Goblin: Difference between revisions

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(Created page with "'''Advantages'''  Nimble- Deals +2 Base Damage with thrown weapons, not bows or Guns.  Tinker- 1 SP discount on Engineering '''Disadvantages'''  Make up- Green Skin and Pointed Ears  Slow- Double cost for Read/Write Skills  Weak- (-1) Damage with melee weapons and bows  Magical Limits- Goblins are capped at Level 6 Spells '''Powers''' '''Blind Luck*''' You receive a +1 Bonus on Contested Rolls when using Disable Device on traps and lock...")
 
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'''Advantages'''  
'''Advantages'''  


Nimble- Deals +2 Base Damage with thrown weapons, not bows or Guns.  
Nimble- Deals +2 Base Damage with thrown weapons, not bows or Guns.  


Tinker- 1 SP discount on Engineering  
Tinker- 1 SP discount on Engineering  


'''Disadvantages'''  
'''Disadvantages'''  


Make up- Green Skin and Pointed Ears  
Make up- Green Skin and Pointed Ears  


Slow- Double cost for Read/Write Skills  
Slow- Double cost for Read/Write Skills  


Weak- (-1) Damage with melee weapons and bows
Weak- (-1) Damage with melee weapons and bows


Magical Limits- Goblins are capped at Level 6 Spells
Magical Limits- Goblins are capped 2 levels lower than the normal maximum for your class


'''Powers'''  
'''Powers'''  
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'''Sapper''' You can move an armed trap up to twenty (20) steps, instead of the normal 5 feet, before it will go off; though you must stay in contact with the trap the entire time.  
'''Sapper''' You can move an armed trap up to twenty (20) steps, instead of the normal 5 feet, before it will go off; though you must stay in contact with the trap the entire time.  


'''Shaman''' You were born without the normal goblin limit, allowing you to cast up to 9th level spells.
'''Shaman''' You were born without the normal goblin limit, allowing you to cast the maximum level of spells for your class.
 
=== '''Heroic Powers''' ===
'''Chieftain''' -  You have been recognized as the leader of your tribe. Most Goblins, both NPC and PC, recognize and respect your word. Your might has earned you this title. Twice per reset you may call upon your tribe to help out with many non-combat situations, results may vary from use to use; however, some examples might be to have your tribe create a distraction allowing you to skip an Encounter or two of a Module.

Revision as of 01:43, 20 June 2024

Advantages

Nimble- Deals +2 Base Damage with thrown weapons, not bows or Guns.

Tinker- 1 SP discount on Engineering

Disadvantages

Make up- Green Skin and Pointed Ears

Slow- Double cost for Read/Write Skills

Weak- (-1) Damage with melee weapons and bows

Magical Limits- Goblins are capped 2 levels lower than the normal maximum for your class

Powers

Blind Luck* You receive a +1 Bonus on Contested Rolls when using Disable Device on traps and locks. Additionally, once each reset you can make a reroll on a failed Disable Device Contested Roll.

Evade* Being small and nimble you have a knack for getting out of the way. This allows the character to negate any attack with a numerical damage as part of the call, excluding attacks with the Massive or Surprise Modifiers. This Power can be used twice each reset.

Goblin Baker You have mastered the goblin secrets of making hardtack, bread that will keep you full all day with just one loaf. Problem is they are only good for the first day after they are made after that they become harder than rocks, making them great for killing people. Each reset you can make a dozen loaves of hardtack; these are thrown weapons with a Base Damage of 4 and are once ever items.

Sapper You can move an armed trap up to twenty (20) steps, instead of the normal 5 feet, before it will go off; though you must stay in contact with the trap the entire time.

Shaman You were born without the normal goblin limit, allowing you to cast the maximum level of spells for your class.

Heroic Powers

Chieftain - You have been recognized as the leader of your tribe. Most Goblins, both NPC and PC, recognize and respect your word. Your might has earned you this title. Twice per reset you may call upon your tribe to help out with many non-combat situations, results may vary from use to use; however, some examples might be to have your tribe create a distraction allowing you to skip an Encounter or two of a Module.