Difference between revisions of "Gobbers"

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[[image:gob01.jpg|thumb]]The Goblins (sometimes referred as Gobbers in slang) have truly surprised most scholars and researchers into racial development. Goblins have gone from being the butt of the jokes of other races to being one of the leading races in the race to discovery of new industrial technologies and Steamcraft. This has created something of a rift between the so-called Civilized Goblins who have emerged in the last fifty years or so as a contender among the races of Gaea, and their more barbaric and dangerous cousins. These barbaric goblins, known as The Burgrin Clans, are tall savage and vicious beings that inhabit the mountains, forests and remote areas of the world. Much of the distrust that civilized Goblins deal with is due to these savage brutes that still menace roads, trap travelers and work with and serve under even more powerful goblinoid. By contrast, the Civilized Goblins do much to attempt to gain welcome in the numerous cities of the world. They are tolerated, so long as they obey the local laws and behave themselves - which is often easier said then done.
{{TableClass}}
 
| [[image:Gobber.png|200px]]
 
| valign="top" | {{TableMain}}
 
{{T02}}
 
|colspan="2" | Gobbers
 
|-
 
| style="background:#e7eaea;"|'''Common Alignments'''
 
| Tendency towards neutral and chaotic alignments
 
|-
 
| style="background:#e7eaea;"|'''Common Classes'''
 
|[[Artificer]], [[Rogue]], [[Bard]], [[Swashbuckler]]
 
|-
 
| style="background:#e7eaea;"|'''Influential Faiths'''
 
|Not very, but: [[Reos]] (The Maker), [[Rada]] (The Merchant)
 
|-
 
| style="background:#e7eaea;"| '''Most Frequently Found In'''
 
|Typically "monstrous" and/or technological hubs, such as [[Bludgun]], [[Blar]], and [[Alexandros]]
 
|-
 
| style="background:#e7eaea;"| '''Some IC Hangouts'''
 
|''Alexandrian Grid:'' A02: Old Clunk's Junkyard, A14: Artificer's Hall, A02: Goblintown, A02: Ma Rosie's Goblintown Gambling Hall
 
|-
 
|style="background:#e7eaea;"| '''Naming Ideas'''
 
|Gobber names have sometimes involved onomatopoeia, crafted words, and words that suggest or sound like functions, machinery, and so on
 
|-
 
|style="background:#e7eaea;"| '''Gobber Characters'''
 
|[[:Category:Gobber|Gobbers]]
 
|}
 
|}
 
 
The Gobbers have truly surprised most scholars and researchers into racial development. Gobbers have gone from being the butt of the jokes of other races to being a leader in the discovery of new technology and steamcraft. This growing psychological divide has created a rift between the so-called Civilized Gobbers, who have emerged in only the last sixty years, and their more barbaric and dangerous cousins.
 
 
These barbaric gobbers, known as the Burgrin Clans, are tall, savage and vicious beings that inhabit the mountains, forests and remote areas of the world. Much of the distrust that civilized Gobbers deal with is due to these savage brutes that still menace roads, trap travelers and work with and serve under even more powerful gobberoids.
 
 
By contrast, the Civilized Gobbers do much to attempt to gain welcome in the numerous cities of the world. They are tolerated, so long as they obey the local laws and behave themselves--which is often easier said than done. Their brilliance is slowly, if grudgingly coming to be recognized--though tempered with their tendency towards a reckless abandonment when it comes to explosive inventions.
 
   
   
 
==Physical Description==
 
==Physical Description==
[[image:gob01.jpg|thumb|right]]Gobbers are slight and wiry, The typical gobber is usually no more then three feet in height. Their skin tone ranges from green to brown and they have three fingers, opposable thumbs, and possess a certain bandy-legged quickness. They tend to favor leather clothing, often stained with oils, soot and well worn and used. In something of a contrast, they possess a love for garish ear decorations, and their tastes range from greasy brass cogs to silver baubles. Khazad sometimes jokingly suggest that this is to make up for many of their races' inability to grow a beard, though some gobbers manage it anyhow. Most of them, however, possess mere scraggles, which seems to offend some of them who follow Reos most closely (after all, all the other crafter races have them!).
+
Goblins are slight and wiry usually being no more then three feet in height. Their skin tone range from green to brown and they have three fingers and opposable thumbs. They tend to favor leather clothing, often stained with oils, soot and well worn and used. They are typically encountered as parts of trading envoys, or pirate raids. Goblin personalities can thus range from cultured to crude but with the mighty power of commerce and invention remaining the center of most of their lives.
 
