Homo Gobelinus, River Dwellers, Pirates
The Goblins, or River Dwellers, are a race of small blue-skinned humanoids that dwell on the rivers of the 2nd Kingdom. They are a race of pirates, traders, and void-farers, living on boats and ships or in ports along the rivers and on the edge of their kingdom. Their rivers allow them to trade with ease, and they are a very inventive race akin to the dwarves that live with the giants guarding the Heart of the Gods.
When the Dragons came, the Goblins managed to take to their boats and ship and flee the ports that the Dragons razed. Since then they have managed to rebuild several ports, but mostly survive by being constantly on the move in their floating settlements.
All Goblins require a minimum Dexterity and Charisma of 9.
Class Category Values
|4||Goblin+4 thievery (15 skills)||2400|
|3||Goblin+3 thievery (10 skills+)||1200|
|2||Goblin+2 thievery (5 skills+)||600|
|1||Goblin+1 thievery (3 skills+)||300|
Fighting: due to their small size, Goblins cannot use two-handed weapons or the long bow.
Thievery: the Goblin builds add to the thievery build, to a maximum of 4.
Build 0: All Goblins are brought up amongst traders and pirates, and know the bonus languages of Saguaro, Leonine, Stani and Dwarven; they are also boaters and can pilot such craft with ease. A proficiency throw of 11+ is all that is needed to control a boat in hazardous situations, be it a storm or an attempt to shoot the rapids. Due to their small size and natural balance, Goblins are very nimble and gain a +1 bonus to their Armour Class and initiative when wearing armour lighter than chain mail (i.e. armour AC 3 or less); this increases to +2 at 7th level, and +3 at 13th level.
Build 1 to 4: each build adds to the thievery build, or grants a number of thief skills as noted in the table.
Hit Points per Level After 9th Level
Goblins gain +1 to their Hit Points regardless of their builds.
Experience Point Progression After 8th Level
A Leonine adds an extra 50,000 XP to the overall cost.