Goblin-a-day


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Garie, Drudge
Commoner L2; small humanoid; female; AL NE

HD 2d4; hp 3;
Init +1; Spd 30 ft; AC 13;
Atk -1 melee or +2 ranged;
SQ: Darkvision 60 ft;
SV Fort +0, Ref +1, Will -1;
Str 7, Dex 12, Con 10, Int 12, Wis 8, Cha 12.

Skills: (15 points)Bluff +3 (+2), Hide +0 (+4*), Listen +3, Move Silently +0 (+4*), Profession: Cook +3, Spot +3.(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Skill Focus)

Feats:Skill Focus: Bluff

Languages:Common, Goblin

Armor:Leather Apron, +1, speed 30ft, 5 lbs.
Weapons:Cleaver: Atk -1 melee, +2 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft

Possessions:Blanket, flint and steel, sack, trail rations (1 days), clothes, and water skin.
Arsenic (2 vials): Ingested, DC13; Initial Dmg 1 Con, Secondary Dmg 1d8 Con

Behind the Curtain:With nothing else to go on I have decided that goblins reach “Adulthood” at 12 years, “Middle Age” at 24 years, “Old” at 36 years, “Venerable” at 48 years, +2d6 for “Maximum Age”. Considering how few goblins die of “natural causes” it’s mostly academic.

Flavor:Garie was quite a beauty in her day. She had been mistress to the clan leader himself. That was a dozen pregnancies ago. Now she is a middle-aged goblin who has used what little influence she has left to make herself head cook for the clan. Garie has plans to get back some glory. She has hooked a young warrior with, in her opinion, potential. With her help, and the careful use of arsenic, he will be very successful. He will then reward her for her efforts. If it doesn’t work she’ll poison him and
start over.
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Karak, Gobin Sorcerer
Sorcerer L3; small humanoid; AL CE

HD 3d4+3; hp 11;
Init +3; Spd 30 ft; AC 14 (18 with Mage Armor);
Atk +0 melee or +5 ranged;
SQ: Darkvision 60 ft;
SV Fort +2, Ref +4, Will +3;
Str 6, Dex 16, Con 12, Int 13, Wis 10, Cha 13.

Skills: (18 points)Concentration +5, Hide +1 (+4*), Knowledge: Arcana +2, Listen +1 (+2^), Move Silently +1 (+4*), Spot +1 (+2^), and Spellcraft +5.(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Feat Bonuses)
Feats:Alertness,Combat Casting

Spells: Per day (6/6)
Known; L0 detect magic, flare, ghost sound, prestidigitation, and ray of frost; L1 expeditious retreat, mage armor, sleep;

Languages:Common, Goblin
Armor:None
Weapons:Daggers (2): Atk +0 melee, +5 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft

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

Goblin Virtues:Secrecy: What they don't know can keep you alive.

Flavor:The other goblins in his tribe think Karak is a rogue. They don't know that the reason he is so good at killing sentries is due to his sleep spell, not sneak attack. A couple of tribe members discovered Karak could do magic. They are dead now.
 

psychognome's Goblin

Pooky, male goblin
Barbarian 1; Small Humanoid; AL CE
HD 1d12; 12 hp
Init +3; Spd 40 ft; AC 17;
Atk +3 melee or +5 ranged;
SQ: Darkvision 60 ft; Rage 1/day; Fas movement
SV Fort +3, Ref +3, Will +1
Str 13, Dex 16, Con 13, Int 10, Wis 12, Cha 6

Skills: (16 points)
Climb +4Jump +4Swim +0Wilderness Lore +5(Note: check penalties for armor and equipment noted)

Feats:Weapon Focus (battleaxe)

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

Weapons:Battleaxe +4 melee, Dmg 1d6+1, crit x3
Shortbow +5 ranged, Dmg 1d6, crit x3, rng. 60 ft.
Dagger +3 melee, +5 thrown, Dmf 1d4, crit 19-20/x2, rng 10 ft.

Possessions:Backpack, waterskin, trail rations, bedroll, sack, flint and steel, quiver with 20 arrows15 gp

Background:When he was just a little cub, Pooky got separated from his tribe and was forced to live in the wilderness all alone. Just recently he found a tribe of goblins who took him in despite his savageness and ignorance to the rules of the civilised goblins. He has become an important part to the tribe he joined, helping them by hunting and defending their territory. But Pooky isn't doing this for the tribe, he's doing it for his own good. Once he get's a little more experience under his belt he will overthrow the tribe's current leader. (a level 3 goblin rogue)

Tactics:Although not stupid, Pooky favours straightforward tactics over discretion. While his tribe mates sneak behind the enemy Pooky will engage them in melee, giving his mates flanking positions and using the terrain for his own good.
 

