Callagea: (Dis)Unity in the Shattered Lands
Type: Humanoid (Goblinoid).
+2 Dexterity, -2 strength, +1 Constitution, -1 Charisma.
Small: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
Base Land Speed: 30
Vision: Darkvision 60 feet. This vision is physical limited color.
—Goblins are sneaky, and have a long tradition of ambushing the unaware.
Guerilla warfare. If making no other attacks on its turn, a goblin may make a single ranged attack and move up to half it’s base speed afterwards as a standard action. This move allows for a hide check after the movement with only half of the normal sniping penalty. The target will know your general direction but not your location if successful.
— Goblins attack in groups.
Swarm Tactics: A goblin adds +2 to its attack rolls if at least 2 allies are adjacent to its target. this is in addition to any flanking bonus.
—Goblins have trained to seek the weak spots of larger creatures.
Fury of the Small: A goblin may add an additional die to its damage roll against a creature larger than itself a number of times per day equal to its dexterity modifier. (minimum 1)
The Cold Burns: While not restricted from entry into Cold Iron warded buildings, Goblins do take 1 additional damage from a Cold Iron weapon that bypasses all resistances. (Only the additional damage bypasses resistances.)
Wolf Riders/Adept Hiders: +4 racial bonus to Ride, Move Silently, and Hide Checks.
—After millennia of torture at the hands of their Unseelie masters and being ordered into battle against superior foes, Goblins know that sometimes the best option is to run and regroup.
Tactical Retreat: As a full round action, a goblin may declare a tactical retreat a number of times per day equal to their Int modifier (minimum 1). The Goblin then moves 3x it’s base speed in any single direction, ( in other words a straight line, and must use its full movement unless prevented by terrain), but cannot end their movement within 40 feet of an enemy unless there is nowhere else to move. During this retreat, the Goblin gains +4 AC vs opportunity attacks. The Goblin cannot make opportunity attacks itself until its next turn. This ability works while mounted using the mount’s base speed.
—And sometimes just to run, after all sometimes you only need to run faster than the slowest Goblin.
Professional Cowards: Goblins will run when things look dire, -4 racial penalty to morale checks and fear saves.
Automatic Languages: Goblin, One human of Choice. Bonus Languages: Elven (Unseelie), Sylvan (Unseelie). Draconic, Giant, Orc, any Human.
Level Adjustment: +0.