Goblin-a-day

Dragonstar Goblin

Ambrosio , Male Goblin From The Dragon Empire. Rog5 CR 5; Size:S Type Humanoid(goblinoid); HD (5d6)+5; hp 23; Init +7 (+3 Dex, +4 Misc); Spd Walk 20'; AC 20 (flatfooted 20, touch 14), Blaster Pistol +7 100'/ (3d8 20/x2 Primary S ); SA: Sneak Attack +3d6,Evasion,Uncanny Dodge (Dex bonus to AC); Vision: Darkvision (60') AL: NE; Sv: Fort +2, Ref +7, Will +2; Str 10, Dex 17, Con 12, Int 15, Wis 12, Cha 8

Skills and Feats: Bluff +7, Disable Device +10, Freefall +8, Gather Information +7, Hide +12, Move Silently +12, Open Lock +13, Pilot +8, Urban Lore +9, Use Device +10; Armor Proficiency (Light),Improved Initiative,Point Blank Shot,Technical Proficiency
Possessions: Armor vest +1, Backpack (Small), Blaster Pistol, Digital binoculars, Electronic lockpicks (masterwork), Lockbreaker, 5 Minicells (30) (Blaster Pistol), Personal communicator, Rope, Weapon harness

Ambrosio is a vicious creature, born in one of the great cities on the core worlds he began his life as a thief and runner for gangs. But always ratholing away whatever money he could cheat out of the gang members and drug dealers. The Core worlds just didn't suit him. There he was just another goblin in a world where everyone had fancy tech. So he set out for the outworlds, where he could use the human's gagets to make himself a god amoung the primatives. Or at least that was the plan. He found that despite his blaster pistol he was still regonized as a goblin, he could easily rule a goblin tribe, but that wasn't good enough. He wants a planet.

Ambrosio is arrogent, but not fool hardy. In fact, he's rather timid. He avoids combat with people more powerful then himself, or anyone with advanced tech. In fights with primative peoples he often will be commanding other goblins, he will order these into combat for him. If it looks safe he will use cover to get close enough to effectively sneak attack.

He's very suspisious at the slightest sign that his goblin tribe is getting restless he moves on. Eventually someone always comes to the inner outland worlds and he stowsaway to find a new world. Somewhere out there must me a world for him to rule. Ambrosio doesn't know about Menzeenbone's new agressive collinaztion stratagy though.
 

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Finally, I stopped being lazy...

I am a deceitful liar. About a month after I said I would do this, I finally got around to doing it. If you wish to stab me in the neck for my trickery, let me know. This is simplified from a stand along goblin. No specific stats or numbers for the skills, or the attack values.

Goblin Infiltrator
Rogue 2; AL NE

HD 2d6; hp 9;

Prefered Skills:
Bluff, Climb, Gather Information, Hide, Listen, Move Silently, Search, Spot;

Prefered Feats:
Altertness, Dodge;

Prefered Languages:
Common, Goblin, Orc;

Armor: Light Armor

Weapons: A Shortsword or handaxe is typical. In addition to this, throwing weapons such as daggers, throwing axes, and javelins are also carried.

Goblin Virtues:
Decietful: Goblins like to say one thing, and then do another, and will continue to do so as long as they can get away with it.

Flavor:
Goblin Infiltrators typically get the not too easy job of killing the tribal cheifs, champions, and other 'heavy' units. This special status gets them better food and more women then the other goblins. They are also viewed with particular fear and distrust. Goblin infiltrators will often prevent wars with stronger Orc and Ogre tribes by sneaking into the enemy villiage, and decorating their tribal borders with the skull of their leaders. They will also use hard intimidation. If the goblins have warning that a human village is preparing to strike, they will kill small children, and leave the child's severed head on their pillow. They also do this quietly.

Tactics:
Infiltrators will try to use divide and conquer tactics as much as possible. They are not heavily armed and armored, and usually stay hidden. Once they are behind enemy lines, they will lure their target into an ambush and then kill him quickly.

