Goblins as PCs

Juggernaut

First Post
Wondering if anyone has any adaptations for Goblins to make them PCs.

Namely Nifft... I love your Kobold and Gnome and was wondering if you had a Goblin PC?
 

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These are my version of goblins from my campaign guide (many adapted from other sources and changed a bit).

Common traits
• Small humanoid (Goblinoid), as small creatures they get +1 to attack and defence, +4 to hide checks and -4 to grapple checks.
• Automatic Languages: Goblin, Common or national languages.

Tunnel (Khableti) Goblins
The most common subrace of Goblins, Tunnel Goblins has all of the most commonly associated traits with Swargamaran Goblins. The common skin colours of Tunnel Goblins vary around different shades of yellow, green, orange and red. Similarly their hair is of such colours as well, most of the time matching their skin colour. This subrace is one of the most humanoid looking Goblins and they all have large noses and large pointed ears that go outwards. Tunnel Goblins are naturally adept with fixing and creating objects, which is different for each one.
Tunnel (Khableti) Goblin racial traits
• +2 dex, -2 str, Tunnel Goblins are naturally quick and agile, but are weak because of their size.
• Darkvision 60 feet
• Land speed 30 feet
• +2 racial bonus to Move Silently checks, as Tunnel Goblins are quite light-footed.
• +2 racial bonus to disable device checks as Tunnel Goblins are also adept at taking things apart.
• +2 racial bonus to Craft (mechanical) checks, as Tunnel Goblins are adept at put mechanical parts together.
• Bonus Feat at 1st level which may be any feat that offers bonuses to skill checks.
• Favoured class: Rogue

Gobbers (Ghabi)
The close relatives of the Tunnel Goblin, Gobbers are another common subrace. They are very similar to Tunnel Goblins in many ways, except that Gobbers are generally more cautious then their cousins. This often gives them a reputation for cowardice, though one thing is they can’t walk as fast as their relatives do. Gobbers have no hair at all, and they have minor camouflage ability. They are known to be even more mischievous than the rest of their cousins are. Gobbers are also quite adept at handling chemicals, which they’ve grown more resistant to as they often test their own concoctions on themselves. Gobbers aren’t the subterranean dwellers like the cousins are and thus more than other Goblins live among cluttered communities.
Gobber (Ghabi) racial traits
• +2 dex, -2 str, Gobbers are naturally quick and agile, but aren’t very strong.
• Low-light vision
• Land speed 20 feet
• +2 racial bonus to Move Silently, Craft (Mechanical) and Craft (Alchemy) checks, as sneaking around, making mechanical devices and alchemy are favourite pastimes of Gobbers.
• +2 racial bonus to saves against poison.
• Camouflage (Ex): A Gobber gets a +4 racial bonus to hide checks, because of their ability to slightly alter their colouring. Depending on what they wear a circumstance penalty could reduce this bonus.
• Favoured class: Rogue

Blue (Syluni) Goblins
This is a special breed of Goblins gifted with natural psionic abilities. Blues as they are often called seem to be a random mutation that appears in a few newly born Goblins. Blue Goblins look much like common Goblins such as Tunnel Goblins, except that their skin is usually some shade of blue or purple, and they have the presence of a third eye. The third eye usually has it lid shut, but opens up whenever a Blue uses psionics or needs to get a point across. Blues in the past were outcasts of Goblin society, but now they are mainly accepted and many are revered by other Goblins. Blues are perhaps some of the most insightful Goblins open to things most can’t perceive or know about. This does make some Blues insane.
Blue (Syluni) Goblin racial traits
• +2 int, +2 wis, -2 str, Blues have enlightened minds, but are weak because of their size.
• Darkvision 60 feet
• Land speed 30 feet
• Third Eye’s Gaze (Ex): +2 racial bonus to Diplomacy and Intimidate checks, the third eye opens voluntarily opens when these skills are used.
• Psionics (Sp): 1/day – Charm Person, Far Hand, Finger of Fire as a Psion of their character level, the number of times increases with level, they also have the psionic combat capabilities of a 1st level Psion.
• Favoured class: Psion
• ECL 2: Level Adjustment +2.
Level HD BAB Fort Ref Will Skill Points Special
+1 - - - - - - +2 dex, Spirit sight, psionics 3/day
+2 - - - - - - +2 cha, +2 wis, Psionics at will
• Spirit Sight (Su): A Blue can perceive creatures from the Ethereal Plane and Spirit World, much like how they perceive objects in the Material Plane. If a Blue concentrates as a full-round action, they can see things exactly as they are in the Ethereal Plane or Spirit World.

