Zodt is small, even for a goblin, and his skin is dark green. Scraps of armor can be seen under his dark blue clothing, and he appears to carry no weapons.
Zodt grew up in the Birdcruncher tribe of Varisia, and used his skills to sneak up on the seagull nests on the cliffs to get the best game. Sometimes he'd run into a big cat with the same idea, but he was usually so good at sneaking he could take the cat out and drag it home too. Unfortunately, one big cat got the best of him, scratching him up pretty badly before knocking him off the cliff and into the water. He floated away, and still hasn't found his way back home. He uses his skills at sneaking and stealing to make some money on the side among the tallfolk, and he isn't really sure he wants to go back to the tribe anymore...
While wandering about from city to city making coin, his "minor" crimes caught up to him. It would seem that humans have very different views on murder, manslaughter, horseslaying, dogslaying, and arson.
HP: 10
AC:19 =10 + 1 SIZE + 5 DEX + 3 ARMOR
Init: +5
Resist: first 1d6 fall damage converted to nonlethal
SAVES F: +1 +0 +1 CON
R: +7 +2 +5 DEX (+2 to avoid unexpected falls)
W: +0 +0 +0 WIS
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.
Feat and Skill Racial Traits
Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.
Movement Racial Traits
Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)
Senses Racial Traits
Darkvision: Goblins see perfectly in the dark up to 60 feet.
Class Abilities:
Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.