Goblins

## Racial Traits

### Standard Racial Traits

* **Ability Score Modifiers**: +2 Charisma, +2 Dexterity, -2 Intelligence; Goblins are amiable, nimble, and sometimes cunning, but rarely excel at long term planning or the intricacies of technology.
* **Size**: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
* **Base Speed**: Goblins have a base speed of 30 feet. (Fast Movement)
* **Languages**: Goblins begin play speaking Gob (Woultèan Common).

### Other Racial Traits

* **Darkvision**: Goblins see perfectly in the dark up to 60ft.
* **Subrace**: Choose one of the following Subraces.

#### Swamp Clan

* **Bayou Scavengers**: Bayou goblins are taught the necessity of stealth while foraging from almost as soon as they can walk, sourcing ingredients for local alchemical products. Goblins receive a +4 racial bonus on Stealth and Craft: Alchemy checks.
* **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 +2 racial bonus on Acrobatics and Climb checks.

#### Island Clan

* **Weapon Familiarity**: Goblins in the Archipelago traditionally use a variety of creative hunting tools and gain proficiency with: Ammentum, Pilum, Harpoon, Kama, and Kukri.
* **Island Raised**: Goblins growing up on the Coral Archipelago are often more at home in the water than on land. Goblins with this trait gain a 10 ft swim speed, and a +8 racial bonus on swim checks associated with that speed. Additionally they may hold their breath for 4 rounds per point of Constitution instead of the normal 2.

#### Walker Clan

* **Alternate Ability Score Modifier**: +2 Dexterity. +2 Intelligence, -2 Wisdom; Less sociable than their cousins due to the demanding work of keeping the crawlers running, Walker Goblins are far more clever than their cousins, but often lack the common sense to not put themselves in harms way.
* **Junk Tinker**: Goblins use ramshackle equipment and vehicles that seem like they should never function. Goblins gain a +2 racial bonus on Ride and Pilot checks and on Craft checks to build or repair weapons or vehicles without the proper tools. They can make the attempt with any material that can hold the right shape for a few uses, but normally unfit materials produce items with fragile quality.
* **Cave Crawler**: Dry Sea Goblins live and breathe the cramped corridors of the crawlers scrambling up surfaces they often have no right to. 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.

#### Frost Clan

* **Alternate Ability Score Modifier**: +2 Constitution. +2 Wisdom, -2 Charisma
* **Home in the Wilds**: Frost Goblins are native to the Tundra, and survive by foraging, hunting, and herding. They train massive dogs as companions, hunting partners, and even mounts, giving Frost Goblins gain a +4 racial bonus on Survival and Handle Animal checks.
* **Born in the Saddle**: You gain a +2 bonus to Ride checks, and gain the Mounted Combat feat as a bonus feat.