|Natural humanoid (goblinoid)|
|Type||Natural humanoid (goblinoid)|
Goblins are a race of small and numerous goblinoids common throughout Toril, often living in underground caverns near the surface known as lairs. The race is often, though not always, dominated by other goblinoids. Goblins may have, in fact, been initially created by this related race to serve as scouts and infiltrators. “Nloun” means “We,” and was what goblins called themselves in the Foretime
Goblins are small goblinoids that many consider little more than a nuisance. They have flat faces, broad noses, pointed ears, and small, sharp fangs. Their foreheads slope back, and their eyes vary in color from red to yellow. Their skin color ranges from yellow through any shade of orange to a deep red; usually all members of the same tribe share the same colored skin. Goblin skin may also be green.
Goblins, like other goblinoids, have a commonly short temper. As such members of the race are more easily provoked than individuals of most races and often take sadistic pleasure in exacting revenge once crossed. Goblins who turn away from evil often find it difficult to overcome this short fuse and have a sense of greed that makes it difficult for them to act altruistic.
Though goblins have a poor reputation overall, not all goblins are dim-witted or evil. Some goblins have risen to become heroes, gaining enough renown to be accepted into the civilized world of other, more commonly good races. Those goblins who seek this path may find it difficult to overcome their temper and greed, as well as the cultural influence of their brethren, but those who do often find it can be more rewarding, in the long run at least, to serve good than to serve evil.
Goblin society is tribal by nature. Goblin leaders are generally the strongest and sometimes the smartest around. Goblins have little concept of privacy, living and sleeping in large common areas; only the leaders live separately in their own private chambers. As such, goblin lairs are often stinking or soiled, though easily defended when under assault. Many such lairs are layered with simple traps for such purposes.
Goblins survive by raiding and stealing, sneaking into lairs, villages, and even towns by night to take what they can. They are not above waylaying travelers on the road or in forests and stripping them of all possessions, including the clothes on their backs. Goblins sometimes capture slaves to perform hard labor in the tribes lair or camp.
Life was good and meat plentiful, in sun-drenched and happy times, Nloun always numerous and clever enough to bring down any foe (war our pride, war our pleasure), until god fought god (not our gods, and none of our affair) and the dying gods’ bodies crashed down in flames. A great fire arose from their dying and swept across the land, driving all before its fury, devouring to ashes all who fled not or too slowly. Fire ended the Foretime and brought the Scorching, when our gods fell silent and many Nloun died. The rest learned to run, to flee far and fast, to go deep. Down into the greatest depths of the earth, where great blind worms gnaw and the walls are hot and slick with sweat. There the Deep Ones met us, taught us, and led us, the Nloun of the Deeps. Gobbelyn was their king, Gobbelyn their giant and champion, the largest Nloun ever. Gobbelyn tamed a gnaw-worm and forced it to tunnel deeper, until we came to burning rivers and the mists of foul death. Then Gobbelyn led us on, and up, the cooked worm dying as it gnawed. When it died, Gobbelyn tore it apart and dug onwards, upwards, spending his life in the doing so that Nloun—we gobbelyns—could survive. He delivered us up into a new place. This place. And though many here are larger and more formidable than any Nloun, and these are not lands ruled by goblins, our gods spoke to us again, and still speak to us here, and here we shall abide and flourish, for burning rivers of rock have risen in the deeps, and there is no going back. We shall breed, and outnumber, and outlast. One day, this Long Time shall become Triumph Time, when Goblins rule all.
Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Goblins prefer to fight battles where the odds are in their favor and often flee or surrender when outmatched.
Goblin Ranger Goblins have long been allied with worgs, and the two races often live in close proximity. Goblin rangers form a close bond with their tribe’s allied worg pack, learning to track by scent, ride worgs into combat, and can select a worg as an animal companion. Hit Die: d6.
Requirements To take a goblin ranger substitution level, a character must be a a creature with the goblin subtype (e.g a goblin or a worghestDra350) about to take his 1st, 4th, or 10th level of ranger.
Class Skills Goblin ranger substitution levels grant the same class skills as the standard ranger class, plus Tumble. Skill Points at Each Level: 8 + Int modifier (or four times this number as a beginning character).
Class Features All the following are features of the goblin ranger’s racial substitution levels. Scent (Ex): A goblin ranger can detect approaching enemies, sniff out hidden foes, and track by sense of smell. He can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. A goblin ranger detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source. A goblin ranger can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Goblin rangers tracking by scent ignore the effects of surface conditions and poor visibility. Goblin rangers with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing goblins that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. This substitution feature replaces the standard ranger’s class feature of wild empathy. Mounted Combat: A goblin ranger gains Mounted Combat as a bonus feat at 3rd level, assuming he meets the prerequisites. This substitution feature replaces the standard ranger’s bonus feat of Endurance gained at 3rd level. Worg Companion (Ex): A 4th-level goblin ranger can select a worg as his animal companion, even though the creature is a magical beast. For the purpose of any of the ranger’s spells that affect animals, as well as his use of Handle Animal or wild empathy (if granted by a different class) on the companion, the worg is treated as an animal.