Goblin (Sharktooth)

Physical Description
Widely thought to be a corrupted or monstrous relative to Gnomes, Goblins of all kinds have exaggerated features and heads disproportionately sized to their bodies, though Sharktooth Goblins in particular have large and toothy maws full of the serrated teeth that are their namesake. Like Gnomes, Goblins frequently have large eyes, noses, and/or ears, though Goblin ears are usually tattered flaps of skin and cartilage instead of pointed or Human-like. Unlike Gnomes, Goblins lack body or facial hair, eyebrows, or, in many cases, scalp hair. Goblin skin is tough and leathery, but its most distinctive feature is the dark and jagged swirls radiating from their lower backs, wrapping partway around their bodies and extending fully down their arms and legs. The similarity between Gnomish and Goblin Fey Marks is the strongest evidence of a shared lineage, though Gnomes and Goblins alike tend to be irritated and insulted by any comparison to the other.

Goblins have a degree of sexual dimorphism nearly identical to Humans after accounting for their smaller statures and body mass.

Game Rules

 * +2 Dexterity, -2 Strength, +2 Intelligence: Sharktooth Goblins aren’t strong, but they are stealthy and cunning.
 * Goblinoid subtype: Sharktooth Goblins may be a different breed of Goblin, but they still are Goblins in every way.
 * Small: As Small creatures, Sharktooth Goblins gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a -1 penalty on their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks, but must use smaller weapons than Humans use, and a Gnome's carrying limits are three-quarters that of a Medium character.
 * Base Land Speed: 30 feet
 * Darkvision (Ex): Sharktooth Goblins have darkvision out to 60 feet. (Darkvision 60’ - 2 RP)
 * Biter (Ex): Sharktooth Goblins are aptly named for the maw of razor-sharp teeth in their heads.  Sharktooth Goblins have a natural bite attack that inflicts 1d4 Piercing and Slashing damage plus half the Sharktooth Goblin’s Strength modifier.  Sharktooth Goblins that fight with weapons favor the use of manufactured weapons and can use their bite attack in addition to their full-attack routine with a -5 modifier on the attack roll from their highest attack bonus. (Natural Weapon - 1 RP)
 * Beastie Buddies (Ex): Sharktooth Goblins have a +2 racial bonus on Ride and Handle Animal checks thanks to their extensive history of capturing, taming or “taming,” and riding a wide variety of exotic and oftentimes dangerous creatures no one else is stupid or crazy enough to try. (Skill Bonus, 2 applications - 4 RP)
 * Filthmonger (Ex): Sharktooth Goblins have a +2 racial bonus on all saving throws against poisons, diseases, and magical effects that mimic or create poisons or diseases.  Living in horrid squalor with wild beasts has gifted Sharktooth Goblins with powerful immune systems. (Variant on Plagueborn - 1 RP)
 * Lurker (Ex): Sharktooth Goblins excel at ambushes, and have a +2 racial bonus on Stealth checks.  This is in addition to the bonus granted by their Small size. (Skill Bonus - 2 RP)
 * Automatic Languages: Goblin
 * Bonus Languages: Any Trade Language, Elven, Giant, Gnomish, Gnoll, Orcish