Goblin-a-day

MavrickWeirdo

First Post
I am going to repost the popular Goblin a day thread from the other boards. I will be editing out coments to make the goblins easier to find. Now back to how it all began;

I've decided to try the character-a-day concept, but mine is obviously more specific. Most of these will be minor opponents, although some might be suitable for Recurring Villains, or even PC's

I don't see these goblins as all in the same tribe. There should be only 2 or 3 of them per tribe unless it is a huge, or very successful tribe.

According to the Monster Manual the favored class for Goblin’s is Rogue, yet the example they give is of a goblin warrior. I decided for my first goblin I would make a simple goblin rogue.
 

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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.
 

Goblin Craftsmen

Patch, weapon-mender
Rogue L1; small humanoid; AL NE
HD 1d6; hp 7;
Init +2; Spd 30 ft; AC 16;
Atk +2 melee or +3 ranged;
SQ: Darkvision 60 ft;
SA: Sneak Attack (+1d6)
SV Fort +1, Ref +4, Will -1;

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

Skills: (40 points)
Appraise +4, Bluff +3, Craft:Weaponsmith +4(+2^), Disable Device +3, Hide +3(+4*), Intimidate +3, Listen +3, Move Silently +3 (+4*), Open Lock +3, Search +4, Sense Motive +4, Spot +3.
(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Skill focus.)

Feats:
Skill Focus: Craft: Weaponsmith

Languages:
Common, Goblin, Orc

Armor:
Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.

Weapons:
Daggers(2): Atk +2 melee, +3 thrown, Dmg 1d4+1, crit 19-20 x2, range 10ft
Short sword: Atk +2 melee, Dmg 1d6+1, crit 19-20 x2, range 20ft

Possessions:
Backpack, bedroll, artisan's tools, flint and steel, “artisan's” outfit, sack, trail rations (1 days), thieves’ tools, and water skin. 4gp 8sp 16cp

Behind the Curtain:
Patch’s “Possessions” only list what he might normally carry. He also has for sale: 2 of each Simple Melee Weapons, 1 of each Small Martial Melee Weapons, plus 1 of each type of sword. Half his merchandise is normal quality, the other half is of poor quality (-1). He does not have any masterwork or magic weapons.

Flavor:
Patch’s livelihood has always depended on two things; his eye for quality, and being good with his hands. He started off salvaging old broken weapons like most young goblins. He quickly found that he was better at mending weapons than most of his year-mates. He also got good at telling which weapons were worth the effort. Before too long he was swapping two broken daggers for one repaired dagger.

Tactics:
Patch is no hero, but he does know how to fight with the shortsword and daggers he carries. About the only things he will fight to defend are his merchandise or his stash. It is also known in his tribe that if anyone robs him that all who help kill the robber receive a free weapon.

Goblin Virtues:
Recycling: Humans see goblins as bandits, but nature sees them as scavengers. They gather together materials that no one else wants, or that no one else is using at the moment. Goblins trade with each other by bartering. Every Goblin has his hidden “stash” of things he gathered.
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Stich, rag-picker
Expert L1; small humanoid; AL NE
HD 1d6; hp 5;
Init +3; Spd 30 ft; AC 17;
Atk -1 melee or +4 ranged;
SQ: Darkvision 60 ft;
SV Fort -1, Ref +3, Will +3;

Str 8, Dex 17, Con 8, Int 14, Wis 12, Cha 11.

Skills: (32 points)
Appraise +4, Craft: Tailor +4(+2^), Hide +3(+4*), Listen +3, Move Silently +3 (+4*), Pick Pocket +4, Search +4, Sense Motive +3, Spot +3, Use Rope +3.
(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Skill focus.)

Feats:
Skill Focus: Craft: Tailor

Languages:
Common, Goblin, Giant

Armor:
Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.

Weapons:
Daggers(2): Atk -1 melee, +4 thrown, Dmg 1d4-1, crit 19-20 x2, range 10ft
Sling: Atk +4 ranged, Dmg 1d4-1, crit x2, range 50ft

Possessions:
Backpack, bedroll, artisan's tools, flint and steel, “artisan's” outfit, sack, sling bullets (10) in pouch, trail rations (1 days), and water skin. 4gp 8sp 16cp

Goblin Virtues:
Wealth: Goblins inherit wealth the old-fashioned way. They fight over it. A goblin builds up his stash over a lifetime. He rarely has a chance to tell anyone where it is before he dies. There are few (usually zero) goblins he would trust with the knowledge. There are stories of she-goblins seducing old warriors for their stash, and then having them killed. Often a stash is found by the goblin’s cleverest son. Then the strongest son catches him with the goods and fights him. While they are fighting the fastest son grabs what he can and takes off.

Behind the Curtain:
Rag-Pickers are the clothing makers, and menders, of the goblins. They get their material by scavenging and stealing. They check trash heaps, clothes-lines, they have even stolen clothes off the dead.

Flavor:
Stich was unusally favored among goblins. His father, Nit, was the previous “rag-picker” of the tribe, and he loved his craft well. Nit had an extensive stash of fabrics both simple and fine. He realized most would be ruined, by his family fighting over them, when he was gone. So he secretly gave his stash to the only one of his children who shared his talent, Stich. This did not lead to a loving relationship between them. Nit was a harsh craftsmaster, and he was doing it for the good of the fabric, not his son. Still Stich did prosper thanks to that inheritance, and at times thinks of his father with respect.

Appearance: Stich is slightly smaller than the average goblin. His most noticeable feature is that he is well dressed (for a goblin.) He doesn’t wear finery, but his clothes are clean, well mended and they fit him properly.

Tactics:
Stich will fight only if there is nowhere else to run.
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Kulp, poisoner
Expert L3; small humanoid; AL NE
HD 3d6+6; hp 17;
Init +2; Spd 30 ft; AC 16;
Atk +1 melee or +5 ranged;
SQ: Darkvision 60 ft;
SA: Poison (see weapons)
SV Fort +5, Ref +3, Will +4;

Str 6, Dex 14, Con 14, Int 15, Wis 13, Cha 8.

Skills: (48 points)
Alchemy +6(+2^), Heal +5, Hide +5(+4*), Knowledge: Nature +6, Listen +4, Move Silently +4 (+4*), Search +4, Sense Motive +5, Spot +4, Wilderness Lore +5.
(* Goblin racial bonuses: +4 for Move Silently and Hide,^ Skill focus.)

Feats:
Great Fortitude
Skill Focus: Alchemy

Languages:
Common, Gnome, Goblin

Armor:
Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.

Weapons:
Daggers (2): Atk +1 melee, +5 thrown, Dmg 1d4-2 (+ poison: Greenblood Oil), crit 19-20 x2, range 10ft (No initial damage, 1 minute after injury Fort DC12 or loose 1d4 Con and 1d3 Wis, temporary)

Darts (4): Atk +5 ranged, Dmg 1d4-2 (+ poison: Bloodroot), crit x2, range 50ft (DC13, initial damage 1 Con, secondary 1d2 Con, temporary)

Possessions:
Alchemist’s lab, backpack, bedroll, dart quiver, flint and steel, healer’s kit, “artisan's” outfit, sack, trail rations (1 days), and water skin. 4gp 8sp 16cp. Lab contents: Acid (2 flasks), antitoxin (4 vials), arsenic (2 vials), bloodroot (1 vial), greenblood oil (2 vials), and soap (1 lb).

Behind the Curtain:
Suggested house rule; Character only knows one “Alchemy Formula” per skill rank. This would not limit his ability to identify items. Kulp knows the formulas for Acid, Antitoxin, Arsenic (poison), Bloodroot (poison), Greenblood Oil (poison), and Soap.

