Dusk Goblins (3.5e Race)
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Dusk Goblins
Personality
Dusk goblins rose up from their traditional goblin relatives and chose a more intellectual and social life near the surface. They are called dusk goblins because though they have chosen a surface life they still enjoy the dark and only leave their cavernous dwelling at dusk. They live lives similar to their goblin brethren, but unlike them have chosen a more neutral path to life and practice neutrality most of all preferring neither good nor evil. Dusk goblins tend to be calm and collected and keep to themselves a lot unless they have something important to say or something useful to teach. Dusk goblins also have a love for silver and silver-colored trinkets as well as lunar symbols. Dusk goblins become increasingly invigorated during full moons as well.
Physical Description
Dusk goblins appear just like traditional goblins except that their skin tends to be shades of grey and purple and on rare occasion, black or silver. Their eyes are always aquatic colors ranging from the brightest green to the deepest blue.
Relations
Dusk goblins have trouble getting along with non-goblinoids because of the stigma their fellow goblins have put upon them, but when they can escape the stereotypes of their kind they enjoy trade. They grow various fungi with their night farming and they hunt nocturnal creatures that most other humanoids have trouble encountering and the spices they use in their cooking from the deep woodlands are very unique. Trading these things with other goblinoids as well as other humanoids is mostly how their villages survive. Many dusk goblins join other goblin organizations to make a living and occasionally some will adventure with a group of trusted colleagues they met on the road or during trades.
Alignment
Due to being raised in a structured environment focused on balance, most dusk goblins tend to be Neutral.
Lands
Temperate Forests and Plains.
Religion
Dusk goblins do not take their own religions too literally but worship the moon metaphorically as a symbol of order and balance. They know the other humanoids prefer the sun and they prefer the moon and they see the cycle as a perfect example of what they should do as people. Morality is cyclical to them and they believe in their own form of karma. If you slay an innocent, expect to be slain and if you give to the poor expect to be helped in a time of dire need. Karmic teachings of the dusk goblins are also why they tend to lean towards being lawful and good more than their brethren, although their innately dark natures tend to keep them in the neutral zone.
Language
Dusk goblins speak Goblin and the more educated of them also speak Common or other humanoid languages.
Names
Dusk goblins acquire names by having one parent choose a single syllable name and the other parent chooses another single syllable name. The two names are combined by a shaman that oversees the birth and bestowed upon the child. Surnames tend to be actions combined with objects found in nature such as "Moongazer" or "Treewalker." This is why most all dusk goblins have two syllable first names derived from what other people might think was jibberish, but a last name similar to elves.
Example Names: Valstrom, Atka, Mubor, Sonvesh, Maktuu, Onbar, Grumo, Muushik
Racial Traits
- +4 Dexterity, -2 Constitution
- Humanoid (Goblinoid):
- Small-sized: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 of those of Medium characters.
- Dusk goblins' base land speed is 30 feet.
- Darkvision out to 60 feet.
- Racial Skills: A dusk goblin has a +4 racial bonus on Move Silently checks.
- Spell-Like Abilities: 1/day—speak with animals (canines and nocturnal mammals only, duration 1 minute). A dusk goblin with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + dusk goblin's Cha modifier + spell level.
- Automatic Languages: Goblin, Common.
- Bonus Languages: Dwarven, Elven, Gnoll, Orc, Sylvan.
- Favored Class: Ranger
Vital Statistics
Adulthood | Simple | Moderate | Complex |
---|---|---|---|
12 years | +1d4 | +1d6 | +2d4 |
Middle Age1 | Old2 | Venerable3 | Maximum Age | |
---|---|---|---|---|
28 years | 42 years | 56 | 88 years | |
|
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Male | 2' 10" | +2d6 | 60 lb. | × 1 lb. |
Female | 2' 5" | +2d6 | 50 lb. | × 1 lb. |
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