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Goblin

Goblins are small, green creatures with pointy features and high intelligence (though often little common sense).

Goblins are small humanoids, crafty and shrewd, bearing an overwhelming interest in commerce and a strong curiosity about mechanical things. Goblin society is fragmented, defined chiefly by commerce and trade. The ultimate schemers and con artists, goblins are always in search of a better deal. Despite their seemingly chaotic natures, they exist in a fairly strict and straightforward hierarchy. Other races universally view goblins as inventors, merchants and, without exception, maniacs. Goblins value technology as a useful aspect of commerce. Some say that their advantage — and their curse — is to be the primary users of technology in a world governed by magic. While dwarves and gnomes share a similar gift, goblin technology is more far-reaching and sinister and makes a larger impact on the natural world.

They employ vast teams of engineers who expand on current technology and produce gadgets to suit a wide array of applications. They constantly build and repair machines and work on new ideas. Unfortunately, goblins alternate passionate genius with wandering focus. Their lack of discipline means that many creations end up half finished as something else catches their attention. Goblin workmanship has a partially deserved reputation for unreliability, and a goblin device may explode simply because its creator forgot to add a vital release valve. 

Goblins are envious of the invention of firearms, both from a commercial and a technological standpoint. Goblins recognize that firearms represent a new source of power, and he who controls the source controls the gold — which is, to goblins, the ultimate power. Fortunately for the rest of the world, goblin firearm experimentation suffers from the race’s normal laxity — and improperly tended gunpowder experiments continue to end the careers of many aspiring goblin tinkers. However, goblin ingenuity has paid off a few times; goblin gunpowder weapons tend to be inelegant and violently explosive (land mines, rockets and the like).

A number of trade princes rule over Galorian's various goblin holdings. Though the trade princes all live in the goblin island city of Undermine, each controls his own private army and trade fleet. Each trade prince has his own specialty, monopolizing trade in a certain area, such as mining, deforestation, slavery or poaching. The trade princes are the most cunning of their race and stop at nothing to amass their fortunes and power, whether through legitimate means or via black markets and treachery. Goblins encountered are freelancers, privateers or agents of Undermine’s trade princes. Goblins are tenacious fighters. They attack from range with crossbows or firearms (making individual modifications) and use maces, short swords or bizarre, home-brewed clockwork weaponry in melee. When attacked in their warrens, they fight with tools as well. Goblins have a good grasp of tactics and strategy, and are masters of siege warfare. Their love of large machines makes them ideal mercenaries for attacking fortifications.

Goblins are shrewd in business, and clients who believe they walked away with the upper hand are almost always sorely mistaken. "To cheat a goblin" is a dwarven idiom meaning "to do what is practically impossible." Goblins are also consummate tricksters and con artists. Their mission in the world is to create incredible new inventions, accrue the resulting wealth, and cause as much subtle mischief as possible along the way.

A number of trade princes rule over the various goblin holdings around the world. Though the trade princes all live in the goblin city of Undermine on the Isle of Kezan, they each control their own private armies and trade fleets, as well trade cartels, mining groups, deforestation operations, slave rings, and poachers. 

Racial Traits

+2 Dex, +2 Int, -2 Wis

Size: small 

Speed: 30 

Low-Light Vision 

Weapon Familiarity: (Firearms) (treats all firearms as martial weapons, rather than exotic)

Build It: Goblins gain Craft as a racial skill, have a +3 bonus on all craft checks, and gain Skill Focus Craft s a bonus feat

Natural Tradesmen: Goblins gain appraise, bluff, diplomacy and perception as racial skills and a +2 bonus on all checks 

Pay Attention: Goblins receive perception as racial skills and a +2 bonus on all checks 

Bonus Feat:
Goblins gain one racial bonus feat from the following list:
Master Alchemist, Master Craftsman, Master of the Ledger, Master of Wonders, any item creation feat, craft construct, or craft clockwork

Alternative Racial Traits

You may swap out any of the above Racial traits for the traits below. 

Goblin Evasion You gain a +1 racial bonus to your AC defense.

Pack Hunter +1 to hit on Large or larger creatures; increases by +1 / 5 HD

Shrewd Businessman +2 on Diplomacy rolls; +5 on Diplomacy rolls related to buying and selling

Goblin Weapon Training Proficiency, and +2 on damage, with short swords and javelins

Goblin Skirmisher Add 5 to the normal and max range for Javelins, and once per encounter you may throw a javelin from melee range and not incur any attacks of opportunity.

Monstrous Heritage +2 on Dungeoneering rolls; +5 on monster lore checks with Dungeoneering.

Vicious Tactics Gain the feat Combat Reflexes

Tactical Intervention Gain the feat Combat Expertise

Swiftblade You gain a +1 shield bonus to AC and Reflex when using a Versatile weapon two-handed.

Shadowknife You gain the feat Shadow Dodge

Goblin Tactician You gain the feat Cambat Patrol

Swing it Like a Bugbear Watch out! Splug's going CRAZY! Once per encounter, when you enter a rage, you can increase the damage die size of your weapon by one increment until the end of your turn.

Carry a Big Stick: Choose one two-handed weapon in a category you are proficient with, You are proficient with that weapon, and you can use that weapon in two hands as if you were a large creature. 

Explosive Affinity Boom! You gain a +1 feat bonus to attack rolls with alchemical attacks. The bonus increases to +2 at 9th level, and +3 at 18th level.

Goblin Grenadier   +1 bonus class level / 3 levels of alchemist on Bomb & Brew potion

Goblin Weapon Training  You deal +2 damage with short swords and crossbows (or short swords and firearms). 

Superior Goblin Tactics You gain the feat Improved Reposition

Resourceful Researcher You treat Alchemist Discovery Prerequisites as being being two levels lower and gain +2 on DC rolls. 

Improvised Alchemy You can mix an extract as a move action 3x / day

Favored Class Bonus

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.

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.


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