I made him 3rd level because the DC’s for most alchemic items make them beyond the reach of first level characters.

Flavor:
Kulp belongs to a clan that doesn’t have an adept or cleric, so he is the closest they have to a healer.

Most of his time is spent making poisons to apply to weapons. Poisons aren’t cheap they typically cost him from 30 to 40 gp and take 2 or 3 weeks to make 1 dose. Only the elite of the tribe can afford poisoned weapons.

His own daggers and darts are kept in special sheaths so the poison stays on the weapons (till used).

Tactics:
Kulp is usually in his lab, or out gathering ingredients. When out gathering he does not take his lab or healer’s kit. If attacked while gathering he uses his darts then retreats, hoping the secondary damage takes effect before attackers catch him.
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Twine, rope-maker
Expert L1; small humanoid; AL CE
HD 1d6; hp 7;
Init +2; Spd 30 ft; AC 16;
Atk +2 melee or +3 ranged;
SQ: Darkvision 60 ft;
SV Fort +1, Ref +2, Will +3;

Str 13, Dex 15, Con 12, Int 14, Wis 8, Cha 8.

Skills: (32 points)
Balance +3, Climb +4(+2^), Craft: Rope maker +3, Hide +3(+4*), Jump +3, Move Silently +3 (+4*), Search +3, Spot +3, Tumble +3, Use Rope +4.
(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Skill focus.)

Feats:
Skill Focus: Climb

Languages:
Common, Goblin

Armor:
Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.

Weapons:
Hammer, light: Atk -2 melee, -1 thrown, Dmg 1d4+1, crit x2, range 20ft
Pick, light: Atk -2 melee, Dmg 1d4+1, crit x4

Possessions:
Backpack, bedroll, artisan's tools, climber’s kit, flint and steel, “traveler’s” outfit, rope (50 ft hemp), sack, trail rations (1 days), and water skin. 4gp 8sp 16cp

Goblin Virtues:
Flexibility: Goblins have to live in many different places so they are adaptable to different terrains.

Flavor:
Twine can be found climbing cliffs or exploring crevasses. Twine lives to climb. He became a rope-maker to support his interest, both for personal use, and to trade for provisions and equipment. The tribe sometimes uses him to explore or scout new territory, but he is not very reliable since he looses track of time while climbing.

Tactics:
He would rather avoid a fight if possible, especially considering his weapon skills. If cornered he will try to climb to escape. He might try throwing his hammer if he thinks it is necessary to get away.
 

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Karkas, Worg-Rider

Karkas, Worg-Rider
Fighter L2; small humanoid; AL NE
HD 2d10+2; hp 13;
Init +2; Spd 30 ft; AC 16;
Atk +3 melee or +5 ranged;
SQ: Darkvision 60 ft; Light Sensitivity
SV Fort +4, Ref +2, Will +1;

Str 10, Dex 14, Con 12, Int 12, Wis 12, Cha 10.

Skills: (15 points)
Climb +1, Hide +0 (+4*), Jump +1, Listen +1 (+2^), Move Silently +0 (+4*), Ride +5(+2*), Search +2, Spot +1 (+2^).
(* Goblin racial bonuses: +4 for Move Silently and Hide and +2 for Ride. ^ Alertness Feat)

Feats:
Alertness
Mounted Combat
Weapon Focus: Morningstar

Languages: Goblin, Worg

Armor:
Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.

Weapons:
Dagger: Atk +3 melee, +5 thrown, Dmg 1d4, crit 19-20 x2, range 10ft
Morningstar: Atk +4 melee, Dmg 1d8, crit x2

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

Flavor:
All his life Karkas wanted to be a Worg-Rider. His clan was too small to have worgs. So small that worgs were almost legends. He had no chance of becoming a worg-rider at home.

Every few years one of the larger tribes would accept candidates from the smaller clans. Karkas’ clan wasn’t going to send a candidate. Their warleader felt they couldn’t afford to loose anyone. Karkas snuck away and took the long trip to the trials on his own.

He arrived only a couple of hours before the trails started. He was herded into a gloomy hut with the rest of the candidates. There were a handful of other goblins there. All of them were trying not to look nervous, only half of them were succeeding. As they were milling around the hut Karkas noticed a dim light at the back of the hut. He went over to check it out and saw it was a hole in the wall. He casually sat by it so none of the other goblins would know what he was doing.

When he looked out the hole he saw “The Pit”. It was a shallow circle surrounded by hills on all sides. Many goblins were sitting on the hills to watch. Karkas turned around when he heard someone enter the hut.

The headsman of the tribe was an intimidating figure. It wasn’t just his size, or his scars. It was the way he carried himself. “So you are the ones who want to be Warg-Riders”, he said. “Before you can ride a warg you must face one in The Pit.” The candidates seemed quite surprised to hear this, except the largest candidate. He was actually larger than the headsman and carried a short-sword as a weapon. He reacted to the news like he expected it. The headsman pointed to a thin goblin and said, “Come with me, you’ll be first.”

When Karkas looked back through the hole he saw the headsman walk to the center of the pit. The headsman said some words to the crowd, which Karkas couldn’t hear. Then he left the pit. The thin candidate entered from one side and an old scarred warg entered from the other. The thin goblin may not have been strong, but he was fast. He was able to avoid most of the old warg’s attacks and even get in some blows with his dagger. But no matter how fast he was on two legs he wasn’t faster than a worg on four. The old worg killed him and the crowd cheered.

Karkas heard a voice behind him say, “What are you doing?” He turned to find the large candidate standing over him. Karkas didn’t know if he should tell the truth or lie. He was saved from doing either when the headsman entered again. He pointed to the large candidate and said, “You’re next.”

Karkas waited a moment before looking through the hole. When he did the large goblin was facing off against the old warg. The this candidate did not depend on speed. Instead he counted on strength and endurance. Whenever the old warg bit him, he would hit it as hard, or harder. The worg already had injuries from the first match, so it wasn’t long before the goblin struck the killing blow. As the large candidate stood over his kill a pair of warg-riders approached him. He saluted them with his sword. When they reached him they knocked the short-sword from his hand and wrestled him to the ground. Two more goblins entered the pit, and the four of them dragged the large goblin kicking and screaming from the pit, while the crowd booed.

Karkas was confused. What had the large goblin done wrong? Karkas was so lost in thought that he didn’t notice the headsman, until he heard the his voice saying that Karkas should come with him. He was brought around to the side of the pit and was told to stop. The headsman continues to the center of the pit before addressing the crowd. “For the next challenge we have a “Pup Fight”, an untried warrior against an unblooded warg.” The headsman called out. “Let them enter the circle.” Karkas was pushed, none to gently, into the pit. He tried not to slip on any bloody spots as he walked forward. Across the circle he could see his warg walking forward. His Warg. Suddenly Karkas understood. He was there to become a warg-rider. He could hardly ride it, if it was dead. Yet apparently the warg was allowed to kill him. Karkas needed to stop the warg from killing him, without killing it. For the first time he was glad his weapon was a club, not a blade.

His warg was young. It had not reached full growth, but it still had the eyes of a killer. The warg lunged at the candidate and missed. Karkas tried to hit it with his club, but not to hard, and missed it completely. The warg got in a good bite and tried to knock him down, but Karkas managed to stay on his feet and grazed the worg with his weapon.

