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[RCFG] RCFG Ongoing Development!
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<blockquote data-quote="Raven Crowking" data-source="post: 4757840" data-attributes="member: 18280"><p><strong>Work In Progress - Goblins</strong></p><p></p><p><strong><span style="font-size: 12px">Goblin</span></strong></p><p>(Small Humanoid [Goblin])</p><p></p><p>Movement: 20 ft.</p><p>Armour Class: 16 (plus armour)</p><p>Initiative Bonus: +2</p><p>Hit Dice: 1d6</p><p>Attacks: 1 weapon</p><p>Special Attacks: None</p><p>Special Defences: None</p><p>Special Qualities: –2 to hit in daylight</p><p>Saves: Fort -2, Perc +0, Prow -2, Reas -1, Refl +2, Will +0.</p><p>Ability Scores: S 10, I 7, W 15, D 15, C 10, Ch 6.</p><p>Morale: 5</p><p></p><p>Habitat: Temperate to subtropical forests and caves</p><p>Frequency: Common</p><p>No. Appearing: </p><p>Skills: Stealth +6, Theft +4</p><p>Treasure Type: </p><p>XP Value: </p><p></p><p>Goblins are small humanoids that dwell in forests, caverns, and ruins. They prefer old mineworks and extensive cavern systems, but seldom get to choose their dwelling places except where they are found in great numbers. Sometimes, outcast goblins are found living in hollow trees, or in homes hidden beneath the earth. Goblins are able to hide their homes with great skill, at least part of the time. Similarly, goblins are talented miners – but they are also lazy, and their stonework is often slipshod an unfinished. They are cunning in the creation of traps and weapons.</p><p></p><p>Goblins are ugly, misshapen things with large heads and sharp teeth. Their heads are squashed and pumpkin-like. Their skin is greenish, brownish, yellowish, or even orange. Their feet do not have separate toes, and about 10% of all goblins have a single thick “finger” and a thumb on each hand. Goblins dress in rags or cast off clothing for the most part, although goblin smiths are able to make objects of great beauty and value when they are moved to do so. Not all goblins are evil, but the vast majority are grasping, cruel, and sneaky.</p><p></p><p>Goblins have an aversion to daylight, having a –2 penalty to all attack rolls, ability checks, and skill checks in full daylight (or equivalent). This penalty does not apply if it is very overcast due to cloud cover, foliage, etc.</p><p></p><p style="margin-left: 20px">They were, of course, household animals belonging to the goblins, whose ancestors had taken their ancestors many centuries before from the upper regions of light into the lower regions of darkness. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">– George MacDonald, The Princess and the Goblin</p><p></p><p>Goblin enclaves are 50% likely to have friendly relations with any nearby packs of worgs. They stage raids with worgs, occasionally using them as mounts. Goblin enclaves are 90% likely to keep animals of their own, many of which have been changed by long life underground as well as by goblin husbandry. Several such creatures are described in sidebars in this entry. Goblins also keep several creatures that are found outside their lairs, such as dire rats, giant weasels, and the like. Often these animals have dedicated keepers, which are the only goblins that can control them.</p><p></p><p>On average, for every 20 normal goblins, there will be a 2nd level goblin warrior, and for every 100 goblins there will be a 3rd level goblin warrior. Goblin leaders may attain up to 6th level as warriors or rogues, or 4th level as fighters. 10% of goblin tribes will have a witch doctor with 1d6 levels (see below).</p><p> </p><p><strong>Goblin Witch Doctors</strong></p><p></p><p>Goblins worship malevolent fey Powers. Goblin witch doctors are a type of specialty priest (see “Cleric” in the RCFG Players’ Guide) that can gain up to six levels. They have a separate spell list from clerics, and exchange Aura of Faith at 3rd level for Aura of Malevolence. They gain different abilities using Focus Divine Power I, as described below. Witch doctor Acolytes are witch doctors, not clerics.