Wroot The Goblin by Christopher Burdett |
Letting them advance in this class might help with the survivability of the players new "pet", and might even lead to them to becoming a valuable party member! Or, knowing the average players, just another meatshield...
Requirements: Must be a small creature of 1HD or less, must have rolled max on the Reaction Roll upon first meeting them.
HD: 1d4+1
Attack: As Thieves
Saves: As Thieves
XP: As Cleric
Weapons and Armour: As Thieves
Level Cap: 5
Dungeon Mascots are a great tool for adventurers, helping to keep morale up with their friendliness and obsequity. Any allies traveling with a Dungeon Mascot gain a +1 bonus on saves versus fear or insanity, and provide a +1 bonus to Morale to other Hirelings.
Dungeon Mascots also take on the role of packrat - they increase their carrying capacity by 25%.
They are also eager to please, and organise their hauls with surprising efficiency - once per delve, they can pull any mundane item worth 10gp or less from their packs (this takes a turn). Every level, this increases by 10gp (to 50gp at max level).
Once (and only once), they can throw themselves in the path of a lethal wound received by a PC, dying and making everyone a little sad. Some players with less scruples might abuse this, but such is the life of the Dungeon Mascot.
Poor little bastards.
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