Goblin Rogues
Basic Goblin Rogue
Rogue L1; small humanoid; AL NE
HD 1d6; hp 3;
Init +1; Spd 30 ft; AC 15;
Atk +0 melee or +2 ranged;
SQ: Darkvision 60 ft;
SA: Sneak Attack (+1d6)
SV Fort +0, Ref +3, Will +0;
Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
Skills: (32 points)
Bluff +3, Climb +3, Disable Device +3, Hide +3 (+4*), Intimidate +3, Listen +3 (+2^), Move Silently +3 (+4*), Open Lock +3, Pick Pocket +2, Search +3, Spot +3 (+2^).
(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Alertness Feat)
Feats:
Alertness
Languages: Goblin
Armor:
Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.
Weapons:
Dagger: Atk +0 melee, +2 thrown, Dmg 1d4-1, crit 19-20 x2, range 10ft
Halfspear: Atk +0 melee, +2 thrown, Dmg 1d6-1, crit x3, range 20ft
Sling: Atk +2 ranged, Dmg 1d4-1, crit x2, range 50ft
Possessions:
Backpack, bedroll, flint and steel, “peasant’s” outfit, sack, sling bullets (10) in pouch, trail rations (1 days), thieves’ tools, and water skin. 4gp 8sp 16cp
Behind The Curtain:
He has the same Ability scores as the MM goblin with his other stats adjusted for class. For skill choices I used the PHB “Rogue Starting Package” minus Use Magic Device and Decipher Script, which I felt did not fit the character. For weapons I gave him a Dagger, Halfspear, and Sling. Officially rogues are not proficient with halfspears or slings, but I feel they are more suitable to a goblin than crossbows and rapiers.
Tactics:
Yes goblins do use tactics. While an Int score of 10 is no genius, he isn’t stupid either. This goblin prefers ranged, surprise attacks and nighttime ambushes. His ranks in hide and move silently help. Also if he is within 30 ft. he could get his sneak attack bonus. In melee he prefers to have goblins outnumbering opponents 2 to 1 (the better to flank with). He would start off using his sling. He might throw his spear or dagger, but he would hold on to the other in case he is forced into melee. Finally if things look bad he can run. His movement rate is 30 (which is good for a small humanoid).
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For the next goblin I decided to show what the basic rogue would look like if he was a PC.
PC Goblin Rogue
Rogue L1; small humanoid; AL CN
HD 1d6; hp 7;
Init +2; Spd 30 ft; AC 16;
Atk +1 melee or +3 ranged;
SQ: Darkvision 60 ft;
SA: Sneak Attack (+1d6)
SV Fort +1, Ref +4, Will +1;
Str 10, Dex 14, Con 12, Int 12, Wis 12, Cha 10.
Skills: (36 points)
Bluff +3, Climb +3, Disable Device +3, Hide +4 (+4*), Intimidate +3, Listen +3 (+2^), Move Silently +4 (+4*), Open Lock +4, Pick Pocket +3, Search +3, Spot +3 (+2^).
(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Alertness Feat)
Feats:
Alertness
Languages: Common, Goblin
Armor:
Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.
Weapons:
Dagger: Atk +1 melee, +3 thrown, Dmg 1d4, crit 19-20 x2, range 10ft
Sling: Atk +3 ranged, Dmg 1d4, crit x2, range 50ft
Shortsword: Atk +1 melee, Dmg 1d6, crit 19-20 x2, range 20ft.
Possessions:
Backpack, bedroll, flint and steel, “traveler’s” outfit, sack, sling bullets (10) in pouch, trail rations (1 days), thieves’ tools, and water skin. 4gp 8sp 16cp
Behind the Curtain:
He has the better ability scores than the MM goblin. I gave him 24 points, but instead of the “Default Array” I gave him all 12’s then factored in his racial ability modifiers (+2 Dex, -2 Str and Cha). Another advantage he has over the MM goblin is that he starts off with maximum hp. For weapons I gave him a Dagger, Shortsword, and Sling. As I said before officially rogues are not proficient with slings, but I feel they are more suitable to a goblin than crossbows.
I feel the goblin rogue is a playable character. Compared to a halfling he has
–2 Cha,
no bonus on climb or jump,
no saving throw bonus,
no thrown weapon bonus,
no listen checks,
light sensitivity,
and goblins have only 1 automatic language.
but they also have better base speed (30 ft.),
better bonus on move silently (+4),
and goblins have Darkvision.
