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The Goblin

Appearance often enough be blood-stained suggesting


Goblins are a humanoid race typically the fate of the previous owner. They do
described by two traits; that they are prefer darker colors to lighter ones as it
small and that they are ugly. They stand helps them disappear into the shadows
between three and a half to four and a more easily, although the darker colors
half feet tall, nearly half the size of a man. may only be the result of their clothing
Their skin is pale, in colors ranging from being extremely filthy. Often Goblins will
chalky tan to yellow and red to gray. have tribal marks either painted or
Their eyes usually range from red to tattooed into their skin.
yellow and seem to glow when there is
little light. Their hair color is usually
black, but various shades of brown and Personality
even reddish-orange are common. Goblin lives are quite short and brutal. A
goblin is considered a full adult by the
Their facial features are often described time they are 10 years old and typically
to be like various animals. Often they meet a violent end well before they
describes as a mix of wolf, ape, goat, are 30. There is no recorded instance of a
camel, sharp, bat or any other number of goblin dying of old age, although those
animals, in truth any one tribe looks who have made it to around 50 years of
quite distinct from others. But nearly age or so are encountered occasionally
every goblin has large, pointed ears, and they show great signs of aging.
sharp teeth and beastly eyes. They also
tend to have very lanky bodies with Because they know their lives are short,
longer, thinner arms and legs. Goblins goblins live with zeal and passion. They
from any given tribe generally resemble must make every day count, for they have
each other quite closely, although, since so few. They follow their emotions to
they accept those from other tribes so whatever trouble it might land them in
readily, even within the same tribe there and they are notoriously impatient and
is plenty of variation. quick to anger. They generally delight in
causing chaos, and usually not in a partic-
While left on their own, they dress them- ularly benign way. They lack almost all
selves in the hides of various animals, manners, taste and delicacy. They are
usually only fitted to them quite crudely loud, messy, irresponsible and rude. They
with very little effort put into proper tend to do whatever strikes their fancy at
fitting or stitching. These hides are not any given time, but at leaste they tend to
well-taken care of, often showing signs of put the good of the troup above their own.
rotting or being eaten by moths. Howev-
er, those that live near settlements of They have extrmeely short attention spans
other races will wear and an assortment and will fixate upon one thing to an
of typically ill-fitted clothing or armor unhealthy degree one moment only to
either scavenged or stolen from other suddenly have absolutely no interest in it
races. These clothes will typically show the next, having moved onto the next thing.
all signs of being second hand and will
They hate others exercising power over often choosing the worst time to exhibit
them, though they get captured and these traits. This tends to be obnoxious
enslaved more often than anyone would and deterimental rather than bringing
believe. As slaves they make a point to amusement into the world.
rebel in any way they think they can
without losing their heads—even if it is Goblins seem to enjoy collecting treasure,
in some small, petty way. although their concept of treasure has a
wider definition than that used by most
Goblins can be extremely perverted and species, even though they often don’t
always seem to be looking for someone really have a solid grasp on the concept of
or something to mate with. This trait trade systems. In fact, once introduced to
serves them well as a society since it the concept of trading items with others,
takes only about a dozen years for a they seem to love the concept and offer to
group of goblins to go from only a few to trade seemingly useless items all the time.
a full tribe of dozens of members. They can be pretty easily taken advantage
of as they are quite willing to trade away
Goblins tend to look upon all Goblin chil- something more valuable for something
dren as their own. In fact, it takes very shinier, more colorful or simply more
little for a Goblin to start treating children useful right away.
of other races as their own. They have even
been known to steal children that strike Goblins create very little of their own
their fancy and bring them back home, accord, but seem to be quite skilled in
something that never works out well. digging through the trash of other races
and piecing what they need together. In
Goblins tend to be extremely insecure fact, they generally sem to revel more in
about their size and seem to work con- destruction than the creation of anything
stantly to prove themselves. This often with any real lasting value. However, that
means picking on anyone smaller than being said, there are plenty of Goblins who
they are and they generally enjoy killing show remarkable flashes of insight and
and causing destruction and chaos brilliance. And the amount that they learn
simply because of the thrill of power it in their short lives is truly remarkable, to
gives them. While this is not true of all the point that other races have attempted
Goblins, it is true of more than enough to study it and some have considered with
for the behavior to be well associated trepedation what a goblin could become if
with their kind. it lived long enough to.

