Goblin

Tumblr lxhmmue okh1r2s3h9o1 500Notes:
There are no Orcs in Tel-Avi. Any racial ability, class ability, feat, or item that specificlaly refers to Orcs (such as a Dwarf’s “hatred” ability or the Ferocious Tenacity feat) apply to Goblins instead.


Goblin

Society: Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. 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 other races.
Goblins command a number large kingdoms and even empires scattered throughout the world, often in areas considered unlivable by other races. The most notable of these are the kingdoms of Gazen Kane on the Northern Continent, Bakemono on Seregond, and the many powerful tribes of Seltaeb. Goblins have no concept of personal space, and hundreds of thousands of the small creatures will pack into towns and cavern complexes that other races would expect to hold a tenth as many.
Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn’t require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.
Goblins exist predominantly on the continents of Seregond, Ishullnë Veri, Cyfandir, and Seltaeb. This geographic dispersion has lead to the appearance of a number of goblin languages, and each tribe typically has their own distinct dialect as well.

Relations: Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who often seek to infect the rapidly-reproducing goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).

Physical Description: Goblins stand barely three feet tall, their scrawny, humanoid bodies dwarfed by their wide, ungainly heads. Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders.
A rare few goblins grow as large as humans and are much stronger than their kin. Among their own kind these goblins are known as Great and Black, for both their dark-colored skin and black dispositions, and invariably become leaders among their smaller kin. Humans often refer to these larger, more powerful goblins as “hobgoblins” or “orcs”.

Adventurers: Self-destructive and violent, goblins rarely live long enough to make much of anything of themselves, so those who do are much admired by their companions and followers. In general, a goblin becomes noteworthy as soon as he takes his first level in a PC class. Once a goblin achieves 2nd level, he’s achieved a “heroic” feat, even though other races would hardly ever quantify such feats as leading a successful raid on an undefended human village “heroic.”

Chieftain Names: Dogchewer, Firesinger, Gutwad, Hogparts, Horsebiter, Mancooker, Moonslaver, Pokestick, Ripnugget, Stabsnacker, Stumpbumper, Swampstomper, Toechopper

Female Names: Aka, Chee, Fevva, Gretcha, Janka, Klongy, Lupi, Medge, Namby, Olba, Rempy, Reta, Ruxi, Vruta, Yalla, Ziku

Male Names: Chuffy, Churkus, Drubbus, Gawg, Ghorg, Irnk, Kavak, Lunthus, Mogmurch, Mogawg, Murch, Nurpus, Pogus, Poog, Ronk, Unk, Vogun, Zord

Racial Traits:

  • +2 Dexterity, +2 Intelligence, –2 Strength: Goblins are agile and clever, but their small size makes them weak.
  • Small: 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 CMD, and a +4 size bonus on Stealth checks.
  • Fast: Goblins are fast for their size, and have a base speed of 30 feet.
  • Darkvision: Goblins can see in the dark up to 60 feet.
  • Sneaky Rider: Goblins gain a +4 racial bonus on Ride and Stealth checks.
  • Dying Curse: Once per day, when a goblin is reduced below his wound threshhold, he can choose to utter a curse as an immediate action, this curse has the effect of a random 1st level spell from the witch spell list. The curse acts in all ways as the spell cast at the goblin’s character level, but only affects the goblin’s slayer. Any saving throws allowed are based on the goblin’s Charisma score.
    • Note: Goblins have little or no control over the form their curse takes, and some goblin curses have been known to unintentionally grant beneficial effects to their slayers.
  • Pariah: The appearance and manerisms of the goblin can affect the reactions of those nearby. A goblin takes a -1 penalty to Charisma-based skill checks when dealing with non-goblinoid humanoids, but gains a +1 bonus to Charisma-based skill checks while interacting with goblins.
  • Fire Affinity: Goblins are treated as 1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and when determining the damage of alchemist bombs that deal fire damage. This ability does not give the goblin early access to level-based powers; it only affects powers that they could already use without this ability
  • Weapon Familiarity: Goblins are proficient with dogslicers, horse-choppers, and morningstars, and treat all weapons with the words “Orc” or “Goblin” in their name as martial weapons.
  • Languages: Goblins begin play speaking Krangi or Kargi. Goblins with high Intelligence scores can choose any of these bonus languages: Krangi, Kargi, Khuzda, Duergan, Përbashkët, Biasarendah, Gnoll, or Jotunhaug. All Goblins (save alchemists, wizards, and magi begin as illiterate).

Great and Black Traits:

  • +2 Strength, +2 Intelligence: Great and Black Goblins share the cleverness of their smaller kin, but are much stronger.
  • Medium: Great and Black Goblins have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
  • Fast: Great and Black Goblins are fast for their size, and have a base speed of 40 feet.
  • Darkvision: Goblins can see in the dark up to 60 feet.
  • Commanding: Great and Black Goblins gain a +2 racial bonus on Intimidate checks. This bonus increases to +4 against normal goblins.
  • Dying Curse: Once per day, when a goblin is reduced below his wound threshhold, he can choose to utter a curse as an immediate action, this curse has the effect of a random 1st level spell from the witch spell list. The curse acts in all ways as the spell cast at the goblin’s character level, but only affects the goblin’s slayer. Any saving throws allowed are based on the goblin’s Charisma score.
    • Note: Goblins have little or no control over the form their curse takes, and some goblin curses have been known to unintentionally grant beneficial effects to their slayers.
  • Ferocity: When a Great and Black Goblin’s hit points fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. Great and Blacks still die when their hit points reach a negative amount equal to their Constitution score.
  • Pariah: The appearance and manerisms of the goblin can affect the reactions of those nearby. A goblin takes a -1 penalty to Charisma-based skill checks when dealing with non-goblinoid humanoids, but gains a +1 bonus to Charisma-based skill checks while interacting with goblins.
  • Weapon Familiarity: Goblins are proficient with dogslicers, horse-choppers, and morningstars, and treat all weapons with the words “Orc” or “Goblin” in their name as martial weapons.
  • Languages: Goblins begin play speaking Krangi or Kargi. Goblins with high Intelligence scores can choose any of these bonus languages: Krangi, Kargi, Khuzda, Duergan, Përbashkët, Biasarendah, Gnoll, or Jotunhaug. All Goblins (save alchemists, wizards, and magi begin as illiterate).

