Like seeds dispersed by their mother tree they set out to find new and untapped areas in which to begin their own hives and start the goblin life cycle anew. They have the ability to bud off goblin workers (or buddies) which will obey their every whim.
They are naturally gifted in skulking around cities and dungeons, and have an innate penchant for locks and curious mechanisms.
More on the goblin life cycle and physiology can be found here.
So Anyway, How Do They Work?Goblins use the same rules as Halflings with the following alterations:
- Instead of a 5 in 6 Stealth skill in the wilderness, they get a 5 in 6 Stealth skill in dungeons and urban environments.
- They have a 3 in 6 Tinker skill. This advances at the same rate as the Halfling's Bushcraft skill.
A Goblin can bud off further goblins at level 2 and onwards. It takes 8 hours and a place to plant the bud, and can be accomplished once per day.
At level 2, you can only have one goblin buddy. This maximum increases by 1 every level.
Goblin buddies are the ultimate henchmen - stupid, expendable, and fiercely loyal. They have a tendency to squabble, to impulsively grab treasure despite obvious traps, and otherwise act as redshirts for the DM. They also have a tendency to go missing around towns and cities.
I have quick class breakdown sheets for my players, it makes it easier for them to pick a class in a hurry after I've ripped up their sheet.