Goblins as a whole have no problems


with lying, cheating and stealing, assum- Society
ing they are even capable of grasping the Goblins are as prolific as humans,
concept of the third. They learn early in although one could live their whole lives
life to do unto others before they do unto without realizing this, and they live wher-
you, it is their only way of survival. They ever they can find a place to live. They
take particular pride in being cunning make their way in the world by hunting,
and deceptive, humiliating and playing gathering, raiding and stealing rather than
pranks on people—often even friends. anything agraian or industrious. They are
They are fast-talking, shady trickers that a race that has existed since the beginning
love nothing more than fooling others, and in that time they have had plenty of
chance to adapt to many different of exile. Because of this, goblins from a
regions. So it is impossible to say that young age learn the concept of putting the
goblins live in any one particular tribe before themselves for their own
region—one can simply say that they try survival.
to live out of sight of the larger races.
Goblins tend not to have any sort of func-
Goblins usually live in small, isolated tioning sanitation system and, as they
tribes with less than a thousand mem- tend not to be nomadic, their homes can
bers led by a chieftain or king. The chief- get pretty filthy and give off a terribly
tain is typically the eldest among the putrid stench. In some ways this may
tribe and is venerated by the rest as a work as a deterrent to those seeking to
father (or mother) to them all. Although destroy them, but at the same time the
there is a chief, most tribes are so chaotic stench tends to cling to them for their
and anti-authoritarian that decisions in lifetimes seeing to it that they will never
the tribe are typically made through a be accepted into polite society.
semi-democratic manner—although it
might be more true to simply say that The various tribes of Goblins don’t show
Goblins seem to either do whatever they much allegiance to one another. When two
want or follow whatever everyone else is tribes meet it is as likely to mean violent
doing if nothing particularly strikes their war as it is to mean trade or alliance.
fancy at any moment. Though Goblins Although many goblin tribes can be pulled
are known to run from most fights, they together under a single flag of a particu-
almost never abandon their chief. larly powerful or influential warlord, these
armies tend to fall apart once the warlord
Goblin societies tend to have no concept has been defeated and all the tribes flee
of personal property—anything that one back to their homes. Typically when a
of them gathers belongs to the tribe a as threat is attacking one tribe of goblins,
a whole. Weapons, tools, treasure and the others will do nothing to assist them. In
like are all communally shared and no fact, they might even be glad to be rid of
one cares who uses which one. They have the competition.
communal areas for eating and for sleep-
ing. Only the chief is likely to have his Surviving Goblins from a destroyed tribe
own sleeping quarters, always guarded by can usually join another tribe, even those
trusted elite. The concept of privacy is of their enemies, without much fuss at all.
completely foreign to Goblins and it In fact, it isn’t even unusual for Goblins to
would be beyond them to understand leave their tribes to either start or join
why anyone would wish to make them- other tribes. There is no stigma attached to
selves vulnerable outside the eyesight of doing this. And those who have left before
their fellow tribe members lest danger are typically accepted back just as easily.
arise.
At any given time half of the members of
Goblins have a ranking system within any tribe will be children. Males do most of
their tribes and those who have proven the fighting and hunting, but only because
their value and worth to their tribe move Goblin’s breeding habits mean that the
up the ranks while those who slack off females spend most of their lives pregnant.
fall. Any goblins that don’t pull their own Goblin pregnancies only last for about five
weight are likely to be met with the threat months and three to five children are born
at a time. In fact, a Goblin mother can would be prone to if they tried to live the
have children by two or three different way the goblins live.
fathers at the same time. Females rarely
learn to fight and tend to tend to the They also can can universally see well in
home, taking care of the young and ser- low light. Those that live underground
vicing the males and their equipment. have well developed vision able to see
perfectly for around 30 yards in complete
Although Goblins and Hobgoblins gener- darkness while those from surface-dwell-
ally share a similar spoken language, with ing sub-races are able to get around at
the language differences between the two night as easily as they can during the day.
races being larger than that between the
subraces, their methods of writing are Goblins are particularly well-known for
quite different. Those Goblins who can their mysterious ability to train big, scary,