</p><p></p><p>• Focus Divine Power I: A goblin witch doctor can focus divine power in the following ways:</p><p></p><p>o Create Undead: This usage allows the witch doctor to temporarily animate corpses or skeletons, to a maximum of 1 Hit Die per witch doctor level. This animation lasts only 1 hour, but is otherwise similar to animate dead, although there is no material component. </p><p></p><p>o Command Undead: As an evil cleric.</p><p></p><p>o Selective Invisibility: This usage allows the witch doctor to select one creature per witch doctor level, to whom he is invisible. Other creatures can see him normally. Each creature gains a Perception or Willpower save (DC 10 + witch doctor level) to see through this glamour. Otherwise, the power lasts 1 minute per witch doctor level, or until the witch doctor attacks a selected creature (which dispels the invisibility for that creature only). The witch doctor can select any creature he can see.</p><p></p><p>• Aura of Malevolence: At 3rd level, a witch doctor exudes a malignant aura that causes enemy creatures within 30 feet to suffer a penalty to all attack rolls, saving throws, skill checks, and ability checks. This penalty is –1 for 3rd level witch doctors, e –2 for 4th to 5th level witch doctors, and –6 for 6th level witch doctors.</p><p></p><p>Witch Doctor Spells</p><p> Level 0 Level 1 Level 2</p><p>1 Cause Fear Cause Light Wounds Augury</p><p>2 Cause Minor Wounds Charm Person Cause Moderate Wounds</p><p>3 Ceremonial Rite Command Entangle</p><p>4 Darkness Comprehend Languages Enthral</p><p>5 Detect Magic Faerie Gold Magic Weapon</p><p>6 Touch of Fatigue Spider Climb Obscuring Fog</p><p>7 Ventriloquism Unseen Servant Second Sight</p><p></p><p>NOTE: Cause minor wounds, cause light wounds, and cause moderate wounds are the reversed spells of cure minor wounds, cure light wounds, and cure moderate wounds, respectively.</p><p></p><p>Special: Each level a goblin takes in the witch doctor class causes some physical deformation. Examples of deformation include cat-like or rat-like tails, hands like rat paws, cat-like faces, and so on. The GM should consider using the features of various small animals that have a supernatural and or nocturnal connotation in folklore, such as ravens, cats, rats, mice, weasels, foxes, owls, bats, and the like. By the same token, the GM should avoid using the features of animals normally allied with humans, such as dogs and horses. These deformations generally have no game effect.</p><p></p><p style="margin-left: 20px">We must not look at goblin men,</p> <p style="margin-left: 20px">We must not buy their fruits:</p> <p style="margin-left: 20px">Who knows upon what soil they fed</p> <p style="margin-left: 20px">Their hungry thirsty roots?</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">– Christina Rossetti, The Goblin Market</p><p></p><p><strong>Faerie Goblins</strong></p><p></p><p>Among the humanoids, goblins and bugbears are the most closely related to the fey. In some campaign worlds, all goblins are fey. On other worlds, all goblins are humanoids. In most RCFG campaign worlds, about 20% of all enclaves consist of faerie goblins rather than the normal, humanoid, types.</p><p></p><p>Faerie goblins exchange the “Humanoid” type for the “Fey” type, although they keep the “Goblin” subtype. In addition to the classes allowed to normal goblins, faerie goblins may become bards (to a maximum of 4th level) and sorcerers (to a maximum of 6th level). Faerie goblin sorcerers may choose from among the following spell sources: (1) Dreams, (2) Elemental Earth, (3-4) Faerie, (5) Greenblooded, (6) Infernal, (7) Necromantic, and (8) Shadow. The numbers in parentheses are to determine faerie goblin spell sources randomly using 1d8.</p><p></p><p><strong>SIDEBAR: Goblin Beasts</strong></p><p></p><p>Both normal and faerie goblins keep animals that have been transformed from long association with goblins. Most of these animals gain dark coats, an aversion to light (causing a – 2 penalty to attack rolls, ability checks, and skill checks, as with goblins), and darkvision to a range of 60 feet. They may be smaller than normal, larger than normal, more aggressive than normal, etc., as the GM desires. Some may have strange growths, extra heads, or strange behaviours. Below are four beasts common to goblin enclaves.