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Goblin Humanoid

The convoluted histories other people cling to don't interest Goblins. These small folk live in the moment, and they prefer tall tales over factual records. The wars of a few decades ago might as well be from the ancient past. Misunderstood by other people, goblins are happy how they are. Goblin virtues are about being present, creative, and honest. They strive to lead fulfilled lives, rather than worrying about how their journeys will end. To tell stories, not nitpick the facts. To be small, but dream big.

Goblins have a reputation as simple creatures who love songs, fire, and eating disgusting things and who hate reading, dogs, and horses and there are a great many for whom this description fits perfectly. However, great changes have come to goblinkind, and more and more goblins resist conformity to these stereotypes. Even among goblins that are more worldly, many still exemplify their old ways in some small manner, just to a more sensible degree. Some goblins remain deeply Fascinated with fire or fearlessly devour a meal that might turn others' stomachs. Others are endless tinkerers and view their companions' trash as the components of gadgets yet to be made.

Though goblins' culture has splintered radically, their reputation has changed little. As such, goblins who travel to larger cities are frequently subjected to derision, and many work twice as hard at proving their worth.

If you want a character who is eccentric, enthusiastic, and fun-loving, you should play a goblin.

Hit Points: 6
Size: Small
Speed: 25 feet
Ability Boosts: Dexterity, Charisma, Free
Ability Flaws: Wisdom
Languages: Common, Goblin, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
Traits: Goblin,Humanoid
Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

You might...

  • Strive to prove that you have a place among other civilized peoples, perhaps even to yourself.
  • Fight tooth and nail sometimes literally to protect yourself and your friends from danger.
  • Lighten the heavy emotional burdens others carry (and amuse yourself) with antics and pranks.

Others probably...

  • Work to ensure you don't accidentally (or intentionally) set too many things on fire.
  • Assume you can't or won't read.
  • Wonder how you survive given your ancestry's typical gastronomic choices, reckless behavior, and love of fire.

Physical Description

Goblins are stumpy humanoids with large bodies, scrawny limbs, and massively oversized heads with large ears and beady red eyes. Their skin ranges from green to gray to blue, and they often bear scars, boils, and rashes. Goblins average 3 feet tall. Most are bald, with little or no body hair. Their jagged teeth fall out and regrow constantly, and their fast metabolism means they eat constantly and nap frequently. Mutations are also more common among goblins than other peoples, and goblins usually view particularly salient mutations as a sign of power or fortune.
Goblins reach adolescence by the age of 3 and adulthood 4 or 5 years later. Goblins can live 50 years or more, but without anyone to protect them from each other or themselves, few live past 20 years of age.


Goblins tend to flock to strong leaders, forming small tribes. These tribes rarely number more than a hundred, though the larger a tribe is, the more diligent the leader must be to keep order a notoriously difficult task. As new threats rise across the Inner Sea region, many tribal elders have put aside their reckless ways in the hope of forging alliances that offer their people a greater chance at survival. Play and creativity matter more to goblins than productivity or study, and their encampments erupt with songs and laughter.
Goblins bond closely with their allies, fiercely protecting those companions who have protected them or offered a sympathetic ear. Goblins tend to assume for their own protection that members of taller ancestries, which goblins often refer to colloquially as 'longshanks,' won't treat them kindly. Learning to trust longshanks is difficult for a goblin, and it's been only in recent years that such a partnership has even been an option. However, their attitude as a people is changing rapidly, and their short lifespans and poor memories help them adapt quickly.

Alignment and Religion

Even well-intentioned goblins have trouble following the rules, meaning they're rarely lawful. Most goblin adventurers are chaotic neutral or chaotic good. Organized worship confounds goblins, and most of them would rather pick their own deities, choosing powerful monsters, natural wonders, or anything else they find fascinating. Longshanks might have books upon books about the structures of divinity, but to a goblin, anything can be a god if you want it to. Goblins who spend time around people of other ancestries might adopt some of their beliefs, though, and many goblin adventurers adopt the worship of Cayden Cailean.


