Oh hey!
I found some original goblin classes in an old folder in my PC. Their concept revolved more or less on making weird noises at the table so each one of them has a little something in this sense going on for them.
BY NO MEANS BALANCED.
Also, these were meant for Lotfp, but you know... OSR and stuff, use it however you like. Here we go, i guess:
Hobgoblin:
Some goblins are not born like the others. Hobgoblins
are fairly common mutations within goblin folk, stronger and bulkier; they are
the prime warriors of their tribes.
Hit
Die: d8
Saving
Throws: As Fighter
Attack
Bonus: As Fighter
EXP: As Fighter
Illiterate:
Goblins are scared of
written words, they think that writing steals their ideas, therefore, they may
learn any spoken language, but not written.
Medium
Sized: Differently than his
fellow kin, the Hobgoblin is medium sized and may wield weapons and wear armor
as a medium creature normally.
Brute:
The Hobgoblin has +2 to damage rolls.
War
Drum:
The Hobgoblin spends an action to growl and use his
shield or weapon as a drum to intimidate enemies (if the player makes grunting
noises while hitting the table, consider giving his action some kind of
benefit). Enemies within 30’ must Save
or have their AB reduced by 2 for the round.
Improvised
Weapon Master:
Hobgoblins know how to make effective use of almost
anything to harm others physically, even surpassing their ability with
conventional weapons at higher levels.
LVL 1: improvised weapons deal 1d4 damage
LVL 3: 1d6 damage
LVL 5: 1d8 damage
LVL 7: 1d10 damage
LVL 9: 1d12 damage
Shields
Shall be Splintered in your Face:
The Hobgoblin may choose to break his shield OR a
wooden weapon in his enemies’ face, leaving them knocked out for 1d3 rounds.
Roll the attack as normal, if it connects, the aforementioned effects take
place. This feature may only be used against opponents of HD lower than the
Hobgoblin’s level. (If the player screams like a hobgoblin while doing this,
the attack has +2 to hit).
Skirmish
Tactics:
The Hobgoblin may spend the full round to command an
ally in combat. His ally will have a +2 to their next roll if he acts on the command.
The
Goblin Commoner
A goblin living the goblin’s life. This is the common
exemplar of goblinkind: not exactly a hunter, nor a warrior nor a spiritual
type. They usually do the basics in society, such as building homes, taking
care of babies and cooking.
Hit
Die: d6
Saving
Throws: As Thief, but 1 point worse in everything.
Attack
Bonus: As Thief
EXP: As Thief
Stealth:
: LVL 1 (3 in 6). LVL 4
(4 in 6). LVL 7 (5 in 6). LVL 10 (6 in 6).
Sneak
Attack: x2
Weaklings:
Only characters with
the sum of their modifiers equal to or minor than -1 can be Goblin Commoners.
Illiterate:
Goblins are scared of
written words, they think that writing steals their ideas, therefore, they may
learn any spoken language, but not written.
Small
Sized: Goblins can’t use
normal two-handed weapons. Medium weapons must be used two-handed and small
weapons may be used normally. Armor made for medium folk also can’t be worn.
Goblin
Luck:
Well, they don’t have much going on for them. The
goblins’ life is tough as hell, but sometimes things just work out. Commoners
may reroll a failed roll once per level per day (taking the second result, even
if it’s a fail).
A
Goblin’s Lament:
The goblin may sob and sing sorrowfully about his sad,
sad life in situations of distress (yes, mr. player, do it. Sing at the table
in your most pathetic mimesis of a sad goblin. You will get something even
better). The Referee must fiat something to make the goblin’s life easier. This
may be activated once per level per day.
The
Goblin God:
Some tales speak of a Goblin Savior, which will ascend
the race as a whole and release them from the stigma the world has put them in.
If a Commoner, and ONLY a poor, unlucky Goblin Commoner ever reaches level 15,
he will become the Goblin God and assume the form it was meant to have when the
old gods did wrong in their creation. All goblin tribes will gather in unison
to worship the new divinity and it will rule the most powerful empire for a
thousand years.
The
Goblin Spirit Shrieker
The Spirit Shrieker is a spiritual icon of her tribe,
working as a healer, shaman, storyteller and seer. She screams ritualistically
to produce spells, annoying enemies, bolstering allies and communing with the spirits
of the dead.
Hit
Die: d6
Saving
Throws: As Cleric
Attack
Bonus: As Cleric
EXP: As Cleric
Tribe
Lore: LVL 1 (3 in 6). LVL 4
(4 in 6). LVL 7 (5 in 6). LVL 10 (6 in 6). Used to obtain any knowledge
connected to the Shrieker’s tribe.