END COMMUNICATION
 

Barbarian - Bard multiclass

I know MavW hasn't finished reposting the old goblins, but I had been tinkering with this one since I'd seen Tromm or whatever was the name of Unsaval's Goblin Bard. There'd been the Bear-Baiter clan that had a Barbarian and a Ranger. I first started thinking about a multiclass Brb/Rng, but ended up with this instead. Bb2/Rg2 is still low enough level, I thought.


Wildvoice

Barbarian L2; Bard L2
small humanoid; AL NE
HD 2d12+2d8+4; hp 29
Init +3; Spd 30 ft; AC 17
Atk +5 melee or +7 ranged
SQ: Darkvision 60 ft
SV: Fort +3, Ref +3, Will +3
Str 13, Dex 16, Con 12, Int 10, Wis 8, Cha 12

Skills: (Start as Barbarian. Perform and Tumble only as Bard) Intimidate +6, Jump +6, Listen +4, Perform +5, Tumble +7, Wilderness Lore +4, Hide (+4*), Move Silently +3 (+4*), (Stat bonus included with ranks. * Goblin racial bonuses: +4 for Move Silently and Hide.)

Specials: Rage 1/day, Uncanny Dodge, Bardic Knowledge, Bardic Music

Feats: Weapon Focus: Battleax, Dodge

Languages: Common, Goblin

Armor: Leather +1 Magic, +3 AC, speed 30ft, 10 lbs.

Weapons:
Battleax: Atk +6 melee, Dmg 1d8+1, crit x3
Short Bow: Atk +7 ranged, Dmg 1d6, crit x3, range 60ft

Spells:
Level 0: Know 5/ Cast 3: Daze, Detect Magic, Flare, Light, Resistance
Level 1: Know 2/ Cast 1: Hypnotism, Sleep

Possessions: Tambour, backpack, bedroll, flint and steel, outfit, sack, masterwork arrows (20) in quiver, trail rations (1 days), and water skin, potion of charisma, potion of delayed poison, 3 potions of cure light wounds.

Behind The Curtain:
Barbarian and bard aren't the most obvious combinations for a goblin, but they can go together well. With 4 levels, he should have more magic. Because I didn't select "Use Magic Device", he can't have the wand as suggested in the DMG. And most NPCs only get those +1 to armor at 5th. Therefore I elected +1 leather armor. Inexpensive enough for a goblin. Two levels each provides some real advantages.

As a Barbarian with decent armor, hit points, weapon and rage, he's a strong melee fighter. With Bardic Music he has fascinate plus the sleep and hypnotism spells.

Flavour
His name "Wildvoice" reflects both his barbaric origins and his current performance skill. He has already developed some repute with his battleax before he realised his other calling as a storyteller and music maker. Goblins aren?t big on fancy instruments and Wildvoice is best at singing plus uses a tambour to give himself a beat and flare. With the new spells recently acquired, he looks destined to have dramatic (pun intended) influence in his tribe, but he has a wanderlust for that open road. Expect to encounter him with a handy of lower levels he has convinced to wander with him. He is still evil, but a sociopathic sophistry, not in a power-hungry, imperialistic, take-over-the-tribe kind of way. Instead he explores, looking at how to improve himself and get richer.

Tactics:
He would be quick to use the bardic fascination or sleep to winnow his opponents. He'll try to talk first and run away if the odds aren't good enough. He'll also use tumble and jump to position himself best for any melee battle. I.e., expect him to attempt to avoid big fighters and instead go for a spell caster as hostage.

---Dang Fool
 

More Goblin Special Forces

Goblin Tunnel Rat
Ranger 2; AL NE

HD 2d10; hp 15;

Prefered Skills:
Craft [Trap Maker], Profession [Tunneller/Miner], Hide, Intuit Direction, Listen, Move Silently, Search, Spot;

Prefered Feats:
Combat Reflexes, Weapon Focus(Light Pick)

Prefered Languages:
Common, Goblin, Orc;

Armor: Light Armor

Favored Enemy: Dwarf, Gnome, or Human;

Weapons: A Light pick and a short spear are favored.