Interestingly, gobbers favor warts as something of a mark of beauty. A gobber gains some warts as he or she ages, and surviving can be seen as a mark of pride. Wartless or no, however, gobbers are not generally seen as icons of beauty by other races (or it might be said, each race has its own standards anyway).
 
 
They are typically encountered as parts of trading envoys, or pirate raids. Gobber personalities can thus range from cultured to crude but with the mighty power of commerce and invention remaining the center of most of their lives.
 
 
 
   
   
 
==Society and Lands==
 
==Society and Lands==
There are few concrete Gobber Lands that exist in the world. Instead the Gobbers are scattered throughout all of the civilized lands, though they are more welcome in some places over others. For machine-minded Gobbers, the heart of their civilization has developed out of the port town of Clank along the south western most tips of Khazad Duin and touching against the Turbulent Seas.
+
There are few concrete Goblin Lands that exist in the world. Instead the Goblins are scattered throughout all of the civilized lands though they are more welcome in some places over others. For machine minded Goblins, the heart of their civilization has developed out of the port town of Clank along the south western most tips of Khazad Duin and touching against The Turbulent seas. A sister city to 'The Point' it became home of the so-called 'civilized goblins' as they broke off from their barbaric cousins and established trade princes and mercantile domains all throughout Arcania. No rhyme or reason seems to exist in Clank which is dedicated to only one true goblin god; commerce. Warehouses that are run down and infested can be found next to stately stone homes and wares of every type imaginable and some beyond the imagination are on display in exclusive boutiques. All hours of day and night, noise rises up from goblin run barrooms, casinos, fight clubs and more. The Goblin Mercantile Consortium soon seized control over this land and their trade princes perceived power as far and away as Tashran and the Golden Coast of Veyshan. Goblin tinker shops and junk piles can be found in nearly every civilized city. In Alexandria an entire sector of the cities south western quarters is dominated by several active goblin families and merchants and has come to be known as Goblinton.
   
A sister city to 'The Point' it became home of these self-styled Civilized Gobbers as they broke off from their barbaric cousins and established trade princes and mercantile domains all throughout Arcania. No rhyme or reason seems to exist in Clank, which is dedicated to only one true gobber god: Commerce.
 
 
Warehouses that are run-down and infested can be found next to stately stone homes and wares of every type; imaginable and some beyond the imagination are on display in exclusive boutiques. All hours of day and night, noise rises up from gobber-run barrooms, casinos, fight clubs and more. The Gobber Mercantile Consortium soon seized control over this land and their trade princes perceived power as far and away as Tashran and the Golden Coast of Veyshan. Gobber tinker shops and junk piles can be found in nearly every civilized city. In Alexandria an entire sector of the cities south western quarters is dominated by several active gobber families and merchants and has come to be known as Gobberton.
 
 
Historically, gobbers have done primarily, business with other goblinoids. They have been the secret force behind advances in weaponry and technology for arvek nar armies and oruch hordes. Without the silent help of these unhinged inventors, it is debated whether these groups would have been as successful.
 
 
===Exiles===
 
True beings of risk and creation, some gobbers frighten even their fellows. These gobbers may be exiled for the safety of their kind. Often times this is not a true exile--merely an encouraged relocation. Such was the case with the original creator of the dragonspitter and thunderbelcher. These brilliant, yet wrecked minds, are both threat and curse to the race. They represent the brilliance at times, that the race can achieve, yet also their greatest excess. Sometimes Exiles are guarded without their knowing, by concerned community members. Other times well, "accidents happen."
 
 
===Other Races===
 
Gobbers get along well enough with other members of the group of races that fall under the category of "monstrous." As shrewd merchants, inventors and businessmen, it's not unusual for a Gobber to hire an orc or arvek nar or others for the purpose of protection during their travels and sales. As the arvek move forward into the world, gobber merchants have been quick to step into the role of selling them armor and weaponry. They share this profitable relationship with many of the "monstrous" races; particular the goblinoids. It is rumored that there may be a common ancestor in the mix, way, way long ago, but no one really talks about this.
 
