Goblin | Half-Goblin | Humanoid |
Half-goblin characters are the unlikely offspring of goblins and humans (and sometimes elves). The wide social and cultural gap between a goblin and a member of the larger folk of Riadus is sometimes overcome through genuine affection, though such romances rarely last long. Most half-goblins are actually several generations removed from a half-goblin who had a full blood goblin and full blood human for parents. Though such “half” goblins are actually only 1/3 or 1/4 or even 1/8 goblin (or human), they tend to carry the same physical traits and are treated as half-goblins by both goblins and humans.
If it weren’t for their long, pointed ears, odd colored skin (which can vary as much as any goblin’s) and sharp teeth, most half-goblins could easily pass for human. Half-goblins tend to be several inches shorter than humans and often appear youthful throughout their lives, even into old age.
You Might…
- Ignore, embrace or actively counter the common stereotypes of half-goblins.
- Rush into action before fully taking stock of the entire situation.
- Speak, think, and move quickly, and lose patience with those who can’t keep up.
Others Probably…
- Struggle to understand your motivations or adapt to your rapid changes of direction.
- Underestimate your strength, endurance, and fighting prowess.
- Assume you are just a taller goblin.
Other Halves
By default, half-elves, half-goblins and half-orcs descend from humans, but your GM might allow you to be the offspring of an elf, orc, or different ancestry. In these cases, the GM will let you select the half-elf, half-goblin or half-orc heritage as the heritage for this other ancestry.
Human Heritage
Half-Goblin
One of your parents was an goblin, or one or both were half-goblins. You have a deep blue or green tint to your skin and other indicators of goblin heritage such as wide pointed ears and sharp teeth. You gain the goblin trait, the half-goblin trait, and low-light vision. In addition, you can select goblin, half-goblin, and human feats whenever you gain an ancestry feat.
Half-Goblin Feats
1st Level
Blend In | Feat 1 |
Half-Goblin |
Your half-goblin lineage is subtle enough that you look barely different from either other humans or goblins, and you’ve learned to use that to your advantage. Choose Human or Goblin. If you choose Goblin, your size changes to Small. You gain a +4 circumstance bonus to Impersonate checks to pretend you are a full blooded member of that ancestry. Observers are never granted circumstance bonuses to Perception checks due to you Impersonating this full-blooded ancestry, and you never take circumstance penalties due to you Impersonating this full-blooded ancestry. You gain the trained proficiency rank in Deception (or another skill of your choice, if you were already trained in Deception).
Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.
Goblin Sight | Feat 1 |
Half-Goblin |
Your goblin blood is strong enough to grant you the keen vision of your goblin forebears. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only.
Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.
More than Half | Feat 1 |
Half-Goblin |
Your goblin blood runs particularly strong, granting you features far more goblin than those of a typical half-goblin. You may also have been raised among goblins. You gain the benefits of the goblin heritage of your goblin parent or ancestors. You typically can’t select a heritage that depends on or improves a goblin feature you don’t have. In these cases, at the GM’s discretion, you might gain a different benefit.
Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.
Socially Inclusive | Feat 1 |
Half-Goblin |
Your dual human and goblin nature has given you a unique perspective, allowing you to bridge the gap between humans and the many ancestries who humans view as monsters or pests. You gain a +1 circumstance bonus to Deception, Diplomacy and Intimidation checks against humanoids that are marginalized in human society (at the GM’s discretion, but typically at least including goblins, kobolds, orcs, and wulfen). You also gain this bonus on Perception checks to Sense the Motives of such creatures.