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== Skills == *Languages **Goblin **Common *'''General Skills''' (L1: 3 skills, L4: +1, L7: +1) **Alchemy: Proficient 15+ **Bargain: Skilled 7+ **Magical Engineering: Proficient 15+ *'''Class Abilities''' **Goblins have '''infra-vision to 90β''' and suffer a β1 penalty to attack rolls when above ground or exposed to bright lights (as a 'light' spell or brighter). At 2nd level this vulnerability goes away, although they still dislike bright light. **They are decent miners and '''can spot new or unusual stone construction''' β including traps or secret doors made of stone β on a roll of 1-3 in 8 **1st-level goblins are small of stature, and unable to wield large weapons (effectively, they are limited to weapons dealing 1d6 points of damage or less). Goblins grow as they increase in power. **Does not gain followers, but can become the leader of a tribe (L3?) **Cannot wear armor, save and attack as magic-users **Can use two weapons + 1 weapon at L5 (dagger, sling, short sword) **May use any magical items usable by magic-users. Can cast magic-user spells from scrolls. **At L4, can attempt to craft potions, scrolls, and charms. At L9, can attempt to create higher-powered magical items. *Knacks (L1/L5/L9) **Self-improvement, primary (+1 CHA, +1 CON) **'''Blood Magic:''' can spend HP. The blood mage can spend a total number of hit points per spell equal to their class level, but multiple effects can be used on a single spell. ***Reroll dice. 1 hp per die reroll. Any one die can only be rerolled once. The better of the two results is taken. ***Add a bonus to attack rolls. If an attack roll is needed for the spell, the mage gains a +1 bonus per 2 hp spent. ***Increase duration. The duration can be increased by 50% for every 2 hp spent. Spells with a duration of Instant cannot be extended, and spells with a Permanent duration are unaffected. ***Impose a penalty to saving throws equal to β1 per 3 hp. ***Increase the range of the spell by 50% per 3 hp. ***Increase the area of effect of the spell by 50% by spending 5 hp.
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