Tuesday, December 31, 2019

OSE Class: Goblin

So there are a lot of different versions of goblin classes but I wanted to go ahead and throw my hat in the ring as well. The approach I took was using the Halfling class as a base and working off of that. I find "weird" classes to be appealing and the idea of being able to do an all Goblin group is especially interesting to me. Without further ado, here is the Goblin!


Goblin
You are not like the others in your clan. For one reason or another, you didn't fit and it was leave or die. So you left and now are trying to find your place in a world that loathes you.
Requirements: Minimum DEX 9 and CON 9
Prime Requisite: DEX
Hit Dice: 1d6

Armor: Appropriate to Size
Weapons: Appropriate to Size (no 2 handed weapons)
Languages: Common, Goblin
Saves: Halfling
Level Progression: Halfling
Features:
  • Defensive Bonus: Due to small size, they gain +2 bonus to AC when attacked by large opponents (larger than human sized).
  • Hiding: 
    • Dungeons: Goblins can hide with a 90% chance of success. 
    • In the Woods or Undergrowth: 2-in-6 chance of success.
  • Detect Trap: 2-in-6 Chance.
  • Infravision: Can see 60’ in the dark.
  • Light Sensitive: -1 to-hit in full daylight.
  • Outsider: Goblins suffer -1 on Reaction Rolls when interacting with NPCs if their true nature is revealed.
  • Compulsion: Goblins have poor impulse control. Choose or Roll 1d6 to determine their compulsion- 
    • 1- Eccentric Speech: Speaks strangely such as only in 3rd person, sentences out of order, only in rhyme or riddle. 
    • 2- Borrower: “Borrows” small things from places they visit and people they meet. 
    • 3- Raw: Only eats raw bloody meat. 
    • 4- Dysmorphic: Believes that they are something other than a goblin.
    • 5- Fear: Afraid of non-threatening things such as children, small dogs, dolls, etc. 
    • 6- Superstitious: Holds strange personal beliefs and rituals that must be appeased or suffer -2 to all Mental checks each day they do not do it.

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