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<blockquote data-quote="MavrickWeirdo" data-source="post: 238557" data-attributes="member: 107"><p><strong>Wippit Guud's Goblins</strong></p><p></p><p>Rak</p><p>Wererat Druid L2; small shapechanger; </p><p>AL LE HD 2d8; hp 14</p><p>Init +1;+4 as rat</p><p>Speed 30;40, climb 20, as rat</p><p>AC: 15 (dex, furs, size, natural); 18 as rat</p><p>Atk Dagger +2(+5) melee or spear +2(+5) ranged; bite +2 melee as hybrid; bite +4 melee as rat</p><p>SQ: Darkvision 60 ft, Alternate form; DR 15/silver as hybrid or rat</p><p>SA: Lycanthrope Empathy, Curse of Lycanthropy</p><p>SV: Fort +3(+4), Ref +1(+4), Will +6 </p><p>Str 9, Dex 12, Con 12, Int 10, Wis 13, Cha 10 </p><p></p><p>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) </p><p></p><p>Feats: Multiattack, Weapon Finesse (bite), Weapon Finesse (dagger), Tracking </p><p></p><p>Languages:Goblin, special </p><p>Armor:Ragged furs and pelts, treat at padded armor: +1, check penalty 0, speed 30ft, 10 lbs. </p><p></p><p>Weapons: Dagger: Atk +2(+4) melee, +2(+5) thrown, Dmg 1d4-1, crit 19-20 x2, range 10ft</p><p>Half spear: Atk -0 melee, +1(+4) thown, Dmg 1d6-1, crit x2, range 20ft</p><p>Bite: Atk +3(hybrid) +5(rat) melee, Dmg 1d4-1, crit x2, curse of lycanthropy </p><p></p><p>Possessions: 2 daggers, belt with two sheaths, small belt pouch, various trophies from kills (eyes, ears, teeth) </p><p></p><p>Special Attacks:</p><p>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. </p><p>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. </p><p>Special Qualities:Alternate Form (Su): Can shift to a hybrid of dire rat form. </p><p>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. </p><p></p><p>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?) </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>Dire Rat (4)</p><p>Small Animal</p><p>Initiative +3 (Dex)</p><p>Speed: 40, climb 20AC: 15 (size, dex, natural)</p><p>Attacks: Bite +4 melee</p><p>Damage: Bite 1d4Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: Disease</p><p>Special Qualities: Scent</p><p>Saves: Fort +3, Ref +5, Will +3</p><p>Abilities: Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 6</p><p>Skills: Climb +11, Hide +11, Move Silently +6Feats: Weapon Finesse (bite) </p><p></p><p>Combat<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />isease (Ex): Filth fever-bite, Fortitude save (DC 12), incubation period 1d3 days, damage 1d3 temporary Dex and 1d3 temporary Con. </p><p></p><p>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. </p><p>-----------------------------------------------------------------------------</p><p>Suret, Day Guard</p><p>Fighter L2; small humanoid; AL LE</p><p>HD 2d10; hp 18; Init +2; Spd 30 ft; AC 16; Atk +2 melee or +4 ranged;</p><p>SQ: Darkvision 60 ft;</p><p>SV Fort +4, Ref +2, Will +2; </p><p>Str 10, Dex 15, Con 12, Int 10, Wis 14, Cha 8. </p><p></p><p>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) </p><p>Feats:Skill Focus: Spot, Alertness, Daylight Adaptation </p><p></p><p>Languages:Common, Goblin </p><p>Armor:Studded Leather, +3, check penalty -1, speed 30ft, 10 lbs. </p><p>Weapons:Short Bow: Atk +4 ranged, Dmg 1d6 crit x3, range 60ft Mace, Heavy: Atk +2 melee, Dmg 1d8, crit x2 </p><p></p><p>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 </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p>------------------------------------------------------------------------------</p><p>Greska, Goblin Shaman</p><p>Sorcerer L1, Enchantress L1, Cleric L1; small humanoid; AL NE </p><p>HD 2d4 + 1d8; hp 14; Init +0; Spd 30 ft; </p><p>AC 10; Atk -2 melee or +0 ranged;</p><p>SQ: Darkvision 60 ft; Familiar</p><p>SV Fort +3, Ref +0, Will +8; </p><p>Str 6, Dex 10, Con 12, Int 14, Wis 14, Cha 14. </p><p></p><p>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) </p><p></p><p>Feats:Scribe Scroll, Spell Penetration, Brew Potion Languages:Common, Goblin, Draconic, Abyssal </p><p></p><p>Sorcerer Spells: 4/3Known: L0 resistance, flare, arcane mark, mending L1 silent image, cause fear </p><p></p><p>Wizard Spells: 3/2, barred school: illusion</p><p>Spellbook: all 0 level spells, L1 obscuring mist, comprehend languages, charm person, sleep, shocking grasp</p><p>Prepared: L0 daze x2, detect magic L1 charm person, sleep Cleric Spells: 3/2+1 Domains: evil, trickery</p><p>Prepared: L0 cure minor wounds, guidance x2 L1 command, doom + change self </p><p>Weapons:Mystic Staff (treat as club): Atk -2 melee, 1d6-2, crit x2 </p><p></p><p>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. </p><p></p><p>Potions: Cure Light Wounds (3), Sanctuary.Scrolls: Bless, Protection from Good (2), Obscuring Mist. Goblin </p><p></p><p>Virtues:Overbearing: Goblins may be small, bur if you throw enough at a target, eventually it will go down. Better living through more firepower. </p><p></p><p>Behind the Curtin:Greska chose a raven familiar, which she uses as both emissary to neighboring goblin villages, and scout. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>Familiar:Kak, Raven </p><p>FamiliarTiny animalHD 1/4 d8 (7hp)</p><p>Init +2 (Dex)Speed 10 ft., fly 40 ft.</p><p>AC 16 (+2 size, +2 Dex, +2 Natural)</p><p>Atk Claws +4 melee</p><p>Dmg Claws 1 ptFace/Reach 2 1/2 ft. by 2 1/2 ft. /0 ft.</p><p>Special Qualities improved evasion, share spells, emphatic link, touch, grants master alertness feat within 5 ft.</p><p>Fort +2, Ref +4, Will +8</p><p>Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 6</p><p>Listen +6, Spot +6</p><p>Feats Weapon Finesse (claws) </p><p>Kak speaks common</p></blockquote><p></p>
[QUOTE="MavrickWeirdo, post: 238557, member: 107"] [b]Wippit Guud's Goblins[/b] 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. ----------------------------------------------------------------------------- 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. ------------------------------------------------------------------------------ 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 [/QUOTE]
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