Ruins of Adventure
|Stamina||15||Weight Allowance: 43 lbs||Movement Bonus +0|
|Muscle||14||Max Press 113 lbs||Attack +0||Damage +0||Feat of Strength 23%|
|Aim||12||Missile Attack +0|
|Balance||17||Surprise +2||AC +3|
|Health||4||System Shock 30%||Poison Save +0||PSPs +0||Regeneration 0|
|Fitness||10||Resurrection 70%||Hit Points +0 / level|
|Reason||10||Max Spell Level 5th||Max Spells/Level 13||PSPs +0||Illusion Immunity: none|
|Knowledge||13||Bonus Profs +3||Bonus Paths +1||Learn Spell 55%|
|Intuition||13||Spell Failure 0%||Bonus Runes 0||Bonus Spells 1st||Earned XP +0%|
|Willpower||12||Mental Save +0||PSPs +0||Spell Immunity: none|
|Leadership||11||Max Henchmen: 4||NPC Loyalty +0|
|Appearance||13||NPC Reactions +1|
- NPC Reaction: +1
- Surprise: +2
- Initiative: +0
- Movement: 6 (21 on Warg)
Hit Points: 29
Armor Class: 15 (Dex, Leather)
Base Attack Bonus: +2
- Paralyzation/Poison/Death: 9
- Rod/Staff/Wand: 13
- Petrification/Polymorph: 12
- Breath Weapon: 15
- Spells: 14
- Fear: 12
- Horror: 14
- Madness: 17
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Wrestling||2 / round||+3||2||2||3||melee|| +1 Chart bonus.
+2 Muscle to maintain hold.
- Available Groups: Detection, Larceny, Performance, Social, Spiritual
|Modern Languages (Tharian)||13|
|Modern Languages (Chuklian)||13|
|Modern Languages (Espruar)||13|
|Modern Languages (Warg)||13|
|Land-based Riding (Warg)||15|
|Animal Handling (Warg)||11|
- Wrestling, Specialized (+1)
- Goblin infravision enables them to discern gradients of heat within 60 feet in darkness.
- All goblins gain a +1 bonus to their saving throws when resisting any type of disease, normal or magical.
- Goblins of the northern tribes are natural thieves. They gain a +2 bonus on all checks with non-weapons proficiencies in the Larceny Group.
- While worgs and goblins everywhere traditionally associate with each other, the bonds between the two species are particularly strong in the north. Starting at 3rd level, any goblin may attract a worg as a companion and some-times mount. This worg acts in many ways as a Paladin’s bonded mount, gaining a +1 to its Intelligence, 1 additional hit die, +3 to its base speed, and a +4 bonus to morale when fighting alongside its goblin partner. The worg will always be within one step of the goblin’s alignment (though the majority are evil), and particularly weak-willed or dimwitted goblin’s may find that the worg becomes the controlling interest in the partnership.
- Clerics of Lliira are extremely good at unarmed combat. They may use their weapon proficiencies to become specialists in punching or wrestling (or both) and can gain improved specialization as if they were monks.
- A cleric of Lliira can make a Knowledge ability check in order to know of a particular city or nation’s party customs. They also have an uncanny ability to know what the exact date is wherever they are. After all, they simply cannot allow a feast day to go by unnoticed and uncelebrated.
- Clerics of Lliira have remarkable fortitude, able to stay up all night carousing without getting tired or woozy. All Fitness ability checks, and checks against the Drinking, Eating, or Endurance proficiencies are made with a +4 bonus.
- Three times per day, a cleric of Lliira can use a special form of the Command spell. It affects up to three targets, and subjects suffer a -2 penalty on their saving throws. The most common command is “Dance!”, though truly belligerent party crashers are often simply told to “Leave!”
- Clerics of Lliira can discern real precious metals and gems from clever fakes. This even includes false valuables created by magical means.
- The clerics of Lliira can turn undead.
- Meeting a stridesman while traveling is considered good luck, so the priest receives a +2 reaction adjustment from bards, rangers, and other traveling folk such as caravan leaders and gypsies.
- A stridesman has a 20% chance of lifting curses on any person, place, or item. There is no limit to how often this ability may be used, but the stridesman may attempt this only once for any individual curse.
- A stridesman can focus his internal energies to improve any saving throw by +3. He can do this a number of times per day equal to his level (4/day).
- The stridesman, when walking, adopts a trancelike state of relaxation. Thus, the character needs less sleep. At 1st level, the stridesman needs only six hours of sleep to function normally. This amount drops to five hours at 5th level and falls to only four hours of sleep daily at 10th level.
Priest Spells: Caster level 4th
Major Spheres: All, Charm, Creation, Divination, Healing (Rev), Necromantic, Protection, Summoning, Sun (Rev), Travelers
Minor Spheres: Chaos
- 1st: Cure Light Wounds®, Easy Road, Journey’s Orison, Skeletal Servant
- 2nd: Draw Upon Holy Might, Lighten Load
- Steep Soma Juice (7 days): +1 Constitution (noted above) and Immune to Disease.
- Bright light hurts goblin eyes, giving them a -1 penalty to their attack rolls when in direct sunlight or the equivalent (including magical light such as a Continual Light spell).
- As small-sized creatures, goblins have 2/3 the carrying capacity of a human of equal strength.
- Unused to hand-to-hand combat, goblins of the northern tribes may only become proficient in small-sized melee weapons. They may learn to use medium-sized ranged weapons normally.
- Goblins from the northern tribes love to be entertained and are easily distracted by music and the like. Any use of a performance-related proficiency (Juggling, Singing, etc.) within their line of sight requires that the goblin make a Willpower check or stop and watch, losing any other actions, for 1 round, regardless of the situation. In addition, they suffer a -2 penalty on saving throws against music-based attacks (such as the song of a Harpy or Sirine).
- If a cleric of Lliira ever experiences spell failure, he must make a Reason ability check. If the check is failed, the cleric succumbs to the crushing depression of reality and suffers the effects of a Confusion spell. Each subsequent day, the cleric may make another ability check. Once the check passes the check, the madness lifts and all is well again.
- Since they are constantly traveling, stridesmen never employ retainers, henchmen, hirelings, or other followers and may never build a stronghold or other permanent dwelling.
Stridesmen cannot own any more than they could normally carry alone, though they may take pack animals to bear supplies on their journeys.
- Armor Allowed: Leather Armor. No Shields.
- Weapons Allowed: Quarterstaff.
- A wagonload of cheese, milk, and sanctified ghi
- Leather Armor (15 lbs)
- And whatever mundane, non-weapon/armor gear you think is necessary to the situation.
- Warg Mount