Foloke
Half-Celestial Goblin
Cleric2 (Pelor);

CR 3; Size:S Type Humanoid|OUTSIDER; HD (2d8)+4; hp 19; Init +1 (+1 Dex, +0 Misc); Spd Walk 20', Fly 40'; AC 20 (flatfooted 19, touch 12), *Mace (Light/Masterwork) +5 0'/B (1d6+2 20/x2 Neither S ) or ; SA: Spontaneous casting,Turn Undead 6/day,+4 Saves vs. Poison ,Immune to Acid/Cold/Disease and Electricity , Protection From Evil 3/day, Bless, Light(Su) at will, Bird-like Wings, Low-light, Darkvision (60'); AL: NG; Sv: Fort +5, Ref +1, Will +7; Str 15, Dex 12, Con 14, Int 14, Wis 19, Cha 16

Skills and Feats: Concentration +7, Heal +9, Hide +5, Knowledge (Religion) +7, Move Silently +5, Spellcraft +7; Armor Proficiency (Heavy) ,Armor Proficiency (Light) ,Armor Proficiency (Medium) ,Scribe Scroll,Shield Proficiency,Simple Weapon Proficiency

Possessions: Mace (Light/Masterwork), Outfit (Traveler's/Small), Breastplate (Masterwork), 5 Potion (Cure Light Wounds), Shield (Large/Steel/Masterwork),

Deity: Pelor Domains: Sun(Once per day you can perform a greater turning against undead in place of a regular turning (or rebuking). Undead creatures that are affected are destroyed.) Strength(You can perform a feat of strength, as a supernatural ability, with a bonus to Strength equal to your level. It lasts 1 round, once per day.)
Spells: Cleric: (4 /3+1 ) 0-Cure Minor Wounds, Detect Magic, , Mending, Read Magic, 1-Bless Water, Cure Light Wounds, Detect Evil, Endure Elements, Summon Monster I


Flavor:Foloke is himself quite a unique individual. His mother, Seala, was quite nearly as rare. Seala, in her day was quite attrative for a goblin, She was also a good aligned warrior. In her travels she met and fell in love with a powerful celestial. But his mission did not allow him to remain with her, and he returned to the outer planes never to be seen on the prime material again. Foloke is her only reminder of him, so to protect him from evil influnces of his goblin nature she enrolled him with the temple to study as a preist at the earliest opertuinity. They were reluctant to take the child of a goblin, until they saw his radiant feathered wings. Foloke has grown into a phenomonally wise young man and a powerful cleric, who many of the older preists now turn to for advice.
 

Wow, these are very impressive! Does anyone have a complete copy of the thread from the old boards? I'd love to see the rest of the goblins, since as I understand it the current thread is only halfway through the old one.

If they're just in the process of being reposted, consider this a bump! :)
 

Little_Buddha said:
Wow, these are very impressive! Does anyone have a complete copy of the thread from the old boards? I'd love to see the rest of the goblins, since as I understand it the current thread is only halfway through the old one.

If they're just in the process of being reposted, consider this a bump! :)

Back on the old boards I copied 8 pages of the thread onto a disk. At the time the boards were frequently crashing and my own computer was having problems, and I lacked experience with computers. So the copy I have is rather akward to work with. Plus I have been editing out the compliments to focus on the goblins. So far I am about 5 pages allong. I'll continue adding 2 to 3 at a time as I get a chance.
 


More of Lord Zardoz's Even Eviler Goblins

Oswald Beland, "Twice Born"
Cleric 2, Ranger 1;
AL NE HD 2d8 + 1d10 + 12; hp 31;
Init +1; Spd 30 ft; AC 14;
Atk +0 melee or +3 ranged;
SQ: Darkvision 60 ft;
SV Fort +10, Ref +1, Will +5;
Str 12,Dex 13,Con 18,Int 10,Wis 14,Cha 7;

Skills: (12 Cleric, 6 Ranger)Craft(Construction) 4,Hide 2 +1 [+4],Knowledge (Religion) 4,Listen 1 + 2,Move Silently 2 +1,Spellcraft 4,Spot 1 +2; (* [ ] Goblin racial bonuses) (Extra skill points explained in flavor)

Feats:Weapon Focus (Mace), Combat Casting!, Dodge. Favored Enemy: Humans

Languages:Common, Goblin;

Armor: Leather, Small Shield;
Weapons:Footmans Mace +0 Melee, +3 Ranged, 1d6-2, Crit x2, 10 Ft Range Inc.

