'Fez' Pheasantplucker    (Imperial Goblin Male gopher )
Character Information   
Name: 'Fez' Pheasantplucker XP/Next lvl: 0 (+5% prb) / 2000
Class: gopher HP:curr/max 8 / 8
Alignment: Chaotic Neutral AC:reg/rear/no shield 3 (1) / 5 / 3
Race: Imperial Goblin Level: 1
Age: unknown Height: 4'2
Weight: 110lbs. Gender: Male
Encumbrance: Movement: Sneaky
Languages: Common Archontean, Civilized & Wild Goblin, Elven
Ability Scores   
STR: 13 (+1 to hit & damage in melee. Open doors 1-3 vs d6)
INT: 15 (Literate in native tongues +1 bonus language)
WIS: 9 (No bonus or penalty)
DEX: 16 (+2 AC bonus, +2 missile attack to hit, +1 initiative )
CON: 17 (+2hp per HD)
CHR: 8 (-1 on reactions, max 3 retainers, 6 loyalty scale)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
8 10 9 vs Wands only. 12 vs R&S 13 12

Notes:

Description and Background   
Description:
Of average Goblin height with short cropped, woad dyed blue hair and forest brown eyes, oft reddened by the intake of wild tobacco products. Wiry, strong, dexterously sneaky and talkative.

Background:
Worked as a grouse beater on a Gaming plantation, hence being able to howl as a wolf while chasing through undergrowth to scare wild fowl into the air for archery sportsmen to trophy hunt. He would be tasked with collecting the carcasses and stripping them for the stewpots, hence being a Pheasant Plucker.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Blow-darts 10/20/30 / n n 19 Poison
Entangling Net 10/20/30 / n n 19 Blunt, Entangle, hurled
Meat Cleaver (as Hand Axe) 10/20/30 1d6/1d6 n n 19 Light, melee or hurled, shield grappler
Garrotte Melee / n n 19 Melee, stealth, strangle, two-handed
Sap Melee / n n 19 Melee, stealth, blunt.
Equipment
Qty Item Location
1 Hobnail boots, dungarees, mangy wolfskin pelt (fur armour) Worn
1 Waist belt and two large pouches Waist
1 Reed flute (actual disguised blow-dart weapon & darts) Pouch B
1 Hammock (Entangling Net) Coiled over torso
1 Cheesewire (Garrotte), Sap (pool balls in woolly sock) Up his Sleeves
1 Meat Cleaver (as Hand Axe) Belt
1 Wineskin Shoulder
1 Tinderbox & mess tins, cutlery, candles, pyjamas Satchel
1 Thieves 'Tools of the Trade' Pouch A
1 Length of Hemp Rope Coiled over torso
1 Days preserved rations Satchel
3 Firebrand torches Satchel


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 29 0 1 0
Magic Items
Qty Item Location
1 Gold cloak of many eyes. (Detects invisible within 15'ft radius) Satchel


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Thief Class Skills
Illusionist Class Skills
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
Imperial Goblin racial skills

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.
Fighter Class Skills