</p><p></p><p>Banefox (Work in Progress)</p><p></p><p>Black Goat (Work in Progress)</p><p></p><p>Bogie Bear (Work in Progress)</p><p></p><p>Greywether (Work in Progress)</p><p></p><p><strong>Tactics </strong> (Work in Progess)</p><p></p><p><strong>Goblins as Characters</strong> (Work in Progress)</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4757840, member: 18280"] [b]Work In Progress - Goblins[/b] [B][SIZE="3"]Goblin[/SIZE][/B] (Small Humanoid [Goblin]) Movement: 20 ft. Armour Class: 16 (plus armour) Initiative Bonus: +2 Hit Dice: 1d6 Attacks: 1 weapon Special Attacks: None Special Defences: None Special Qualities: –2 to hit in daylight Saves: Fort -2, Perc +0, Prow -2, Reas -1, Refl +2, Will +0. Ability Scores: S 10, I 7, W 15, D 15, C 10, Ch 6. Morale: 5 Habitat: Temperate to subtropical forests and caves Frequency: Common No. Appearing: Skills: Stealth +6, Theft +4 Treasure Type: XP Value: Goblins are small humanoids that dwell in forests, caverns, and ruins. They prefer old mineworks and extensive cavern systems, but seldom get to choose their dwelling places except where they are found in great numbers. Sometimes, outcast goblins are found living in hollow trees, or in homes hidden beneath the earth. Goblins are able to hide their homes with great skill, at least part of the time. Similarly, goblins are talented miners – but they are also lazy, and their stonework is often slipshod an unfinished. They are cunning in the creation of traps and weapons. Goblins are ugly, misshapen things with large heads and sharp teeth. Their heads are squashed and pumpkin-like. Their skin is greenish, brownish, yellowish, or even orange. Their feet do not have separate toes, and about 10% of all goblins have a single thick “finger” and a thumb on each hand. Goblins dress in rags or cast off clothing for the most part, although goblin smiths are able to make objects of great beauty and value when they are moved to do so. Not all goblins are evil, but the vast majority are grasping, cruel, and sneaky. Goblins have an aversion to daylight, having a –2 penalty to all attack rolls, ability checks, and skill checks in full daylight (or equivalent). This penalty does not apply if it is very overcast due to cloud cover, foliage, etc. [INDENT]They were, of course, household animals belonging to the goblins, whose ancestors had taken their ancestors many centuries before from the upper regions of light into the lower regions of darkness. – George MacDonald, The Princess and the Goblin[/INDENT] Goblin enclaves are 50% likely to have friendly relations with any nearby packs of worgs. They stage raids with worgs, occasionally using them as mounts. Goblin enclaves are 90% likely to keep animals of their own, many of which have been changed by long life underground as well as by goblin husbandry. Several such creatures are described in sidebars in this entry. Goblins also keep several creatures that are found outside their lairs, such as dire rats, giant weasels, and the like. Often these animals have dedicated keepers, which are the only goblins that can control them. On average, for every 20 normal goblins, there will be a 2nd level goblin warrior, and for every 100 goblins there will be a 3rd level goblin warrior. Goblin leaders may attain up to 6th level as warriors or rogues, or 4th level as fighters. 