Domains: Evil, Death
Spells 4 / 3+10: Virtue, Mending, Guidance, Create Water;1: [Protection from Good], Doom, Entropic Shield, Obscuring Mist;[] Domain Spell

Possessions:A small holy text that now serves as kindling (32 remaining uses), Fine human clerical vestments that serve as a series of loin cloths. A defiled holy symbol of Herionius.

Goblin Virtues:Creativity: It is a known fact that goblins channel their anger and hatred of all others into creative pursuits. They are always thinking of new things and new ideas. Give a goblin something that he has never seen before, and in seconds, he will devise a way to try to hurt or kill something with it.

Flavor:Oswald Beland was a priest of herionius serving his fellow humans and spreading the word of god. The key word is 'was'. The Archbishop Devlyn the Chaste found a new purpose in life with a Succubus lover who enjoyed torture as a past time. Devlyn introduced Oswald to his demonic lover, and they had a great time. Except for Oswald, who had his legs torn off and was nailed onto a wooden alter by his sharpened femurs and left to die. About a week later, he heard a call asking him to return to the land of the living to help right the wrongs that had befallen him and others. He was born again, but to his dismay, in the body of a Goblin. The intrepid band of adventurers who re-incarnated him apologized, for the inconvenience, but asked Oswald to tell them all he knew of the Archbishop's activities. Oswald told them all he could, and despite his inexperience, played a key role in bringing down Devlyn. After the issue was resolved, Oswald prayed to Heronius to restore him to a human form, but found out, much to his suprise, that Heronius did not seem to give a damn. There were no wizards in the area who were willing to Wish him back to human form, and people wanted nothing to do with him. He was then taken by slavers, and made a slave to Councilman Theodore, who knew nothing of Oswald, and thought him a liar. So he had him beaten, and made him pray to Heronius for forgivness for his lies. Oswald prayed for deliverance from this unjust fate. To his astonishment, Heronius still did not seem to give a damn. One day, on a trip to a neigboring city in the company of some priests of Heronius, who also thought Oswald to be a liar, Theodore's entorage was attacked by some goblins. During the attack, Oswald was rescued by the other goblins and handed a weapon. Oswald chose to use that weapon. And chased down Theodore, and beat him to death. After the attack, Oswald taught the other goblins some new ways to cause pain that he learned at the hands of the Archbishop. Oswald now spends his days making Heronius pay for ignoring him by killing as many priests as he can.

Behind the curtain: As near as I can tell, re-incarnation does not remove previous abilities, so Oswald still has his free human Bonus Feat and skills.

Tactics:Oswald will use his spells to create an advantage, and then close in for the kill. He prefers to take out his opponents one at a time, and then kill them slowly. He will often kidnap clerics of Heronius alive by getting them to surrender themselves to save hostages. Once they surrender, he has them tied up, and kills the hostage slowly as they watch. He then sets them loose in the forest, tracks them down, and kills them.
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Duarkog
Fighter 3; AL CN
HD 3d10; hp 24
Init +1; Spd 30 ft; AC 17;
Atk +5 melee or +4 ranged;
SQ: Darkvision 60 ft;
SV Fort +5, Ref +2, Will +1;
Str 15 (12),Dex 13 (10),Con 15(12),Int 10,Wis 11,Cha 10; Age 56 (Venerable)

Skills: (12 Fighter)Climb 4 +2,Hide 0 +1 [+4],Jump 4 +2,Spot 2; (* [ ] Goblin racial bonuses, () Feat Bonus)

Feats:Dodge, Mobility, Spring Attack, Run;

Languages:Goblin;

Armor: Chain Shirt, Small Steel Shield;
Weapons:Half Spear +5 Melee, +4 Ranged, 1d6-2, Crit x2, 10 Ft Range Inc.

Possessions:Half Spear, Modified Chain Shirt, Small Steel Shield.

Goblin Virtues:Snap Judgement: When it comes time to make a decsion, a Goblin will make one. Immediately. They usually make these decisions without much information, and often with no thought for consequences. They are also often bad decisions. This applies to all aspects of their lives, including eating, procreation, and starting fights.

