House Rule: Goblin as a PC Race
In the Hallras campaign, Goblins are an alien race hailing from the same foreign planet as their slave-masters, the Elfs. The Elfs brought Goblins to this world to mine and explore the many subterranean ruins that share the Last Coast with Hallras.
Goblins stand half as tall as Men, with green skin ranging in color from the brightest lichen to the darkest forest hues. They have exceptionally long ears, enormous eyes, and long mouths full of curved, razor-sharp teeth. They typically have numerous tattoos and piercings all across their lean bodies, and dye and style their hair in ways considered outrageous by Men and Elfs.
Goblins have infravision of 60'. Bright sunlight distracts and discomforts them, but causes no damage. Their long ears and large eyes allow them to detect hidden and secret doors more easily than Men (a roll of 1-2 on a D6), and also grant them a +1 bonus to listening tests.
Goblins cannot use large weapons or wear armor heavier than studded leather. Their small size grants them a -2 bonus to AC versus melee opponents that are of greater size than Men.
House Class: Goblin Mystic
Requirements: WIS 9
Prime Requisite: WIS
Hit Dice: D6
Maximum Level: 9
A Mystic is the closest Goblin equivalent to a Cleric. A Mystic fights, casts spells, and turns undead (that is, repels them with sacrificial life energy) as a Cleric of the same level, and progresses in level as a Cleric, but with an additional 20% experience required per level.
Like Elfs, Goblins do not worship the gods. The magic of Elfs and Goblins is sacrificial in nature; they harness the life energy released by pain and harm, translating that energy into magical effects. Most often, a Mystic can produce magic through fleeting pain without causing herself any lasting harm, but a Mystic may also do more serious harm to herself when the need arises.
This sacrificial magic is not Evil; in fact, a Mystic must be aligned to Good. A Mystic can never cause lasting harm to another creature through her magic. She may cause harm otherwise, but only when her life or the life of an ally is in jeopardy. Additionally, the nature of sacrificial magic is such that a Mystic cannot cast magic upon herself (e.g., cannot heal herself).
Reaching 3rd Level: When a mystic reaches 3rd level, she can harm herself to cast spells she doesn't currently have memorized, provided she could memorize them if she was rested. The spells are cast as if they were memorized, but the Mystic must take damage equal to the spell's level (e.g., a 3rd-level spell requires 3 points of damage). The Mystic must be in a position that allows her to adequately harm herself (e.g., a dagger in hand and the freedom to cut herself). Damage taken to cast spells in this manner cannot be healed magically; only time and rest will heal it.
(Expert-level class features will be presented in a future 'blog post.)
House Class: Goblin Delver
Requirements: DEX 9
Prime Requisite: DEX
Hit Dice: D6
Maximum Level: 9
All Goblins are at home under the earth, but the Delver thrives in subterranean environments. He might be used by his slave-master Elf as a dungeon runner, trap-bait, cartographer, or treasure-hunter.
A Delver fights as a Thief of the same level, and progress in level as a Thief, but with an additional 20% experience required per level.
Dungeon-delving is dangerous work; while all Goblins are considered lucky, only the luckiest Goblins are chosen to be Delvers, and they need that luck to survive a dungeon's traps. A Delver has the special ability Delvers' Luck, which gives a Delver's player a pool of three special, lucky dice per playing session (these dice should be easily identifiable; e.g., they could be a special color). A Delver's player can add one of these lucky dice to any test or effect roll, and may choose to substitute the lucky die for any other die rolled along with it. When a lucky die is used, it is removed from the lucky die pool and retired for the remainder of the play session. Until it is used, it can keep being rolled with other dice. Only one lucky die can be added to a given roll at a time. The lucky dice pool is reset to three at the start of each play session.
A Delver can accurately sense his depth in subterranean environments as it relates to his last position on the surface.
A Delver has the ability to disarm mechanical traps, making a 2D6 test against the trap's rating to determine success (and complications). For every 3rd level the Delver advances (3rd, 6th, 9th, etc.), he gets a cumulative +1 bonus to the disarm test.
A Delver can hide and slowly move while maintaining concealment in subterranean shadows and low lighting, making a standard 2D6 test to determine how well he hid. For every 3rd level the Delver advances (3rd, 6th, 9th, etc.), he gets a cumulative +1 bonus to his concealment test.
Reaching 3rd Level: When a Delver reaches 3rd level, he gains the Sense Precious special ability. Delvers can smell precious metals and minerals within 60', provided flowing air could reach from the source to the Delver. If the Delver concentrates, the player can make a standard 2D6 test to attempt to determine the direction of the source and a rough idea of quantity (e.g., a few coins, a chest's-full, a hoard, etc.). With each 3rd level after level 3 (6th, 9th, 12th, etc.), this sense's range extends cumulatively by 20', and the delver gets a cumulative +1 bonus to the sense roll.
(Expert-level class features will be presented in a future 'blog post.)
(Expert-level class features will be presented in a future 'blog post.)

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