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===4e Stats=== Like in 3e, the goblin appeared as a PC class in the [[Monster Manual]] for 4th edition. However, like all such races in 4e, its statblok there was...serviceable, but underwhelming. However, one of the last sourcebooks of that edition to be published, "The Dungeon Survival Handbook", brought them back as an official race, and boy were they beefy! <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::+2 Dexterity, +2 Wisdom OR +2 Charisma ::Small ::Speed 6 squares ::Low-light vision ::+2 Bluff, +2 Stealth ::Goblin Reflexes: +1 to Reflex defense. ::Racial Power - Goblin Tactics: At will, as an immediate reaction to being missed by an enemy melee attack, you can shift 1 square. </div></div> The biggest boost that the DSHb gave, besides the flexible mental ability score boost, was a selection of racial feats and racial utility powers, both of which really strengthened the goblin's mechanics and thematics. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the list of goblin racial traits <div class="mw-collapsible-content"> ''Goblin Racial Feats:'' * Ankle Biter: +1 feat bonus per tier to damage rolls vs. creatures larger than you, +1d6 damage on critical hits against creatures larger than you. * Desperate Goblin Tactics: When bloodied, Goblin Tactics lets you shift 3 squares. * Goblin Feint: When you use Goblin Tactics, you gain Combat Advantage against the triggering enemy until the end of your next turn. * Shadowcreeper: Requires [[Assassin]] class. When you use Goblin Tactics, you shift 2 squares and gain Partial Concealment until the end of your next turn. * Sneaky Stabber: Requires [[Rogue]] class. When you deal Sneak Attack damage to an adjacent foe, reroll any damage rolls of 1 until you get a result higher than 1. * Wrist Biter: When you use Goblin Tactics, the triggering enemy takes 1d4 damage per your character's tier before you shift. ''Goblin Racial Utility Powers:'' * Fast Filch: At-will. When adjacent to a creature granting combat advantage, as a minor action, you can make a Thievery check to pick its pocket or perform sleight of hand. Level 2. * Leg Up: Encounter. When adjacent to a creature, as a move action, you can jump your speed horizontally or up to 10 feet vertically. Level 2. * Little Green Lie: Encounter. If you fail a Bluff, Diplomacy or Intimidate check, you can re-roll the check as a free action. If it was a Diplomacy or Intimidate check, you can use your Bluff modifier instead. Level 2. * Living Shield: Encounter. If you are hit by an enemy melee or ranged attack whilst adjacent to an ally, as an immediate interrupt, you can shift 1 square and transfer the hit to that ally. Level 6. * Unwitting Guardian: Encounter. When adjacent to a Medium or larger creature, as a move action, you can can shift 1 square to enter the target's space, occupying it until the end of your next turn and being hidden from all creatures except the target. Level 6. * Down and Through: Encounter. As a move action, choose a Medium or larger enemy adjacent to you and shift up to 5 squares to a different square adjacent to that creature; you can move through its space during this shift. Level 10. </div></div>
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