Sky (Myluti) Goblins
This is one of the more unusual subraces of Goblins, which fly the skies between the floating islands often travelling in flocks. More than any other Goblin subrace this one is very nomadic. They resemble typical Goblins with large flaps of skin hanging from their arms which are held by an extra long sixth finger on their hands which is highly flexible. When they extend their flaps they have membranous wings much like a circular version of a pterodactyl’s wings. Another unusual property of Sky Goblins is the ability to make ultrasonic noises, and to do some devastating things with such ability. They also use this ability to assist in their flight. Sky Goblins are a highly frivolous people, known for their tall stories and odd insights into more land-bound cultures.
Sky (Myluti) Goblin racial traits
• +2 dex, -2 str, -2 con, Sky Goblins are naturally graceful, however they are weak and have hollow bones.
• Darkvision 60 feet
• Land speed 20 feet
• Fly speed 20 (clumsy) which improves with character level.
• +2 racial bonus to Tumble and Jump checks, due to their airborne nature.
• +4 racial bonus to Listen checks, due to their sonic abilities.
• Sonic Screech (Su): A Sky Goblin can unleash a ray of sonic energy that does 1d4 damage and has a range of 60 feet, the damage increases at later levels. They can attack as many times per round with their screech as they could with a ranged weapon.
• Favoured class: Bard
• ECL 3: Level Adjustment +3.
Level HD BAB Fort Ref Will Skill Points Special
+1 - - - - - - +2 wis, fly 30 (poor), stunning screech
+2 - - - - - - +2 cha, fly 40 (average), sonic screech 1d6
+3 - - - - - - +2 dex, fly 60 (average), sonic screech 1d8
• Stunning Screech (Su): A Sky Goblin can stun a creature with a screech much like the Stunning Fist feat. By doing a Sonic Screech it stuns for 1 round and has a fort save (DC of 10 + ½ character level + cha bonus) which can be used 1 per 4 character levels/day.

Tinker (Burati) Goblins
Tinker Goblins are perhaps the most technically adept race of goblins who are obsessed with their work and tools. They’re more reclusive than other goblins as they are often busily working away at tinkering with whatever they can think of. Tinker Goblins are often quite narrowly focussed and are hardly a sociable people. They prefer to live in caves where they can work on their many wondrous creations without interruptions. Tinker Goblins are small even for goblins most standing only a little bit above two feet. They have pale skin and naturally bloodshot eyes, which they can’t take well to many lights.
Tinker Goblin racial traits
• +2 dex, +2 int, -2 cha, -2 wis, -2 str, Tinker Goblins are quite intelligent and creative as well as nimble, however they small, narrow-minded and don’t like social contact.
• Darkvision 60 feet
• Land speed 20 feet
• +2 racial bonus to craft (mechanical), craft (smithing), craft (engineering) and craft (alchemy) checks, as they are quite adept with technology.
• Fire and sonic resistance 5, as Tinker Goblins often work near really hot forges, loud machinery and explosives regularly, as such they’re sort of resistant to them.
• Light Sensitivity: Tinker Goblins are dazzled under the effects of bright light.
• Favoured class: Rogue

Tasloi
One of the more distant relatives of the Goblin family, Tasloi are naturally jungle dwellers. Many of the race has adapted to modern ways, and are often found in urban settings inhabiting the highest levels in many buildings. Tasloi are feline like, having cat-like ears, eyes and noses, they’re covered with dark fur over their green skin. Tasloi may not be as adept as their cousins are with technology, but they have the same tendencies as scavengers.
Tasloi racial traits
• +2 dex, -2 str, Tasloi are much like other Goblins.
• Low-light vision
• Light Sensitivity: Tasloi get a -1 penalty to attack rolls in bright light.
• Land speed 20 feet
• Climb speed 40 feet, this gives them +8 to climb checks.
• Tasloi may use their dexterity instead of strength for climb checks.
• +4 racial bonus to Move Silently and Hide checks in natural environments.
• natural armour +2 bonus.
• Favoured class: Ranger
 

"Tasloi"... Gah! Where have I seen that name before? It's going to hurt my brain until someone kindly enlightens me :D

As for goblin PC's? Well, I once statted out my thoughts on Kobold PC's...

