Oceans of Gold
Ability Scores: +2 Charisma, +2 Dexterity
Speed: 6 squares
Languages: Common, Goblin
Skill bonuses: +2 Stealth, +2 Thievery
Goblin Reflexes: You gain a +1 racial bonus to your Reflex defense.
Goblin Tactics: You can use goblin tactics as an at-will power.
Goblin Tactics – Goblin Racial Power
You avoid your enemy’s blow and cleverly slink past his defenses.
Personal Trigger: You are missed by a melee attack.
Effect:* You shift 1 square.
Play a goblin if you want….
✦ to be a slippery bastard who struggles to overcome his shortcomings as a ‘weaker’ race
✦ to be an outcast with no society or home to speak of, making your own way in the world
✦ to be a member of a race that favors the bard, ranger, rogue, sorcerer, warlock and warlord classes.
New Heroic Tier Feats
Benefit: You gain a +1 bonus to hit Large creatures. This bonus icreases to +2 if the target is bloodied.
Goblin Trading Techniques
Benefit: Grants a +2 on Bluff checks; if the roll is related to related to buying and selling, increase this bonus to +5 instead.
Weapon of Choice
Prerequisite: Goblin, martial class
Benefit: Add 5 to the normal and max range for Javelins, and once per encounter you may throw a javelin from melee range and not incur any attacks of opportunity.
Prerequisite: Goblin, primal class
Benefit: Grants a +2 on Dungeoneering checks; if the roll is related to related to monster lore, increase this bonus to +5 instead.
Prerequisite: Goblin, Warlock
Benefit: Once per encounter, instead of shifting 1 from Goblin Tactics, you may use your Pact at-will versus the attacker that triggered Goblin Tactics. This attack does not provoke an attack of opportunity from that attacker.
Prerequisite: Goblin, Cleric
Benefit: Once per encounter, you may allow an ally to use your Goblin Tactics at-will power when he or she is missed by a melee attack.
Goblin Tactical Master
Prerequisite: Goblin, INT 15
Benefit: Once per encounter, when you are missed by a melee attack, you may forgo using Goblin Tactics and instead allow all allies in a Burst 2 to shift 1 instead.
Prerequisite: Goblin, Ritual Caster
Benefit: You can use Bluff instead of the normal key skill when making skill checks as part of a ritual. If you do so, you take a -2 penalty on the Bluff check. In addition, you can use all ritual components interchangeably.
Prerequisite: Goblin, INT 15
Benefit: You can craft improvised flammable liquids with some spare bits and bobs you have on your person. You can take a minor action to craft a flask of goblin fire. You can only carry one flask of goblin fire at a time. Goblin fire is an alchemical item with the following game statistics:
Power (Consumable • Fire): Standard Action. Make an attack: Ranged 5/10; Level + 3 vs. Reflex; on a hit, the attack deals 1d6 fire damage (2d6 fire damage at 11th level, 3d6 fire damage at 21st level) and ongoing 5 fire damage (save ends).
Goblin Fire cannot be used by non-goblins, and if it is ever in the hands of a non-goblin, it immediately detonates upon them taking a move action.
Carry a Big Stick
Prerequisite: Goblin, STR 15
Benefit: Choose one versatile or two-handed weapon in a category you are proficient with, or a superior versatile or two-handed weapon. You are proficient with that weapon, and you can use that weapon in two hands as if you were a large creature.