Goblin-a-day


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This thread is pretty cool. I didn't even know it existed until it just got bumped, even though garyh has already posted a link to his character in it. I'm playing D'Bruuhl, a goblin cleric who secretly wants to be a paladin, in the same game as garyh. Please post the rest, Maverick Weirdo...
 

Weirdo's Wizards

The next theme I'm working on is Goblin Specialist Wizards. I decided to try to make 8 different goblin wizards (though there may be some similarities).

I am restricting them to 3rd level, because the higher the level the more spell/feat/skill choices there are to make and the longer each one takes to write. If you want to raise the wizard a few levels, be my guest.

In addition, each one will have a background that explains how a goblin learned wizardry. If you like the background from one but the stats of another, again feel free to make your own changes.
As a flavor element, (and to save time) each wizard will learn all the spells of their chosen spell type (each level) before learning any other spells.

P.S. I'm starting with the "weaker" spell types first.

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Knotal, Goblin Diviner
Wizard L3; small humanoid; AL NE
HD 3d4+3 (toughness); hp 11;
Init +2; Spd 30 ft; AC 13 (20 including shield spell);
Atk +0 melee or +4 ranged;
SQ: Darkvision 60 ft;
SV Fort +1, Ref +3, Will +5;

Str 6, Dex 15, Con 10, Int 15, Wis 14, Cha 10.

Skills: (24 points)
Concentration +5, Hide +1 (+4*), Knowledge: Arcana +2, Listen +1 (+2^), Move Silently +1 (+4*+2^), Scry +2, Speak Language +1, Spot +1 (+2^), and Spellcraft +5 (+2 Div).
(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Familiar Bonuses)

Feats:
Alertness (from familiar), Extend Spell, Scribe scroll, and Toughness

Spells: Per day (5/4/3)
Chosen School: Divination (*), Prohibited School: Necromancy
Spells Known; L0 all except disrupt undead; L1 comprehend languages*, detect secret doors*, detect undead*, identify*, magic missile, shield, and true strike*; L2 detect thoughts* and locate object*.

Languages:
Common, Goblin, Draconic, Infernal

Armor: None

Weapons: Daggers (2): Atk +0 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft

Possessions:
Backpack, bedroll, flint and steel, sack, trail rations (1 days), traveler’s clothes, and water skin. 4gp 8sp 16cp.

Scrolls: Clairaudience, daze, magic missile (2), ray of frost, see invisibility, tongues, and true strike.

Wands: Burning hands (Caster level 3, 14 charges), and reduce (Caster level 3, 13 charges)

Familiar:
Owl, Nighteyes
Tiny Animal
HD 1 (5 hp)
Init +3 (Dex)
Speed 10 ft., fly 40 ft.
AC 19 (+2 size, +3 Dex, +4 natural)
Atk +5 melee
Dmg 1d4-2 claws
Face/Reach 2 1/2 ft. by 2 1/2 ft. (coiled)/0 ft.
SQ Low light vision, grant Alertness, grant +2 move silently, improved evasion, share spells, empathic link
Fort +2, Ref +5, Will +4
Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 4

Skills Listen +14, Move Silently +20, Spot +6 (+8 dusk or darkness)
Feats: Weapon Finesse (claws)

Background:
Knotal was a son of the tribe’s cleric. His father had great plans for him, but Knotal didn’t want to be beholden to Maglubiyet (or his father) for power. He was looking for his own power.
To find that power he knew he would need to look outside the tribe, so he spent much of his time scouting the local villages. Most of his scouting time was spent spying on the wizard who lived in one of the more distant villages. Sometimes when the wizard wasn’t home, he would steal a scroll or small book. Over time, Knotal was able to teach himself Draconic and learn magic.
When the tribe decided to raid the distant village Knotal killed the wizard to claim his belongings. He was only allowed to keep the books, scrolls, and wands (which were no use anyone else). The potions and rings went to Knotal’s father. The rest went to the head of the tribe. Knotal continues to study so that someday he will be powerful enough to kill his father and take back the wizard’s rings.