Kobold
-4 Str, +2 Dex, -2 Wis
Small: +1 AC, +1 hit, +4 Hide
Darkvision 60’
Light Sensitivity: -2 Dex, -2 Spot, everything gets ¼ concealment (10% miss chance)
Skills: +2 to Craft (Trapmaking) and Hide
Language: Common
Typical Alignment: Neutral Evil
Favored Class: Rogue

For a goblin, I'd either just convert it straight from the MM if it was a rare occurance in the campaign, like one player just has a hankering to play a gobbo.

For a lasting goblin that's more balanced with the core races, I'd start with halflings, and mutate from there... change the +2 to Jump to +2 to Intimidate (sure, adventurers may walk over them, but common folk wouldn't), swap resistance to fear for resistance to disease and poison (all that living in their own juices must do something for them), and that looks about good to me. Maybe swap out the bonuses with thrown stuff for something, but the rest of it looks gobliny enough for me.
 

–2 Strength, +2 Dexterity - 2 Cha
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks
base speed 30 feet.Goblins are quick, despite ebing small they move as fast as any medium sized humanoid
Darkvision 60 feet.Goblins like places that a dark and low and from which they can get the jump on their targets
+4 racial bonus on Move Silently Goblins are use to skulking in the shadows ready to nick what they can or stab you in the back
+2 dodge bonus to Armor Class against humanoids Goblins are quick and tricky and use to being abused by others. As such they have also learnt to dodge out of the way of blows from their more violent allies
+2 racial bonus on saves against poison and disease.Goblins often live in squalid conditions and are scavengers who will eat anything they can find or steal. Being tricksters goblins are not above using poisons if they can get away with it
Favored Class: Rogue.
 

Tasloi are a race of small, furry, primitive humanoids in 3E Oriental Adventures, and some 2E book I don't remember, and were also in an issue of Dragon a few years ago, just before 3E came out, when they had an article on various small humanoid races such as tasloi, chitines, some small bird-folk, and others....

Here's one PC-worthy goblin I made for a campaign:
Goblins
-2 Strength, +2 Dexterity, +2 Intelligence, -2 Charisma: Goblins are somewhat feeble, rude, and ugly, but they are fairly nimble and devious.

Small: As Small creatures, goblins gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than Medium-size characters, and their lifting and carrying limits are only three-quarters of those of Medium-size characters.

Speed: Goblin base speed is 30 feet.

Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but is otherwise like normal sight, and goblins can function just fine with no light at all.

Skills: Goblins receive a +4 racial bonus on Move Silently checks.

Dirty Fighting: Goblins have learned that the only way they can survive is by fighting dirty and using their cleverness and speed to full advantage. Since goblins are so skilled in fighting dirty, they get an extra +2 bonus to attack when striking a flat-footed opponent, and when striking an opponent that they are flanking. A goblin doesn’t get double the bonus when they are flanking a flat-footed opponent.

Racial Enemies: Goblins fight frequently with kobolds, orcs, and giants of all kinds, so they have developed special techniques for fighting these foes. As a result, goblins get a +2 racial bonus on attack rolls and weapon damage rolls versus ettins, giants, kobolds, orcs, ogres, ogre magi, and trolls. In addition, goblins get a +2 dodge bonus to AC versus these foes.

Automatic Languages: Common and Goblin. Goblins may choose Draconic, Dwarven, Elven, Giant, Gnomish, and Orcish as bonus languages for a high Intelligence score.

Favored Class: A goblin’s favored class is Rogue for purposes of multiclassing.

(note: for the setting I created this, all playable races were slightly upgraded by the equivalent of 1 or 2 feats, so to power this goblin down to be balanced with PHB races, maybe removed Racial Enemies or diminish it. However, this shouldn't be too powerful as-is, either.)
 
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Tonguez said:
+2 dodge bonus to Armor Class against humanoids Goblins are quick and tricky and use to being abused by others. As such they have also learnt to dodge out of the way of blows from their more violent allies
Ah, a nice adaptation of the gnomes' and dwarves' +4 dodge bonus to Armor Class against giants. Consider it yoinked! :D *yoink*
 
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the Iron Kingdoms Campaign Primer has a Goblin race (gobbers) that are common PCs, a little different from the MM but not too.

I am using goblins as a PC race in my world, but they are very different than the ones in standard DnD. There is also a half-goblin race called paragoblins. Both races have Charisma as a primary stat, just o give you an idea of how different they are.
 

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