These small humanoids are gnarled and ugly. Their temperaments tend toward cowardice, cruelty and greed, but a few exhibit nobler qualities. Goblins come in many hues, from dull tan and ashen gray to various shades of green. Their red eyes shine in dim light like a rat’s.
The prime requisite for a goblin is Dexterity. A goblin character whose Dexterity score is 13 or higher will receive a bonus on earned experience.
RESTRICTIONS: Goblins use four-sided dice (d4) to determine their hit points. They may advance to a maximum of 10th level of experience. Goblins may use any type of weapon that has been “cut down” to their size. Thus, they cannot use a two-handed sword or long bow, but may use a sword or short bow. They may wear nothing more protective than leather armor, and cannot use a shield. Goblins fear and hate bright light. Goblins of third level or lower suffer a -1 penalty to all “to hit” rolls in full sunlight or its equivalent. At fourth level, goblins overcome their fear and no longer suffer a penalty. Goblins must have a minimum score of 9 in Dexterity.
SPECIAL ABILITIES: Goblins live in underground caverns and warrens, and have infravision (heat-sensing sight) which allows them to see 60 feet in the dark. A goblin’s sneaky nature allows it to move silently and hide in shadows as a thief. Likewise, when attacking unnoticed from behind, a goblin gains a bonus of +4 on “to hit” rolls and inflicts double the usual amount of damage. All goblins speak Common, Goblin and the alignment language or dialect of the character, plus the languages of hobgoblins and bugbears.
SAVING THROWS: As thieves.
ATTACK PROGRESSION: As thieves.
ADVANCEMENT: As per the thief advancement table.