Tactics:
Knotal still works with the scouts. His divination spells and his owl familiar make him very good at scouting. He tries to stay out of close range combat. When he is attacked he will use his spells before his scrolls and wands (they are easier to replace) unless the attacker(s) are much more powerful than him. He usually has prepared both a shield spell and an “extended” shield spell (double duration, counts as a 2nd level spell). He doesn’t have any “touch” spells for his owl to deliver, but he will often “share” divination spells with the owl. When he and the owl have trouble explaining through the empathic link, he sometimes “shares” comprehend languages spells with the bird so they can better understand what each other is saying.

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Kofin, Goblin Necromancer
Wizard L3; small humanoid; AL CE
HD 3d4+6 (+3 con +3 tough); hp 14;
Init +2; Spd 30 ft; AC 13 (20 including shield spell);
Atk +0 melee or +4 ranged;
SQ: Darkvision 60 ft;
SV Fort +2, Ref +3, Will +5;

Str 6, Dex 15, Con 12, Int 15, Wis 14, Cha 8.

Skills: (24 points)
Concentration +6, Hide +1 (+4*), Knowledge: Arcana +4, Listen +1 (+2^), Move Silently +1 (+4*), Spot +1 (+2^), and Spellcraft +6 (+2 Nec).
(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Familiar Bonuses)

Feats: Alertness (from familiar), Scribe scroll, Toughness, and Weapon Focus: Touch Attack

Spells: Per day (5/4/3)
Chosen School: Necromancy (*), Prohibited School: Illusion
Spells Known; L0 all except ghost sound; L1 cause fear*, chill touch*, detect undead, magic missile, ray of enfeeblement*, shield, shocking grasp, summon monster I; L2 ghoul touch* and spectral hand*.

Languages: Goblin, Draconic, and Undercommon

Armor: None

Weapons: Daggers (2): Atk +0 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft

Possessions:
Backpack, bedroll, flint and steel, sack, trail rations (1 days), traveler’s clothes, and water skin. 4gp 8sp 16cp.

Scrolls: Daze, halt undead, magic missile (2), ray of frost, scare, shocking grasp, and vampiric touch.

Wands: Burning hands (Caster level 3, 9 charges), and ray of enfeeblement (Caster level 3, 8 charges)

Familiar:
Spider, Spinner
Diminutive Magical Beast
HD 1 (7 hp)
Init +3 (Dex)
Speed 10 ft., climb 10 ft.
AC 18 (+3 size, +3 Dex, +2 natural)
Atk Bite +5 melee
Dmg Bite poison
Face/Reach 1 ft. by 1 ft. /0ft.
SA Poison, touch
SQ Grant Alertness, improved evasion, share spells, empathic link
Fort +2, Ref +3, Will +0
Str 1, Dex 17, Con 10, Int 7, Wis 10, Cha 2
Skills Climb +8, Hide +18, Jump -4, Spot +7
Feats: Weapon Finesse (bite)
Poison:
Initial and Secondary Damage, DC11, 1d2 Str

Background:
Kofin was slave to a Drow Necromancer. He performed menial tasks such as scrubbing up bloodstains and feeding the familiar. When a group of adventurers killed the drow, Kofin was able to escape with some of the magical supplies and the familiar. With the familiar’s help, he was able to learn to be a wizard.

(When the drow died, Spinner felt it and slowly started to weaken. He knew that in a matter of days he would be a mundane spider again. So when they escaped spinner helped Kofin find the “Familiar Ceremony” in the drow’s tomes. This increased the weakening process, but he remained a magical spider. Spinner still doesn’t remember times with his previous wizard to clearly, but he remembers enough about magic to give Kofin clues when he is missing something.)