Favored Class Options: Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a goblin has the option of choosing from a number of other bonuses, depending on his chosen favored class. The following options are available to all goblins who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class award.
Favored class options similar to these can be found for all the other core races in the Advanced Player’s Guide.

  • Alchemist: Gain fire resistance 1. Each additional level gained, increase fire resistance by +1. This fire resistance doesn’t stack with fire resistance gained from other sources.
  • Bard: Add 1 to the goblin’s total number of bardic performance rounds per day.
  • Cavalier: Add +2 hit points to the cavalier’s mount companion. If the goblin ever replaces his mount, the new mount gains these bonus hit points.
  • Druid: Add +2 hit points to the druid’s animal companion. If the goblin ever replaces her animal companion, the new animal companion gains these bonus hit points.
  • Gunslinger: Add +1 to critical hit confirmation rolls made with firearms.
  • Oracle: Add +1 on concentration checks made when casting spells with the fire descriptor.
  • Ranger: Gain a +1 bonus to damage inflicted on dogs (and dog-like creatures), horses (and horse-like creatures) and on creature types the same as your highest favored enemy bonus.
  • Rogue: Add +1 skill rank—this skill rank must be spent on Ride or Stealth.
  • Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast, and must have the fire descriptor.
  • Witch: Add 1 skill rank to the witch’s familiar. If the goblin ever replaces her familiar, the new familiar gains these bonus skill ranks.

Half-Goblin

Half-Goblins are monstrosities, their tragic births the result of perversion and violence—or at least, that’s how other races see them. It’s true that half-goblins are rarely the result of loving unions, and as such are usually forced to grow up hard and fast, constantly fighting for protection or to make names for themselves. Feared, distrusted, and spat upon, half-goblins still consistently manage to surprise their detractors with great deeds and unexpected wisdom—though sometimes it’s easier just to crack a few skulls.

Physical Description: Both genders of half-goblin stand between 4 and 5 feet tall, with powerful builds and greenish or grayish skin. Their canines often grow long enough to protrude from their overly-wide mouths. While half-goblins may be impressive, few ever describe them as beautiful.

Society: Unlike half-elves, where at least part of society’s discrimination is born out of jealousy or attraction, half-goblins get the worst of both worlds: larger and less stealthy than their goblin kin, they also tend to be feared or attacked outright by the legions of humans who don’t bother making the distinction between full goblins and halfbloods. Still, while not exactly accepted, half-goblins in civilized societies tend to be valued for their martial prowess.

Relations: A lifetime of persecution leaves the average half-goblin wary and quick to anger, yet those who break through his savage exterior might find a well-hidden core of empathy. Elves, gnomes, and dwarves tend to be the least accepting of half-goblins, seeing in them too great a resemblance to their racial enemies, but other races aren’t much more understanding. Human societies with few goblin problems (which are not many) tend to be the most accommodating, and there half-goblins make natural mercenaries and enforcers.

Alignment & Religion: Forced to live either among savage golins or as lonely outcasts in civilized lands, most half-goblins are bitter, violent, and reclusive. Evil comes easily to them, but they are not evil by nature—rather, most half-goblins are chaotic neutral, having been taught by long experience that there’s no point doing anything but that which directly benefits themselves.

Adventurers: Staunchly independent, many half-goblins take to lives of adventure out of necessity, seeking to escape their painful pasts or improve their lot through force of arms. Others, more optimistic or desperate for acceptance, take up the mantle of crusaders in order to prove their worth to the world.

Male Names: Ask, Devour, Hak, Kick, Make, Nest (male half-goblin names are typcially verbs)

Female Names: Canine, Corn, Doghead, Maze, Shirker

Racial Traits:

  • +2 to One Ability Score: Half-goblin characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Half-goblins are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Half-goblins have a base speed of 30 feet.
  • Darkvision: Half-goblins can see in the dark up to 60 feet (see darkvision.)
  • Hated and Feared: Half-goblins receive a +2 racial bonus on Intimidate skill checks..
  • Mixed Blood: Half-goblins count as both humans and goblins for any effect related to race.
  • Goblin Ferocity: Once per day, when a half-goblin is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
  • Bonus Feat: A Half-goblin may select any one feat that has “Goblin” or “Orc” as a prerequisite as a bonus feat at 1st level.
  • Weapon Familiarity: Half-goblins are proficient with dogslicers, horse-choppers, and morningstars, and treat any weapon with the word “goblin” or “orc” in its name as a martial weapon.
  • Languages: Half-goblins begin play speaking Krangi or Kargi, and any 1 Trade Pidgin appropriate to the region. Half-goblins with high Intelligence scores may learn any language (save secret languages like Druidic).

Goblin

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