Karkas realized that he needed to do some serous damage to his opponent, before he tried to subdue it. He avoids another bite from the warg, but doesn’t manage to hit it himself. The warg gets in a bite and trips the young goblin to the ground. Karkas scrambles up and away from the beast. When the warg lunges at where Karkas was, and Karkas clubs it on the head, hard. The two stop for a moment and now Karkas sees respect in his adversary’s eyes.

The warg makes a cautious attack and misses. Karkas manages a careful blow to his foe’s shoulder. The warg scrapes it’s teeth across Karkas’ leg, and Karkas knocks the warg away before he looses his balance and falls. Karkas waits for the final attack, but nothing happens.

He sits up and looks over at the warg laying very still on the ground. He walks over and sees that the beast is still breathing. Karkas places his hand on it’s furry neck. The warg looks into his eyes and accepts Karkas as his rider.

Behind the Curtain:
I decided to redo the Worg-Rider. Goblin warriors are CR 1/4, Worgs are CR 2. I felt that if a warg was going to allow a goblin to ride him, that goblin should be tougher than a “run of the mill” warrior.

The stats are what the goblin is like now. The flavor is how he became a warg-rider.


Worg (Standard Stats from MM)
Medium-Size Magical Beast

Hit Dice: 4d10+8 (30 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 14 (+2 Dex, +2 natural)
Attacks: Bite +7 melee
Damage: Bite 1d6+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Scent
Saves: Fort +6, Ref +6, Will +3

Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10

Skills: Hide +7, Listen +9, Move Silently +7, Spot_+9, Wilderness Lore +2*

Feats: Alertness

Climate/Terrain: Any forest, hill, plains, and mountains
Organization: Solitary, pair, or pack (6-11)
Challenge Rating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral evil
Advancement: 5-6 HD (Medium-size); 7-12 HD (Large)

More intelligent than their smaller cousins, worgs speak their own language. Some can also speak Common and Goblin.
 


Bear Baiter Clan

Trak, of the Bear-Baiter Clan
Ranger L2; small humanoid; AL NE
HD 2d10-2; hp 9;
Init +2; Spd 30 ft; AC 16;
Atk +4 melee or +5 ranged;
SQ: Darkvision 60 ft; Favored Enemy: Animals
SA: Two-Weapon Fighting
SV Fort +2, Ref +2, Will +0;

Str 13, Dex 15, Con 8, Int 14, Wis 10, Cha 10.

Skills: (30 points)
Animal Empathy +4, Climb +2, Handle Animal +3, Hide +2 (+4*), Intuit Direction +3, Jump +2, Listen +2(+2^)(+1~), Move Silently +2 (+4*), Search +2, Spot +2 (+2^)(+1~), Use Rope +2, Wilderness Lore +4 (+1~).
(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Alertness.~ Favored Enemy: Animals)

Feats:
Alertness
Track

Languages:
Common, Goblin, Orc

Armor:
Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.

Weapons:
Dagger: Atk +4 melee, +5 thrown, Dmg 1d4+1, crit 19-20 x2, range 10ft
Sling: Atk +5 ranged, Dmg 1d4+1, crit x2, range 50ft
Short sword: Atk +4 melee, Dmg 1d6+1, crit 19-20 x2, range 20ft.
(When using shortsword and dagger, ranger two-weapon style, each weapon is +2 melee instead of +4)

Possessions:
Backpack, bedroll, flint and steel, “traveler’s” outfit, rope (50 ft hemp), sack, sling bullets (10) in pouch, trail rations (1 days), and water skin. 4gp 8sp 16cp

Tactics:
The Bear-Baiter Clan makes a practice of taunting large animals to get the better of them. A common tactic is to enrage a bear (or other large animal) with noise and sling stones, from a distance. When the bear goes after the goblin, the goblin leads the bear to a concealed pit. Sometimes they do it in relay, especially when the animal is not near the trap. The first goblin is chased a distance and then climbs to safety. When the bear catches up a second goblin taunts then runs a distance to a safe spot. Then a third goblin taunts him from the far side of the concealed pit.

Flavor:
Trak is a good “starter” for bear-baiting relay. He uses his Animal Empathy skill to help him enrage the bear.

Goblin Virtues:
Bold: Not considered a virtue by most goblins, the Bear-Baiter Clan needs their members to be daring.

Behind the Curtain:
Goblins typically do their bear-baiting in gangs (4-9) of goblins. You’ll have one elite goblin, then about half of the gang would be goblin warriors, and the rest basic goblin rogues.
----------------------------------------------------------------------------------

Rapad, of the Bear-Baiter Clan
Barbarian L2; small humanoid; AL CE
HD 2d12 +2; hp 15;
Init +7; Spd 40 ft; AC 17;
Atk +4 melee or +6 ranged;
SQ: Darkvision 60 ft; Uncanny Dodge
SA: Rage 1/day
SV Fort +4, Ref +3, Will +0 (+2r);

Str 13 (17r), Dex 16, Con 13 (17r), Int 12, Wis 10, Cha 8.

Skills: (25 points)
Climb +2, Handle Animal +3, Intimidate +3, Hide +1 (+4*), Intuit Direction +3, Jump +2, Listen +2, Move Silently +1 (+4*), Spot +1, Wilderness Lore +4.
(* Goblin racial bonuses: +4 for Move Silently and Hide.)

Feats:
Improved Initiative

Languages:
Common, Goblin,

Armor:
Studded Leather, +3, check penalty –1, speed 40ft, 10 lbs.

Weapons:
Dagger: Atk +4 (+6r) melee, +6 thrown, Dmg 1d4+1 (+3r), crit 19-20 x2, range 10ft
Sling: Atk +6 ranged, Dmg 1d4+1, crit x2, range 50ft
Morningstar: Atk +4 (+6r) melee, Dmg 1d8+1 (+3r), crit x2

Possessions:
Backpack, bedroll, flint and steel, “traveler’s” outfit, rope (50 ft hemp), sack, sling bullets (10) in pouch, trail rations (1 days), and water skin. 4gp 8sp 16cp
(+r) = Rage

Tactics:
A second tactic is to lead an enraged a bear to another large animal (such as a lion) which is also enraged by the goblins. Animals usually do not fight without reason, but if two angry animals run into each other they will probable do some serious damage to each other. The more damage the do to each other the easier they are for the goblins to finish off.

Flavor:
Rapad does the “long leg” of the bear-baiting relay. With his speed and dexterity he is able to avoid the bear across stretches where they don’t have a safe spot to trade off. Rapad and Trak rarely work together, each is leader of a separate “hunting” party. Rapad sees Trak as his main competition to becoming clan leader.

Goblin Virtues:
Speed: He who fights and runs away, lives to fight another day.

Behind the Curtain:
The Bear-Baiter Clan is a small band of 60 noncombatants, 40 warriors, 20 basic rogues, 4 2nd-level “hunt-leaders”, and 1 clan leader of 4th level.
----------------------------------------------------------------------------------

Kolid, of the Bear-Baiter Clan
Monk L2; small humanoid; AL LE
HD 2d8 +2; hp 11;
Init +3; Spd 30 ft; AC 16(17d);
Atk +2 melee or +5 ranged;
SQ: Darkvision 60 ft; Evasion;
SA: Flurry of Blows, Stunning attack
SV Fort +4, Ref +6, Will +5;

Str 11, Dex 17, Con 12, Int 10, Wis 14, Cha 6.

Skills: (20 points)
Balance +2, Climb +3, Concentration +1, Escape Artist +3, Hide +2 (+4*), Jump +2, Listen +2, Move Silently +2 (+4*), Tumble +3.
(* Goblin racial bonuses: +4 for Move Silently and Hide.)