read and write tend to use a simple pho- wild beasties that are beyond the abilities
netic-based characters that have some of most other race’s animal wranglers to
minor differences from tribe to tribe. handle. In particular, they are most
Gobins can generally read other goblin’s famous for their wolf riders— warriors
writing, but not that of Hobgoblins. mounted atop violent and vicious wolfs
that are quite a threat to anyone. How this
comes about when the wolf itself is far
Diet more a threat than the Goblin seated upon
Goblins are omnivorous. They eat any- it has many theories, however any worth-
thing. Although only Cavern Goblins are while Goblin champion has a wolf.
known to hunt other peoples as food,
there is really little that could have nutri-
tion value that is too disgusting for a Weaponry
Goblin to eat it. Given a preference they Goblins are most famous for using small
would tend towards meats and fruit, but blade weapons and spears. They also make
a goblin who has ever been in an position use of small, often crudely carved bows
to choose would be a truly rare one sometimes, but these take quite a lot of
indeed. Because they are not terribly work for them and most favor the simply
picky about what to eat at all, they can sling instead. In general Goblins are not
always find food with very little trouble. known for their ability to craft, so weap-
This allows them to feed their tribes ons they make on their own tend not to be
despite that they tend to be too small and too impressive. The only armor they tend
meager to make very good hunters and to make themselves is layers of hide or
they are almost never left in peace by poor attempts at crafting leather.
larger races long enough to grow their
own food. Those who have met other races and have
been able to scavenge their stuff might
wear chainmail, but only the best among
Abilities them even make use of it as it tends to
Goblins are swift and agile to a surpris- rattle a lot and a goblin’s life is highly
ing extreme. They are expersts at using dependent on their ability to be stealthy.
stealth, able to almost vanish entirely However, they do seem to be able to make
into the shadows. They seem to be able to their own simple wooden shields and
brush off the sort of diseases that others make use of them often enough.
ambushes, striking from the shadows
Allies before disappearing back into them. They
Goblins haven’t any allies to speak of. use their overwhelming numbers to their
Even other Goblins are in no way guaran- advantage whenever possible, usually
teed to be friendly. Almost any race that ganging up on one opponent and taking
doesn’t want to enslave them instead them down before moving on to the next.
wants to exterminate them. Positive Whenever their numbers become fewer
relationships with Goblins almost always than their enemies, they are known to
happen on the personal level and, once in disappear and flee to get reinforcements.
a blue moon, on the tribal level. A guild
might well have a Goblin member or two They also fight dirty, showing malicious
and still have a policy of wiping out Gob- ingenuity and looking to weaken their
lins wherever they find them. Perhaps the enemies with various shots to cripple
most consistent allies of Goblins tend to them before going in directly for a kill.
be Hobgoblins, Bugbears, Orcs and Their attack plans tend not to be terribly
Ogres. But then, they all generally seek to complex and are usually made up on the
simply make Goblins their slaves. spot, going with the ebb and flow of the
battle. In fact, goblins with a solid plan are
likely to fight worse than those going off
Enemies instinct as their plans quickly fall apart.
Goblins are generally hated by Dwarves,
and they don’t care for Dwarfs one bit They regularly make use of big beasties or
either, any meeting between the two is larger allies as muscle to confront their
almost certain to result in violence. Gob- enemies directly as they go around the
lins fear Elves. There is plenty of evidence back and look for a chance to jump on an
that Elves and Goblins share some deep, enemy and slit their throat. Goblins will
ancient connection although no one is make use of poison whenever they can get
quite certain precisely what the connec- it. Cavern Goblins are known to utilize
tion is. Gnomes are often enemies of the arcane magic, Hill Goblins have priests
Goblins, although they are also one of the who will pray to their dark gods to terror-
first races to befriend Goblins as ize and strike down their enemies while
well—but that has more to do with the Forest Goblins use nature magic to sup-
odd nature of Gnomes than anything else. port their fellows, turning the very land
While virtually everything else in the against those who face them.
world is also an enemy of Goblins as a
whole, they tend to make judgments about
the race on an individual or tribe level. Subraces
Cavern Goblins, also known as Night
Goblins, live in tunnels connected by caves
Combat underground. They are the ones that most
Goblins don’t like to fight in broad day- frequently come into clashes with Dwarfs