Goblins keep their names simple. A good name should be easy to pronounce, short enough to shout without getting winded, and taste good to say. The namer often picks a word that rhymes with something they like so that writing songs is easier. Since there aren't any real traditions regarding naming in goblin culture, children often name themselves once they're old enough to do something resembling talking.

Sample Names

Ak, Bokker, Frum, Guzmuk, Krobby, Loohi, Mazmord, Neeka, Omgot, Ranzak, Rickle, Tup, Wakla, Yonk, Zibini

You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.

Charhide Goblin

Your ancestors have always had a connection to fire and a thicker skin, which allows you to resist burning. You gain fire resistance equal to half your level (minimum 1). You can also recover from being on fire more easily. Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which is reduced to DC 5 if another creature uses a particularly appropriate action to help.

Source: Core Rulebook pg. 47

Irongut Goblin

You can Subsist on food that most folks would consider spoiled. You can keep yourself fed with poor meals in a settlement as long as garbage is readily available, without using the Subsist downtime activity. You can eat and drink things when you are Sickened.

You gain a +2 circumstance bonus to saving throws against afflictions, against gaining the sickened condition, and to remove the sickened condition. When you roll a success on a Fortitude save affected by this bonus, you get a critical success instead. All these benefits apply only when the affliction or condition resulted from something you ingested.

Source: Core Rulebook pg. 47

Razortooth Goblin

Your family's teeth are formidable weapons. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the finesse and unarmed traits.

Source: Core Rulebook pg. 48

Snow Goblin

You are acclimated to living in frigid lands and have skin ranging from sky blue to navy in color, as well as blue fur. You gain cold resistance equal to half your level (minimum 1). You treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).

Source: Core Rulebook pg. 48

Tailed Goblin

You have a powerful tail, likely because you descend from a community of monkey goblins. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain Combat Climber as a bonus feat, and you reduce the number of free hands required to Climb or Trip by one.

Source: Character Guide pg. 37

Treedweller Goblin

You have adapted particularly well to living in forested environments. As long as you are in a forest or jungle, you gain a +2 circumstance bonus to Stealth checks to Hide and Sneak, Survival checks to Subsist, and your Survival DC to Cover Tracks.

Source: Character Guide pg. 37

Unbreakable Goblin

You're able to bounce back from injuries easily due to an exceptionally thick skull, cartilaginous bones, or some other mixed blessing. You gain 10 Hit Points from your ancestry instead of 6. When you fall, reduce the falling damage you take as though you had fallen half the distance.

Source: Core Rulebook pg. 48

At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). You select from among the following ancestry feats.

Name Level Prerequisites Benefit
Bouncy Goblin 1 Unbreakable Goblin heritage
Burn It! 1
City Scavenger 1
Extra Squishy 1 Unbreakable Goblin heritage
Fang Sharpener 1 Irongut Goblin or Razortooth Goblin heritage
Goblin Lore 1
Goblin Scuttle 1
Goblin Song 1
Goblin Weapon Familiarity 1
Hard Tail 1 Tailed Goblin heritage
Junk Tinker 1
Rough Rider 1
Twitchy 1
Very Sneaky 1
Ankle Bite 5 Fang Sharpener or Razortooth Goblin heritage
Chosen of Lamashtu 5 worshipper of Lamashtu
Goblin Weapon Frenzy 5 Goblin Weapon Familiarity
Kneecap 5
Loud Singer 5 Goblin Song
Tail Spin 5 Tailed Goblin heritage, Hard Tail
Torch Goblin 5 Charhide Goblin heritage
Tree Climber 5 Tailed Goblin or Treedweller Goblin heritage
Vandal 5
Cave Climber 9
Cling 9
Freeze It! 9 Snow Goblin heritage
Hungry Goblin 9 Fang Sharpener
Roll with It 9 Unbreakable Goblin heritage, Bouncy Goblin
Scalding Spit 9 Torch Goblin
Skittering Scuttle 9 [monster_ability|goblin-scuttle|Goblin Scuttle
Goblin Weapon Expertise 13 Goblin Weapon Familiarity
Unbreakable-er Goblin 13 Unbreakable Goblin heritage
Very, Very Sneaky 13 Very Sneaky
Reckless Abandon 17