segunda-feira, 22 de abril de 2019

Slightly Annoying Goblin Classes

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.