light. It doesn’t serve their purposes and and Gnomes. They tend to have grayish
fighting style well at all, so they are often skin and very large, shimmering eyes that
quick to run from a fight that happens seem to glow. Their noses tend to be short
out in the open in well-lit areas. Instead and pug-like and their ears gnarled and
they excel at fighting others in the dark, crooked. They have yellowed teeth and
surrounding them and hitting them with often give off a putrid stench.
They are the most vicious of the goblin sub-races, Hill Goblins are the most civilized of Gob-
the one that is known to be cannibalistic and to lins, but also those that have received the
engage in rites of dark sorcerery. They emerge most punishment at the hands of other
from their caverns only at night in hunting par- races. They are often considered a bit
ties, often to raid villages nearby a cavern comical in the eyes of others. They have
entrance and come back with all the supplies they yellow to orange skin, beady little eyes and
can. Although masters of hiding in the shadows, ears that look quite like a larger version of
elven ears.
Cavern Goblins often get captured by other dark
dwellers for use as slave labor. Since wolves are They live in the mountains and hills, wor-
not normally seen undergrounds, they instead shipping dark gods or sometimes nature
make use of giant spiders or bats and rumors of spirits. While they might be just as
them utilizing some truly odd animals have been stealthy as their cousins if given the
heard of. Those that escape might take refuge chance, their natural terrain gives them
among the Svifneblin. They are generally a nasty, little chance to be. As a result, they often
evil lot that inspires most of the horror stories get rounded up and enslaved by larger
told about Goblins. races. They are the rank-and-file of the
armies of the hordes led by Hobgoblins,
They are also the only goblins that proactively Orcs and Ogres.
show an industrious attitude as they often choose
to engage in mining. It is well-known that Cavern Those that escape such fates often end up
Goblins take slaves as often as they become them, living in the refuse and sewers of other
using their slaves for both labor and as lifestock. races, making their lives in the shadows
and living off of garbage. Their attempts at
Forest Goblins are the least well-known of the making life here often receive the blame
Goblins. They live deep within wooded for the despoiling of the land in these
lands—forests, jungles, and swamps, all filled areas rather than the larger races recog-
with nasty, vicious, toxic animals that dissuade nizing their own role in such things.
too many others from entering. They have green-
ish-tinted tan skin, large bat-like ears and long, Desperate for survival, Hill Goblins often
pointed noses. become bandits and brigands, robbing
whomever they can to get more supplies
They have regular contact with only the Elves and for their tribes. Sooner or later their
Gnomes that share their lands and their relation- actions draw enough attention that others
ship with both is a bit shaky. Forest Goblins have come in to exterminate the goblins, often
a highly shamanistic society, making heavy use of not even sparing the youngest and most
animal totems and trying to connect to the forest vulnerable among them. But then, every
itself. They are skilled at navigating the forest and now and again someone takes pity on
will often use this skill to punish and harass tres- them, a church thinks they can prove the
passers into their lands. value of their god by raising and convert-
ing the least of souls or a guild thinks it
They make use of a wider variety of animals than would be clever to have one as a pet or
other Goblin sub-races, often utilizing all sorts of mascot or a master thief realizes their
big, ferocious forest-dwelling animals to combat natural stealth abilities and decides to
their enemies. Their shamans have complete mas- raise them as his personal crew. In such
tery of the weather and the plants as well, able to cases they might find a patron with which
use them to fight against invaders into the forest. they can at least pass through society
without being murdered on sight. This is Their animal companion is as it not only
the most typical route in which Goblin helps the character scout, but it gives the
mercenaries or adventurers that can goblin an extremely large carrying capacity,
work and travel with other races comes allowing the party to carry more treasure
about. home. With the Wolfrider Advanced move,
you will be able to become a powerful war-
Goblins as Other Classes rior on its back.
Bard: When you use Arcane Arts to
increase the next time someone success- As you reach higher levels, the Goblin can
fully assists your target, the bonus is help the party to avoid unnecessary battles
increased to a +3. and its ability to hit and run will become
even more useful and potent.
Cleric: Darkness rather than Light is a
rote for you. You’ll want to focus on your Dexterity,
Wisdom and Constitution more than your
Druid: You have the Beastmaster move other scores.
from this class.

