GENERAL: High goblins are not a unique race. They are a breed of goblin that typically lead goblin tribes and are of the purest brood for the race. Most goblins have within them a trace of this slightly more powerful lineage, but very few understand how to use it to their advantage.
PHYSICAL DESCRIPTION: High goblins appear the same as other goblins and are indistinguishable from normal goblins to any other races, although goblins do have a “sense” if a high goblin is present. These veracious eaters win the respect of goblins by noticing food more often and being the last to retreat from danger. They tend to make good scouts for adventuring parties and many of the more civilized high goblins have gained solid reputations as being such.
RELIGION: High goblins do not have a unique society but instead lead goblin tribes. Whatever religion is prevalent within the tribe is what religion they follow. Those that are a bit more educated and civilized seek gods of battle or strength to worship, although some do favor gods of nature or hunting.
Small: High goblins are Small creatures and 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.
Fast: High goblins are fast for their size, and have a base speed of 30 feet.
Fearless: High goblins receive a +2 racial bonus on all saving throws against fear.
Darkvision: High goblins can see in the dark up to 60 feet.
Hide and Seek: +2 racial bonus on Perception and Stealth checks.
Weapon Familiarity: High Goblins are proficient with dogslicers and morningstars.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc. As with all races of the island, high goblins may devote two (2) language slots to study a language not listed here.
SNOGARD ISLAND HIGH GOBLINS: It has long been believed that goblins are much like cockroaches-they live anywhere they can survive. When the original group were banished to the island, of course they found goblins already there, and of course there were many battles with those goblins tribes. After much time and many deaths on both sides, tensions eased and the goblin tribes kept more to themselves to preserve their future on the island. While there are “normal” goblins within the tribes still present, only the high goblins have any taste for leaving the island and seeing what the rest of the world has to offer.
ABILITY SCORE MODIFICATIONS: +2 Dexterity, +2 Wisdom –2 Charisma