wasting the move action. You can only affect one creature with this effect each round.
== Racial Archetypes ==
The following racial archetypes are available to goblins:
* Fire Bomber (Chemist; Goblin)
* Pyromancer (Black Mage; Goblin)
== 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 reward.
* Black Mage: Add +1/2 point of fire damage to spells that deal fire damage cast by the black mage.
* Chemist: Add +1/2 to bomb damage.
* Cleric: Add +1 to channel energy damage dealt to creatures denied their Dexterity bonus to AC (whether or not the creature has a Dexterity bonus to AC).
* Engineer: Add +1/2 bonus to Craft skill checks.
* Gunbreaker: Add +1/4 to the shield bonus of the keen edge ability.
* Medic: Add +1/3 to the amount of temporary hit points granted by the medic’s battlefield inspiration.
* Thief: Add +1 to the thief’s CMD when resisting a grapple or reposition attempt.
Category:Races