 
Gobbers have emerged from being the mistreated members of the monstrous races to being those that other, newly-elevated groups often come to for additional firepower or greater knowledge of technology: such as a gobber can offer, at least. Those who underestimate the worth and value of the new breed of Tinker Gobbers are usually taught the errors of their ways after trying to take advantage of them.
 
 
 
 
 
===Alignment and Religion===
 
Indeed, while both gnomes and dwarves have a knack for technological invention, the reckless abandon with which the Gobber community thrusts itself into invention tends to have far wider-reaching effects and often more sinister application. Their natural brilliance sometimes, shines through the chaos; the image of the mad scientist suits them well.
 
 
Gobbers are almost always chaotic beings with a tendency towards neutrality. They have little interest in broad ethical concerns, especially when it relates to commerce and the nature of their dealings encourages change and adaptation over stability. Most Gobbers are not very religious. It's rare to encounter one with more then a cursory knowledge of the gods. For the most part, the Gobbers are very earthly-minded, though they do have a version of the afterlife that they believe in. They're not totally sacrilegious, as they know all to well the looming threat of the wrath of the gods should they go to far or offend too many priests.
 
   
  +
==Other Races==
  +
Goblins get along well enough with other members of the group of races that fall under the category of "monstrous." As shrewd merchants, inventors and businessmen, it's not unusual for a Goblin to hire an Orc or others for the purpose of protection during their travels and sales. Goblins have emerged from being the mistreated members of the goblinoids to being goblinoids that the others often come to for additional firepower, organization and advice: such as a goblin can offer at least. Those who underestimate the worth and value of the new breed of Tinker Goblins are usually taught the errors of their ways after trying to take advantage of them.
   
  +
==Alignment and Religion==
  +
Indeed, while both gnomes and dwarves have a knack for technological invention, the reckless abandon with which the Goblin community thrusts themselves into invention tends to have far wider reaching effects and often more sinister application. Goblins are almost always chaotic beings with a tendency towards neutrality. They have little interest in broad ethical concerns, especially when it relates to commerce and the nature of their dealings encourages change and adaptation over stability. Most Goblins are not very religious. It's rare to encounter one with more then a cursory knowledge of the gods. For the most part, the Goblins are very earthly minded though they do have a version of the afterlife that they believe in. They're not totally sacrilegious, as they know all to well the looming threat of the wrath of the gods should they go to far or offend to many priests.
   
   
 
==Adventurers==
 
==Adventurers==
Though there are still very many evil gobbers in the world, the change of society and the advance of technology has enabled them to find a niche that has pulled them out from under the shadow of bigger gobberoids species. Now the Bugbears and the Hobgobbers come to them for their aid and tinker-shops and are willing to pay good money for their services. Gobber adventurers are often Rogues or Artificers. Both classes play to the natural talents of the gobbers very well. Gobber fighters are very tenacious and tend to fight at range with crossbows. Gobber rangers often set forth as guides to their fellows to help them through the wilds in their hunt for ancient Kulthian ruins and places to adequately scavenge their needed equipment and goods. A few of the latter are known for their mounted combat, a trait considered by some to be part of their "barbaric" heritage but still useful in places and a reminder of what they used to be (although modern versions tend to employ guns and crossbows).
+
Though there are still very many evil goblins in the world, the change of society and the advance of technology has enabled them to find a niche that has pulled them out from under the shadow of bigger goblinoids species. Now the Bugbears and the Hobgoblins come to them for their aid and tinker-shops and are willing to pay good money for their services. Goblin adventurers are often Rogues or Artificers. Both classes play to the natural talents of the goblins very well. Goblin fighters are very tenacious and tend to fight at range with crossbows. Goblin rangers often set forth as guides to their fellows to help them through the wilds in their hunt for ancient Kulthian ruins and places to adequately scavenge their needed equipment and goods.
   
