When you create a new character, you
can play as a Goblin. Goblin use their LOWEST stat, not their
highest, to determine which goblin race-as-class-class they play.
If your Strength is the lowest, your
play a Goblin Stabber. If your Dexterity is the lowest, you play a
Goblin Guard. If your Wisdom is the lowest, you play a Goblin
Catalyst. If your Charisma is the lowest, then you're a Filth Goblin.
Goblin Stabber
Goblin Stabber
d6 health dice
can wear leather armor
saves as Thief
You deal +1 damage for sneak attacks
per level. You get +1 to hit when you go for the crotch or the eyes.
At level 2 level you can jump on a bigger enemy's back and avoid it
from attacking you before it knocks you off again, only works once
per enemy. At level 3 level you can drink (and spit) poison into a
creature's mouth or eyes to give it to them without damage to
yourself. At level level 5 you gain a rat pet that can crawl on
enemies to distract and bite or can spy on things for you.
At level 10 you must steal a human baby
from its crib. You can now take its innocence and you can appear as a
human child at will.
Goblin Guard
d8 health dice
can use anything
you can hold or wear on your small body
saves as Fighter
You are the
biggest and toughest goblin, and you know it. If you bully another
goblin, destroy something of theirs or deal 1 damage in bruises to
them, you get +2 AC for the rest of the day. At level 2 you can step
in the way of an attack aimed at an ally, using your AC and health
instead.
When using a spear
against a larger target, add your level to hit. When using an axe or
club against a target of roughly equal size to you, add your level to
hit. You get +1 to save to avoid getting knocked out of the way by
bigger fighters. At level 6 you can use a barrel as armor and roll
into people to deal 1d6 damage as a charging attack- but you have to
be fat.
At level 10, you
become invited to become a guard for a goblin king. This gets you
close enough to him to one day betray him and become goblin king
yourself.
Goblin Catalyst
d4 health dice
cannot wear armor or shields
saves as Cleric, +1 vs explosions
You may conjure a blast of elemental
energy (fire, ice, lightning) at will, deals 1d6 damage. Targets get
save -1 per your Catalyst level for half damage. Each time you do
this, get a Catalyst point.
If you have Catalyst points > your
level roll a save vs magic or else take 1d6 damage of that element in
an explosion radius centered on you.
At level 2 add +2 to all reaction
checks with elemental creatures. At level 4 your elemental damage
grows to 1d8 and you can sense elementals nearby. At level 7 you can
chain your elemental blasts to targets near the first, but must roll
a cataclysm save each time it chains. Once the chain starts, it won't
stop until a save is made and you have to keep rolling cataclysm
points.
At level 10, you will trap a serious
elemental storm in a jar or urn like a wildfire, tsunami, blizzard,
or lightning storm. If urn is opened or shattered, the storm is
released. Only works once.
Filth Goblin
d8 health dice
cannot wear armor
but can use any weapon
saves as Fighter,
+2 vs disease
As long as you are
covered in something foul smelling and disgusting, you get +1 AC
against regular enemies, +2 AC against elves and those with sensitive
noses, and +4 AC against bite attacks. Whenever you attack a foe with
a rusted or shit-covered blade, they must save at -1 per filth goblin
level or get a minor disease and take 1 damage from the infectious
wound.
At level 3 enemies
take 2 damage from failing your disease save. At level 4 you can now
eat pond scum, slop, or poop to sustain yourself, and do not need to
eat rations; you'll refuse to eat rations unless you are unable to
get at your favorite filth. At level 8 you can jump inside of a
gelatinous slime and use it as a mount, as it will refuse to digest
you or anything you're touching.
At level 10, you
become infected with a brand new disease that never existed before.
It deals at least -1d8 damage to a specific stat and 1 level of level
drain against those who catch it.
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