Sunday, December 10, 2023

GLOG Class: Goblin Auntie

A typical auntie, silently judging you.
The loud judging comes later.

Not every goblin is lucky enough to have a mom. But whether they like it or not, they've all got an Auntie. Part parent, supervisor, and tribal elder, Aunties know it's pointless to try and enforce a semblance of orderliness upon their niblings. Instead, they help guide and redirect them, like one might the flow of a mighty river. A green, gibbering river full of teeth and shiny rocks and- hey, was that a goat?

Note that you don't need to be an actual goblin or auntie in order to be a Goblin Auntie. It's all about having the right state of mind.

Goblin Auntie

Starting Equipment: stained apron, sewing kit, dagger, bag of acorns
Starting Skills: Childrearing. Also, roll on adjacent table.

A: Adopt Niblings, Auntie Knows Best
B: Just The Thing, Slap Some Sense Into
C: Family That Stays Together
D: An Auntie's Love

You gain +1 to Save vs mind-altering effects for each Goblin Auntie template you possess.

A: Adopt Niblings

Being a Goblin Auntie means you know true family is found. Found, nicknamed, badgered, and possibly wiped 'clean' with a spitty handkerchief when you want to make sure they're extra handsome. You may designate a number of nearby friendly creatures equal to 1/2 your Wisdom score (rounded down) as your adoptive niblings. Several of your class abilities affect your current niblings.


A: Auntie Knows Best

When one of your niblings rolls under a stat or tries to use a skill you may offer unsolicited advice and admonishments to help them out, even (and especially) if you have no experience with what they're doing. Roll to Save; if you succeed the nibling gains +1 to their roll, but if you fail they suffer -1. You can do this once per round.


B: Just The Thing

Extra snacks, bits of thread, herbs for that one asthmatic kid; your career has prepared you to always have just the thing you need for a random situation. You've gotten so good at it in fact, that the depths of your backpack have become a zone of Schrödingerian potentiality.

You can designate 1 Inventory Slot (other than a Quick-Draw Slot) as a Just The Thing slot that is always filled. You can spend 2 rounds rummaging around in that slot to produce any item that is worth 1 gp or less, even if you never put one in your inventory to begin with. You may do this once per day, after which your compulsive saving and pocketing naturally refill the slot.


B: Slap Some Sense Into

When 1 or more of your niblings are affected by fear or another mind-altering effect, you can attempt to slap some sense into one of them to set them all straight. You deal 1 damage to the target nibling, and they and every other nibling within 30' are allowed to reroll their Save against that chosen effect. You may do this once per day per point of Strength bonus (minimum 1) before your slapping hand gets tired.


C: Family That Slays Together

Even if they never asked for an Auntie, your protective clannishness has begun to rub off on your adoptees. When 2 or more of your niblings are next to each other in combat, they unwittingly start to fight together as a swarming, gobliny unit. Each gains their choice of +1 to Initiative, Defense, or Attack. This effect ends if they split up.


D: An Auntie's Love

You always knew what you were signing up for. What this job is really about. If ever one of your niblings is in imminent mortal danger—about to take lethal damage in combat, suffer a fall, trip a trap, etc.—you may intercede on their behalf through some dramatic contrivance and suffer all harm in their stead. You may do this once per day, assuming you survive.


1d6

Goblin Auntie Skills

They have a habit of getting sick, don't they? Gain the "Medicine" skill and 3 doses of your homemade decongestant (extra chunky).

You are a 1st generation gentle Auntie. In your case, "gentle" means you reserve the rod for your enemies. Gain a proper nasty switch (light weapon).

Insomnia is part of the job, but you've elevated it to an artform. Gain the "Stay Awake" skill and a trashy, dogeared novel.

A well-fed nibling is a less troublesome nibling. Gain the "Baking" skill and 2d6 muffins (about to go stale).

Why, it looks like you've already attracted a few hangers-on without even trying! Gain 2 random camp followers, each with an embarrassing nickname.

These fricking kids. Gain a pack of cigarettes and a bottle of spirits.


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