Post by Orbak the Monster on Sept 16, 2013 18:07:05 GMT -5
=Bilgewater Goblin=
Originally, the slaves of jungle trolls on the Isle of Kezan, the goblin race was forced to mine kaja'mite ore out of the volcanic bowels of Mount Kajaro.
The trolls used this potent mineral for their voodoo rituals, but it had an unexpected effect on the slaves who were in constant contact with it: kaja'mite generated a startling new cunning and intelligence in the goblins. Crafting their own powerful artifacts of engineering and alchemy in secret, the goblins soon overthrew their oppressors and claimed Kezan for their homeland. The mines that had been their prison, their slave camp and the base of their rebellion now became the city of Undermine. Weaving through the heart of the island in a dizzying network of tunnels, vaults and lava tubes; Undermine epitomizes the goblins' unpredictable, complex mindset.
The goblins' natural greed soon lifted them to prominence as masters of mercantilism. Trade princes arose during the First War as the cleverest goblins learned to take advantage of the strife. Great fortunes were amassed, and the Isle of Kezan became a hub for fleets of goblin trading ships. One of the trade princes agreed to lend his faction's services to the Horde in the Second War. Following the Horde's defeat, the goblins learned from their colleague's failed example, and soon they realized that their profits could double if they weren't stuck in such a restrictive relationship. By the end of the Third War, goblins were providing weaponry, vehicles, and devious services to both the Horde and the Alliance. This wouldn't last forever...
Recently, the goblins of Kezan have found a new enemy in the Alliance – unexpected and unprofitable encounters with this faction have driven certain trade princes from their comfortable neutrality. Reforging old pacts with their one-time allies, the goblins have been welcomed into the Horde with open arms.
- Goblin Racial Traits - (RP: 7)
- +2 Dexterity, +2 Intelligence, -2 Wisdom. Goblins are quick and adaptive, but their love of explosions makes it clear that they're not very wise.
- Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
- Type: Goblins are humanoids with the goblin subtype.
- Base Speed: Goblins have a base speed of 30 feet.
- Languages: Goblins begin play speaking Common and Orcish. Goblins with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Traits: (6 RP)
- Better Living through Chemisty: Goblins gain a +2 bonus to Craft: Alchemy checks, and can make a potion of up to fourth level with the Brew Potion feat, rather than up to third level. If the goblin is an alchemist, they gain an extra bomb per day.
- Best Deals Anywhere: Goblins are born merchants, and recieve a 10% discount on whatever they wish to purchase.