Fighter: You have the For the Tribe! move


from this class.

Paladin: Your I Am The Law move works


on animals as well as people.

Ranger: Your animal companion has +1


Ferocity and the Huge strength.

Rogue: Each time you prepare uses of


poison, you gain four uses of your chosen
poison instead of three.

Wizard: Invisiblity rather than Light is a


cantrip for you.

Playing This Class


The Goblin class relies heavily on stealth.
It is generally a melee character, but not
one meant to take too many blows nor
deal too much damage in a single hit. It
does less damage than other melee class-
es, but can be a plenty potent combatant
with the right move choices. It really
shines in a role supporting the rest of the
group, whether by helping them attack
more accurately or by helping them
gather supplies.
Name Look
Names: Azzleby, Bana, Bijou, Cecil, Drek, Geko, Gemble, Izzy, Jazper, Jazz, Ledak, Shifty Eyes, Predatory Eyes, or Unearthly Eyes
Mildo, Nos, Ragnuk, Remi, Tak, Xotz, Zorbin, Zust Wild Hair, Stringy and Greasy Hair, or Unkempt Hair
Tribe Names: Bitterfish, Black Ear, Bloody Dagger, Fierce Blade, Flesheaters, Gloom- Tattered Rags, Mismatched Garments, or Filthy Hides
fang, Hopespear, Mooneye, Night Soldier, Red Bison, Shattered Blade, Strong Arrow Lanky Body, Dangerous Teeth or Easily Overlooked

Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma

WEAK -1 SHAKY -1 SICK -1 STUNNED -1 CONFUSED -1 SCARRED -1

STR DEX CON INT WIS CHA

d6
Damage d8
d
d10 Armor HP
Current
MAX
Your Max HP is
6+Constitution

Alignment Starting Moves


Choose an alignment: You start with these moves:

⃞Chaotic Beastmaster
Subvert or undermine the “proper” order of the world. You have a large animal that follows you around and generally likes you. You may
choose a Dire Wolf (Worg), a Bear, a Giant Bat, a Giant Spider or a similar animal. You
⃞Neutral cannot control it to get it to fight for you, but it does have a number of other benefits.
Prove that your people are as capable as any other. • You can ride it around either to travel somewhere or to flee from a battle. It is
much swifter than walking.
⃞Evil • If it isn’t carrying you, it can carry up to three times your load if properly packed.
Cause unnecessary death and destruction. • When using your sight, hearing or smell to try to detect a creature, you take a +2
if it helps.
Sub-Race • You can use it to threaten someone, allowing you to take a +2 bonus on that roll.
• You can give it a shift on night watch. It will make a lot of noise if it detects
Choose which sub-race of goblins you belong to: anything approaching you while you are asleep and may even try to pluck you up
and carry you off if you don’t wake up fast enough, leaving your stuff behind.
⃞ Cavern
You are completely at home in complete darkness and can
see underground even at a distance. You take a +1 on your For the Tribe!
volley rolls while firing at enemies from complete darkness. When you successfully roll to Aid someone in a situation in which your small size, lack
of worldly experience and bad social graces aren’t hindrance, you allow your friend to
⃞ Forest takes a +2 instad of a +1. Similarly when you interfere under similar circumstances,
You come from the deep forest. While in woodened lands, even if it wasn’t your intention to interfere, your target takes a -3 instead of -2.
you can never get lost. In addition, you take a +1 on discern
realities to notice when anything unusual while in woodened Scavenge
regions. When you search through the trash heap of a non-goblin settlement or city, you can
locate 1d6+WIS uses of adventuring gear.
⃞ Hill
You are used to making your home under the feet of other
Vanish!
races. While in a city or other settlement, you are able to find an
You are particularly good at hiding. Whenever you can remove yourself from a target’s
uncomfortable place where your party can make camp for the
night and gather enough so-called food to feed themselves. line of sight, whether by entering bushes, leaping into complete darkness, ducking into
an alleyway or so forth, you will seem to completely vanish into thin air.
Bonds Roll+DEX. On a 7-9: You won’t be seen or noticed until you make yourself known, but
you won’t be in a good position to attack or run away without revealing yourself first.
Fill in the name of one of your companions in at least one: On a 10+: You will be in a good position to attack or run away without needing to reveal
yourself first.
I consider _______________ an honorary member of my tribe.

I am playing a long-con on _______________ .