Kofin has no real interest in the adventurers who killed the drow, but spinner wants revenge. He went from being familiar of a powerful drow, to a low level goblin. He lost toughness and intelligence. Spinner vowed that the adventurers would pay for the indignity.

Behind the Curtain:
If the party defeated the drow necromancer (6th-8th level) then they are probably too powerful for Kofin (and Spinner) to take on alone. Therefore, Spinner will encourage Kofin to find a “patron”, such as an evil cleric who uses undead. Kofin can then be “back-up” for the undead.

Tactics:
Kofin stays out of melee if possible. He will typically cast spells before using wands and scrolls (they are easier to replace) unless faced with a serious threat. He has a good variety of ranged spells, ray of frost, magic missile, ray of enfeeblement. He also has Spectral Hand, which allows him to do touch attacks like chill touch, ghoul touch, and shocking grasp at a distance.

Spectral Hand
HP 1d4
Speed 30 ft.; Range 130ft. (line of sight); Duration 3 min. (D)
AC 24 (+2 Int, +22 natural)
Atk +3
Dmg: Touch Spell
SQ: Improved Evasion, Incorporeal

Sometimes Kofin will have Spinner drop down on an opponent to deliver a touch attack (such as chill touch) and then bite the opponent in the next round.

I decided that if you can do weapon focus "unarmed strike", or weapon focus "ray", then Kofin should be able to take Weapon Focus: Touch Attack. This gives him +1 when attacking with a melee touch attack spell (+3 spectral hand). I considered giving him Weapon Finesse: Touch Attack, so he uses his Dex bonus instead of his Str penalty. Then at level 3 that would give him +4 when attacking with a melee touch attack spell (+6 spectral hand). I thought that might be too evil. Especialy because touch attacks ignore armor, shield, and natural armor bonuses
 
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Re: Weirdo's Wizards

MavrickWeirdo said:
The next theme I'm working on is Goblin Specialist Wizards. I decided to try to make 8 different goblin wizards (though there may be some similarities).

Goblin specialist wizards? What a silly idea!! ;)
 

Weirdo's Wizards Part II

Flare, Goblin Illusionist
Wizard L3; small humanoid; AL CE
HD 3d4+3 (+3 tough); hp 11;
Init +2; Spd 30 ft; AC 13;
Atk +0 melee or +4 ranged;
SQ: Darkvision 60 ft;
SV Fort +1, Ref +3, Will +7;
Str 6, Dex 14, Con 10, Int 15, Wis 14, Cha 11.

Skills: (24 points)
Bluff +2, Concentration +5, Disguise +2, Hide +0 (+4* +2^), Knowledge: Arcana +2, Listen +1 (+2^), Move Silently +0 (+4*), Spot +1 (+2^), and Spellcraft +5 (+2 Ill).
(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Familiar Bonuses)

Feats: Alertness (from familiar), Iron Will, Scribe scroll, and Toughness

Spells: Per day (5/4/3)
Chosen School: Illusion (*), Prohibited School: Divination, and Necromancy
Spells Known; L0 all except detect poison, disrupt undead; L1 change self*, color spray*, magic missile, nystul’s magical aura*, nystul’s undetectable aura*, silent image*, and ventriloquism*; L2 blur* and hypnotic pattern*.

Languages: Goblin, Draconic, and Gnome

Armor: None
Weapons: Daggers (2): Atk +0 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft

Possessions:
Backpack, bedroll, flint and steel, sack, trail rations (1 days), traveler’s clothes, and water skin. 4gp 8sp 16cp.

Scrolls: Color spray, daze, displacement, invisibility, magic missile (2), major image, and ray of frost.

