This thread will not die
No!!! I will not let this thread die!! Arise from the grave, o' foul thread that should not be!!!
<Ahem>. Here's some of Lord Zardoz's gobllins from the old thread.
Chaikeggok
Druid 2, Sorcerer 2; AL CN
HD 2d8 + 2d4 + 8; hp 26;
Init +4; Spd 30 ft; AC 10;
Atk +2 melee or +2 ranged;
SQ: Darkvision 60 ft;
SV Fort +7, Ref +0, Will +7; //+2 to fort save for Rat Familiar
Str 10,
Dex 10,
Con 14,
Int 12,
Wis 12,
Cha 18;
Skills: (Druid 25, Sorcerer 6)
Animal Empathy 5,
Concentration 7+2,
Hide 0 [+4],
Listen 3.5 +1,
Spot 3.5 +1,
Wilderness Lore(Forest) 5;
(* [ ] Goblin racial bonuses)
Druid Spells 4 / 3;
0: Cause Minor Wounds, Guidance, Virtue, Detect Poison;
1: Summon Natures Ally x2, Entangle;
Sorcerer Spells per Day: 6 / 5
Sorcerer Spells Known: 5 / 2;
0: Daze, Ghost Sound, Detect Magic, Read Magic, Flare;
1: Sleep, Summon Monster 1;
Feats:
Brew Potion, Silent Spell;
Languages:
Goblin, Orc;
Armor: None;
Weapons:
Club +2 Melee, +2 Ranged, 1d6, Crit x2, 10 Ft Range Inc.
Familiar:
Rat
Tiny Magical Beast
HD 2 (13 hp)
Init +2 (Dex)
Speed 15 ft., climb 15 ft.
AC 24 (+2 size, +2 Dex)
Atk Bite +4 melee
Dmg Bite (1d3-4)
Face/Reach 2.5 ft. by 2.5 ft. /0ft.
SQ grant +2 Fortitude Save
Fort +2, Ref +4, Will +1
Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills Balance +10, Climb +12, Hide +18, Move Silently +10
Feats Weapon Finesse (bite)
Animal Companions:
Rats (16)
Tiny Animals
HD 1/4 D8 (1 hp)
Init +2 (Dex)
Speed 15 ft., climb 15 ft.
AC 24 (+2 size, +2 Dex)
Atk Claws +4 melee
Dmg Bite (1d3-4)
Face/Reach 2.5 ft. by 2.5 ft. /0ft.
SQ grant +2 Fortitude Save
Fort +2, Ref +4, Will +1
Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills Balance +10, Climb +12, Hide +18, Move Silently +10
Feats Weapon Finesse (bite)
Possessions:
A Club, a ragged Rat hide cloth that is almost like clothing.
Goblin Virtues:
Mob Mentality: Fitting in with your peers helps. There is strength in Numbers, and your friends make good Meat Sheilds.
Behind the Curtain: I have no problem with letting spell casting levels stack, but it can be a 'defered' feat, and remain inactive until he advances either of his spellcasting classes. And though it is not on the Druid lists, I am allowing the Cause Wounds spells because not only do I think they should be there, but I do not see any reason for a Druid not ot have those spells. After all, Druids to get Harm. As he advances, his next logical feat is Leadership.
Flavor:
Chaikeggok was alone, hungry, and unloved. The last two are common for goblins, but the first one was unusual. So he wandered around, staggering weakly along, not quite sure of where he was. And then he had a vision. Or he passed out, which amounts to the same thing. He awoke to notice a rat chewing on his foot. Actually, there were 6 or more of them. He shook them off, and staggered away, but realized something. Rats are also unloved, but they are never alone, and they are never really hungry, or never seem that way. He learned from them, and they followed him. His forced fasting also allowed him to connect to the dark heritage of the goblin race in a new way, and he gained an equal measure of Arcane powers. He found other goblins, and got them to follow him, by promising to end their hunger. And so it began.
