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<blockquote data-quote="MavrickWeirdo" data-source="post: 1332" data-attributes="member: 107"><p><strong>Goblin Adepts</strong></p><p></p><p>Pell, poisoner</p><p>Adept L3; small humanoid; AL NE </p><p>HD 3d6+6; hp 17; </p><p>Init +1; Spd 30 ft; AC 12; </p><p>Atk +0 melee or +3 ranged;</p><p>SQ: Darkvision 60 ft; Familiar</p><p>SA: Poison (see weapons)</p><p>SV Fort +5, Ref +2, Will +5;</p><p></p><p>Str 6, Dex 12, Con 14, Int 13, Wis 15, Cha 10.</p><p></p><p>Skills: (18 points)</p><p>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.</p><p>(* Goblin racial bonuses: +4 for Move Silently and Hide.^ Alertness)</p><p></p><p>Feats:</p><p>Alertness</p><p>Brew Potions</p><p>Great Fortitude</p><p></p><p>Languages:</p><p>Common, Gnome, Goblin</p><p></p><p>Spells: 3/3</p><p>Prepared: L0 cure minor wounds, detect magic, purify food and drink L1 cause fear, obscuring mist, sleep</p><p></p><p>Armor:</p><p>None</p><p></p><p>Weapons:</p><p>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)</p><p></p><p>Darts (4): Atk +3 ranged, Dmg 1d4-2 (+ poison: Bloodroot), crit x2, range 50ft (DC13, initial damage 1 Con, secondary 1d2 Con, temporary)</p><p></p><p>Possessions:</p><p>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. </p><p></p><p>Lab contents: Acid (2 flasks), antitoxin (4 vials), arsenic (2 vials), bloodroot (1 vial), greenblood oil (2 vials), and soap (1 lb). </p><p></p><p>Potions: Cure Light Wounds (3), Endure Elements, Protection from Good.</p><p></p><p>Familiar: Viper</p><p></p><p>Behind the Curtain:</p><p>Pell knows the formulas for Acid, Antitoxin, Arsenic (poison), Bloodroot (poison), Greenblood Oil (poison), and Soap.</p><p></p><p>Several familiars are suitable for poisoners. Rat gives +2 vs Fortitude saves. Toad improves Con, wich improves Fort also. Snakes have their own poison.</p><p></p><p>Flavor:</p><p>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. </p><p></p><p>Even though they are seen as outsiders, there ar three roles where adepts fit in well in a tribe. </p><p></p><p>The first is Poisoner. Not all adepts are poisoners, and not all poisoners are adepts, but many find they have a knack. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Tactics: </p><p>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.</p><p></p><p>Familiar: </p><p>Snake, Tiny Viper</p><p>Tiny Animal</p><p>HD 1 (8 hp)</p><p>Init +3 (Dex)</p><p>Speed 15 ft., climb 15 ft., swim 15 ft.</p><p>AC 18 (+2 size, +3 Dex, +3 natural)</p><p>Atk Bite +5 melee</p><p>Dmg Bite poison</p><p>Face/Reach 2 1/2 ft. by 2 1/2 ft. (coiled)/0 ft.</p><p>SA Poison</p><p>SQ Scent, grant Alertness, improved evasion, share spells, empathic link</p><p>Fort +2, Ref +5, Will +3</p><p>Str 6, Dex 17, Con 11, Int 6, Wis 12, Cha 2</p><p>Skills Balance +11, Climb +12, Hide +18, Listen +8, Spot +8</p><p>Feats Weapon Finesse (bite)</p><p>---------------------------------------------------------------------------</p><p></p><p>Faressa, Seeress</p><p>Adept L3; small humanoid; AL NE </p><p>HD 3d6+3; hp 14; </p><p>Init +1; Spd 30 ft; AC 12; </p><p>Atk +0 melee or +3 ranged;</p><p>SQ: Darkvision 60 ft; Familiar</p><p>SV Fort +1, Ref +2, Will +5;</p><p></p><p>Str 6, Dex 12, Con 12, Int 14, Wis 15, Cha 11.</p><p></p><p>Skills: (24 points)</p><p>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.</p><p>(* Goblin racial bonuses: +4 for Move Silently and Hide.^ Familiar Bonuses)</p><p></p><p>Feats:</p><p>Alertness</p><p>Scribe Scroll</p><p>Spell Focus: Divination</p><p></p><p></p><p>Languages:</p><p>Common, Draconic, Goblin</p><p></p><p>Spells: 3/3</p><p>Prepared: L0 cure minor wounds, detect magic, guidance L1 command, detect good, sleep</p><p></p><p>Armor:</p><p>None</p><p></p><p>Weapons:</p><p>Daggers (2): Atk +0 melee, +3 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft</p><p></p><p>Possessions:</p><p>Backpack, bedroll, flint and steel, healer’s kit, sack, trail rations (1 days), vestments, and water skin. 4gp 8sp 16cp. </p><p></p><p>Divine Focus: birds talon (bird totem)</p><p></p><p>Gem of Farseeing: Once per day user may cast Clairvoyance as a 5th level wizard.</p><p></p><p>Scrolls: Cure Light Wounds (3), Obscuring Mist, Protection from Good.</p><p></p><p>Familiar: Owl</p><p></p><p>Behind the Curtain:</p><p>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.</p><p></p><p>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.</p><p></p><p>Flavor:</p><p>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.</p><p></p><p>Tactics: </p><p>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.</p><p></p><p>Familiar: </p><p>Owl</p><p>Tiny Animal</p><p>HD 1 (7 hp)</p><p>Init +3 (Dex)</p><p>Speed 10 ft., fly 40 ft.</p><p>AC 18 (+2 size, +3 Dex, +3 natural)</p><p>Atk +5 melee</p><p>Dmg 1d4-2 claws</p><p>Face/Reach 2 1/2 ft. by 2 1/2 ft. (coiled)/0 ft.</p><p>SA Poison</p><p>SQ Low light vision, grant Alertness, grant +2 move silently, improved evasion, share spells, empathic link</p><p>Fort +2, Ref +5, Will +4</p><p>Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 4</p><p>Skills Listen +14, Move Silently +20, Spot +6 (+8 dusk or darkness)</p><p>Feats Weapon Finesse (claws)</p></blockquote><p></p>
[QUOTE="MavrickWeirdo, post: 1332, member: 107"] [b]Goblin Adepts[/b] 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) [/QUOTE]
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