   
==Gobbers in the Pathfinder Campaign==
+
==Goblins in the Pathfinder Campaign==
   
Gobbers are among the races that have been the least altered by the recent events and upheavals. If anything, business is booming and the race is being called upon by their fellows to bring their talents to bear in a world that is full of conflict and surprises at every turn. Gobbers relish in the current status quo, seeing it as an outlet for their creative ingenuity and an opportunity for them to make an enormous profit.
+
Goblins are among the races that have been the least altered by the recent events and upheavals. If anything, business is booming and the race is being called upon by their fellows to bring their talents to bear in a world that is full of conflict and surprises at every turn. Goblins relish in the current status quo, seeing it as an outlet for their creative ingenuity and an opportunity for them to make an enormous profit.
   
   
==Gobber Racial Traits==
+
==Goblin Racial Traits==
  +
Goblins mature at roughly 8 years, and live to be roughly 45 years.
Gobbers mature at roughly 8 years, and live to be roughly 65 years...if they do not explode before then. Though gobbers mature early, the race is wary of letting these young adults out too soon, supposedly for the sake of the world at large. Younger gobbers are quite volatile, and a legend of the race has it that the god Reos suggested this to them, lest they accidentally kaboom the world and all of the lovely profit therein.
 
   
In truth, gobber minds take time to grow into their race's creative (and explosive) intelligence. Young gobbers can be varying degrees of unstable and dangerous. We do not allow young gobber applications for any reason or circumstance, both for the above and because of a firm no underage apps policy.
 
   
  +
{| cellpadding="5"
{{AboutHeightWeight}}
 
  +
|+'''Gobber Average Height and Weight'''
 
  +
|-
 
{{TableMain}}
 
{{T01}}
 
| colspan="5" | Gobber Average Height and Weight
 
{{T02}}
 
 
| '''Name'''
 
| '''Name'''
 
| '''Base Height'''
 
| '''Base Height'''
Line 101: Line 40:
   
 
|-
 
|-
| Gobber, male
+
| Goblin, male
| 3ft 0in
+
| 2ft 6in
| 35 lbs
+
| 30 lbs
 
| +2d4
 
| +2d4
 
| x1 lbs
 
| x1 lbs
   
 
|-
 
|-
| Gobber, female
+
| Goblin, female
| 2ft 10in
+
| 2ft 4in
| 30 lbs
+
| 25 lbs
 
| +2d4
 
| +2d4
 
| x1 lbs
 
| x1 lbs
Line 116: Line 55:
   
   
  +
* '''Classification:''' humanoid (goblinoid)
{{TableMain}}
 
  +
* '''+2 Dexterity, +2 Intelligence, -2 Strength:''' Goblins are quite clever and nimble but not particularly strong.
{{T01}}
 
  +
* '''Small:''' Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
| colspan="4" | Gobber Starting Age
 
  +
* '''Fast Speed:''' Goblins are fast for their size and have a base speed of 30 feet.
{{T02}}
 
  +
* '''Darkvision:''' Goblins can see in the dark for up to 60'
| Adulthood
 
  +
* '''Goblin Knack: '''Goblins have uncanny skill and are able to master much of what they put their minds to. They gain a +2 bonus on all Craft skills, on Appraise, to Stealth, and a +4 skill bonus on Ride checks.
| Barbarian, Rogue, Sorcerer
 
  +
* '''Always Ready: '''Goblins are particularly handy and sometimes dangerous, no matter what they happen to have in hand at the time. Goblins begin play with the'' Catch Off Guard'' feat.
| Bard, Fighter, Paladin, Ranger
 
  +
* '''Marksmen: '''Many Goblins are comfortable from near birth with the handling of firearms. They are automatically proficient with all firearms and add an additional +2 bonus on any Craft check related to firearms. This is in addition to the normal bonus to Craft.
| Cleric, Druid, Monk, Wizard
 
  +
* '''Keen Senses:''' Goblins receive a +2 racial bonus on Perception skill checks.
|-
 
  +
* '''Weapon Familiarity:''' Goblins treat any weapon with the word "Goblin" in its name as a martial weapon.
| 17 years
 
  +
* '''Languages:''' Goblins begin play speaking Common and Goblin-Talk. Goblins with high Intelligence scores can choose from any available language.
| +1d4
 
  +
[[Category:Races]]
| +1d6
 
| +2d6
 
|}
 
 
 
* '''Classification:''' humanoid (gobberoid)
 
* '''+2 Dexterity, +2 Intelligence, -2 Strength:''' Gobbers are quite clever and nimble but not particularly strong.
 