Flavor:Duarkog is one of the most dangerous goblins in his tribe. He is an accomplished warrior despite his advanced age, and is more then willing to train other goblins how to fight. The reason he is dangerous is that it is not uncommon for him to decide to take the lesson to the next level. Or to suddenly remember a grudge against a goblin that might have looked simular. Duarkog also often responds to a greeting with a sudden charge. When younger goblins throw rocks at him, he will respond by throwing something back, usually the first thing that he can lay his hands on. This is almost always his spear. But he means well, and he is one of the better teachers of the new warriors. They also fear him, because he has survived many battles and many years with seemingly no ill effect.

Behind the Curtain:The reason for this is simple. An unknown planar entity was slain and trapped in his spear, which he obtained by looting a battlefield. This presence has taken a liking to Duarkog and has decided to keep him alive precicely because of Duarkog's excessive chaotic tendencies.

Tactics:Duarkog tends to run directly at his opponents, and hit them, and keep going. Beyond that, he does not have any particular attack pattern he prefers. He will make snap decisions that may not always work. Such as grappling an armed opponent to take his weapon away and beating him to death with it. It is equally possible that he will stop fighting and apologize, explaining that he thought his victim was someone or something else.
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Dgorak
Rog 2; AL LE
HD 2d6+1; hp 7;
Init +4; Spd 30 ft; AC 19;
Atk +0 melee or +5 ranged;
SQ: Darkvision 60 ft;
SV Fort -1, Ref +7, Will -1;
Str 9,Dex 18,Con 9,Int 13,Wis 8,Cha 9;

Skills: (45 Rogue) Bluff 5 -1,Climb 5 -1,Diplomacy 5 -1,Gather Information 5 -1,Hide 5 +4 [+4],Listen 5 -1,Move Silently 5 +4,Sense Motive 5 -1,Spot 5 -1; (* [ ] Goblin racial bonuses)

Feats:Toughness;

Languages:Goblin, Ogre;

Armor: Studded Leather, Small Shield;
Weapons:Short Bow +5 Ranged, 1d6-1, Crit x3, 60 Ft Range Inc.
Dagger +0 Melee, +5 Ranged, 1d4-1, Threat 19, Crit x2, 10 Ft Range Inc.

Possessions:Shortbow, Bone Handled Dagger, Studded Leather Armor, Shovel.

Goblin Virtues:Sychophant: Being an a**kisser can help you obtain friends who while stupider then yourself, are bigger.

Flavor:Dgorak is the leader of a small band of goblins who have so far eluded the Goblin Purge that was started by the local cadre of Paladins. Dgorak had long been pushing for an alliance with the Black Fist Ogre tribe which ruled the mountains to the North. Dgorak had voiced concerns that the Paladins would soon attack. Khebbrhek, the cheif wanted no part of this, since he knew that the Goblins would be little better then Cannon Fodder for the Ogres. Dgorak told the cheif that he would be leaving to the North, and promised Khebbrhek that the would regret his words. Then, one day with out warning, the paladins decended upon the villiage and slew every goblin they could find, and driving the rest to ground. Due to the process of elimination, Dgorak was now cheif. No one knew exactly why the Paladins had attacked, but Dgorak's foresight and wisdom were praised. None opposed his rise to leadership of the tribe. Dgorak of course, did not tell the other goblins that shortly after he had left the tribe, he had personally attacked the families of several of the Paladins. Their sons bodies were found buried out front in their yards beneath a Totem of the goblin tribe. Dgorak also did not mention that he had abducted the wives and Daugters of the Paladins and left them to suffer in the forest. Currently, Dgorak has been trying to negotiate an alliance between his Goblins and the Black Fist Ogres, warning the Ogres that the Paladins have become especially militant. 15 Ogres have already been attacked in isolated incidents by Paladins. But Dgorak has promised to obtain revenge on the Ogres behalf by delivering unto them the gift of the daughters and wives of several of the Paladins.

Tactics:In combat, Dgorak prefers to avoid direct confrontation and use missile weapons if there are few opponents. If there are many opponents, or they seem particularly powerful, he will hide.

END COMMUNICATION
 

Wippit Guud's Crazy Goblins

Grako, Inventor
Expert 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;
SV Fort +1, Ref +2, Will +5;
Str 9, Dex 12, Con 12, Int 16, Wis 11, Cha 7.