Wands: Burning hands (Caster level 3, 14 charges), and reduce (Caster level 3, 10 charges)

Familiar:
Chameleon, Wary
Tiny Magical Beast
HD 1 (5 hp)
Init +3 (Dex)
Speed 15 ft., climb 15 ft.
AC 22 (+3 size, +3 Dex, +4 camouflage, +2 natural)
Atk Bite +5 melee
Dmg Bite (1d3-2)
Face/Reach 2.5 ft. by 2.5 ft. /0ft.
SQ Grant Alertness, grant +2 Hide, camouflage, improved evasion, share spells, empathic link
Fort +2, Ref +3, Will +0
Str 6, Dex 17, Con 11, Int 7, Wis 12, Cha 2
Skills: Balance +11, Climb +12, Hide +22, Listen +8, Spot +8
Feats: Weapon Finesse (bite)

Camouflage: Chameleon’s have a natural ability to blend into their surroundings. This gives them +4 AC and +4 to Hide. This camouflage affects normal and low light vision, but not darkvision.

Background:
The goblin tribe was at war with the Kobolds. They needed magic to assist their efforts. The tribal leader ordered the tribe to capture a wizard. Shortly after that, some warriors brought in an unconscious Gnome Illusionist who was part of an adventuring party. When the gnome came to, he tried to escape using his illusions, but one of the leader’s sons, Flare, saw through the illusions and prevented the escape.

The tribe leader decided that the gnome should teach his strong-willed son to be a wizard. With a combination of intimidation, appealing to the gnomish hate for kobolds, and outright torture, the goblins were able to get the gnome to teach Flare magic. An illusionist is not exactly what the tribal leader wanted, but his son’s magic has helped some in the war against the kobolds.
Flare also makes extra money selling fake magic weapons to goblins from other tribes, (well mostly from other tribes).

Tactics:
Flare stays out of melee if possible. He will typically cast spells before using wands and scrolls (they are easier to replace) unless faced with a serious threat. Flare usually uses his spells to distract opponents so goblin rogues can get their sneak attacks.
When using his change self spell he will usually disguise himself as, another goblin, a kobold, or the gnome who “taught” him magic.

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Kellard, Goblin Abjurer
Wizard L3; small humanoid; AL LE
HD 3d4+9 (+6 Con +3 tough); hp 17;
Init +2; Spd 30 ft; AC 14 (+1 size, +2 Dex, +1 natural armor^); (25 with mage armor and shield spells)
Atk +0 melee or +4 ranged;
SQ: Darkvision 60 ft;
SV Fort +3, Ref +3, Will +4;
Str 6, Dex 15, Con 14, Int 15, Wis 12, Cha 8.

Skills: (24 points)
Concentration +6, Hide +1 (+4*), Knowledge: Arcana +4, Listen +1 (+2^), Move Silently +1 (+4*), Spot +1 (+2^), and Spellcraft +6 (+2 Abj).
(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Familiar Bonuses)

Feats: Alertness (from familiar), Combat Casting, Scribe scroll, and Toughness

Spells: Per day (5/4/3)
Chosen School: Abjuration (*), Prohibited School: Illusion
Spells Known; L0 all except ghost sound; L1 alarm*, endure elements*, hold portal*, mage armor, magic missile, protection from chaos/good*, and shield*; L2 protection from arrows* and resist elements*.

Languages: Common, Goblin, and Draconic

Armor: None
Weapons: Daggers (2): Atk +0 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft

Possessions:
Backpack, bedroll, flint and steel, sack, trail rations (1 days), traveler’s clothes, and water skin. 4gp 8sp 16cp.

Ring: ring of read magic

Scrolls: Daze, dispel magic, magic circle against chaos, magic missile (2), obscure object, endure acid, and ray of frost.

Wands: Burning hands (Caster level 3, 15 charges) and ray of enfeeblement (Caster level 3, 16 charges)

Familiar:
Turtle, Mail
Diminutive Magical Beast
HD 1 (8 hp)
Init +0 (Dex)
Speed 5 ft., swim 15 ft.
AC 20 (+4 size, +6 natural)
Atk Bite +4 melee
Dmg Bite 1 hp
Face/Reach 1 ft. by 1 ft. /0ft.
SQ Grant Alertness, grant +1 natural armor, improved evasion, share spells, empathic link
Fort +2, Ref +2, Will +4
Str 1, Dex 10, Con 11, Int 7, Wis 14, Cha 4.
Skills: Hide +22, Listen +8, Move Silently +10, Spot +8, Swim +10
Feats: Weapon Finesse (bite)

Background:
Kellard was exploring some ruins when he made the find of his life, a wizard’s lab. Probably the most important item he found was a “ring of read magic” which allowed him to read, and learn the spells he found. His natural cowardice led to the decision to specialize in Abjuration spells.