Goblin Virtues:
Persistance: Goblins are capable of hard work. However, this only happens when that work is used to hurt others, or benefit themselves.

Flavor:
Tunnel Rats are the prefered method of waging a guerilla war in the tunnels. They are also the favored alternative to actually mining their own ore. They will raid the mining operations of the goodly races and attack the miners. They are also dangerous because they do not attack directly. Goblins know full well that they cannot take the dwarves in open combat. But they can rig a collapse easily enough, and even the thick skulls of dwarves can be crushed by falling Rock.

Tactics:
The Rats will usually look to take out the supports holding the ceiling, but only after they know they have a safe exit. Then it is a matter of baiting their enemies into following them into the tight tunnels where they are more easily killed. The Picks are used to used to trigger rock falls, and the spears are used to stab at partially buried opponents.

Useful Rules:
A Tunnel Rat can make a Tunnel/Mining check against an appropriate DC (Lets say 15) to prepare a rock fall, and then another check to trigger it (usually they need to knock out the last support). Failure means self burial, so they will often not rush this. A victim of a rock fall should take about 2d6 damage, and should make a Reflex save (DC 10) to avoid being buried. When buried, they are essentially entangled, and can escape at a DC 15 Str Check. Please note that I essentially pulled these numbers out of the air, so they probably need tweaking.

END COMMUNICATION
 


Here is my contribution

Rat Master Verot
Fighter 3, Small Humanoid, AL NE
HD: 3D10………………Hit Points 22
Init +4, Speed 30, AC: 15 (chain shirt, small shield)
Atk: +4 Melee, +4 Ranged
SQ Darkvision 60 feet
SAVES: Fort:+4, Ref +1, Will +0 (-1 for 8 Wisdom)
S12, D10, C10, I14, W8, Ch14

SKILLS: Handle Animal +8, Bluff +8, Spot +2, Craft Leather +8
FEATS: Blind Fight, Weapon Focus: Whip, Exotic Weapon: Whip
CR: 3

Languages Goblin, Common, Orc

Armor: Chain shirt, small shield

Weapons:
Whip: +5, Damage 1D2 subdual only, +2 to disarm, range 15 feet
Club +4, Damage 1D6

EQUIPMENT: Peasants outfit, Backpack, Sleeping blankets, Large sack, Waterskin,
1 days rations (dried meat-you don’t wanna know of what), belt pouch, with whistle and dried bits
Of meat. 15 silver, 6 copper

Background. Verot trained as a fighter, but his first love has always been his rats-giant rats! He raises rats to fight for him, to hunt for him, to do anything for him. He always carries a whistle to command them, and has lovingly crafted leather armor to protect his fighting rats. His rats regard him as pack leader, and will give their lives for him. He raises his own rats, and trains them to kill with live captives.

Tactics: Verot prefers to let his rats fight for him. His tactics are simple, send rats ahead into the fray to soften up the opposition, followed by goblins. Verot will stay behind issuing commands with his whistle.
He will always have at least three rats with him as guards. If the attacks turn against him, he will retreat, abandoning his goblin allies.

Dire Rats (12 in attack party)
Small Animals HD 1D8 +1………………..Hit Points: 5 each
Init +3, Speed 40, Climb 20, AC: 17 (leather barding +2)
Atk: Bite +4, Damage 1D4 SA Disease, SQ Scent
SAVES: Fort +3, Ref +5, Will +3
S10, D17, C12, Int 1, W12, Ch4
Skills Climb +11, Hide +11, Feats: Weapon Finesse Bite
CR: 1/3
Equipment: Leather Barding
 


Lord Zardoz's Even Eviler Goblins

Grigimak Cleric 3;
AL CE HD 3d8; hp 21;Init +1; Spd 30 ft; AC 14;
Atk +0 melee or +3 ranged;
SQ: Darkvision 60 ft;
SV Fort +3, Ref +2, Will +6;
Str 7,Dex 13,Con 10,Int 7,Wis 17,Cha 10;
Skills: (3 Cleric)Hide 1 [+4],Listen 1 +3 (+2),Spot 1 +3 (+2); (* [ ] Goblin racial bonuses, () Feat Bonus) Feats:Alertness, Dodge;

Languages:Goblin;
Armor: Leather, Small Shield;
Weapons:Half Spear +0 Melee, +3 Ranged, 1d6-2, Crit x2, 10 Ft Range Inc.
Possessions:Crude Half Spear, Dessicated Human Skull (Holy Symbol), Dessicated Human Skull (Small Bashing Tool), Dessicated Human Skull (Drinking Mug).

