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Goblin-a-day
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<blockquote data-quote="MavrickWeirdo" data-source="post: 1557" data-attributes="member: 107"><p><strong>Goblin Clerics</strong></p><p></p><p>Fellow Groppet </p><p>Cleric L3; small humanoid; AL NE </p><p>HD 3d6+3; hp 14; </p><p>Init +1; Spd 30 ft; AC 16; </p><p>Atk +1 melee or +4 ranged;</p><p>SQ: Darkvision 60 ft; Rebuke Undead</p><p>SV Fort +4, 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>Bluff +3, Concentration +6, Diplomacy +2, Heal +3, Hide +3(+4*), Knowledge: Religion +2, Move Silently +0 (+4*), Spellcraft +5.</p><p>(* Goblin racial bonuses: +4 for Move Silently and Hide.)</p><p></p><p>Feats:</p><p>Brew Potions</p><p>Scribe Scroll</p><p></p><p></p><p>Languages:</p><p>Abyssal, Common, Goblin</p><p></p><p>Spells: 4/4/3</p><p>Prepared: L0 detect magic, guidance, resistance, virtue L1 bane, cause fear, doom, protection from good L2 bulls strength, endurance, invisibility</p><p></p><p>Domains: Evil (protection from good, desecrate), Trickery (change self, invisibility)</p><p></p><p>Spontaneous Casting: L0 inflict minor wounds L1 inflict light wounds L2 inflict moderate wounds</p><p></p><p>Armor:</p><p>Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.</p><p>Small Wood Sheild, +1, check penalty –1, 2.5 lbs.</p><p></p><p>Weapons:</p><p>Dagger: Atk +1 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft</p><p>Morningstar: Atk +1 melee, Dmg 1d8-2, crit x2</p><p></p><p>Possessions:</p><p>Backpack, bedroll, flint and steel, healer’s kit, holy symbol, sack, trail rations (1 days), vestments, and water skin. 4gp 8sp 16cp. </p><p></p><p>Scrolls: Cure Light Wounds (3), and Obscuring Mist </p><p></p><p>Potions: Protection from Elements, and Sanctuary</p><p></p><p>Goblin Virtues:</p><p>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).</p><p></p><p>Flavor:</p><p>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.</p><p></p><p>Behind the Curtain:</p><p>He is in charge of 2 first level clerics (fellows)</p><p></p><p>Tactics: </p><p>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.</p><p>----------------------------------------------------------------------------</p><p></p><p>Karat </p><p>Cleric L3; small humanoid; AL CE</p><p>HD 3d6+3; hp 14; </p><p>Init +2; Spd 30 ft; AC 17; </p><p>Atk +4 melee or +5 ranged;</p><p>SQ: Darkvision 60 ft; Rebuke Undead</p><p>SV Fort +4, Ref +3, Will +5;</p><p></p><p>Str 12, Dex 15, Con 12, Int 10, Wis 15, Cha 6.</p><p></p><p>Skills: (12 points)</p><p>Concentration +5, Heal +2, Hide +0(+4*), Knowledge: Religion +1, Move Silently +0 (+4*), Spellcraft +4.</p><p>(* Goblin racial bonuses: +4 for Move Silently and Hide.)</p><p></p><p>Feats:</p><p>Scribe Scroll</p><p>Weapon Focus: Morningstar</p><p></p><p>Languages:</p><p>Goblin</p><p></p><p>Spells: 4/4/3</p><p>Prepared: L0 detect magic, guidance, resistance, virtue L1 cause fear, deathwatch, magic weapon, protection from good L2 death knell, endurance, shatter</p><p></p><p>Domains: Chaos ( protection from law, shatter), Evil (protection from good, desecrate)</p><p></p><p>Spontaneous Casting: L0 inflict minor wounds L1 inflict light wounds L2 inflict moderate wounds</p><p></p><p>Armor:</p><p>Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.</p><p>Small Wood Sheild, +1, check penalty –1, 2.5 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>Morningstar: Atk +5 melee, Dmg 1d8+1, crit x2</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>Scrolls: Cure Light Wounds (3), and Obscuring Mist, Protection from Elements, and Sanctuary</p><p></p><p>Goblin Virtues:</p><p>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. </p><p></p><p>Flavor:</p><p>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). </p><p></p><p>Behind the Curtain:</p><p>Maglubiyet, being a chaotic deity, does not favor the fellowship or the heretics. He grants them all spells according to their wisdom and experience.</p><p></p><p>Tactics: </p><p>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”.