Ruins of Adventure
- Ability Score Adjustment: +1 Dexterity, -1 Strength
- Class Level Limits: See Racial Level Limits
- Multi-Class Options: Fighter + any one non-warrior, or Thief + any one non-rogue
- Height (M/F): 43 in / 41 in +1d10
- Weight (M/F): 72 lbs / 68 lbs +5d4
- Starting: 12 +1d6 years
- Middle/Old/Venerable: 20 / 27 / 40
- Maximum: 40 +1d20 years
- Bonus Languages: Chuklian, Worg
- Recommended Languages: Common, Daraktan, Dethek, Gnim, Yip Yak, Undercommon
- Movement: 6
- Thief Skills:
- Pick Pockets: +5%
- Open Locks: —
- Find/Remove Traps: +10%
- Move Silently: +5%
- Hide in Shadows: +5%
- Detect Noise: —
- Climb Walls: -10%
- Read Languages: -10%
- Special Abilities:
- Goblins have infravision to a range of 60 feet.
- Goblins are skilled miners. They gain the following bonus “Detection Proficiencies”. See the entry for dwarves for details on detection proficiencies.
- Detect new tunnel/passage construction: Wis +4
- Detect stonework traps, pits, and deadfalls: Wis
- Goblin priests gain major access to the spheres of Divination, Healing (reversed only), and Sun (reversed only) in addition to the spheres normally granted to members of their class.
- Possibly because they inured themselves to filth and decay by living in it, all goblins gain a +1 bonus to their saving throws when resisting any type of disease, normal or magical.
- Special Restrictions:
- Bright light hurts goblin eyes, giving them a -1 penalty to their attack rolls when in direct sunlight.
- Goblins are small-sized. They cannot use Large-sized weapons and must wield Medium-sized weapons in two hands.
- As small-sized creatures, goblins have 2/3 the carrying capacity of a human of equal strength.
Background: In the words of the theologian and scholar Camoen of Kristophan, the goblins are one of the “…four ill-favored races, created by the gods to teach men humility. Where man stands strait, they stand crooked. Where man’s voice is clear, they bark in the tongues of animals. While the learned man aspires to clarity of thought, the ill-favored are naught but beasts. Thus are men raised by the grace of the gods above these kinds.” Although a fine moral lesson for mankind, this is hardly a sentiment the goblins share.
Contrary to the low expectations and opinions of the “civilized” races, goblins are a fairly advanced and civilized group. They have recognizable cultures and have learned most, if not all, skills of the world. However, there is no denying that the bestial side of their nature hampers their development and advancement.
Goblins are small humanoids, growing to a height of about four feet tall. They have flat faces, broad noses, pointed ears, wide mouths, and small, sharp fangs. Though they walk upright, their arms hang down to their knees. Their dull,, glazed eyes range in color from bright red to gleaming yellow. Their speech is harsh and of a higher pitch than humans.
While not as animalistic or crude as most other races portray them, goblins are far from saints. Few, if any, of their race are ever good, the majority being unconcerned about the sufferings and woes of others. They have no love of other humanoids, good or evil, although their dislike becomes most passionate with gnomes, dwarves, and elves. The power humans can wield awes them, but the foibles and weaknesses of the race (compassion, kindness, and mercy; traits not often displayed by the other races) they scorn. Ogres, while certainly respected for their power, are considered to be dolts and brutes. Of all the races, minotaurs evoke the most respect from goblins, as the bull-men combine power and ruthlessness. To ease their envy, goblins point out that minotaurs are disfigured by the heads of oxen and cows. Indeed they find this a useful insult for irking the elitist minotaurs.