Goblin Virtues:Blood Lust: Even the Weak and the Stupid have a purpose if there is enough hatred of all other living things. Especially those that are stronger or smarter. This is often nearly every other bipedial life form walking the planet.

Flavor:Grigimak was too weak to be a warrior and too stupid to manipulate others. But he was insightful enough to realize that if he could not convince the others that he was useful, he would be killed. So one day, he claimed he had a vision, of a great and terrible fire. The next night, he set a few huts on fire. 8 goblins were killed, and Grigimak was hailed as a seer. Grigimak had other visions, which he went about causing to come true as needed. He would also murder other goblins in front of everyone else, and claim that the gods told him to do it. Actually, Grigimak just thought it would be fun. He was as suprised as anyone else when Maglubiyet actually began granting him spells.

Domains: Chaos, Death
Spells 4 / 3+1 / 2+10: Virtue, Mending, Guidance, Create Water;1: [Cause Fear], Doom, Entropic Shield, Obscuring Mist;2: Aid, [Shatter] x2;[] Domain Spell

Tactics:In combat, Grigimak prefers to use Cause Wounds spells rather then his prepared spells with few exceptions. The exception is Shatter, which Grigimak will use on the Swords or Axes of opponents. Grigimak will also say nearly anything and claim that the gods say it is so as an excuse. Most people see through these lies, but Grigimak does not mind. He will kill them later as unbelivers.

Edit: No one can have Dodge with 11 Dex, so I upped Dex and lowered Charisma. I then adjusted AC, Ranged Attack, and Reflex save to account for the increased Dex.
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Luurgi Ranger 2 Rog 1;
AL LE HD 2d10 + 1d6 + 6; hp 23;Init +1; Spd 30 ft; AC 15;
Atk +4 melee or +4 ranged;SQ: Darkvision 60 ft;
SV Fort +5, Ref +4, Will +0;
Str 15,Dex 15,Con 15,Int 11,Wis 11,Cha 9;

Skills: (20 Ranger, 8 Rogue)Animal Empathy 5, Craft (Trap Making) 1,Handle Animal 5, Hide 4 +2 [+4], Listen 2, Move Silently 5 +2, Search 2, Spot 4; (* [ ] Goblin racial bonuses, () Feat Bonus) Feats:Weapon Focus(Half Spear), Point Blank Shot, Ranger Pseudo Feats; Favored Enemy: Humans
Languages:Goblin;
Armor: Leather, Small Shield;
Weapons:Dagger: Atk +4 melee, +4 thrown, Dmg 1d4, crit 19-20 x2, range 10ft
Half Spear: Atk +5 melee, +5 thrown, Dmg 1d6, crit x3, range 20ft
Possessions:Belt Pouch of bloody Dog "Treats" (Fingers, Ears, and other random rancid bits of meat), 8 Daggers, 1 half spear.

Goblin Virtues:Persistance: Goblins usually dont give up entirely. Sure, they will surrender, and flee when they must, but just as often, they will strike back later. This is for many reasons. The most relevant of which is an over developed sense of vengeance for all wrongs, real or imagined.