In appearance, Kellard is of average (goblin) height, but he is chubby for a goblin.

He will cast defensive spells on other goblins only when he is “safe enough” (in other words; rarely)

Tactics:
Kellard would like to stay out of melee, but the other goblins won’t let him. Even compared to a 2nd level goblin warrior (AC16, 9hp) Kellard is a tank.

He typically casts mage armor well before combat (duration is 3 hours). During the surprise round, he casts a shield spell (assuming goblins surprise the party). Then during the first round he will cast either protection from arrows, protection from chaos or resist fire, depending on the foes. Second round is when he finally casts an offensive spell (magic missile or ray of frost). After that, he alternates defensive and offensive spells. When he runs out of memorized offensive spells, he will typically use scrolls before wands (they are easier to replace) unless faced with a serious threat.
Behind the Curtain:
He typically fights alongside either: 3 goblin warriors and 2 goblin rogues (EL4); or 2 worgs and riders (EL5).

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Kasha, Goblin Enchantress
Wizard L3; small humanoid; AL CE
HD 3d4+3 (+3 tough); hp 11;
Init +2; Spd 30 ft; AC 13; (20 with shield spell)
Atk +0 melee or +4 ranged;
SQ: Darkvision 60 ft;
SV Fort +1, Ref +3, Will +4;
Str 6, Dex 14, Con 10, Int 15, Wis 13, Cha 12.

Skills: (24 points)
Bluff +2, Concentration +4, Disguise +2, Hide +0 (+4*), Knowledge: Arcana +2, Listen +1 (+2^), Move Silently +0 (+4*), Spot +1 (+2^), and Spellcraft +4 (+2 Ench).
(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Familiar Bonuses)

Feats: Alertness (from familiar), Scribe scroll, Still spell, and Toughness

Spells: Per day (5/4/3)
Chosen School: Enchantment (*), Prohibited School: Divination and Necromancy
Spells Known; L0 all except detect poison and disrupt undead; L1 change self, charm person*, color spray, hypnotism*, magic missile, shield, and sleep*; L2 hypnotic pattern and tasha’s hideous laughter*.

Languages: Common, Goblin, and Draconic

Armor: None
Weapons: Daggers (2): Atk +0 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft

Possessions:
Backpack, bedroll, flint and steel, sack, trail rations (1 days), traveler’s clothes, and water skin. 4gp 8sp 16cp.

Scrolls: Daze, hold person, invisibility, magic missile (2), ray of frost, sleep, and suggestion.

Wands: Burning hands (Caster level 3, 12 charges), and reduce (Caster level 3, 14 charges)

Familiar:
Viper, Sweetie
Tiny Magical Beast
HD 1 (5 hp)
Init +3 (Dex)
Speed 15 ft., climb 15 ft., swim 15 ft.
AC 19
Atk Bite +5 melee
Dmg Bite poison
Face/Reach 2.5 ft. by 2.5 ft. /0ft.
SA Poison
SQ Grant Alertness, improved evasion, share spells, scent, empathic link
Fort +2, Ref +5, Will +3
Str 6, Dex 17, Con 11, Int 7, Wis 12, Cha 2.
Skills Balance +11, Climb +12, Hide +18, Listen +8, Spot +8
Feats Weapon Finesse (bite)

Poison: Initial and secondary dmg: 1d6 Con. DC 11

Background:
An evil wizard needed a war. He needed the population in conflict. The only likely candidates were some bands of goblins who were more of a nuisance that an army. He considered approaching one of the goblin battle leaders and helping to make him Goblin King, but the price would be to high. The goblin would demand hoards of treasure, magical arms, and armor, before agreeing to work for the wizard. Unless…

The wizard spent some time among the goblins until he found the one he was looking for, A goblin female intelligent and ambitious enough to learn magic. Once he found her, he taught her enchantments and illusions, to beguile a tribal leader into declaring war.

