Why not? Again - watching the Matt Colville 5e live streamed game has made me think about having a goblin as a PC. I would not want one in my Fallen Empire setting but it might be an interesting idea at some point. So I wrote it up with Mythical Journeys flavor.
The Goblin
Goblins are individually
the weakest of all monstrous humanoids. Even orcs and kobolds look down upon
these pitiful creatures. However, they are shifty, hardy and resourceful, and
they have shown the ability in rare cases to learn how to become adventurers
and not merely adventurer-fodder.
If one were to be
separated from his warren and made to be civilized, he might someday become as
useful as a savage of any of the humanoid races in the Realm of Men, if one were
able to get him to stop eating out of the garbage and stealing everything on
sight.
EDITS: Based on comments on G+ I have made a couple of changes. They are marked in Orange and also corrected on the linked word doc.
The Prime Requisite of the Goblin is Dexterity.
The Prime Requisite of the Goblin is Dexterity.
Goblins must have a minimum Dexterity and
Constitution of 9 when beginning play. They may not have an Intelligence
greater than 14 or a Strength greater than 15.
Arms &
Armor:
A Goblin may use any armor without penalty but it must be sized properly for
him. He may use small weapons such as those a Man could use in one hand, just
like a Hobbit can.
Combat
Ability:
The Goblin uses the Fighter’s Cleric's Attack Matrix line and Hobbit's Saving Throw charts.
The
Goblin’s Class Abilities:
Darkvision:
Goblins
can see perfectly well in the dark out to 60’, but even a candles-worth of light
will spoil this Darkvision.
Static
Hide: Indoors,
a goblin can hide behind even the most pitiful of cover 5-in-6 4-in-6 times. Both are modified by Dex and armor as normal. Outdoors,
he can hide 3-in-6 times. He will always think himself well-hidden regardless. Magical
light will spoil this ability, however.
Split
Move: Goblins
can move up to half their movement rate, make an attack, and then attempt to
move away using up to half their movement (being subject to an attack of
opportunity in melee.) This makes them excellent ambushers, especially from a
distance or from cover.
Pick
Pockets and Move Silently: Pick Pockets allows the Goblin to try to perform
preternatural acts of prestidigitation and Move Silently allows him to move
absolutely and completely silently. Normally, the player can just roll normal
checks to try mundane stealing and sneaking like any other character.
To attempt these skill uses, roll 2d6 and add
Dex bonus. If the result is equal to or higher than the number shown, the check
succeeds. See Table 1.
Surprise
Attack:
When attacking from surprise and within 30’, the Goblin may make one special
attack at +4 that deals double damage on a hit. At level 4, this becomes treble
damage, and at level 8, four-times damage. Unlike the Backstab ability, this
attack does not need to be from behind; only from surprise. This attack only
works against living corporeal creatures with a discernable anatomy.
Goblin
Limitations:
No one likes or respects goblins. Many people would kill him on sight, so he
must be very careful. While all goblins start at level 1 with the Chaotic
alignment, they may change it through play if they wish.
Therefore Goblins receive a -2 to all reaction
rolls except with other goblins or their personal friends; no exceptions.
Click to enlarge |
Get It Here: Goblin Class for Basic.docx
Thanks... I'm saving this. :)
ReplyDeleteThat makes me happy. I hope you can use it or cannibalize it in your next campaigns.
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