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| Goblins, Part 5: Statted Goblins These are some sample Goblins from the various castes. While their templating ability makes it impossible to sample out every type of Goblin, I will be statting out some basic Goblins from each class, then some from a little higher and also a couple of specialized Goblins. As I'm not entirely sure what I will be doing as of yet, you'll have to wait to see what I do.  I will probably just be coming back to this post and editing it for the general Goblins. Any 'special' NPC Goblins will have their own post, however.
Note: These all use the Standard array for stats. [And MAN, creatures are weak using the standard array without any buff bonuses that many creatures have.]
First up is the General Warrior Caste Goblin. Personally, I dislike the Warrior NPC class, so I use Fighter instead.  The basic Warrior Caste Goblin is a Fighter 1. While other classed Goblins certainly do exist, Fighter is the most common. Fighter Goblin Goblin of the Warrior Caste
Size/Type: Small Humanoid [Goblin] Fighter 1
Hit Dice: 1d10+2 (12 hp) Initiative: +1 Speed: 20 ft Armor Class: 17 (+1 size, +2 Dex, +2 leather armor, +2 shield), touch 13, flat-footed 15 Base Attack/Grapple: +1/-2 Attack: Spear +2 melee (1d6+1) Full Attack: Spear +2 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: None Special Qualities: Darkvision 60 ft, Plant Traits, Transmutation Protection Saves: Fort +4, Ref +1, Will -1 Abilities: Str 13, Dex 13, Con 14, Int 8, Wis 9, Cha 6 Skills: Climb +5, Hide +5 Feats: Phalanx Fighting, Swarmfighting, Weapon Focus (Spear) (Bonus) Environment: Any Organization: Goblin Society Challenge Rating: 1 Alignment: Any Advancement: By Class
This is the generic Worker Caste Goblin. It is impossible to show all the combinations of Professions and what non-Profession/Craft skills may go along with it. This book: Everyone Else is a good book which could spice up the Goblins a lot. Feel free to switch around Wis for Cha for example, if the Goblin is more into Perform than Profession.
This also goes to show how poor Fighters these Goblins are. They tend to carry around daggers with them because wars tend to be violent, but if the Worker Caste is Fighting, then it's pretty much guaranteed that this Goblin city has fallen and they're simply trying to take down as many of the enemy as possible before they are totally annihilated. Worker Goblin Goblin of the Worker Caste
Size/Type: Small Humanoid [Goblin] Expert 1
Hit Dice: 1d6-2 (4 hp) Initiative: +0 Speed: 20 ft Armor Class: 11 (+1 size), touch 11, flat-footed 11 Base Attack/Grapple: +0/-5 Attack: Dagger -1 melee (1d3-1/19-20) Full Attack: Dagger -1 melee (1d3-1/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: None Special Qualities: Darkvision 60 ft, Plant Traits, Transmutation Protection Saves: Fort -2, Ref +0, Will +3 Abilities: Str 9, Dex 10, Con 7, Int 13, Wis 12, Cha 10 Skills: Appraise +5, Craft (any one) +5, Knowledge (any one) +5, Perform (any one) +4, Profession (any two) +5, Sense Motive +5 Feats: 1 Open, Skill Focus (Any Prof. or Craft) Environment: Any Organization: Goblin Society Challenge Rating: 1/2 Alignment: Any Advancement: By Class
Magician Caste Goblins are actually fairly weak, but their main task is to continue the cycle of creating Goblins. Thus, they tend to not pay much attention to the outside world except for a small few. Those few are more powerful and capable than the other Magicians, but as defenders of their people, they need to be. Unfortunately, they are also fewer in number. Magician Goblin Goblin of the Magician Caste
Size/Type: Small Humanoid [Goblin] Wizard 1
Hit Dice: 1d4-2 (2 hp) Initiative: +1 Speed: 20 ft Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11 Base Attack/Grapple: +0/-6 Attack: Crossbow +1 ranged (1d6) Full Attack: Crossbow +1 ranged (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: None Special Qualities: Darkvision 60 ft, Plant Traits, Transmutation Protection Saves: Fort -2, Ref +1, Will +2 Abilities: Str 6, Dex 13, Con 7, Int 15, Wis 10, Cha 14 Skills: Concentration +2, Kn (arcana) +8, Kn (dungeoneering) +8, Spellcraft +6 Feats: Education (Bonus), 1 open Environment: Any Organization: Goblin Society Challenge Rating: 1 Alignment: Any Advancement: By Class Spells: 2
Known: Charm Person, Mage Armor, Ray of Enfeeblement, Unseen Servant Prepared Normally:
1st - Charm Person, Unseen Servant If Ready for Battle:
1st - Mage Armor, Ray of Enfeeblement
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Last edited by Dog Moon; 17th March 2007 at 06:56 PM..
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