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The prime requisites for a Goblin are Strength and
Dexterity. If a Goblin has a score of 13
or greater in both Strength and Dexterity, the character will gain a 5% bonus
on earned experience points. If the
Goblin's Strength is 13 or greater and his or her Dexterity is 16 or greater,
that character will gain a 10% bonus on earned experience.
RESTRICTIONS:
Goblins use six-sided dice (d6) to determine their hit points. They may advance to a maximum of 10th level
of experience. Goblins have the
advantages of both fighters and thieves.
They may fight with any kind of weapon, except two-handed or polearms other than spears, and while they can wear any type
of armor they can only use their thief skills when wearing leather armor or lighter and
may not use shields. Goblins advance in combat ability as a Cleric. Due to their infravision Goblins suffer a -1 to attack rolls made while in full daylight. Goblins must have a
9 in both Strength and Constitution.
SPECIAL ABILITIES: Goblins have infravision and can see up to 90 feet in total darkness. When striking unnoticed from behind, a Goblin gains a bonus of + 4 on "to hit" rolls and inflicts twice the normal amount of damage. A Goblin's training includes learning how to pick pockets, climb steep surfaces, move silently, hide in shadows, open locks (with a set of lock picks or burglar's tools), remove small traps (such as poisoned needles), and how to hear noises better than most humans. As a Goblin progresses in level, he or she becomes more proficient in these "thiefly" skills. Use the same table as thieves for determining a Goblin's success in each category (depending on his or her level of experience). Goblins save as Fighters of the same level.
Advancement:
Level
|
||
1
|
0
|
Goblin Apprentice
|
2
|
1,200
|
Goblin Footpad
|
3
|
2,400
|
Goblin Robber
|
4
|
4,800
|
Goblin Burglar
|
5
|
9,600
|
Goblin Cutpurse
|
6
|
20,000
|
Goblin Sharper
|
7
|
40,000
|
Goblin Pilferer
|
8
|
80,000
|
Goblin Thief
|
9
|
160,000
|
Goblin Master Thief
|
10
|
280,000
|
10th level Goblin Master Thief
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
Goblins do not establish domains or build castles or
strongholds like other characters.
However, upon reaching 9th level (Goblin Master Thief), a Goblin may
construct a hideout (a cave network, take over a dungeon level or fortify a
house in a city and so forth). A Goblin
that has constructed a hideout will attract 1-6 1st level thieves who have come
to learn under a master. Additionally, a
bodyguard like that of a Goblin King's of 1-6 Goblins will be made available to the character as
well. This bodyguard will also act as
muscle for the character's underlings as well.
Wait a minute! Didn’t you say last time that Race as Class
characters are always portrayed as Fighting Men? Actually I said through the prejudice of Race
as Class is that those character were equivalent to Fighting Men and this is
still largely true of the Goblin as, like any other thief PC, a goblin can
forego its thieving skills to use better armor.
But I wanted a class to represent goblins as viewed in my campaign, as
the thievin’, larcenous, take-it-if-it’s-not-nailed-down buggers that they are
(sort of like kenders, but more honest about it).
Cool! Greyskins not greenskins!
ReplyDeleteBy my reckoning your first goblin is actually a kobold. Looks like the Tony DiTerlizzi illustration of the kobolds in "Dragon Mountain".
ReplyDeleteHaving said that, he does look like this guy's little cousin so maybe it's a multi-purpose image: http://diterlizzi.com/home/wp-content/gallery/games/hob_0.jpg