Skills: (54 points)Alchemy +9, Appraise +8, Craft(Mechanical devices) +9(+2^), Decipher script +7, Disable device +9, Gather information +2, Hide +1(+4*), Knowledge(Technology) +9(+2^), Listen +0(-4"),Move siently +1(+4*), Open lock +7, Profession(Carpenter) +6, Speak language 5(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Skill foci. " Disability penalty, -4 dur to hearing damage.)

Feats:Skill Focus: Craft, Skill Focus: Knowledge Alchemy

recipies: alchemist's fire, flash powder, gunpowder, plaster of paris, paint, thunderstones

Languages:Common, Goblin, Draconic, Gnomish, Dwarven, Elven, Halfling, Undercommon, Giant, Infernal

Armor:None

Weapons:
Krakka: Atk +3 ranged, dmg 1d8, crit 19-20 x3, range 30, misfire on 5 or less, fire rate 1/2
Kaboom: Atk +3 ranged, dmg 2d6 + 1d6 following round, range 10, fumble on hit roll of 1.

Possessions:3 kabooms, 10 doses krakka powder in pouch, 10 krakka shots in pouch, alchemist lab, backpack, bedroll, flint and steel, miscelaneous trinkets, sack, trail rations (1 days), vestments, and water skin. 2 of each Quaal's feather token.

Goblin Virtues:Curious: They say curiosity killed the cat. Well, hundred of goblins die trying new ways to survive in the world.

Flavor:Grako is a living timebomb. Anything that's mechanincal in nature, he trys to aquire, take apart, re-assemble, and improve. His improved alchemist's fire, Kabooms, explode for 2d6 damage, but are very delicate, and have been known to break in his hand. The krakka, his preferred 'weapon' is noise, explosive, and prone to shoot backwards. If the world inclused tinker gnomes, even THEY are afraid of this guy. Due to the number of explosions he's been involved in, Grako is hard of hearing.

Tactics: Grako is never hesitant to add to combat, it's an excuse to try out a new invention! more often than not, however, he does just as much damage to his own side as the enemy.
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Meskut, Hydra hunter
L1 Fighter, L3 Ranger; Small humanoid, AL N
HD 4d10+4; 30 hp; Init +2; Spd 30ft;
AC 17 (+4 studded leather armor +1, +2 Dex, +1 size)
Atk +6 melee or +6 rangedSQ: Darkvision 60ft, Favored enemy
SV: Fort +6, Ref +2, Will +1
Str 14, Dex 14, Con 12, Int 12, Wis 13, Cha 11

Skills: (27 points)Animal empathy +1, Climb +4, Hide +2(+4*), Intuit direction +4, Knowledge(Nature) +4, Knowledge(Hydras) +4, Listen +3, Move silently +2(+4*), Spot +3, Wilderness lore +7(* goblin racial skills, +4 to hide and move silently)

Feats:Ambidexterity*, Cleave, Great Cleave, Power attack, Track*, Two-weaponfighting*(* virtual ranger feats, availabl only when wearing light or no armor) (NOTE- House rule: Due to hyrda heads being independant to each other, cleave and great cleave will work when one has been killed)

SQ- Favored enemy: Beasts - Meskut gains +1 to Bluff, listen, sense motive, spot, wildernes lore, and damage when used against beasts.

Languages: Common, draconic, goblin

Armor:+1 Studded leather, +4ac
Weapons: +1 Long sword: Atk +7 melee, Dmg 1d8+4 crit 19-20 x2
Short Sword: Atk +5 melee, Dmg 1d6+2 crit 19-20 x2
Dagger: Atk +5 melee or +5 ranged, Dmg 1d4+1, crit 19-20 x2, range 10ft

Possessions:5 daggers, 2 potions of swimming, 2 potions of haste, backpack, bedroll, belt pouch, flint and steel, 30 ft rope (silk), 2 sacks, 2 dozen hydra teeth, 15gp, 11sp, 6cp

Behind the Curtain:Meskut prefers to use a long-sword two-handed, as it gives him a better change to take out one head per hit, using great cleave to it's maximum potential. As Meskut advances, he will seleect magical beasts as his second favored enemy, to gain bonuses against the magical hydras.

Flavor:Meskut was once a member of a goblin tribe that lived in a swamp. Most of that tribe was wiped out one day with a 9 headed hydra attacked the village. As one of the few survivors, meskut has dedicated his life to eradicating hydras and their subtypes.

Goblin Virtues:Vengeful. If something happens to a goblin that pushes him over the edge, he will spend every moment of his life, every copper of his funds, and dedicate himself to destrying that which he hates the most.
 


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