Flavor:Luurgi was the villiage trap maker. Most of his traps relied in part on attracting the other local predators and getting them to attack the intruders. In particular, the traps would usually splash the intruders with some foul smelling concoction of blood and Luurgi's urine. Not only did this dramatically increase the chance of infection, but Luurgi had spent much time training the village Worg's to track that scent. These traps were too easily evaded though. Most adventurers could detect the traps by scent. As a result, Luurgi lost his position to Kraaguat. These days, Luurgi spends alot of his time training the local Wolves and Bears to attack Humans and Dwarves on sight. He does this by killing a few of the cubs and leaving objects carrying the Scent of Humans or Dwarves. Luurgi will also spend much time searching the forest for tracks left by adventureers. If he finds them, he tracks them down and kills them. He also desparately wants to kill Kraaguat. But since Kraaguat is much more useful to the tribe, he will not do so if it means implicating himself. Lately, he has been stealing some of Kraaguats possessions and trying to get the Wolves and Bears to associate Kraaguat with their missing young.

Tactics:When Luurgi tracks down some Intruders, he will try to get within 20 feet and use a thrown dagger for a sneak attack if he thinks he get one killed. After his attack, he will then Run until he can find a good hiding spot, and repeat. Ideally, he runs to the nearest Bear cave or Wolf den. Luurgi has wiped out groups of up to 6 Adventurers single handedly simply by being fleet of foot and knowing where the nearest large nasty predator was. If there are too many to take alone, he will then try to get help from the tribe.
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Yuuranik Sor 3 Ftr 1;
AL NE HD 1d10 + 3d4; hp 21;Init +2; Spd 30 ft; AC 15(16 vs 1 selected opponent);
Atk +2 melee or +4 ranged;SQ: Darkvision 60 ft;
SV Fort +3, Ref +3, Will +3;
Str 10,Dex 14,Con 10,Int 12,Wis 10,Cha 14*; *Increased at 4th Level

Skills: (12 Ftr, 9 Sor)Climb 4,Concentration 6,Hide 2 +2 [+4],Jump 4,Knowledge (Arcana) 3 +1;(* [ ] Goblin racial bonuses) Feats:Wpn Finesse (Short Sword), Dodge, Silent Spell;

Spells Per Day: 6 / 6
Spells Known: 5 / 30: Ray of Frost, Daze, Flare, Detect Magic, Read Magic;1: Charm Person, Magic Missile, Expeditious Retreat

Languages:Goblin, Human;
Armor: None;
Weapons:Half Spear +4 Melee, +4 Ranged, 1d6, Crit x2, 10 Ft Range Inc.
Possessions:Ring of Protection +3, Wand of Lightning Bolt (8th level Caster), 14 charges;

Goblin Virtues:Opportunisim: When a goblin sees a chance to exploit another living thing to his own benefit, he will do so. A wounded man lying in the open is many things. A Free Meal, A source of cash, something to poke with a stick, a new set of clothing, and maybe a present for the kids (Hey Son, wanna play Skull Ball?).

Flavor:Yuuranik realized he had a bit of talent for magic, and would use his Charm Person Spell to get others to do what he needed them to do. One day, a group of adventurers got into a big fight with a group of Ogre's. The last Ogre was finally slain when the party mage blasted it with his wand. The wizard was wounded and weakened, so he tried his Charm Person Spell on him. The mage was unprepared for the magical assualt on his mind, and was taken in by it. Yuuranik asked how the great and powerful human had killed the Ogre. The Wizard happily answered that he used his Wand. Yuuranik then asked if he could see the wand. The wizard showed it to him. Yuuranik looked at it a moment, and asked if he could hold it. The mage handed to him. Yuuranik then activated it and blew the wizard apart. He found one ring intact, and took it.

Tactics:Yuuranik will usually try to stay out of sight, and try to hit someone with a Charm Person spell. If that works, he will ask if he may take a look at the persons weapon,. and then stab them with it. If he feels threatened, he will usually cast Expeditious Retreat and take several run actions. However, his favorite new trick is to blast things with his "Thunder Stick". However, he has been keeping his new toy a secret for some time, and no one else is aware that he has it.

Behind the Curtain: Giving an NPC greater magic resources then he has any right to is a very dirty DM trick. However, its also one of the funniest if your not a complete ass hole about it.