Chaikeggok has used his influence to get nearly all the Rats in the area to to go out in large swarms, and destroy many crops. He is forcing many to starve, as he once starved. And he has began attracting other goblin followers, but scarecly notice him.
Tactics:
Chaikeggok will use spells like Sleep and Entangle to disable his opponents, and then let his Rats eat them alive when possible. If this is not possible, he will flee. He also uses his Animal Empathy skill to convince other rats to join (not as animal companions). He will use Summon Monster 1 to summon Fiendish Dire Rats. His rats also cause Flanking attacks for the goblin followers.
END COMMUNICATION
Varkak
Rogue 2; AL NE
HD 2d6 + 6; hp 16;
Init +2; Spd 30 ft; AC 15;
Atk +3 melee or +4 ranged;
SQ: Darkvision 60 ft;
SV Fort +1, Ref +5, Will +1;
Str 12,
Dex 15,
Con 17,
Int 12,
Wis 12,
Cha 8;
Skills: (Rogue 45)
Balance 5 +2,
Climb 5+1,
Disable Device5 +1,
Hide 5 +2 [+4],
Jump 5 +1,
Listen 5 +1,
Move Silently 5 +1,
Spot 5 +1,
Wilderness Lore(Forest) 2.5 -1;
(* [ ] Goblin racial bonuses)
Feats:
Dodge, Run;
Languages:
Goblin, Orc;
Armor: None;
Weapons:
Halfspear: Atk +2 melee, +4 thrown, Dmg 1d6+1, crit x3, range 20ft
Sling: Atk +4 ranged, Dmg 1d4, crit x2, range 50f
Shortbow: Atk +4 ranged, Dmg 1d6, crit x2, range 60f
Possessions:
Halfspear, steel tipped, 20 arrows, 20 arrows with Hobgoblin fletchings, 5 daggers. 3 Hobgoblins heads (trophies), 30 silver. Leather Armor
Goblin Virtues:
Methodical: What goblins lack in skill, inteligence, and strength, they make up for with their attention to detail. If a goblin is going to hurt you, it is not going to go half way. You will spend days slowly dying under their attentions when it suits them. That, or some particular goblin is too stupid to know how to do it quickly. In any event, the reputation is well earned, if for the wrong reasons.
Flavor:
Varkak has exactly one job that he performs for his Tribe. Extract a bloody vengeance upon the Shattered Tooth Hobgoblin Clan for seizing their mountain Lair. Until that day, his tribe had no contact with the Shattered Tooth Clan. No one in the area had even heard of them. But the Underdark is a very large place. While the Bloodfist Goblins had more then adequatly held their caves from surface incursions from the neigboring Elves, they had negelcted the under tunnels. The Shattered Tooth Clan enslaved much of the Bloodfist Tribe, and drove the rest out to the surface. And right into the waiting spears and arrows of the Elves, who of course have long memories. The remnants of the Bloodfist tribe have since become very good at remaining unseen. And very angry with the Hobgoblins. Varkak is currently consumed by his vengeance. He will frequently leave detailed maps on hobgoblin bodies, sell them to less scrupulous humans, or otherwise plant them in hopes of tricking adventurers into solving the Bloodfist's problem for them.
Tactics:
Varkak will approach a known guardpost with some other goblins, open fire, and run. He will do this as often as it takes to lure a Hobgoblin out into the woods. Once out in the open, Varkak and the other goblins will do their best to separate them. However, this tactic often does not work, though, simply because the Hobgoblins grasp of tactics is very sound. They almost never get separated. Another tactic is to follow adventureres who are approaching the Shattered Tooth Clan's holdings, and offer 'covert support'. He will disarm Hoblgoblin Traps along the adventureres path, and offer support with his Bow and arrow. He will also clean up after the fights, and make sure that no Hobgoblin that flees gets to report back.
Edit: Changed from "Hobgoblin" to Orc in Languages. I could have allowed for Human, Dwarven, or Elf, but I think being able to speak the languages of other humanoids is more useful in most circumstances to a Goblin.
END COMMUNICATION