Goblin

The goblins are the smallest of the goblinoids, and typically act as spies, assassins, or archers within the goblinoid forces. Their small size allows them to easily go undetected, and in large-scale it is not an uncommon strategy for them to sneak behind enemy forces and lay traps.

Goblins are the highest population of the goblinoid races, and less-skilled goblins are commonly used as low-ranking grunts, or basic laborers. It is rare for a goblin to take on a leadership position, and most who wish to leave the rule of the hobgoblins will strike out on their own. The few goblin-only settlements are typically small, and easily taken over should someone have the desire to do so.

Biology
Goblins are small, with large, pointed ears like most goblinoid races. Their mouths are often formed into a perpetual sneer, regardless of their expression. Their skin is usually gray or green, with red or orange eyes. Goblins are often bald, for those that do grow hair, it is usually black, gray, or brown.

Racial Traits
- Ability Score Modifiers (2 RP): Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, -2 Strength, and -2 Charisma.

- Size (0 RP): 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 CMB and CMD, and a +4 size bonus on Stealth checks.

- Type (0 RP): Gblins are humanoids with the Gobinoid subtype.

- Base Speed (0 RP): Goblins have a base speed of 30ft.

- Languages (0 RP): Goblins begin play speaking Common and Goblin.

- Sneaky (2 RP): Goblins gain a +2 racial bonus to Stealth checks.

- Kneecapper (1 RP): Goblins gain a +4 racial bonus on combat maneuver checks to trip an opponent.

- Ancient Foe (3 RP): Goblins gain a +2 dodge bonus to AC against humans a +2 bonus on combat maneuver checks to trip humans.

- Darkvision (60ft) (2 RP)