Goblin

History
Bred as servants of the Nol-Rodan civilization during the prehistory age of Centros as servants. Although Cyclops are now on the verge of extinction, Goblins have become more abundant than all other races on Anor Mundus.

Only their short lifespan, propensity for accidents and their sycophantic nature making them parasitic to other civilization keep them in check.

Description
Goblins are short green skinned humanoid with oversized heads tiny red eyes and short rough hair. Goblin teeth and nails are sharp, typically dirty and crooked. Most goblins have questionable hygiene.

Goblins are particularly known for being energetic, excitable, and insatiably curious. Although they are rarely afraid of people, they are naturally sycophantic and prefers being followers than leaders.

Goblins are well known (and disliked) for their shrill pitched voices as well as a rapid word debit when speaking.

Goblins are extreme omnivores and will eat virtually anything, including carrion or other spoiled food with ravenous appetite. Even inedible matter can often be chewed on by hungry goblins.

Culture
Goblins live in large chaotic clans with very little organization and most goblins doing whatever they wish with little thoughts for others. Goblins however are naturally social (if unbearable to other races) and almost always avoid solitude.

Goblins typically live in cramped warrens away from polite society; in sewers, abandoned buildings or improvised dugouts. Although every goblin will have a minimal space assigned to them, goblin ideas of personal property are loose at most.

Goblins are often found working whatever job they can for other species and are an easy source of cheap labor for those willing to endure their curiosity, unbearable attitude and the occasional terrible decision.

Classes
Goblins are not only extremely deft and agile but also have a loose idea of property, many of them are drawn to thievery. Their intelligence and curiosity can make them exceptional alchemist and wizards, provided they do not get bored and move on. Despite their size and strength, many Goblins become barbarians, losing themselves in the rush of adrenaline and rage.

Few are goblins who willingly pursue religion on their own, most often they follow the religion of others around them or are entrusted powers by spirits or other divine powers. When faith does call them, Goblins typically follow similarly chaotic powers.

Goblin "Cuisine"
Goblins are reputed for their cuisine, which is repulsive to most other intelligent beings (or sensible animals.) Rats, pigeons and other vermin feature prominently as well as foraged scraps from the table and trash of whichever species they live around. Insects are commonly eaten; dried or toasted as portable snacks.

Goblins on the other hand tend to find 'civilized' food repulsive, craving the taste of foods gone sour. Choice Goblin foods are heavily aged and fermented as a result. Goblin alcohol is notably potent and vile.

Ability Scores
Goblins are quick on their feet and quite cunning. They are however foolish and puny. (+4 DEX, +2 INT -2 STR -2 WIS)

Traits

 * Size: Medium
 * Speed: 30'
 * Fearless: Goblins a +2 racial bonus on all saving throws against fear effects.)
 * Plagueborn: Goblins gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
 * Sneaky: Goblins gain a +4 racial bonus on Stealth checks.
 * Stalker: Perception and Stealth are always class skills for goblins.

Alternate Traits

 * Climber: These Goblins have a climb speed of 10 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants. This replaces Plague Born
 * City Scavenger: Goblins who live within the boundaries of human cities survive by scavenging for refuse and hunting stray animals. Goblins with this trait gain a +2 racial bonus on Perception and Survival checks, and can use Survival to forage for food while in a city. This trait replaces Stalker.