So in a 1 on 1 fight it would be a close to even match. The major drawback of playing a goblin is that you are less popular than a half-orc.
Goblin Virtues
This is to explain the positive qualities of goblins, and goblin culture, to those less enlightened.
Our first goblin virtue is Intelligence.
Just because they are evil, short, and mostly illiterate doesn't mean that they aren't smart. In game terms there is no penalty to goblin Int. In play their ability to appraise, or craft, or have knowledge is equal to other NCP's
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Bully
Rogue L1; small humanoid; AL NE
HD 1d6; hp 7;
Init +7; Spd 30 ft; AC 17;
Atk +2 melee or +4 ranged;
SQ: Darkvision 60 ft;
SA: Sneak Attack (+1d6)
SV Fort +1, Ref +5, Will -1;
Str 13, Dex 16, Con 13, Int 12, Wis 8, Cha 8.
Skills: (36 points)
Bluff +3, Climb +3, Disable Device +3, Hide +4 (+4*), Intimidate +4, Jump +3, Listen +3, Move Silently +4 (+4*), Open Lock +3, Search +3, Spot +3.
(* Goblin racial bonuses: +4 for Move Silently and Hide.)
Feats:
Improved Initiative
Languages: Common, Goblin
Armor:
Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.
Weapons:
Dagger: Atk +1 melee, +3 thrown, Dmg 1d4+1, crit 19-20 x2, range 10ft
Sling: Atk +3 ranged, Dmg 1d4+1, crit x2, range 50ft
Shortsword: Atk +1 melee, Dmg 1d6+1, crit 19-20 x2, range 20ft.
Possessions:
Backpack, bedroll, flint and steel, “traveler’s” outfit, sack, sling bullets (10) in pouch, trail rations (1 days), thieves’ tools, and water skin. 4gp 8sp 16cp
Behind the Curtain:
I gave him the “Default Array” of 24 points for his attributes. I felt if I didn't give him decent stats he wouldn't survive long enough to be worth naming.
Flavor:
His name is Bully and he is proud of it. He has always been big (for a goblin), and has used that size to his advantage. He also believes that "Those who sneak attack first survive". He is currently leader of a gang of five other goblins (3 MM goblin warriors, 2 basic goblin rogues). He leads mostly through intimidation. He hopes to be a Warleader someday.
Goblin Virtues:
Goblins aren't racist; they hate everyone equally. You'll never hear a goblin say, "I hate all elves, because my father was killed by an elf." This is not a crisis for a goblin since most goblin fathers are killed by elves, or dwarves, or humans etc. Most goblins hate their father anyway.
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Chek, scout
Rogue L1; small humanoid; AL NE
HD 1d6; hp 6;
Init +3; Spd 30 ft; AC 17;
Atk -1 melee or +4 ranged;
SQ: Darkvision 60 ft;
SA: Sneak Attack (+1d6)
SV Fort +0, Ref +5, Will +2;
Str 6, Dex 16, Con 10, Int 13, Wis 15, Cha 10.
Skills: (36 points)
Climb +3, Disable Device +3, Hide +4 (+4*), Intuit Direction +4, Listen +4(+2^), Move Silently +4 (+4*), Open Lock +3, Search +4, Sense Motive +3, Spot +4(+2^).
(* Goblin racial bonuses: +4 for Move Silently and Hide.^ Alertness Feat)
Feats:
Alertness
Languages:
Common, Goblin
Armor:
Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.
Weapons:
Dagger: Atk -1 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft
Halfspear: Atk -1 melee, +4 thrown, Dmg 1d6-2, crit x3, range 20ft
Sling: Atk +4 ranged, Dmg 1d4-2, crit x2, range 50ft
Possessions:
Backpack, bedroll, flint and steel, “peasant's” outfit, sack, sling bullets (10) in pouch, trail rations (1 days), thieves’ tools, and water skin. 4gp 8sp 16cp
Flavor:
Chek was the runt of the tribe. He quickly learned the value of not being noticed. From sneaking food, to acting as lookout when the bigger boys got into mischief. He finally advanced to scout for the warparty. He is a loner, only seeing other goblins to make scouting reports.
Tactics:
His fighting plan is, DON'T. Sometimes he will use his ranged weapons before running away, but he avoids melee combat if at all possible.
Goblin Virtues:
Stealth. Most goblins don't use battle cries, the just attack without warning. When it is time to be quiet, goblins are very quiet.