Feats:
Deflect Arrows
Dodge
Improved Unarmed Strike

Languages:
Common, Goblin,

Armor:
None

Weapons:
Handaxe: Atk +2 melee, Dmg 1d6, crit x3
Sling: Atk +5 ranged, Dmg 1d4, crit x2, range 50ft
Unarmed: Atk +2 melee, Dmg 1d4, crit x2

Possessions:
Backpack, bedroll, flint and steel, “monk’s” outfit, rope (50 ft hemp), sack, sling bullets (10) in pouch, trail rations (1 days), and water skin. 4gp 8sp 16cp

Tactics:
A second tactic is to lead an enraged a bear to another large animal (such as a lion) which is also enraged by the goblins. Animals usually do not fight without reason, but if two angry animals run into each other they will probable do some serious damage to each other. The more damage the do to each other the easier they are for the goblins to finish off.

Flavor:
Kolid does the “last leg” of the bear-baiting relay. With his defence and reflexes he is able to avoid the bear and whatever trap or opponent they have set up for the bear. He leads his own “hunting” group. Kolid supports Trak being the next clan leader. He sees Trak as more orderly than Rapad.

Behind the Curtain:
For the 4th “hunt-leader” use the stats of a goblin rogue such as Bully, Chek, or Kach and raise stats to second level.
 

Goblin Adepts

Pell, poisoner
Adept L3; small humanoid; AL NE
HD 3d6+6; hp 17;
Init +1; Spd 30 ft; AC 12;
Atk +0 melee or +3 ranged;
SQ: Darkvision 60 ft; Familiar
SA: Poison (see weapons)
SV Fort +5, Ref +2, Will +5;

Str 6, Dex 12, Con 14, Int 13, Wis 15, Cha 10.

Skills: (18 points)
Alchemy +6, Concentration +4, Heal +2, Hide +0(+4*), Knowledge: Nature +1, Listen +0 (+2^), Move Silently +0 (+4*), Spellcraft +3, Spot +0 (+2^), Wilderness Lore +2.
(* Goblin racial bonuses: +4 for Move Silently and Hide.^ Alertness)

Feats:
Alertness
Brew Potions
Great Fortitude

Languages:
Common, Gnome, Goblin

Spells: 3/3
Prepared: L0 cure minor wounds, detect magic, purify food and drink L1 cause fear, obscuring mist, sleep

Armor:
None

Weapons:
Daggers (2): Atk +0 melee, +3 thrown, Dmg 1d4-2 (+ poison: Greenblood Oil), crit 19-20 x2, range 10ft (No initial damage, 1 minute after injury Fort DC12 or loose 1d4 Con and 1d3 Wis, temporary)

Darts (4): Atk +3 ranged, Dmg 1d4-2 (+ poison: Bloodroot), crit x2, range 50ft (DC13, initial damage 1 Con, secondary 1d2 Con, temporary)

Possessions:
Alchemist’s lab, backpack, bedroll, dart quiver, flint and steel, healer’s kit, “artisan's” outfit, sack, trail rations (1 days), and water skin. 4gp 8sp 16cp.

Lab contents: Acid (2 flasks), antitoxin (4 vials), arsenic (2 vials), bloodroot (1 vial), greenblood oil (2 vials), and soap (1 lb).

Potions: Cure Light Wounds (3), Endure Elements, Protection from Good.

Familiar: Viper

Behind the Curtain:
Pell knows the formulas for Acid, Antitoxin, Arsenic (poison), Bloodroot (poison), Greenblood Oil (poison), and Soap.

Several familiars are suitable for poisoners. Rat gives +2 vs Fortitude saves. Toad improves Con, wich improves Fort also. Snakes have their own poison.

Flavor:
It's not easy being an adept. Warriors and Rogues are respected for their talents in combat. Clerics are respected for the power of the god the represent. Adepts are not as impressive and are often considered outsiders by their own tribes.

Even though they are seen as outsiders, there ar three roles where adepts fit in well in a tribe.

The first is Poisoner. Not all adepts are poisoners, and not all poisoners are adepts, but many find they have a knack.

Second is Seer. A couple of divination spells can go a long way. Goblin clerics may have access to more divination spells, but who wants a prophecy from clerics of a god of trickery.

Third is healer. Once again, goblin clerics have greater access to healing spells, but an adept only charges a minor fee for healing. A cleric expects significant donations to share the power of their god.

Pell is a poisoner and healer. His clan does not have it's own cleric, but any wandering goblin clerics always make a point of snubbing Pell.

Tactics:
Because of his lack of physical ability and armor Pell's potions and spells focus on defense. He then has poison to enhance his attacks. Of course most of the time he would rather have others do the fighting for him.

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

Faressa, Seeress
Adept L3; small humanoid; AL NE
HD 3d6+3; hp 14;
Init +1; Spd 30 ft; AC 12;
Atk +0 melee or +3 ranged;
SQ: Darkvision 60 ft; Familiar
SV Fort +1, Ref +2, Will +5;

Str 6, Dex 12, Con 12, Int 14, Wis 15, Cha 11.

Skills: (24 points)
Concentration +5, Heal +4, Hide +0(+4*), Knowledge: Nature +2, Listen +0 (+2^), Move Silently +0 (+4*)(+2^), Scry +5, Spellcraft +5, Spot +0 (+2^), Wilderness Lore +3.
(* Goblin racial bonuses: +4 for Move Silently and Hide.^ Familiar Bonuses)

Feats:
Alertness
Scribe Scroll
Spell Focus: Divination


Languages:
Common, Draconic, Goblin

Spells: 3/3
Prepared: L0 cure minor wounds, detect magic, guidance L1 command, detect good, sleep

Armor:
None

Weapons:
Daggers (2): Atk +0 melee, +3 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft

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

Divine Focus: birds talon (bird totem)

Gem of Farseeing: Once per day user may cast Clairvoyance as a 5th level wizard.

Scrolls: Cure Light Wounds (3), Obscuring Mist, Protection from Good.

Familiar: Owl

Behind the Curtain:
Goblin adepts are divine spellcasters. Where their spells come from depends on their alignment. Chaotic Evil adepts worship Demons. Lawful Evil adept make deals with Devils for their spells. Neutral, Neutral Evil, or Chaotic Neutral adepts receive their spells from nature. They often don’t recognize that it is the power (or god) of nature that gives them their spells. They revere a totem plant or animal and believe the power is from that totem, not nature itself.

Farella can either be an independent adept, living at the edge of a goblin community, or she can be a mistress of a tribal leader.

Flavor:
Farella was always perceptive. She realized at a young age that for her to survive she would need power. She decided to become a seer. She wandered a bit looking for a seer to teach her. She spoke with many, and was able to get more information from the males than the females, but still they all demanded to many years of apprenticeship to teach her. Finally she found a male seer in the last year of his life, and he knew it. A year as an apprentice she could accept. So he initiated her into the mysteries of being a seer. She inherited the gem of farseeing from him. Where he got it she doesn’t know or care.

Tactics:
Farella’s favored weapon is information. She spies on those around her both mundanely and magically. When goblins come to her for a fortelling they often give her more information that she gives them. She avoids direct physical conflict, sometimes by retreating, sometimes by predicting conflict and just not being there when it happens.

