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<blockquote data-quote="MavrickWeirdo" data-source="post: 1330" data-attributes="member: 107"><p><strong>Bear Baiter Clan</strong></p><p></p><p>Trak, of the Bear-Baiter Clan</p><p>Ranger L2; small humanoid; AL NE</p><p>HD 2d10-2; hp 9; </p><p>Init +2; Spd 30 ft; AC 16; </p><p>Atk +4 melee or +5 ranged;</p><p>SQ: Darkvision 60 ft; Favored Enemy: Animals</p><p>SA: Two-Weapon Fighting</p><p>SV Fort +2, Ref +2, Will +0;</p><p></p><p>Str 13, Dex 15, Con 8, Int 14, Wis 10, Cha 10.</p><p></p><p>Skills: (30 points)</p><p>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~).</p><p>(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Alertness.~ Favored Enemy: Animals)</p><p></p><p>Feats:</p><p>Alertness</p><p>Track</p><p></p><p>Languages:</p><p>Common, Goblin, Orc</p><p></p><p>Armor:</p><p>Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.</p><p></p><p>Weapons:</p><p>Dagger: Atk +4 melee, +5 thrown, Dmg 1d4+1, crit 19-20 x2, range 10ft </p><p>Sling: Atk +5 ranged, Dmg 1d4+1, crit x2, range 50ft </p><p>Short sword: Atk +4 melee, Dmg 1d6+1, crit 19-20 x2, range 20ft.</p><p>(When using shortsword and dagger, ranger two-weapon style, each weapon is +2 melee instead of +4)</p><p></p><p>Possessions:</p><p>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</p><p></p><p>Tactics:</p><p>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.</p><p></p><p>Flavor:</p><p>Trak is a good “starter” for bear-baiting relay. He uses his Animal Empathy skill to help him enrage the bear.</p><p></p><p>Goblin Virtues:</p><p>Bold: Not considered a virtue by most goblins, the Bear-Baiter Clan needs their members to be daring.</p><p></p><p>Behind the Curtain:</p><p>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.</p><p>----------------------------------------------------------------------------------</p><p></p><p>Rapad, of the Bear-Baiter Clan</p><p>Barbarian L2; small humanoid; AL CE</p><p>HD 2d12 +2; hp 15; </p><p>Init +7; Spd 40 ft; AC 17; </p><p>Atk +4 melee or +6 ranged;</p><p>SQ: Darkvision 60 ft; Uncanny Dodge</p><p>SA: Rage 1/day</p><p>SV Fort +4, Ref +3, Will +0 (+2r);</p><p></p><p>Str 13 (17r), Dex 16, Con 13 (17r), Int 12, Wis 10, Cha 8.</p><p></p><p>Skills: (25 points)</p><p>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.</p><p>(* Goblin racial bonuses: +4 for Move Silently and Hide.)</p><p></p><p>Feats:</p><p>Improved Initiative</p><p></p><p>Languages:</p><p>Common, Goblin,</p><p></p><p>Armor:</p><p>Studded Leather, +3, check penalty –1, speed 40ft, 10 lbs.</p><p></p><p>Weapons:</p><p>Dagger: Atk +4 (+6r) melee, +6 thrown, Dmg 1d4+1 (+3r), crit 19-20 x2, range 10ft </p><p>Sling: Atk +6 ranged, Dmg 1d4+1, crit x2, range 50ft </p><p>Morningstar: Atk +4 (+6r) melee, Dmg 1d8+1 (+3r), crit x2</p><p></p><p>Possessions:</p><p>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</p><p>(+r) = Rage</p><p></p><p>Tactics:</p><p>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.</p><p></p><p>Flavor:</p><p>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.</p><p></p><p>Goblin Virtues:</p><p>Speed: He who fights and runs away, lives to fight another day.</p><p></p><p>Behind the Curtain:</p><p>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.</p><p>----------------------------------------------------------------------------------</p><p></p><p>Kolid, of the Bear-Baiter Clan</p><p>Monk L2; small humanoid; AL LE</p><p>HD 2d8 +2; hp 11; </p><p>Init +3; Spd 30 ft; AC 16(17d); </p><p>Atk +2 melee or +5 ranged;</p><p>SQ: Darkvision 60 ft; Evasion; </p><p>SA: Flurry of Blows, Stunning attack</p><p>SV Fort +4, Ref +6, Will +5;</p><p></p><p>Str 11, Dex 17, Con 12, Int 10, Wis 14, Cha 6.</p><p></p><p>Skills: (20 points)</p><p>Balance +2, Climb +3, Concentration +1, Escape Artist +3, Hide +2 (+4*), Jump +2, Listen +2, Move Silently +2 (+4*), Tumble +3.</p><p>(* Goblin racial bonuses: +4 for Move Silently and Hide.)</p><p></p><p>Feats:</p><p>Deflect Arrows</p><p>Dodge</p><p>Improved Unarmed Strike</p><p></p><p>Languages:</p><p>Common, Goblin,</p><p></p><p>Armor:</p><p>None</p><p></p><p>Weapons:</p><p>Handaxe: Atk +2 melee, Dmg 1d6, crit x3</p><p>Sling: Atk +5 ranged, Dmg 1d4, crit x2, range 50ft </p><p>Unarmed: Atk +2 melee, Dmg 1d4, crit x2</p><p></p><p>Possessions:</p><p>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 </p><p></p><p>Tactics:</p><p>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.</p><p></p><p>Flavor:</p><p>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.</p><p></p><p>Behind the Curtain:</p><p>For the 4th “hunt-leader” use the stats of a goblin rogue such as Bully, Chek, or Kach and raise stats to second level.</p></blockquote><p></p>
[QUOTE="MavrickWeirdo, post: 1330, member: 107"] [b]Bear Baiter Clan[/b] 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. [/QUOTE]
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