Medicine:
: LVL 1 (3 in 6). LVL 4
(4 in 6). LVL 7 (5 in 6). LVL 10 (6 in 6). Used to stabilize characters,
minister medicine and diagnose deseases.
Illiterate:
Goblins are scared of
written words, they think that writing steals their ideas, therefore, they may
learn any spoken language, but not written.
Small
Sized: Goblins can’t use
normal two-handed weapons. Medium weapons must be used two-handed and small
weapons may be used normally. Armor made for medium folk also can’t be worn.
Ancient
Shrieker Skull: To perform her spells
and rituals, the Spirit Shrieker must have a skull* of a shrieker from the
past. It is obtained through a ritual that lasts seven moons and requires the
skull itself. If the Shrieker ever loses his Skull, he may perform this ritual
to attune to another.
The skull retains the consciousness of the goblin it
once was (therefore, skulls have different personalities and goals), and it may
communicate telepathically at will with the Shrieker (and vice-versa).
The Skull also works as a grimoire, holding the spells
known by her master.
*(I guess it could be any object or bone related to
the ancient shrieker, but skull sounded nice.)
Spells
Known: The Shrieker begins
play with an Ancient Skull that knows two spells from the Spell List. Once each
level, the Shrieker may roll on the Spell List to learn a new Spell. If the
roll lands on an already known shriek, nothing happens.
New spells may also be learned by communing with
Ancient Skulls that are not your own for 1 day per spell contained. Roll under
your WIS to learn new spells this way.
Spellcasting:
To perform her spells,
the Shrieker must scream at the top of her lungs in the most annoying (yet
ritualistic) form possible while holding the Ancient Shrieker Skull (if the
player screams at the table, even better).
The Shrieker may cast a number of spells equal to her
level per day and they do not need to be prepared beforehand (spontaneous
casting).
Spell
List:
.Assume durations of non-instant effects to be 1
exploration turn(about 10 minutes) per caster level.
.All spells that may be saved have the notation
SAVE:Yes (even though, the subject may choose not to save).
.Range of the spells is considered to be 10’ per
caster level, unless otherwise noted.
1.Animate
Dead: The caster animates a
number up to his level HD worth of undead creatures. When the duration ends,
things happen.
2.Heal/Cause
Wounds: Heals/Causes 1d8 +
Caster level HP damage. Touch Range
3.Commune:
Consult the ancient
spirits of the dead, which responds up
to 3 ‘yes or no’ questions.
4.Bless/Curse:
Adds 1/subtracts 1 per
caster level to the next d20 roll made by the target. SAVE: Yes
5.Cause
Fear: Living creatures flee
from the caster. It affects up to the caster level x 2 HD worth of creatures.
SAVE: Yes
6.Leeching
Scream: Absorbs 1d6 + caster
level HP from the target. SAVE: Yes, if failed, half damage
7.Cure/Cause
Disease: Cures/causes a mundane
disease. SAVE: Yes.
8.Speak
with the Dead: Communicate with
the lingering essence of a corpse (it must still have flesh).
9.Death
Howl: Kills one creature of
level/HD lower than the caster. SAVE: Yes
10.Trap/Release
Soul: Traps the soul of a
recently deceased being into an object nearby. SAVE: Yes. Touch Range
11.Turn
Undead: A caster’s level x 2 HD
worth of undead creatures flee from the caster. Undead of HD lower than [caster
level -3] are pulverized, instead.
12.Sweet
Flesh: Turns any dead flesh
edible. It has pleasant aroma and taste, and it is harmless to consume. Touch
Range.
13.Skull
Warrior: The Ancient Shrieker
Skull attaches to a headless body, which have HD (d8) equal to the caster’s
level and AB equal to caster’s level + 2.
14.Spiritual
Projection: The caster’s soul
leaves its body to travel through the Spiritual Plane. His physical body is
vulnerable and inactive during the process.
15.Lethargy:
Caster’s level worth of
HD creatures are stricken with intense lethargy. Movement is halved and all
combat rolls are made at -2, AC is also reduced by 2. SAVE: Yes, and every
subsequent combat round.
16.Haste:
Caster’s level worth of
HD creatures have +2 AC, +2 AB and combat move + 10’.
17.Endure
the Elements The caster
protects a number of creatures equal to his level from weather effects such as
cold or heat.
18.
Spiritual Vision: The
caster may see up to 60’ into the Spiritual Realm while in the Material Plane
and vice-versa.
19.Paralysing
Shriek: Target is unable to
move or take actions. SAVE: Yes, and each subsequent round.
20.Skull
Sacrificial Explosion: The
Ancient Shrieker Skull explodes in necromantic energy. It deals 1d12 damage per
caster level in a range of 30’ per level. The Skull is destroyed. Goodbye,
friend.