Kasha knows the wizard is using her to start a war. As long as he continues to teach her, she won’t turn on him. Until then, she is living a better life than she ever dreamed. Four tribal leaders have died over her (not to mention the number of mistresses who have died).

Behind the Curtain:
When using her change self spell she will usually disguise herself as, a “sweet” young goblin female, a beautiful human woman, or a crone of in-determinant race.

Tactics:
Kasha stays out of melee if possible. She will sometimes use her human guise and call out “Help I’m being Attacked by Goblins” to lure heroes into traps. In combat, her job is to freeze opponents (color spray, hypnotism, hypnotic pattern, and sleep) so goblin warriors and rogues can get the jump on them. She will typically cast spells before using wands and scrolls (they are easier to replace) unless faced with a serious threat.
 

Weirdo's Wizards

Burnum, Goblin Evoker
Wizard L3; small humanoid; AL CE

HD 3d4+3 (+3 tough); hp 13;
Init +6; Spd 30 ft; AC 13 (24 with mage armor and shield spells)
Atk +0 melee or +4 ranged;
SQ: Darkvision 60 ft;
SV Fort +3, Ref +3, Will +4;

Str 6, Dex 15, Con 12, Int 15, Wis 14, Cha 8.

Skills: (24 points)
Concentration +6, Hide +1 (+4*), Knowledge: Arcana +4, Listen +1 (+2^), Move Silently +1 (+4*), Spot +1 (+2^), and Spellcraft +6 (+2 Evoc).
(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Familiar Bonuses)

Feats: Alertness (from familiar), Improved Initiative, Scribe scroll, and Toughness

Spells: Per day (5/4/3)
Chosen School: Evocation (*), Prohibited School: Illusion and Enchant
Spells Known; L0 all except daze, and ghost sound ; L1 burning hands, mage armor, magic missile*, ray of enfeeblement, shield, shocking grasp, and tenser’s floating disk* ; L2 flaming sphere* and shatter*.

Languages: Common, Goblin, Draconic

Armor: None

Weapons: Daggers (2): Atk +0 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft

Possessions:
Backpack, bedroll, flint and steel, sack, trail rations (1 days), traveler’s clothes, and water skin. 4gp 8sp 16cp.

Scrolls:
Darkness, fireball, flare, lightning bolt, magic missile (3), and ray of frost.

Wands:
Burning hands (Caster level 3, 10 charges), and ray of enfeeblement (Caster level 3, 12 charges)

Familiar:
Bat, Smokey
Diminutive Magical Beast
HD 1 (6 hp)
Init +2 (Dex)
Speed 5 ft., fly 40 ft. (good)
AC 17
Atk --
Face/Reach 1 ft. by 1 ft. /0ft.
SQ Blindsight, Grant Alertness, improved evasion, share spells, empathic link
Fort +2, Ref +4, Will +4
Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 4.
Skills Listen +8, Move Silently +10, Spot +8
Feats Blindsight

Background:
Burnum apprenticed at a young age to a goblin wizard. He came to learn that the reason goblins take apprentices is to use them as scroll-factories. The wizard will give the apprentice a spell to learn. Once he learns the spell, the apprentice must make 2 scrolls of that spell to repay his master.

Tactics:
Burnum stays out of melee if possible. He will typically cast spells before using wands and scrolls (they are easier to replace) unless faced with a serious threat. Burnum is not subtle like most goblins. He has been known to make enemies aware of his presence before attacking.
 


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