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Into The Storm:Sfirp
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== Skills == *Languages **Common **Faery **X **Y *General Skills (L1: 3+2 skills, L3: +1, L5: +1, L7: +1, L9: +1) **Athletics ***Climbing: Skilled 9+ ***Jumping: Skilled 9+ **Deception ***Sense Motive: Expert 5+ **Knowledge ***History: Skilled 8+ ***Religion: Skilled 8+ **Riding: Proficient 15+ **Survival ***Naturalist: Skilled 8+ ***Navigation: Skilled 8+ *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. At 3rd level, the goblin can wield normal-sized weapons doing 1d8 points of damage and at 6th level can wield weapons doing 1d10 points of damage. **Upon reaching 2nd level, goblins deal an extra +1 damage with their attacks. This increases to +2 at level 5 and +3 at level 8. **Also at 2nd level, goblins gain the ability to cleave through their foes. If they deliver the killing blow to an enemy they are al- lowed to attack another individual within range. They can continue to attack new targets as long as each blow kills the individual, doing so a maximum number of times per round equal to half their HD, rounded up. **At 1st level, goblins save as 0-level humans but use the attack tables of 1st-level fighters. Their saving throw progression catches up with that of fighters at level 5. **Upon reaching 3rd level, a goblin may leave their tribe and set off to found their own warren. Within 1d4 months of doing, so they will attract a number of goblin followers. **At 3rd level, goblins are capable of leading their own people into battle, and when commanding goblin forces all goblins within 60' of them gain a +1 bonus to their morale scores. *Knacks (L1/L4/L8) **Self-improvement, primary (+1 DEX, +1 CON)
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