Prime Requisite: Strength
Other Requirements: Maximum Charisma 13
Experience Bonus: 5% for a Strength of 13 or more
Hit Dice: d6
Maximum Level: 8
Armour: Any, if sized for Goblins, usually salvaged
Weapons: Any small melee weapon, short bow, light crossbow
Special Abilities: Infravision, defensive bonus vs. large creatures, direwolf affinity, sunlight sensitivity

Goblins are diminutive humanoids with long noses, large pointed ears, skin with a green tinge, and large red eyes with no iris. An average Goblin is 4′ high and 90 pounds. Goblins live in the broken and abandoned corners of the world. They can be found in dungeons, ruins, or anywhere away from civilization. They frequently shave themselves hairless due to a particularly vile strain of lice that is exclusive to Goblins and Hobgoblins that is endemic and extremely uncomfortable. Their culture is plagued with conflict and war so there are few Goblin smiths of any kind, most of their gear is salvaged.

Goblin Level Progression

LevelXPTHACODeathWandsParalysisBreathSpell
10191314131615
22400191314131615
34800191314131615
410000171213111413
520000171213111413
640000171213111413
780000151112101212
8160000151112101212

Class Details
Prime Requisite: Even though Goblins are not known for their physical strength, however their culture is poisoned with violence and combative one upsmanship, and the strongest Goblins become chiefs. A Goblin with a Strength greater than 13 receives a 5% bonus to XP.
Maximum Scores: A Goblin can have a charisma no greater than 13. Goblins are crude, violent, rapacious, and usually suffering from some sort of psychological derangement from the stresses of their culture. There are no Goblin diplomats.
Hit Dice: A goblin PC rolls d6 for hit points, and receives normal Constitution bonuses to hit points.
Armour: A goblin can wear any armour sized to their diminutive frames. This armor is usually salvaged from graveyards, the aftermath of battles and stripped from their victims. Armor sized for a halflings will fit them, but dwarven and elven armor is too big for them.
Weapons: A goblin can use any small melee weapons and may use short bows and light crossbows.

If a Goblins is going to follow a class that is not the default race class, the following abilities are adjusted, and the adjustments to stats and hit dice are as follows:
STR: -3
INT: -1
WIS: -1
DEX: +2
CON: +1
CHR: 0
Hit Dice Adj: -1 step smaller
XP Adj: -10%
A goblin will retain infravision and defensive adjustments due to size and sunlight sensitivity penalties, but will lose dire wolf affinity. There are no charisma limitations if a Goblin takes on a non-racial class.

Special Abilities
Combat Bonus
Goblins gain a -2 bonus to armor class when attacked by creatures larger than man-sized. (i.e., an AC of 6 becomes a 4) A creature is larger than man-sized when it is referred to as “giant”, “gargantuan”, or “enormous” in a monster description. If there is no way to tell from the description, a monster can be assumed to be larger than man-sized if it has 4 or more Hit Dice.
Infravision
Goblins have infravision up to 90′. This ability to see heat is in addition to normal vision and doesn’t work in the presence of normal or magical light. With infravision, warm things appear red and cold things appear blue. There is not much detail that can be discerned, a creature would be a red shape leaving reddish footprints, and a cool pool of water would be a deep blue color. Infravision cannot be used to read and you need to be within 10′ to be able to recognize an individual.
Dire Wolf Affinity
Goblins are able to train and ride Dire Wolves. When encountering Dire Wolves, add a +2 to the monster reaction roll. At 4th level, a Goblin PC can summon a Dire Wolf mount. If the Dire Wolf dies, an new Dire Wolf cannot be summoned for another 10 years in the game time.
Retainers
Goblins are seen as vermin by most races, even other Goblinoids that are bigger then they are. A Goblin PC may only hire retainers that are other Goblins.
Sunlight Sensitivity
Goblins are nocturnal. If they are in full sunlight, they roll to hit rolls and saves at a -1 penalty and have a +1 penalty to AC. If a goblin makes it to 6th level in their class, they can overcome this penalty. Goblins… always shaking their fist at the sun.

After reaching 8th level:
A Goblin can establish a lair in a dungeon or ruin an declare himself Chief. This will attract 2d6 Goblins of the fantasy monster type as retainers. There is a 20% chance of each of those goblins being Wolf Riders.