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Illusionist Class Skills
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That Illusionist spell will be "Detect Illusion"
First level Illusionist spells from the Player's Tome
1. Auditory Illusion
2. Chromatic Orb
3. Colour Spray
4. Dancing Lights
5. Detect Illusion
6. Glamour
7. Hypnotism
8. Light (Darkness)
9. Phantasmal Force
10. Read Magic
11. Spook
12. Wall of Fog
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Imperial Goblin racial skills
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Goblin
Goblins are short demihumans standing
between 3’ and 3½’ tall. They possess skin
ranging in colour from yellow to orange
to red (and everything in between), while
their eyes are usually reddish in hue
and are visible even in the dark. Though
many goblins live underground, not all
do so, especially those most likely to
interact with humans and join adven-
turing parties. Goblins can be somewhat
surly and resentful when interacting with
other beings, or even their own kin, like
bugbears and hobgoblins. These attitudes
are only heightened by the fact that many
goblins—though not all—are aligned
with Chaos.
Prime requisites: A goblin with at least
13 in one prime requisite gains a 5% bo-
nus to experience. If both DEX and STR
are 16 or higher, the goblin gets a +10%
bonus.
Combat
Goblins can use all types of armour, but it
must be tailored to their small size. Simi-
larly, they can use any weapon appropri-
ate to their stature (as determined by the
referee). They cannot use longbows or
two-handed swords.
Defensive Bonus
Due to their small size, goblins gain a +2
bonus to Armour Class when attacked
by large opponents (greater than hu-
man-sized).
Detect Construction Tricks
Goblins are fair miners and have a 2-in-
6 chance of being able to detect new
construction, sliding walls, or sloping
passages when searching.
Infravision
Goblins have infravision to 60’ (see
Darkness under Hazards and Challenges
in Old-School Essentials).
Stealth
Underground, goblins have a 3-in-6
chance of moving silently.
Wolf Affinity
Goblins live alongside wolves, including
dire wolves. They can speak to these
animals and gain a +1 bonus to reaction
rolls when encountering wolves. (See En-
counters in Old-School Essentials.) If the
result is 9 or greater, a wolf will consent
to being ridden as a mount by the goblin.
After Reaching 8th Level
A goblin can establish a stronghold,
whether above ground or beneath it,
attracting 2d6 goblins from far and wide.
Goblins typically live in clans, so goblins
of the character’s clan will be attracted to
this stronghold. Goblins from other clans
will generally be friendly and clans may
collaborate in times of war or disaster.
A goblin ruler may only hire goblin mer-
cenaries. Specialists and retainers of any
race may be hired, but this is uncommon. |
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