Familiar:
Owl
Tiny Animal
HD 1 (7 hp)
Init +3 (Dex)
Speed 10 ft., fly 40 ft.
AC 18 (+2 size, +3 Dex, +3 natural)
Atk +5 melee
Dmg 1d4-2 claws
Face/Reach 2 1/2 ft. by 2 1/2 ft. (coiled)/0 ft.
SA Poison
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 6, Wis 14, Cha 4
Skills Listen +14, Move Silently +20, Spot +6 (+8 dusk or darkness)
Feats Weapon Finesse (claws)
 

Lord Zardoz's Early Goblins

Ok, here is my first contribution to this thread. However, it takes a different tact then most other posts thus far.

Infernal Goblin
Warrior L1; small humanoid outsider; AL LE

HD 1d8; hp 7;
Init +1; Spd 30 ft; AC 15;
Atk +0 melee or +2 ranged;
SQ: Darkvision 60 ft;
SA: Smite Good; Cold / Fire resistance 5;
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, Move Silently +3 (+4*), Open Lock +3, Pick Pocket +2, Search +3, Spot +3.
(* Goblin racial bonuses: +4 for Move Silently and Hide.)

Feats:
Toughness, *Martial Wpn. Prof

Languages: Goblin, Infernal

Armor:
Studded Leather, +3, check penalty -1, speed 30ft, 10 lbs.

Weapons:
Heavy Mace: Atk +0 melee, Dmg 1d8, crit x3
Halfspear: Atk +0 melee, +2 thrown, Dmg 1d6, crit x3, range 20ft
Sling: Atk +2 ranged, Dmg 1d4, crit x2, range 50ft

Possessions:
A sack, containing 'blessed' sling bullets (10) in pouch. 4gp 8sp 16cp
The sling bullets are at +2 hit and damage, and are crafted from iron taken from the great iron masses of Acheron. They only function either for naitives from the plane of Acheron or on that plane.

Goblin Virtues:
Brutality: Having spent an indeterminate amount of time on the lower plains, they have had many revelations in the ways of dealing with their opponents. After all, eating ones opponents makes a war pay for its self...

Other:
This goblin can be 'bolstered' by a goblin priest of Maglubiyet as though they were undead.

Behind The Curtain:
This is a typical example of what happens to goblins when they die. Having experienced death, they are somewhat bitter, and have been drafted into Maglubieyt's petty battles on Acheron. Once in a while, these little buggers are sent back to the prime for a second chance.

The Toughness feat gives the miserable little bastard a few more hp. The sling bullets give them a littel more punch, as does the ability to be bolstered by a shaman.

Tactics:
Having been killed once before, one of two things happens to their way of thinking. Either they become more cautious to avoid being killed again, or they become more aggressive. The ones that become more aggressive should be treated as Barbarians.

END COMMUNICATION
------------------------------------------------------------------------------

As long as I am at it, why not post a "town" statblock for a Goblin Tribe.

The Gut Maggot Tribes
Population: 386
General Alignment: Neutral Evil
Location: Kouragoth's Forest

Organization:
There are 10 hunting / raiding camps within the forest of roughly 30 goblins, and the central settlement of the remaining 30. The raiding camps stay near the edge of the forest, and will steal livestock from nearby farms. Once in a while, they attack the more isolated farms. The raiding camps are also responsible for patroling their area of the forest. If the neigboring humans mount an armed expedition, they can warn the rest of the tribes. The outlying tribes also pay tributes to the central tribes or risk a mass execution.
History:
Kouragoth's Forest used to belong to some elves, and the goblins skulked in fear. Then one day a particularly brutal goblin leader emerged and united the tribes. He did this by utilizing the time honored goblin leadership tradition of brutally killing those who disagreed. Once most of the goblins were banded together under him, they managed to kill all the Elves, and spent the next week torturing them. Since the original leader was a paranoid type, he had a rare moment of insight, and had the tribes split up, while keeping his personal tribe smaller.

Unique Features:
The tribe gets its name from the way it marks the edges of its territory. Any tresspassers they find are staked out to a tree, and have their guts cut open, and a handfull of maggots placed in the wound. The victim will live for a few days of extreeme pain as the maggots eat his insides.

The tribe is also very retributive. Any incursion into its territory is lured into the heart of the forest as the goblins 'retreat' before them. Once they are deep within, they are picked off one at a time by night attacks and traps. Also, 2 or 3 of the tribes take the opportunity to attack the village that sent the attack. Those few who escape find their families staked out with maggots in their guts.

END COMMUNICATION
------------------------------------------------------------------------------

Yikroak
Rogue 2, Sor 1; AL NE

HD 2d6 + 1d4; hp 11;
Init +2; Spd 30 ft; AC 16;
Atk +2 melee or +3 ranged;
SQ: Darkvision 60 ft;
SV Fort +1, Ref +2, Will +3;

/*Note: I am a bit 'old school' and still prefer rolling dice, so the stats probably don't fit the standard point buy. What can I say, sometimes even a goblin gets lucky with the dice*/

Str 11, Dex 14, Con 11, Int 16, Wis 16, Cha 16.

Skills: (55 Rogue skills, 5 Sorcerer Skills)
Bluff 5 +3,
Climb 5,
Concentration 1,
Gather Information 5 +3,
Hide 5 +2,
Intimidate 5 +3,
Listen 6 +3,
Move Silently 5 +2 [+4],
Pick Pocket 5 +2,
Search 5 +3,
Sense Motive 5 +3,
Spot 6 +3;

(* [ ] Goblin racial bonuses)

Feats:
Expertise, Dodge;

Spells Per Day: 5 / 3;
Spells Known:
0: Ghost Sount, Detect Magic, Detect Poison, Daze, Read Magic;
1: Charm Person, Hypnotism

Languages:
Common, Goblin

Armor: Studded Leather, Small Shield

Weapons:
Dagger +1 melee, +3 ranged, 1d4, Threat 19, Crit x2
Short Sword +1 melee, 1d6, Threat 19, Crit x2

Possessions:
Bone handled Dagger, 6 normal daggers, Short Sword, Crude Dice, Crude Loaded Dice, 3 Dead Rats (Dinner), Skin of rotten onion juice, part way fermented.

Goblin Virtues:
Cowardace: Goblins are well aware that they cannot kill larger creatures. So they dont try! Instead, they convince others to do the killing for them. Like that other goblin over there. The stupid one with the violent tendencies.

Flavor:
Yikroak is on the fast track to eventually controling a tribe of his own if he can avoid getting killed by his peers. From an early age, he has used black mail and coercion, and outright lies to get his siblings to do things for him. Especially those things that would get him in trouble if he did them himself. As a result, he is now an only child. Yirkoak's brother died when Yikroak convinced him to get their fathers favorite bone handled knife for him. Their father was not impressed, and beat the older child to death. Yikroak did not mind, since he never liked him any way. Recently, Yikroak has noticed that he is sometimes able to cast simple spells. He is going out of his way to hide this abiltiy, including murdering one of the older Witch doctors who recognized that power. Yikroak is thinking of becoming a priest since he recognizes the influence they weild over the tribe. At any given time, Yikroak knows nearly everything that is going on in the tribe. He uses this knowledge to blackmail nearly everyone else. If a few of the

Tactics:
Yikroak will stay near the back of any fight, calling in his favors to get his peers to protect him. After throwing his normal daggers, he runs and hides. If an opportunity presents its self, he will run out and get a Sneak Attack if the risk is acceptable. If he is injured in any way, he will drop and use a Bluff check to convince his opponent that he is dead.

END COMMUNICATION
------------------------------------------------------------------------------

Kraagaut
Ranger 2; AL NE
HD 2d10; hp 15;
Init +3; Spd 30 ft; AC 17;
Atk +5 melee or +5 ranged;
SQ: Darkvision 60 ft;
SV Fort +6, Ref +3, Will -1;

Str 16,
Dex 17,
Con 16,
Int 12,
Wis 8,
Cha 8.

