Goblin

Found in almost any region of the mainland, goblins are a young race relative to the major races of Fynn. They are known for their brutality and lack of remorse, most races view goblins as a plague in any region that they are found in, especially dwarves who have historically engaged goblins in constant war until they are purged. Despite their assumed primitive mindset, several goblin tribes came together and founded the vast goblinoid city of Greystone in the long abandoned mines near Goldcliff. There, government, culture and society (even some art) became commonplace in a large population of goblinoids. While most goblins still exist outside of the great goblin city, the city has given something the nearby dwarves and elves thought (and hoped) was never possible: an organized coalition of goblins.

Creating a Goblin
Feat and Skill Racial Traits Movement Racial Traits Senses Racial Traits
 * Ability Score Racial Traits: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
 * Type: Goblins are humanoids with the goblinoid subtype.
 * 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 CMB and CMD, and a +4 size bonus on Stealth checks.
 * Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
 * Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.
 * Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.
 * Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)
 * Darkvision: Goblins see perfectly in the dark up to 60 feet.