Short greenskin menaces, the lowest member of the family in the hierarchy of violence that Greenskin tribes and groups use, oft enslaved or in forced servitude and used as basically fodder troops, they exhibit no ill will to this role and still show the the same vicious and excited demeanor at the prospect of inflicting violence upon other living things as their larger more dominant cousins. | |
Perception | 1d20+4 |
Languages | Gobbok |
Skills | Athletics: 1d20+6 , Intuition: 1d20+6 , Intimidate: 1d20 , Stealth: 1d20+8 , Survival: 1d20 |
STR +1 , DEX +3 , CON +1 , INT +0 , WIS +1 , CHA -3 | |
Items | Weapons, pick oneArmor or protective gear |
AC | 16 |
Saving Throws | Fort 1d20+4 , Ref 1d20+6 , Will 1d20+1 , Power Save (Strength): 1d20+1 , Logic Save (Intelligence): 1d20 , Ego Save (Charisma): 1d20-3 |
HP | 6 1d6+3 - Immunities N/A - Weaknesses N/A - Resistances N/A |
Speed | 30 feet |
Melee | Melee, Goblin Stabber: 1d20+4 to hit. 1d6+1 piercing damage if two handing it. 1d4+1 piercing damage if one handing it. Melee, Goblin Cutter: 1d20+4 to hit. 1d8+1 slashing damage. |
Ranged | Ranged Goblin Bow: Range: 75 feet. 1d20+4 to hit. 1d6+1 piercing damage. |
Special Abilities | Small Size: Goblins naturally need to either step down the damage dice of any weapon that would be its normal amount 1 step, or the weapon would become a Great Weapon or Polearm for them as appropriate as they are to small to wield weapons made for human/humanoid sized creatures. Similarly to gnomes and halflings. Sneaky little Murderer: Goblins, despite their brutal greenskin heritage, are actually rather sneaky bastards, and though not natural inclined to the arts of stealth and ambush, are generally pretty good at naturally moving quiet and not being spotted until they choose to be. They have a racial boost of +2 to Stealth skill rolls, which is included on this template. Violent Excitement: A goblin that is rolling initiative after witnessing an act of violence, or suffering from an act of violence, or participating in an act of violence, gets to roll their initiative with an additional +2. Wrathful Blood: Goblins, like all greenskins, are just inherently sort of resistant to poisoning or toxins. Though their small stature means their resistance to poison is not noteworthy, since you simply just dose them as you would a human to get the results you'd hope for, this more effects the ability to actually afflict them with the Toxic condition. Their blood seems to almost run at a temperature that most poisons simply don't last long in their blood stream. They get a natural +2 boost to Fortitude Saves against suffering instances of the Toxic (Persistent Poison Damage) condition and against effects that would inflict Poison damage. Small Fury Syndrome: Though when they have a notable numerical advantage, or believe the odds are equal, or are driven by religious zeal they are dangerous, goblins are quite frail of body when compared to well most other creatures or things they may be fighting. So very often they will gang up, and effectively goblin pile one target at a time. Because of their thirst for blood they also aren't what one would call careful of their compatriots. A goblin that rolls a natural 1 on an attack roll with any melee weapon, if there is another goblin that is adjacent to the target of their attack, the failed attacker moves to be adjacent to that ally and hits them instead, basically throwing themselves so recklessly into battle they miss their target and crash into their other goblin companion. Raise Shield: if equipped with a shield, a goblin can take the Raise Shield action to increase its AC by 1. |
Goblins are different than many monsters, in that they are presented here as generic monsters but are actually intelligent enough and with enough social structure that goblins can be sort of an evil equivalent of normal adventurers. For making goblin villains and chiefs and the like there are two other options presented in this codex as examples, however you could in theory make them any profession and any level. Because of this, for that purpose (though of course this would also allow someone to make a Goblin PC if they wanted too) you will find below the basics of goblin adjustments for racial choices in Valerick as a homebrew setting. Alternatively of course you can always use base PF2e goblins, and that is encouraged since Adventures in Valerick provides no ancestry feats or scaling for goblin at this time. Perhaps one day such material will be added. Ancestry Starting Hit Points: 4+Con Modifier. Small Size: Goblins naturally need to either step down the damage dice of any weapon that would be its normal amount 1 step, or the weapon would become a Great Weapon or Polearm for them as appropriate as they are to small to wield weapons made for human/humanoid sized creatures. Similarly to gnomes and halflings. Attribute Modifier Adjustments: +1 Dexterity, -1 Charisma (So for making a character sheet, for the base attribute numbers this would be +2 to the Dexterity Score and -2 to Charisma Score). |