END COMMUNICATION
 

Wippit Guud's Goblins

Rak
Wererat Druid L2; small shapechanger;
AL LE HD 2d8; hp 14
Init +1;+4 as rat
Speed 30;40, climb 20, as rat
AC: 15 (dex, furs, size, natural); 18 as rat
Atk Dagger +2(+5) melee or spear +2(+5) ranged; bite +2 melee as hybrid; bite +4 melee as rat
SQ: Darkvision 60 ft, Alternate form; DR 15/silver as hybrid or rat
SA: Lycanthrope Empathy, Curse of Lycanthropy
SV: Fort +3(+4), Ref +1(+4), Will +6
Str 9, Dex 12, Con 12, Int 10, Wis 13, Cha 10

Skills: (20 points)Animal Empathy +5, Climb -1(+11^),Control Shape +4, Craft(Traps) +3, Hide +1(+4*)(+7^), Intuit Direction +4, Knowledge(Nature) +3, Listen +5'(+4^)Move Silently +1(+4*)(+3^), Search +4'(+4^), Spot +5'(+4^) Wilderness Lore +4(* Goblin racial bonuses: +4 for Move Silently and hide. ' Lycanthrope additional bonuses: +4 for Listen, Search, and Spot. ^ additional bonuses in hybrid or rat form)

Feats: Multiattack, Weapon Finesse (bite), Weapon Finesse (dagger), Tracking

Languages:Goblin, special
Armor:Ragged furs and pelts, treat at padded armor: +1, check penalty 0, speed 30ft, 10 lbs.

Weapons: Dagger: Atk +2(+4) melee, +2(+5) thrown, Dmg 1d4-1, crit 19-20 x2, range 10ft
Half spear: Atk -0 melee, +1(+4) thown, Dmg 1d6-1, crit x2, range 20ft
Bite: Atk +3(hybrid) +5(rat) melee, Dmg 1d4-1, crit x2, curse of lycanthropy

Possessions: 2 daggers, belt with two sheaths, small belt pouch, various trophies from kills (eyes, ears, teeth)

Special Attacks:
Lycanthropic Empathy (Ex): Lycanthopes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus to checks when influencing the animals attitudr and allows the communication of simple concepts.
Curse of Lycanthropy (Su): Any humanoid hit by a lycanthropes bite attack in animal form, or a hit with a piercing or slashing weapons in the case of a wererat, must succeed at a Fortitude save (DC 15) or contract lycanthropy.
Special Qualities:Alternate Form (Su): Can shift to a hybrid of dire rat form.
Damage Reduction (Su): In animal or hybrid form, a lycanthrope gains damage reduction 15/silver Flavor: Rak has regressed to a more animalistc nature, but retains enough intelligence to be a formidible hunter. Heis the leader of a 'pack' of dire rats who, through his instruction, now use cooperative tactics when hunting game.

Tactics:Rak fights first, asks questions never. Rak will have 1 or 2 of his pack distract a target, while the rest simultaneously strike the the sides and rear with surprise (ever watch velociraptors in Jurassic Park?)

Behind the Curtain:Rak was a goblin druid who had the misfortune to run across a wererat. The lycanthrope was slain, but Rak contracted lycanthopy from the encounter. Before his first form change, Rak develops an intense desire to be with rats, and so dismissed his two wolf animal companions to pick up 4 dire rats. Upon his first change to rat form, Rak lost all his druidic powers.

Goblin Virtues: Subterfuge. Goblins let people see what they want to see, and then strike from behind with what they didn't see. Rak is accompanied by 4 dire rats he gained through Animal Friendship, before he lost his druidic powers.

Dire Rat (4)
Small Animal
Initiative +3 (Dex)
Speed: 40, climb 20AC: 15 (size, dex, natural)
Attacks: Bite +4 melee
Damage: Bite 1d4Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Disease
Special Qualities: Scent
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 6
Skills: Climb +11, Hide +11, Move Silently +6Feats: Weapon Finesse (bite)

Combat:Disease (Ex): Filth fever-bite, Fortitude save (DC 12), incubation period 1d3 days, damage 1d3 temporary Dex and 1d3 temporary Con.