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Slick
Rogue L1; small humanoid; AL NE
HD 1d6; hp 6;
Init +2; Spd 30 ft; AC 16;
Atk -1 melee or +3 ranged;
SQ: Darkvision 60 ft;
SA: Sneak Attack (+1d6)
SV Fort +0, Ref +4, Will +1;
Str 6, Dex 15, Con 10, Int 14, Wis 12, Cha 13.
Skills: (40 points)
Bluff +4 (+2^), Decipher Script +3, Diplomacy +4, Gather Information +4, Hide +3(+4*), Listen +2, Move Silently +3 (+4*), Open Lock +2, Pick Pocket +2, Read Lips +2, Search +2, Sense Motive +4, Spot +2, Use Magic Device +3.
(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Skill focus.)
Feats:
Skill Focus: Bluff
Languages:
Common, Goblin, Draconic
Armor:
Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.
Weapons:
Dagger: Atk -1 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft
Shortbow: Atk +4 ranged, Dmg 1d6, crit x3, range 60ft
Short sword: Atk -1 melee, Dmg 1d6-2, crit 19-20 x2, range 20ft.
Possessions:
Backpack, bedroll, flint and steel, “traveler’s” outfit, quiver with arrows (10), sack, trail rations (1 days), thieves’ tools, and water skin. 4gp 8sp 16cp
Flavor:
He uses many names, but those who know him call him “Slick”. He sees himself as an information broker. For a price he will tell whatever he knows. Some of it might even be true. The goblin tribes in the area know him well enough not to trust him. He is usually found as an advisor to kobolds, orcs, or gnolls.
Tactics:
He would rather talk his way out of a situation than fight. Running and hiding are also considered good options.
Behind The Curtain:
A way to use this character. When players face down an evil tribal leader have Slick somewhere in the background (a minor advisor)running away. Then a few adventures later have the party run into Slick again, with Slick working for a different evil tribal leader. Repeat as often as nessasary. Sooner or later Slick will develope a grudge against the players for killing all his employers. (Advisor jobs are hard to find.)You might even have a major villan hire Slick as an advisor on "How to Handle the players".
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Catch, trapmaker
Rogue L1; small humanoid; AL LE
HD 1d6; hp 7;
Init +3; Spd 30 ft; AC 17;
Atk +1 melee or +4 ranged;
SQ: Darkvision 60 ft;
SA: Sneak Attack (+1d6)
SV Fort +1, Ref +5, Will +0;
Str 11, Dex 16, Con 12, Int 15, Wis 10, Cha 6.
Skills: (40 points)
Climb +3, Craft:Trapmaking +4(+2^), Disable Device +4, Escape Artist +3, Hide +3(+4*), Jump +3, Listen +3, Move Silently +3 (+4*), Open Lock +4, Search +4, Spot +3, Use Rope +3.
(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Skill focus.)
Feats:
Skill Focus: Craft: Trapmaking
Languages:
Common, Goblin, Draconic
Armor:
Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.
Weapons:
Daggers(2): Atk +1 melee, +4 thrown, Dmg 1d4, crit 19-20 x2, range 10ft
Sling: Atk +4 ranged, Dmg 1d4, crit x2, range 50ft
Possessions:
Backpack, bedroll, craft tools, flint and steel, “artisan's” outfit, sling bullets (10) in pouch, sack, trail rations (1 days), thieves’ tools, and water skin. 4gp 8sp 16cp
Behind the Curtain:
I made Check Lawful Evil for two reasons. First, making traps and snares is better suited to a logical mind. Second, no one would deal with a trapmaker who couldn't be trusted to keep their secrets.
Flavor:
Catch was snaring rats by the time he was three years old. After the age of eight none of the other boys was able to raid his hidden stash of stuff without injury. He is now in his teens and is the top trapmaker in his tribe. Catch has bigger dreams. Catch plans to leave the tribe and find a Master Trapmaker to teach him all the tricks of the trade.
(To be accepted as an apprentice a candidate must first complete an obstacle course of traps set by a master. To become a master you must "trap" the master who trained you.)
Tactics:
Defense. Catch can use his weapons if necessary, but typically he will retreat to an area where he has set up traps and snares and let them do the work.
Goblin Virtues:
Industrious. Goblins are not lazy people. With all the competition from bigger predators (and other goblins) they have to work hard just to survive.