Starting ability score range:
Ability | Min | Max |
Strength | 4 | 15 |
Dexterity | 7 | 20 |
Constitution | 3 | 15 |
Intelligence | 3 | 16 |
Wisdom | 3 | 15 |
Charisma | 3 | 17 |
Adjustment to starting ability score:
Goblins get +2 to their Dexterity, but they lose 1 Intelligence point.
Weight: | 80+1d4 |
Age: | Maximum: 60+1d8 years Starting: 15+1d4 years |
Height | 35+1d8 inches |
Allowed classes and level restriction:
Warrior:*You can find this class in the complete book of humanoid or in the complete Barbarian guide (use priest if unavailable)Fighter 9Priest:
Ranger 10Druid 5Rogue:Thief 16WizardMage 12 (called shaman)
No classes mixing allowed
Hit dice:
Goblins get their HD reduced by one level (d6 becomes d4, d8 becomes d6 and d10 become d8).
Lawful evil
Neutral evil
Chaotic neutral
Chaotic evil
Natural Armor Class:
Goblins have a natural AC of 10.
Background:
Goblins think they are superiors beings, they always acts as if other races were their servants, they will neglect them, refuse to talk to them or even kill them to prove their point. Even if they do not appreciate other races, they have very good inter-race relations, they help each others when needed and will try to protect other goblins even if they are total strangers to them.
Special attacks:
Goblins got no special attack.
Language:
Goblins use mostly their own language, they can learn most languages, but won't bother using them.
Special advantages:
Special Disadvantages: