Gobbers

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The Goblins (sometimes referred as Gobbers in slang) have truly surprised most scholars and researchers into racial development. Goblins have gone from being the butt of the jokes of other races to being one of the leading races in the race to discovery of new industrial technologies and Steamcraft. This has created something of a rift between the so-called Civilized Goblins who have emerged in the last fifty years or so as a contender among the races of Gaea, and their more barbaric and dangerous cousins. These barbaric goblins, known as The Burgrin Clans, are tall savage and vicious beings that inhabit the mountains, forests and remote areas of the world. Much of the distrust that civilized Goblins deal with is due to these savage brutes that still menace roads, trap travelers and work with and serve under even more powerful goblinoid. By contrast, the Civilized Goblins do much to attempt to gain welcome in the numerous cities of the world. They are tolerated, so long as they obey the local laws and behave themselves - which is often easier said then done.


Physical Description

Goblins are slight and wiry usually being no more then three feet in height. Their skin tone range from green to brown and they have three fingers and opposable thumbs. They tend to favor leather clothing, often stained with oils, soot and well worn and used. They are typically encountered as parts of trading envoys, or pirate raids. Goblin personalities can thus range from cultured to crude but with the mighty power of commerce and invention remaining the center of most of their lives.


Society and Lands

There are few concrete Goblin Lands that exist in the world. Instead the Goblins are scattered throughout all of the civilized lands though they are more welcome in some places over others. For machine minded Goblins, the heart of their civilization has developed out of the port town of Clank along the south western most tips of Khazad Duin and touching against The Turbulent seas. A sister city to 'The Point' it became home of the so-called 'civilized goblins' as they broke off from their barbaric cousins and established trade princes and mercantile domains all throughout Arcania. No rhyme or reason seems to exist in Clank which is dedicated to only one true goblin god; commerce. Warehouses that are run down and infested can be found next to stately stone homes and wares of every type imaginable and some beyond the imagination are on display in exclusive boutiques. All hours of day and night, noise rises up from goblin run barrooms, casinos, fight clubs and more. The Goblin Mercantile Consortium soon seized control over this land and their trade princes perceived power as far and away as Tashran and the Golden Coast of Veyshan. Goblin tinker shops and junk piles can be found in nearly every civilized city. In Alexandria an entire sector of the cities south western quarters is dominated by several active goblin families and merchants and has come to be known as Goblinton.


Other Races

Goblins get along well enough with other members of the group of races that fall under the category of "monstrous." As shrewd merchants, inventors and businessmen, it's not unusual for a Goblin to hire an Orc or others for the purpose of protection during their travels and sales. Goblins have emerged from being the mistreated members of the goblinoids to being goblinoids that the others often come to for additional firepower, organization and advice: such as a goblin can offer at least. Those who underestimate the worth and value of the new breed of Tinker Goblins are usually taught the errors of their ways after trying to take advantage of them.

Alignment and Religion

Indeed, while both gnomes and dwarves have a knack for technological invention, the reckless abandon with which the Goblin community thrusts themselves into invention tends to have far wider reaching effects and often more sinister application. Goblins are almost always chaotic beings with a tendency towards neutrality. They have little interest in broad ethical concerns, especially when it relates to commerce and the nature of their dealings encourages change and adaptation over stability. Most Goblins are not very religious. It's rare to encounter one with more then a cursory knowledge of the gods. For the most part, the Goblins are very earthly minded though they do have a version of the afterlife that they believe in. They're not totally sacrilegious, as they know all to well the looming threat of the wrath of the gods should they go to far or offend to many priests.


Adventurers

Though there are still very many evil goblins in the world, the change of society and the advance of technology has enabled them to find a niche that has pulled them out from under the shadow of bigger goblinoids species. Now the Bugbears and the Hobgoblins come to them for their aid and tinker-shops and are willing to pay good money for their services. Goblin adventurers are often Rogues or Artificers. Both classes play to the natural talents of the goblins very well. Goblin fighters are very tenacious and tend to fight at range with crossbows. Goblin rangers often set forth as guides to their fellows to help them through the wilds in their hunt for ancient Kulthian ruins and places to adequately scavenge their needed equipment and goods.


Goblins in the Pathfinder Campaign

Goblins are among the races that have been the least altered by the recent events and upheavals. If anything, business is booming and the race is being called upon by their fellows to bring their talents to bear in a world that is full of conflict and surprises at every turn. Goblins relish in the current status quo, seeing it as an outlet for their creative ingenuity and an opportunity for them to make an enormous profit.


Goblin Racial Traits

Goblins mature at roughly 8 years, and live to be roughly 45 years.


Gobber Average Height and Weight
Name Base Height Base Weight Modifier Weight Multiplier
Goblin, male 2ft 6in 30 lbs +2d4 x1 lbs
Goblin, female 2ft 4in 25 lbs +2d4 x1 lbs


  • Classification: humanoid (goblinoid)
  • +2 Dexterity, +2 Intelligence, -2 Strength: Goblins are quite clever and nimble but not particularly strong.
  • Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Fast Speed: Goblins are fast for their size and have a base speed of 30 feet.
  • Darkvision: Goblins can see in the dark for up to 60'
  • Worg Rider: Despite their recent history among technology, goblins have a rich history as cavalry. They receive a +4 skill bonus on Ride checks for any goblin-appropriate mount such as worgs, or other mounts associated with their culture.
  • Always Ready: Goblins are particularly handy and sometimes dangerous, no matter what they happen to have in hand at the time. Goblins begin play with the Catch Off Guard feat.
  • Marksmen: Many Goblins are comfortable from near birth with the handling of firearms. They are automatically proficient with all firearms.
  • Keen Senses: Goblins receive a +2 racial bonus on Perception skill checks.
  • Weapon Familiarity: Goblins treat any weapon with the word "Goblin" in its name as a martial weapon.
  • Monkeywrench (Su): A goblin's affinity for machines can be used to wreck havoc. At 9th, a goblin gains the ability to influence them from a distance. Once a day, a goblin may send a bolt of static into any machine within 30'. The goblin rolls their hit dice + their Cha modifier versus the disable device DC of the machine. If successful, the machine sputters with static and ceases to function for 1 round.
  • Languages: Goblins begin play speaking Common and Goblin-Talk. Goblins with high Intelligence scores can choose from any available language.