Skills: (15 Ranger)
Craft [Trap Making] 5 +1,
Listen 5 -1,
Move Silently 0 +3 [+4],
Spot 5 -1;

(* [ ] Goblin racial bonuses)

Feats:
Combat Reflexes, Ranger Pseudo Feats;

Favored Enemy: Dwarves

Languages:
Orc, Goblin

Armor: Studded Leather, Small Shield;

Weapons:
Dagger +5 Melee, +5 Ranged, 1d4, Threat 19, Crit x2
Half spear +5 Melee, 1d6+4, Crit x3 //used 2 handed for close fighting
Javelins(8) +5 Melee, +5 Ranged, 1d6+5, Threat 19, Crit x2

Possessions:
20 feet of rope, Crude Shovel, 10 doses of green blood oil, Hat made out of dwarven beards.

Goblin Virtues:
Deviousness: Bunny Rabbits, Puppy dogs, Young Women, all are nice and soft and cuddly. And if you break all their legs and tie them near a trap, then someone is likely to come over and try to find out what the hell all that screaming is about, and maybe try to help.

Flavor:
Kraagaut is the resident trap maker for his tribe. It is his responsibility to keep the other races the hell out of their territory, or to get them killed when they invade. He likes his work, and for the most part it is very easy. Kraagaut does not rely purely on his traps being hidden, instead, he baits them. He noticed that all animals seem to be attracted to various things. Water, and food work for most creatures. For Humanoid types, gold works quite well, as does the idea of another living creature in pain. But Kraagaut truly hates Dwarves. Kraagaut has seen Dwarves either ignore the bait that takes in most other types of races. He has seen their caution keep them from rushing to the aid of injured comrades, and thus, not rushing headlong into some rather brutal traps. Kraagaut has found one weakness that works. Gold. Unfortunately, it also attracts other Goblins, so the cheiftan forbade Kraagaut from baiting traps with gold after breaking both his legs falling into a dead fall when he reached down to pick up a pile of money. He has resorted to using dwarven females, which is quite effective.

Tactics:
Kraagaut will typically set up ambushes that either trick an opponent into charging recklessly into a concealed pit trap or into giving up certain tactical advantages. Like charging into the middle of a clearing surrounded by goblins using the bordering bushes and trees for cover, a nearby hill to give his opponents the high ground. He will not attack directly until he is certain that his opponent has been sufficiently weakened that he can kill it with little risk to himself.

END COMMUNICATION
 

Goblin Clerics

Fellow Groppet
Cleric L3; small humanoid; AL NE
HD 3d6+3; hp 14;
Init +1; Spd 30 ft; AC 16;
Atk +1 melee or +4 ranged;
SQ: Darkvision 60 ft; Rebuke Undead
SV Fort +4, Ref +2, Will +5;

Str 6, Dex 12, Con 12, Int 14, Wis 15, Cha 11.

Skills: (24 points)
Bluff +3, Concentration +6, Diplomacy +2, Heal +3, Hide +3(+4*), Knowledge: Religion +2, Move Silently +0 (+4*), Spellcraft +5.
(* Goblin racial bonuses: +4 for Move Silently and Hide.)

Feats:
Brew Potions
Scribe Scroll


Languages:
Abyssal, Common, Goblin

Spells: 4/4/3
Prepared: L0 detect magic, guidance, resistance, virtue L1 bane, cause fear, doom, protection from good L2 bulls strength, endurance, invisibility

Domains: Evil (protection from good, desecrate), Trickery (change self, invisibility)

Spontaneous Casting: L0 inflict minor wounds L1 inflict light wounds L2 inflict moderate wounds

Armor:
Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.
Small Wood Sheild, +1, check penalty –1, 2.5 lbs.

Weapons:
Dagger: Atk +1 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft
Morningstar: Atk +1 melee, Dmg 1d8-2, crit x2

Possessions:
Backpack, bedroll, flint and steel, healer’s kit, holy symbol, sack, trail rations (1 days), vestments, and water skin. 4gp 8sp 16cp.

Scrolls: Cure Light Wounds (3), and Obscuring Mist

Potions: Protection from Elements, and Sanctuary

Goblin Virtues:
Clerics of Maglubiyet are split by their alignment. Neutral Evil are the most common, they are the Fellowship of Maflubiyet. They preach the Three Doctrines: Cooperation (work together against common foes), Opportunity (take whatever you can get), and Prosperity (make lots of babies). Clerics of the fellowship also practice what they preach, so they will work with other clerics (when necessary), and train new clerics (usually their own children).

Flavor:
Groppet is the new High Fellow of his tribe. It has taken a long time for this to happen. (He was starting to think High Fellow Slag would never die.) Now he just needs to convince the tribal leader of how necessary he is.

Behind the Curtain:
He is in charge of 2 first level clerics (fellows)

Tactics:
Following the Doctrine of Cooperation, Groppet uses his spells to help Other goblins in combat (or hinder their enemies). If challenged personally he also has defensive magic at his disposal.
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Karat
Cleric L3; small humanoid; AL CE
HD 3d6+3; hp 14;
Init +2; Spd 30 ft; AC 17;
Atk +4 melee or +5 ranged;
SQ: Darkvision 60 ft; Rebuke Undead
SV Fort +4, Ref +3, Will +5;

Str 12, Dex 15, Con 12, Int 10, Wis 15, Cha 6.

Skills: (12 points)
Concentration +5, Heal +2, Hide +0(+4*), Knowledge: Religion +1, Move Silently +0 (+4*), Spellcraft +4.
(* Goblin racial bonuses: +4 for Move Silently and Hide.)

Feats:
Scribe Scroll
Weapon Focus: Morningstar

Languages:
Goblin

Spells: 4/4/3
Prepared: L0 detect magic, guidance, resistance, virtue L1 cause fear, deathwatch, magic weapon, protection from good L2 death knell, endurance, shatter

Domains: Chaos ( protection from law, shatter), Evil (protection from good, desecrate)

Spontaneous Casting: L0 inflict minor wounds L1 inflict light wounds L2 inflict moderate wounds

Armor:
Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.
Small Wood Sheild, +1, check penalty –1, 2.5 lbs.

Weapons:
Dagger: Atk +4 melee, +5 thrown, Dmg 1d4+1, crit 19-20 x2, range 10ft
Morningstar: Atk +5 melee, Dmg 1d8+1, crit x2

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

Scrolls: Cure Light Wounds (3), and Obscuring Mist, Protection from Elements, and Sanctuary

Goblin Virtues:
Clerics of Maglubiyet are split by their alignment. Chaotic Evil clerics are the Heretics of Maflubiyet (at least according to the fellowship). They are loners who each have a different view of worship. Some preach only Opportunity (take whatever you can get). Some preach Strength (goblins can only depend on themselves). Some preach that there is no Doctrine. The only thing All heretics agree on is that the “Doctrine of Cooperation” is a lie made up by week old goblins (meaning the fellowship) to hold onto power.

Flavor:
Karat was a son of the High Fellow of his tribe, and was the most promising of his pupils. He became tired of all the service required to please his father, and the tribe. Karat felt Maglubiyet had a greater plan for him, so he renounced the fellowship and left his tribe to become a heretic. He wanders, preaching to clans of goblins who don’t have their own clerics. He preaches Independence, that one goblin can make a difference (usually a lot of property damage).

Behind the Curtain:
Maglubiyet, being a chaotic deity, does not favor the fellowship or the heretics. He grants them all spells according to their wisdom and experience.

