Ancestry: Goblin

Fey | Goblin | Humanoid | Trick-Kin

 

The Goblin

"Placeholder"
 

Goblin Mindset

 

You Might...

  • Strive to prove that you have a place among other civilized peoples, perhaps even to yourself.
  • Lighten the heavy emotional burdens others carry (and amuse yourself) with antics and pranks.
  • Have a place or a bunch of folk you would fight tooth and nail to protect.
 

Others Probably...

  • Work to ensure you don't accidentally (or intentionally) set too many things on fire.
  • Wonder how you survive given your ancestry's typical gastronomic choices, reckless behavior, and love of fire.
  • Assume you don't know how to read. It's weird, but how right they are depends on something involving fire, supposedly.

Description

 

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.
 

Anything Special?

   

Goblin Mechanics

 

Ancestry Statistics

These do not change, unless you have the corresponding Ancestry Talent. All Goblins start with these.

Base Stats

  • Age. Despite being Fey, Goblins don't live long on average. Rather, they tend to grow up four times as fast as humans, reaching adulthood at 5-6, and their lifespans go on to about 60 years outside of fae worlds. Moreover, they're so deathprone the average fluctuates wildly.
  • Size. Most goblins tend to be about 2 to 3 ft tall. Taller ones that aren't other form of Trick-Kin are rare. Therefore, your size is Small.
  • Associated Traits. Fey, Goblin, Trick-Kin, and Humanoid
  • Traditional A.Boost Spread. Goblins are attuned to Dexterity as Trick-Kin, with the other choice being anything that suits them. Since they are everywhere and hyper adaptable, they can fill any role or be any class easily.
  • Language(s). Common, Sylvan or Tricylvan (your choice) (+1 per your positive Cha Mod when starting the game, list here)
  • Speed(s). 20 ft
  • Special Senses. Low-Light Vision, Darkvision 30 ft
  • HP (+ HP/level). 4 (+2)

Ancestry Talents

Goblin Origin

Goblins are small, fast, and nimble little buggers. At least, most of them are.

Disengage Actions. Hide Actions, and Stride Actions cost 1 less action / ◈ (to a minimum 1◈), or use the as a free action. These are done on your turn.

Additionally, you gain a bonus dice (base d4) on death saving throws.

This Talent cannot be swapped.

Affinity for Junk

For whatever reason, goblins seem to be able to take even the smallest pile of scrap and turn it into something usable.

You gain the Quick Repair, even if you don't qualify for it, and you gain proficiency in the Tinker secondary skill, and a Navigate skill of your choice.

Hyperdiversity

Diversity is your strength.

This trait can be swapped at level 1 for any other Skill or Ancestry Talent you qualify for. If you don't you may raise two of your Attribute scores by +1 (up to a +5 at level 1) instead.

  Once swapped, this trait cannot be regained.

Heritage Choice

You may pick a heritage. You gain everything listed from such.  

Variant Ancestry Talents

Some of your talents can swapped for the ones listed below, or be taken at a later levels via Character Progression. If your GM is using the Classic Ancestries optional rule, you can only take the talents below as you level up, after level 1.   Furthermore, due to the nature of Goblins, they can gain talents available to other Ancestries who count as 'Feyfolk' and 'Trick-Kin'. Those talents will be listed underneath their unique talents for each section below.   Here are the talents you can swap at level 1.  
  Here are the ancestry talents you can gain at later levels.   Unlockable at Character level 3
Unlockable at Character level 5
Unlockable at Character level 7
Unlockable at Character level 9
Unlockable at Character level 11
  Note: The Origin Customization rule allows you to swap any skill proficiency gained for another you don't have, if playing with traditional or other rules.  

Deeper Lore

Golarion

Base
Goblins are a short, scrappy, energetic people who have spent millennia maligned and feared.   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. 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. Many goblins enjoy simpler delights like songs, fire, and eating, and hate reading, dogs, and horses. Other goblins might have more complex pursuits, though, such as tinkering with scraps or concocting snacks and explosives from most anything.
Society
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. 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. 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.
 

Names

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

Alignment and Faith

Golarion
Even the most well-intentioned goblins have trouble following the rules, meaning goblin adventurers are often unsure whether they're on the right side of the law. Organized worship likewise confounds goblins, and most of them would rather pick their own deities, choosing powerful monsters, natural wonders, or anything else they find fascinating— sometimes even attributing deific status to fellow goblins of note. 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.   Popular Edicts: Invent songs for every occasion, turn trash into your treasures, solve problems with fire Popular Anathema: Trust a dog or horse, learn to read
 

Trivia

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Examples of Goblins

  To Come

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