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===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 *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. *Cast spells as a sorcerer, without needing to memorize spells. **Knows a number of unique spells = class level + highest-level spell + CHA modifier **May learn new spells at each level, and may switch out a known spell for an unknown one (once/level) **L1: 2 spells/day (1 cast) ***Charm Person - 120' range; a single human, demi-human, or human-like monster (of no greater than 4+1 HD for monster) must save vs spells or be charmed. Save frequency is based on INT score. ***Floating Disc - 60' range, 6 turn duration, 3' in diameter, 1" deep at center, can hold 5000 coins (500 lbs), floats at waist level ***Sleep - 240' range, 4d4 turns, may either affect one creature with 4+1 HD or a total of 2d8 HD of creatures that are 4 HD or less ***Ventriloquism - 60' range, 2 turns, caster can make their voice appear to come from any source or location within range
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