_______________ saved or spared my life, I guess I owe him.

_______________ insulted me and I will prove my superiority.

The Goblin Level


XP
Gear
Your Load is 8+STR. You start with various collected foodstuffs (rations, You carry one keepsake from your home. Choose One:
5 uses, 1 weight), a mistmatched collection of leather armor pieces (1 ⃞ A spirit totem crafted from the bone of a giant beast.
armor, worn, 1 weight), and adventuring gear (1 weight, 5 uses). ⃞ A well-worn book of poems and stories that is barely legible.
Choose One Stabby Weapon: ⃞ A bag of seeds that the shadey traveler that sold them to you swore
⃞ A sharp and rusty dagger (hand, thrown, near, 1 weight) were magic
⃞ A glimmering short sword stolen from a corpse (close, precise, 1 weight)
⃞ A well-balanced goblin-made spear (reach, precise, 1 weight)
Choose Your Other Weapon:
⃞ A shortbow betowed on you (near, far, 2 weight) and a bundle of a
arrows (1 weight, 3 ammo)
⃞ A basic wooden shield (+1 armor, 2 weight)

Advanced Moves
When you gain a level from 2-5, choose from these moves: When you gain a level from 6-10, choose from these moves or from the
level 2-5 moves:
⃞ Beast Stench
Although your smell offends most humanoids, most wild creatures will ⃞ Even More Sneakier
mistake you for one of their own. Nonplanar, nonmagical beasts will not Requires Sneakier
be hostile towards you unless attacked. You may take any Advanced Move for levels 6-10 from the Ranger or Rogue
class except one that would allow you to take a move from another class.
⃞ Escape Artist
Whenever you Defy Danger to escape from something that is restraining ⃞ Goblin Hero
you, whether it be ropes or a cage or a spider’s web, you take a +1. Goblins far and wide have heard of your exploits and are quite impressed
with you. Goblins will respect you and may seek you out to be their chief.
⃞ Gather Food Goblin hirelings in your service have +1 loyalty and cost: serve the chief.
By spending a couple hours gathering food, you can find enough food to
feed 1d6+WIS number of people. The food won’t be particularly nice, but ⃞ Guerilla Tactics
it’ll get them through the day without consuming rations. After you have rolled for Hack & Slash, if there is a hiding place near
where you end up as a result, you may immediately use the Vanish! move.
⃞ Mob Tactics
When your party outnumbers the enemies, you have +1 armor. ⃞ Improved Teamwork Attack
Requires Teamwork Attack
⃞ Poison Tongue Choose an ally before you roll for a Hack & Slash against a target. If you
Whenever you tell a lie, you don’t really have a ‘tell’. So long as there isn’t strike the target, the ally may take a +2 bonus and deal an additional +1d4
much evidence contradicting the lie, they will believe you. However, if damage if they also Hack & Slash against the same target.
someone has caught you in a lie in the past you’ll have trouble convincing
them even when you are telling the truth. ⃞ Low Blow
When you roll a 10+ on hack and slash, you may choose one of these
⃞ Sneakier additional effects in addition to dealing damage.
You may take any Advanced Move for levels 2-5 from the Ranger or Rogue • The enemy is stunned and can’t do anything for a couple minutes
class except one that would allow you to take a move from another class. • The enemy drops whatever they are holding, allowing you to take it.
• The enemy falls face-first to the ground
⃞ Teamwork Attack
Choose an ally before you roll for a Hack & Slash against a target. If you ⃞ Master Mob Tactics
strike the target, the ally may take a +2 bonus if they also Hack & Slash Requires Mob Tactics
against the same target. When your party outnumbers your enemies, you have +2 armor.

⃞ Venom Milker ⃞ Mocking Chant


If you spend an hour each day in the wild or a cave gathering spiders and Requires Poison Tongue
snakes and stealing their venom, you can store a concotion of the various You know exactly what to say or do to get under people’s skin. You can
venoms in a vial. After dipping your weapon into the venom, your next choose to hurl insults at an enemy that you can communicate with. They
attack with that weapon will deal an additional damage equal to your WIS will focus all their attention on destroying you, ignoring your allies.
and cause the target to deal -2 damage until the end of the battle. Each vial
can be used 4 times until it is depleted. ⃞ Throat Slitter
Whenever you sneak up on an enemy your attacks ignore armor.
⃞ Wolf Rider
You can ride your beast in battle. You can mount and dismount whenever ⃞ Unthreaten
you like. While mounted you lose your ability to perform the Vanish! Requires Poison Tongue
move, however there are a number of benefits. You can convince a hostile enemy that you can communicate with and
• You deal an additional 1d4 damage with your attacks. have not attacked that you are not a threat. The enemy is no longer hostile
• You have +1 armor towards you and will not attack you until you attack first.
There is also another drawback.
• If something scares it, it will try to flee. Roll +WIS. On a 7-9, you stay
on its back but it still flees carrying you off with it. On a 10+ you
manage to get it under control.

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