Tactics: On larger prey, Rak has his rats bite it and then retreat. Using his tracking and their scent ability, the pack will follow the injured prey until it shows the effects of the fever, and then they will attack. Rak is smart enough to realize that if no effects are apparant after three days, another hit and run attack may be needed.
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Suret, Day Guard
Fighter L2; small humanoid; AL LE
HD 2d10; hp 18; Init +2; Spd 30 ft; AC 16; Atk +2 melee or +4 ranged;
SQ: Darkvision 60 ft;
SV Fort +4, Ref +2, Will +2;
Str 10, Dex 15, Con 12, Int 10, Wis 14, Cha 8.

Skills: (10 points)Spot +5(+2^)(+2'), Craft(Bower/Fletcher) +2, Hide +2(+4*), Listen +2(+2^), Move Silently +2(+4*)(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Alertness. ' Skill Focus)
Feats:Skill Focus: Spot, Alertness, Daylight Adaptation

Languages:Common, Goblin
Armor:Studded Leather, +3, check penalty -1, speed 30ft, 10 lbs.
Weapons:Short Bow: Atk +4 ranged, Dmg 1d6 crit x3, range 60ft Mace, Heavy: Atk +2 melee, Dmg 1d8, crit x2

Possessions:Backpack, bedroll, flint and steel, 'traveler’s' outfit, rope (50 ft hemp), sack, trail rations (1 days), and water skin. quiver with 20 arrows, alarm gong, 2gp 5sp 11cp

Goblin Virtues:Vigilant: Goblins have problems with sunlight. Those few who show that light doesn't affect them are trained to guard their cave during the day.

Flavor:Suret sits just inside the cave entrance, which allows him to see someone approaching before they see him. He spends his days making arrows for his short bow. only about 1 in 4 are ever good enough to shoot.

Tactics:Suret is very insightful for a goblin due to his high wisdom. Rather than take action immediately, he will observe any who approach for a few rounds, evaluating heir threat. If it's 1 or 2 individuals, he will use his bow to take them out as fast as possible. More than 2, of if they look sufficiently powerful, he use use the alarm gong to alert the tribe before he begins his attack. If the targets have missile weapons of their own, he will use the cave for 1/2 cover. He will run as soon as he sees any form of magic.
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Greska, Goblin Shaman
Sorcerer L1, Enchantress L1, Cleric L1; small humanoid; AL NE
HD 2d4 + 1d8; hp 14; Init +0; Spd 30 ft;
AC 10; Atk -2 melee or +0 ranged;
SQ: Darkvision 60 ft; Familiar
SV Fort +3, Ref +0, Will +8;
Str 6, Dex 10, Con 12, Int 14, Wis 14, Cha 14.

Skills: (24 points)Alchemy +4, Concentration +5, Heal +4, Hide +0(+4*), Knowledge(Arcana) +5, Knowledge(Religion) +5, Listen +2, Move Silently +0(+4*), Scry +6, Spellcraft +5, (* Goblin racial bonuses: +4 for Move Silently and Hide.)(greska gains +2 listen, search, and spot if familiar is within 5ft)

Feats:Scribe Scroll, Spell Penetration, Brew Potion Languages:Common, Goblin, Draconic, Abyssal

Sorcerer Spells: 4/3Known: L0 resistance, flare, arcane mark, mending L1 silent image, cause fear

Wizard Spells: 3/2, barred school: illusion
Spellbook: all 0 level spells, L1 obscuring mist, comprehend languages, charm person, sleep, shocking grasp
Prepared: L0 daze x2, detect magic L1 charm person, sleep Cleric Spells: 3/2+1 Domains: evil, trickery
Prepared: L0 cure minor wounds, guidance x2 L1 command, doom + change self
Weapons:Mystic Staff (treat as club): Atk -2 melee, 1d6-2, crit x2

Possessions:Alchemist lab, backpack, bedroll, flint and steel, healer’s kit, sack, trail rations (1 days), traveler's outfit, and water skin. 6gp 11sp 4cp.