* '''Small:''' Gobbers are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
 
* '''Fast Speed:''' Gobbers are fast for their size and have a base speed of 30 feet.
 
* '''Darkvision:''' Gobbers can see in the dark for up to 60'
 
* '''Worg Rider:''' Despite their recent history among technology, gobbers hail from a barbaric past where they often served as calvary. They receive a +4 skill bonus on Ride checks for any gobber-appropriate mount such as worgs or wolves.
 
* '''Always Ready: '''Gobbers are particularly handy and sometimes dangerous, no matter what they happen to have in hand at the time. Gobbers begin play with the'' Catch Off Guard'' feat.
 
* '''Marksmen: '''Many Gobbers are comfortable from near birth with the handling of firearms. They are automatically proficient with all firearms.
 
* '''Keen Senses:''' Gobbers receive a +2 racial bonus on Perception skill checks.
 
* '''Weapon Familiarity:''' Gobbers treat any weapon with the word "Gobber" in its name as a martial weapon.
 
* '''Languages:''' Gobbers begin play speaking Common and Gobber-Talk. Gobbers with high Intelligence scores can choose from: Abyssal, Khazdul, Low Common, Yrch-Speak
 
 
[[Category:Admin|Gobbers]]
 
[[Category:Races|Gobbers]]
 
 
==Character Options==
 
===Gobber Racial Feats===
 
The below are racial feats for this race. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). House feats and feat summaries may be found on the [[Feats]] page. You must meet the pre-reqs for any racial feat you select.
 
 
: Go Unnoticed, Well-Prepared, Gobber Accuracy, Combat Distraction, Burn! Burn! Burn!, Fire Hand, Fire Tamer, Gobber Gunslinger, Gunpowder Rune, Unhinged Rage, Twitchy
 
 
===Optional DM Rules===
 
 
{{DivGray-Start}}
 
{{DMRulesforRacialMagic}}
 
{{DivEnd}}
 
 
 
{{GobberRitual}}
 
 
===Character Page Badges===
 
Want to show off your Gobber pride on your Character Page? Use the following wikicode! ([[Character_Page_Modules|More badges here]]!)
 
 
 
{{BadgeGobber}}
 
 
[[Category:Admin|Gobbers]]
 
[[Category:Races|Gobbers]]
 

Revision as of 18:51, 7 July 2023

Gob01.jpg

The Goblins (sometimes referred as Gobbers in slang) have truly surprised most scholars and researchers into racial development. Goblins have gone from being the butt of the jokes of other races to being one of the leading races in the race to discovery of new industrial technologies and Steamcraft. This has created something of a rift between the so-called Civilized Goblins who have emerged in the last fifty years or so as a contender among the races of Gaea, and their more barbaric and dangerous cousins. These barbaric goblins, known as The Burgrin Clans, are tall savage and vicious beings that inhabit the mountains, forests and remote areas of the world. Much of the distrust that civilized Goblins deal with is due to these savage brutes that still menace roads, trap travelers and work with and serve under even more powerful goblinoid. By contrast, the Civilized Goblins do much to attempt to gain welcome in the numerous cities of the world. They are tolerated, so long as they obey the local laws and behave themselves - which is often easier said then done.


Physical Description

Goblins are slight and wiry usually being no more then three feet in height. Their skin tone range from green to brown and they have three fingers and opposable thumbs. They tend to favor leather clothing, often stained with oils, soot and well worn and used. They are typically encountered as parts of trading envoys, or pirate raids. Goblin personalities can thus range from cultured to crude but with the mighty power of commerce and invention remaining the center of most of their lives.


Society and Lands

There are few concrete Goblin Lands that exist in the world. Instead the Goblins are scattered throughout all of the civilized lands though they are more welcome in some places over others. For machine minded Goblins, the heart of their civilization has developed out of the port town of Clank along the south western most tips of Khazad Duin and touching against The Turbulent seas. A sister city to 'The Point' it became home of the so-called 'civilized goblins' as they broke off from their barbaric cousins and established trade princes and mercantile domains all throughout Arcania. No rhyme or reason seems to exist in Clank which is dedicated to only one true goblin god; commerce. Warehouses that are run down and infested can be found next to stately stone homes and wares of every type imaginable and some beyond the imagination are on display in exclusive boutiques. All hours of day and night, noise rises up from goblin run barrooms, casinos, fight clubs and more. The Goblin Mercantile Consortium soon seized control over this land and their trade princes perceived power as far and away as Tashran and the Golden Coast of Veyshan. Goblin tinker shops and junk piles can be found in nearly every civilized city. In Alexandria an entire sector of the cities south western quarters is dominated by several active goblin families and merchants and has come to be known as Goblinton.