Tactics:
Heretics are more inclined to combat than Fellows. Karat is no exception. Karat will rarely cast spells for the benefit of other goblins. He has even be known to use Death Knell on dying goblin “allies”.
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Griven
Cleric L3; small humanoid; AL CN
HD 3d6+3; hp 14;
Init +1; Spd 30 ft; AC 16;
Atk +2 melee or +5 ranged;
SQ: Darkvision 60 ft; Rebuke Undead
SV Fort +4, Ref +2, Will +5;

Str 6, Dex 12, Con 12, Int 14, Wis 15, Cha 11.

Skills: (24 points)
Bluff +3, Concentration +5, Disguise +2, Heal +3, Hide +2(+4*), Knowledge: Religion +2, Move Silently +0 (+4*), Scry +3, Spellcraft +4.
(* Goblin racial bonuses: +4 for Move Silently and Hide.)

Feats:
Brew Potions
Scribe Scroll


Languages:
Abyssal, Common, Goblin

Spells: 4/4/3
Prepared: L0 cure minor wounds, detect magic, guidance, resistance L1 cure light wounds, detect law, protection from law, random action L2 augury, cure moderate wound, invisibility

Domains: Chaos (protection from law, shatter ), Trickery (change self, invisibility)

Spontaneous Casting: L0 inflict minor wounds L1 inflict light wounds L2 inflict moderate wounds

Armor:
Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.
Small Wood Sheild, +1, check penalty –1, 2.5 lbs.

Weapons:
Dagger: Atk +2 melee, +5 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft
Morningstar: Atk +2 melee, Dmg 1d8-2, crit x2

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

Scrolls: Cure Light Wounds (3), and Obscuring Mist

Potions: Entropic Shield, and Protection from Elements

Goblin Virtues:
Clerics of Maglubiyet are split by their alignment. Chaotic Neutral are the least common, they are the Dreamers of Maglubiyet. They believe goblins aren’t intrinsically evil, but that sometimes, some goblins have to do evil things just to live. “You try being the smallest fish in the pond, then see what you do to survive.” They also believe that Maglubiyet is a god of change and that some day when the goblins a worthy they will come to power and then they won’t need to be evil. About the only goblins that believe any of this are the Dreamers. Most goblins accept them in spite of their strange beliefs because they are more generous with healing than the other clerics. Fellows tolerate them because Dreamers don’t contradict them. Heretics say that Maglubiyet gives them power because they make him laugh.

Flavor:
Griven is upset. He thought he was making progress with this clan. He understands that they have to raid villages. He can even condone goblins killing in self-defense while raiding, but he wishes they would stop taking captives and killing them. No one had taken any captives in a month. But tonight Bully had nabbed a human for the fun of it. This was it. Griven was going to have to put his foot down. No more healing for Bully for a month (unless Bully’s life depended on it).

Tactics:
Griven will not go on raids. If the goblin village is attacked Griven will fight to defend it. He uses his spells to treat and defend the goblins of his village.
----------------------------------------------------------------------------

Groder
Druid L3; small humanoid; AL N
HD 3d8; hp 13;
Init +2; Spd 30 ft; AC 16;
Atk +1 melee or +5 ranged;
SQ: Darkvision 60 ft; Nature Sense; Animal Companions; Woodland Stride; Trackless Step
SV Fort +3, Ref +3, Will +5;

Str 6, Dex 14, Con 10, Int 13, Wis 15, Cha 12.

Skills: (30 points)
Animal Empathy +4, Concentration +3, Heal +3, Handle Animal +4, Hide +1(+4*), Knowledge: Nature +2, Listen +1(+2^), Move Silently +1(+4*), Spellcraft +2, Spot +1(+2^), Wilderness Lore +4.
(* Goblin racial bonuses: +4 for Move Silently and Hide. ^Alertness)

Feats:
Alertness
Brew Potions

Languages:
Common, Druidic, Goblin

Spells: 4/3/2
Prepared: L0 cure minor wounds, detect magic, flare, resistance L1 cure light wounds, obscuring mist, shillelagh L2 speak with animals, cure moderate wound

Armor:
Leather, +2, speed 30ft, 7.5 lbs.
Small Wood Sheild, +1, check penalty –1, 2.5 lbs.

Weapons:
Dagger: Atk +1 melee, +5 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft
Club: Atk +1 melee, Dmg 1d6-2, crit x2

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

Potions: Blur, Cure Light Wounds (3), Endure Elements(2), and Barkskin(2).

Goblin Virtues:
Meanness: Acting mean is seen as a sign of strength. Even goblins who arn't evil tend to act mean.

Behind the Curtin:
Animal Friendship allows Groder up to 6HD of animal companions, crows (ravens) are 1/4 HD, so Groder has a Murder (flock) of 24 crows.

Flavor:
Groder doesn't like people. He doesn't like goblins. He lives like a hermit in the wilderness. He is gruff, or even hostle to anyone who comes across him.
Groder does like animals. To animals alone he is gentle. A murder of crows lives with him. They act as eyes, ears, and sometimes fingers at the edge of his territory.

Tactics:
He has plenty of defensive spells, and he will use them, but he'll also will stand his ground and defend his territory. The crows will also defend Groder if he is attacked.

Animal Companions:
Crows (24)
Tiny Animals
HD 1/4 D8 (1 hp)
Init +2 (Dex)
Speed 10 ft., fly 40 ft.
AC 14 (+2 size, +2 Dex)
Atk Claws +4 melee
Dmg Claws 1 pt
Face/Reach 2 1/2 ft. by 2 1/2 ft. /0 ft.
Fort +2, Ref +4, Will +2
Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
Listen +6, Spot +6
Feats Weapon Finesse (claws)
 

Lord Zardoz's Evil Goblins

Raagchagikk
Goblin Commoner [Infant]; AL CE
HD 1d2; hp 4;
Init -4; Spd 3 ft; AC 6;
Atk +0 melee;
SQ: Darkvision 60 ft;
SV Fort -4, Ref -4, Will -4;

Str 1,
Dex 3,
Con 2,
Int 2,
Wis 2,
Cha 0;

Skills:
None
(* [ ] Goblin racial bonuses)

Feats:
Toughness

Languages:
None

Armor: None

Weapons:
None

Possessions:
Befouled Wrapping.

Goblin Virtues:
Uglyness: Just as Puppies rely on cuteness to invoke sympathy, Goblin infants rely on their sheer repugnance to frighten away predators. Not even a starved blind wolf would consider eating something as wretched as a goblin infant.

Flavor:
Though only a week old, Raagchagikk is probably the most evil mortal to despoil the Prime Material. His very existance is an insult to all that is considered good and holy in the world. As his existance was inflicted on this world, Raagchagikk marked his arrival by inflicting horrible pain and agony upon his mother. It is not uncommon for goblin infants to be born with teeth, but it is unusual for them to tear a chunk out of their mother by latching on as his mother tried to squeeze the little bugger out. With the still dripping bit of flesh hanging out, he was promptly dropped on his head, a slight he avenged. By constantly soiling himself and gnawing on his mother as he was being fed, he casued his little bites to become infected. Currently, Raagchagikk is seeking revenge on his brother Kuurk, who took his dead rat. As soon as Raagchagikk can find a pointy stick and figure out which end to use, Kuurk will have the nickname 'One Eye'.