Potions: Cure Light Wounds (3), Sanctuary.Scrolls: Bless, Protection from Good (2), Obscuring Mist. Goblin

Virtues:Overbearing: Goblins may be small, bur if you throw enough at a target, eventually it will go down. Better living through more firepower.

Behind the Curtin:Greska chose a raven familiar, which she uses as both emissary to neighboring goblin villages, and scout.

Flavor:Greska is the personificaion of a steriotypical witch. Wearing gaudy clothing, wild headdresses, and cackling insanely, everyone around her is terrified of her. Most of that is just an appearance she portrays, she is actually quite intelligent and uses her powers to the benefit of the tribe. When not active somewhere, she is in her alchemists lab, making potions or scribing scolls.

Tactics:Greska is usually the first to know of an impending combat due to her raven alerting her beforehand. She will spell up the best fighters as much as she can before they go to fight, and uses the remaining of her spells and items as home defense.

Familiar:Kak, Raven
FamiliarTiny animalHD 1/4 d8 (7hp)
Init +2 (Dex)Speed 10 ft., fly 40 ft.
AC 16 (+2 size, +2 Dex, +2 Natural)
Atk Claws +4 melee
Dmg Claws 1 ptFace/Reach 2 1/2 ft. by 2 1/2 ft. /0 ft.
Special Qualities improved evasion, share spells, emphatic link, touch, grants master alertness feat within 5 ft.
Fort +2, Ref +4, Will +8
Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 6
Listen +6, Spot +6
Feats Weapon Finesse (claws)
Kak speaks common
 

Not a Goblin but a Hobgoblin

Grolar Olvenbane
Male Hobgoblin 7th level Fighter / 2nd level Blackguard;
HD 7d10+7 + 2d10+2; hp 75; Init +3 (Improved Initiative, -1 Dex); Alignment LE;
AC: 21; +3 chain mail armor, +2 large steel shield, -1 dex;
Atk: +15/+10 melee (Dmg. 1d8+7/19-20 x2, +2 Spellstoring Morningstar Inflict Light Wounds);
SA: detect good, poison use, dark blessing (cha bonus to saves), smite good (+2 atk, +2 dmg);
Abilities: Str 16, Dex 8, Con 12, Int 10, Wis 14, Cha 14; Fort +11, Ref +6, Will +6;
Skills and Feats: Hide +4, Intimidate +6, Knowledge (Religion) +2, Ride +3; power attack, cleave, sunder, weapon focus-morningstar, weapon specialization-morningstar, improved initiative, lightning reflexes, improved critical-morningstar

Languages: Goblin

Blackguard Spells: 1st Level – Inflict Light Wounds(x2)

Possessions: +3 Chain Mail Armor, +2 Large Steel Shield, +2 Spellstoring Morningstar with Inflict Light Wounds, (2) potion of Cure Moderate Wounds, (2) potion of Bull’s Strength, (2) potion of Endurance, Boots of Speed – Note, above AC does not include boots of speed.

Personality: Grolar grew up in a mountainous region next to a large forest. In the forest dwelt a small group of elves. The tribe that Grolar grew up in would occasionally make raids into the forest to kill some elves. Normally hobgoblins can sneak pretty well, but not Grolar. Big, slow and about as quiet as a gnome steelworks Grolar simply liked to run up then bash the enemy with his morningstar. His chain mail armor and shield gleam like brand new; a minor enchantment keeps them so. Grolar didn’t even have to clean the blood off when he killed the elven paladin that wore the armor previous, happily the armor grew to fit his large frame. When Grolar killed the elf a minor devil appeared to congratulate the hobgoblin on his accomplishment. The imp also told Grolar how to go about getting his morningstar from the chieftain of Grolar’s tribe. Grolar doesn’t like missile weapons, they kill from a distance and that is stupid, what can be better than to gleefully bash ones enemy. Grolar likes to break opponents weapons first then break their skulls. Now Grolar rules the hobgoblin tribe with glee, raiding into the forest to kill some elves and having his harem.

Son of Thunder
 
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