10% of goblin tribes will have a witch doctor with 1d6 levels (see below). [B]Goblin Witch Doctors[/B] Goblins worship malevolent fey Powers. Goblin witch doctors are a type of specialty priest (see “Cleric” in the RCFG Players’ Guide) that can gain up to six levels. They have a separate spell list from clerics, and exchange Aura of Faith at 3rd level for Aura of Malevolence. They gain different abilities using Focus Divine Power I, as described below. Witch doctor Acolytes are witch doctors, not clerics. • Focus Divine Power I: A goblin witch doctor can focus divine power in the following ways: o Create Undead: This usage allows the witch doctor to temporarily animate corpses or skeletons, to a maximum of 1 Hit Die per witch doctor level. This animation lasts only 1 hour, but is otherwise similar to animate dead, although there is no material component. o Command Undead: As an evil cleric. o Selective Invisibility: This usage allows the witch doctor to select one creature per witch doctor level, to whom he is invisible. Other creatures can see him normally. Each creature gains a Perception or Willpower save (DC 10 + witch doctor level) to see through this glamour. Otherwise, the power lasts 1 minute per witch doctor level, or until the witch doctor attacks a selected creature (which dispels the invisibility for that creature only). The witch doctor can select any creature he can see. • Aura of Malevolence: At 3rd level, a witch doctor exudes a malignant aura that causes enemy creatures within 30 feet to suffer a penalty to all attack rolls, saving throws, skill checks, and ability checks. This penalty is –1 for 3rd level witch doctors, e –2 for 4th to 5th level witch doctors, and –6 for 6th level witch doctors. Witch Doctor Spells Level 0 Level 1 Level 2 1 Cause Fear Cause Light Wounds Augury 2 Cause Minor Wounds Charm Person Cause Moderate Wounds 3 Ceremonial Rite Command Entangle 4 Darkness Comprehend Languages Enthral 5 Detect Magic Faerie Gold Magic Weapon 6 Touch of Fatigue Spider Climb Obscuring Fog 7 Ventriloquism Unseen Servant Second Sight NOTE: Cause minor wounds, cause light wounds, and cause moderate wounds are the reversed spells of cure minor wounds, cure light wounds, and cure moderate wounds, respectively. Special: Each level a goblin takes in the witch doctor class causes some physical deformation. Examples of deformation include cat-like or rat-like tails, hands like rat paws, cat-like faces, and so on. The GM should consider using the features of various small animals that have a supernatural and or nocturnal connotation in folklore, such as ravens, cats, rats, mice, weasels, foxes, owls, bats, and the like. By the same token, the GM should avoid using the features of animals normally allied with humans, such as dogs and horses. These deformations generally have no game effect. [INDENT]We must not look at goblin men, We must not buy their fruits: Who knows upon what soil they fed Their hungry thirsty roots? – Christina Rossetti, The Goblin Market[/INDENT] [B]Faerie Goblins[/B] Among the humanoids, goblins and bugbears are the most closely related to the fey. In some campaign worlds, all goblins are fey. On other worlds, all goblins are humanoids. In most RCFG campaign worlds, about 20% of all enclaves consist of faerie goblins rather than the normal, humanoid, types. Faerie goblins exchange the “Humanoid” type for the “Fey” type, although they keep the “Goblin” subtype. In addition to the classes allowed to normal goblins, faerie goblins may become bards (to a maximum of 4th level) and sorcerers (to a maximum of 6th level). Faerie goblin sorcerers may choose from among the following spell sources: (1) Dreams, (2) Elemental Earth, (3-4) Faerie, (5) Greenblooded, (6) Infernal, (7) Necromantic, and (8) Shadow. The numbers in parentheses are to determine faerie goblin spell sources randomly using 1d8. [B]SIDEBAR: Goblin Beasts[/B] Both normal and faerie goblins keep animals that have been transformed from long association with goblins. Most of these animals gain dark coats, an aversion to light (causing a – 2 penalty to attack rolls, ability checks, and skill checks, as with goblins), and darkvision to a range of 60 feet. They may be smaller than normal, larger than normal, more aggressive than normal, etc., as the GM desires. Some may have strange growths, extra heads, or strange behaviours. Below are four beasts common to goblin enclaves. Banefox (Work in Progress) Black Goat (Work in Progress) Bogie Bear (Work in Progress) Greywether (Work in Progress) [B]Tactics [/B] (Work in Progess) [b]Goblins as Characters[/b] (Work in Progress) [/QUOTE]
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