Tactics:
Raagchagikk will yell and scream incessantly until he either gets what he wants or is slapped. He can also urinate 10 times a day with a range of 2 feet, and a +8 to attack.
----------------------------------------------------------------------------

Grokal The Stupid One
Warrior 3; AL NE
HD 3d8+6; hp 21;
Init +2; Spd 30 ft; AC 16;
Atk +5 melee or +5 ranged;
SQ: Darkvision 60 ft;
SV Fort +5, Ref +3, Will -1;

Str 15,
Dex 14,
Con 14,
Int 7,
Wis 6,
Cha 10.

Skills: (8 Warrior)
Climb 6+2,
Jump 6+2;
Hide 0 +2[+4]

(* [ ] Goblin racial bonuses)

Feats:
Run, Power Attack;

Languages:
Goblin

Armor: Studded Leather, Small Shield;

Weapons:
Club +5 Melee, +5 Ranged, 1d6+2, Crit x2, 10 Ft Range Inc.

Possessions:
A big stick, a filthy loin cloth, and a bent fork.

Goblin Virtues:
Hunger: Grokal is a simple goblin with a simple motivation. He is perpetually hungry. If he can bludgeon it into submission, he will then proceed to eat it. To be sure that it will not be getting back up, Grokal will usually hit it 2 or 3 more times. He also always puts is full Bab into Power Attack.

Flavor:
As a child, Grokal was generally not fed, and often beaten. This is a typical goblin childhood. He got by in his early life by smashing small rodents into a red mess and eating that. He spent years running down rats and rabits and eating them. As he got bigger, so did his ambition. He began to run down dogs and smash them and eat them. When his father and brothers demanded he share, Grokal ran them down, smashed them, and ate them.

Tactics:
If it moves, Grokal will run up to it and then beat on it. If it stops eating before he does, he will eat it. He is considered a great military asset to his tribe, since he can be counted on to attack nearly anything, as long as he is promised that he can eat it after its dead.
----------------------------------------------------------------------------

Kjark, Lacky of The Stupid One
Warrior 1, Rogue 1; AL NE
HD 1d8+1d6+2; hp 15;
Init +1; Spd 30(20) ft; AC 14;
Atk +0 melee or +5 ranged;
SQ: Darkvision 60 ft;
SV Fort +3, Ref +3, Will +1;

Str 9,
Dex 12,
Con 13,
Int 12,
Wis 13,
Cha 10;

Skills: (5 Warrior, 9 Rogue)
Climb 6-1,
Hide 4 +1 [+4]
Move Silently 4+1
Listen 0 +1 (+2)
Spot 0 +1 (+2)
(* [ ] Goblin racial bonuses, () Feat Bonus)

Feats:
Alertness, Dodge;

Languages:
Goblin, Orc

Armor: Hide;

Weapons:
Half Spear +0 Melee, +2 Ranged, 1d6-1, Crit x2, 10 Ft Range Inc.

Possessions:
Hide Armor, Half Spear, Sack of smashed animal bits..

Goblin Virtues:
Spineless: While not invertibrates, Goblins will do damn near anything to save their own skin when their lives are sufficiently threatened. This not only includes the abiltiy to beg for ones life, but to lie convincingly when needed to. Its amazing how much compliant one can be when threatened by a larger goblin holding a big stick (See Grokal, the Stupid One).

Flavor:
Kjark was looking forward to inflicting his progeny on this world, and specifically on Yarrgo, a Goblin Wench. On that fateful night, Kjark and Yarrgo were making a bit too much noise, and the nearby bushes were rustling. It was at this time that the Perpetually Hungry Grokal ran up screaming, and flailing about madly with his club. Kjark got clear, but Yarrgo ended up feeding Grokal. Once he got his wits about him, Kjark tried to kill Grokal. He failed. When faced with the possibilty of adding to Grokals meal, Kjark begged and groveled, and promised to help Grokal find more food. Grokal agreed to this (actually, he just nodded his head upon hearing the word food). Kjark has gotten over being nearly beaten to death, and tries to direct Grokal's hunger in ways that benefit Kjark. Kjark, and for that matter, Grokal, are now a happy fathers 9 times over due to the sudden widowing of several goblin wenches.

Tactics:
Kjark's battle tactics usually consist of yelling "Look Grokal, FOOD!!", and then getting into position for Sneak attacks. Kjark is never far from Grokal, since the moment Grokal is no longer a factor, there are many jealous Goblins who would kill Kjark in an instant. Outside of combat, Kjark does as Grokal tells him, but occasionally, Kjark convinces Grokal to order Kjark to do what Kjark wanted to do anyway. This has more to do with Grokal's stupidity then any great skill or abiltiy on Kjark's part.
----------------------------------------------------------------------------

Puukmik Split Tounge
Rogue 2; AL NE
HD 2d6; hp 10;
Init +1; Spd 30 ft; AC 15;
Atk +0 melee or +2 ranged;
SQ: Darkvision 60 ft;
SV Fort +0, Ref +4, Will +0;

Str 8,
Dex 13,
Con 11,
Int 17,
Wis 12,
Cha 15;

Skills: (55 Rogue)
Appraise 5 +3,
Bluff 5 +2,
Diplomacy 5 +2,
Disguise 5 +2,
Gather Information 5 +2,
Hide 2 +1 [+4],
Innuendo 2+1,
Intimidate 5 +2,
Knowledge (Goblin Tribes) 5 +3,
Listen 2 +1 (+2),
Move Silently 2 +1,
Pick Pocket 5 +1,
Sense Motive 5 +1,
Spot 2 +1 (+2);

(* [ ] Goblin racial bonuses, () Feat Bonus)

Feats:
Alertness, Run;

Languages:
Goblin, Orc, Common, Ogre

Armor: Studded Leather, Small Shield;

Weapons:
Half Spear +0 Melee, +2 Ranged, 1d6-1, Crit x2, 10 Ft Range Inc.

Possessions:
A wide assortment of stolen goods, such as clay jars, pots, pans, daggers, farm equipment, and household furniture. Also a decent selection of human and halfling child slaves.

Goblin Virtues:
Decietful: Unless a goblin is certain that the truth will make them look good, they will habitually lie as to paint circumstances to favor themselves. There were really 15 human warriors in plate armor, not 3. And they most certantly did not just try to stab you in the neck. It was that other goblin over there.

Flavor:
Puukmik's something of a goblin entrepenuer. Under his leadership, a select group of warriors obtain goods from one human settlement, and then sell them to another. Puukmik and his band of intrepid business associates typically take every item that can reasonably be carried away from farm houses, and have the inhabitants help carry the goods. Once they reach an area in the forest, the goods are carefully stashed and stored, and children are manacled to the trees, and a few guards are left with them . Puukmik will take great care to leave clues at the sites that are attacked, like goblin arrows, and goblin weapons. Of course, the tribal markings belong to that other tribe. Particularly that one that has been making threats and demanding tribute. Puukmik is well known to the outlying towns. Everyone knows and loves "Uncle Puukmik", and often they depend on his good bargains to maintain a decent standard of living. They are also indebted to him for warning them of the raids from the "Smashed Ear Tribe" accross the river, and identifying the tribal markings on the weapons that were found at the site of the horrific raid.

Tactics:
Puukmik's business dealings typically involve lots of lying. He will do what he can to keep numbers in his favor, and if possible, rob his customers while he is at it by selling shoddy merchandise, lying about numbers, and so forth. If violence does break out, he makes use of the Run feat. On the grander scale, Puukmik will also point out some 'harder' targets to the local Orc tribe, and then sell goblin 'assistance' to the beleagured humans. They even volunteer to take the front lines and often drive the orcs off themselves. This often starts a long and prosperous business relationship with their new human allies.
 

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