</p><p>----------------------------------------------------------------------------</p><p></p><p>Griven </p><p>Cleric L3; small humanoid; AL CN </p><p>HD 3d6+3; hp 14; </p><p>Init +1; Spd 30 ft; AC 16; </p><p>Atk +2 melee or +5 ranged;</p><p>SQ: Darkvision 60 ft; Rebuke Undead</p><p>SV Fort +4, 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>Bluff +3, Concentration +5, Disguise +2, Heal +3, Hide +2(+4*), Knowledge: Religion +2, Move Silently +0 (+4*), Scry +3, Spellcraft +4.</p><p>(* Goblin racial bonuses: +4 for Move Silently and Hide.)</p><p></p><p>Feats:</p><p>Brew Potions</p><p>Scribe Scroll</p><p></p><p></p><p>Languages:</p><p>Abyssal, Common, Goblin</p><p></p><p>Spells: 4/4/3</p><p>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</p><p></p><p>Domains: Chaos (protection from law, shatter ), Trickery (change self, invisibility)</p><p></p><p>Spontaneous Casting: L0 inflict minor wounds L1 inflict light wounds L2 inflict moderate wounds</p><p></p><p>Armor:</p><p>Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.</p><p>Small Wood Sheild, +1, check penalty –1, 2.5 lbs.</p><p></p><p>Weapons:</p><p>Dagger: Atk +2 melee, +5 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft</p><p>Morningstar: Atk +2 melee, Dmg 1d8-2, crit x2</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>Scrolls: Cure Light Wounds (3), and Obscuring Mist </p><p></p><p>Potions: Entropic Shield, and Protection from Elements</p><p></p><p>Goblin Virtues:</p><p>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.</p><p></p><p>Flavor:</p><p>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).</p><p></p><p>Tactics: </p><p>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.</p><p>----------------------------------------------------------------------------</p><p></p><p>Groder</p><p>Druid L3; small humanoid; AL N </p><p>HD 3d8; hp 13; </p><p>Init +2; Spd 30 ft; AC 16; </p><p>Atk +1 melee or +5 ranged;</p><p>SQ: Darkvision 60 ft; Nature Sense; Animal Companions; Woodland Stride; Trackless Step</p><p>SV Fort +3, Ref +3, Will +5;</p><p></p><p>Str 6, Dex 14, Con 10, Int 13, Wis 15, Cha 12.</p><p></p><p>Skills: (30 points)</p><p>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.</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></p><p>Languages:</p><p>Common, Druidic, Goblin</p><p></p><p>Spells: 4/3/2</p><p>Prepared: L0 cure minor wounds, detect magic, flare, resistance L1 cure light wounds, obscuring mist, shillelagh L2 speak with animals, cure moderate wound</p><p></p><p>Armor:</p><p>Leather, +2, speed 30ft, 7.5 lbs.</p><p>Small Wood Sheild, +1, check penalty –1, 2.5 lbs.</p><p></p><p>Weapons:</p><p>Dagger: Atk +1 melee, +5 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft</p><p>Club: Atk +1 melee, Dmg 1d6-2, crit x2</p><p></p><p>Possessions:</p><p>Backpack, bedroll, flint and steel, healer’s kit, sack, trail rations (1 days), traveler's outfit, and water skin. 4gp 8sp 16cp. </p><p></p><p>Potions: Blur, Cure Light Wounds (3), Endure Elements(2), and Barkskin(2).</p><p></p><p>Goblin Virtues:</p><p>Meanness: Acting mean is seen as a sign of strength. Even goblins who arn't evil tend to act mean.</p><p></p><p>Behind the Curtin:</p><p>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.</p><p></p><p>Flavor:</p><p>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. </p><p>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.</p><p></p><p>Tactics:</p><p>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.</p><p></p><p>Animal Companions:</p><p>Crows (24)</p><p>Tiny Animals</p><p>HD 1/4 D8 (1 hp)</p><p>Init +2 (Dex)</p><p>Speed 10 ft., fly 40 ft.</p><p>AC 14 (+2 size, +2 Dex)</p><p>Atk Claws +4 melee</p><p>Dmg Claws 1 pt</p><p>Face/Reach 2 1/2 ft. by 2 1/2 ft. /0 ft.</p><p>Fort +2, Ref +4, Will +2</p><p>Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6</p><p>Listen +6, Spot +6</p><p>Feats Weapon Finesse (claws)</p></blockquote><p></p>
[QUOTE="MavrickWeirdo, post: 1557, member: 107"] [b]Goblin Clerics[/b] 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. ---------------------------------------------------------------------------- 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”. ---------------------------------------------------------------------------- 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) [/QUOTE]
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