Other Races

Goblins get along well enough with other members of the group of races that fall under the category of "monstrous." As shrewd merchants, inventors and businessmen, it's not unusual for a Goblin to hire an Orc or others for the purpose of protection during their travels and sales. Goblins have emerged from being the mistreated members of the goblinoids to being goblinoids that the others often come to for additional firepower, organization and advice: such as a goblin can offer at least. Those who underestimate the worth and value of the new breed of Tinker Goblins are usually taught the errors of their ways after trying to take advantage of them.

Alignment and Religion

Indeed, while both gnomes and dwarves have a knack for technological invention, the reckless abandon with which the Goblin community thrusts themselves into invention tends to have far wider reaching effects and often more sinister application. Goblins are almost always chaotic beings with a tendency towards neutrality. They have little interest in broad ethical concerns, especially when it relates to commerce and the nature of their dealings encourages change and adaptation over stability. Most Goblins are not very religious. It's rare to encounter one with more then a cursory knowledge of the gods. For the most part, the Goblins are very earthly minded though they do have a version of the afterlife that they believe in. They're not totally sacrilegious, as they know all to well the looming threat of the wrath of the gods should they go to far or offend to many priests.


Adventurers

Though there are still very many evil goblins in the world, the change of society and the advance of technology has enabled them to find a niche that has pulled them out from under the shadow of bigger goblinoids species. Now the Bugbears and the Hobgoblins come to them for their aid and tinker-shops and are willing to pay good money for their services. Goblin adventurers are often Rogues or Artificers. Both classes play to the natural talents of the goblins very well. Goblin fighters are very tenacious and tend to fight at range with crossbows. Goblin rangers often set forth as guides to their fellows to help them through the wilds in their hunt for ancient Kulthian ruins and places to adequately scavenge their needed equipment and goods.


Goblins in the Pathfinder Campaign

Goblins are among the races that have been the least altered by the recent events and upheavals. If anything, business is booming and the race is being called upon by their fellows to bring their talents to bear in a world that is full of conflict and surprises at every turn. Goblins relish in the current status quo, seeing it as an outlet for their creative ingenuity and an opportunity for them to make an enormous profit.


Goblin Racial Traits

Goblins mature at roughly 8 years, and live to be roughly 45 years.


Gobber Average Height and Weight
Name Base Height Base Weight Modifier Weight Multiplier
Goblin, male 2ft 6in 30 lbs +2d4 x1 lbs
Goblin, female 2ft 4in 25 lbs +2d4 x1 lbs


  • Classification: humanoid (goblinoid)
  • +2 Dexterity, +2 Intelligence, -2 Strength: Goblins are quite clever and nimble but not particularly strong.
  • Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Fast Speed: Goblins are fast for their size and have a base speed of 30 feet.
  • Darkvision: Goblins can see in the dark for up to 60'
  • Goblin Knack: Goblins have uncanny skill and are able to master much of what they put their minds to. They gain a +2 bonus on all Craft skills, on Appraise, to Stealth, and a +4 skill bonus on Ride checks.
  • Always Ready: Goblins are particularly handy and sometimes dangerous, no matter what they happen to have in hand at the time. Goblins begin play with the Catch Off Guard feat.
  • Marksmen: Many Goblins are comfortable from near birth with the handling of firearms. They are automatically proficient with all firearms and add an additional +2 bonus on any Craft check related to firearms. This is in addition to the normal bonus to Craft.
  • Keen Senses: Goblins receive a +2 racial bonus on Perception skill checks.
  • Weapon Familiarity: Goblins treat any weapon with the word "Goblin" in its name as a martial weapon.
  • Languages: Goblins begin play speaking Common and Goblin-Talk. Goblins with high Intelligence scores can choose from any available language.