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Goblin-a-day
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<blockquote data-quote="MavrickWeirdo" data-source="post: 271619" data-attributes="member: 107"><p><strong>psychognome's Goblin</strong></p><p></p><p>Pooky, male goblin</p><p>Barbarian 1; Small Humanoid; AL CE </p><p>HD 1d12; 12 hp</p><p>Init +3; Spd 40 ft; AC 17;</p><p>Atk +3 melee or +5 ranged;</p><p>SQ: Darkvision 60 ft; Rage 1/day; Fas movement</p><p>SV Fort +3, Ref +3, Will +1 </p><p>Str 13, Dex 16, Con 13, Int 10, Wis 12, Cha 6 </p><p></p><p>Skills: (16 points)</p><p>Climb +4Jump +4Swim +0Wilderness Lore +5(Note: check penalties for armor and equipment noted) </p><p></p><p>Feats:Weapon Focus (battleaxe) </p><p></p><p>Languages:Goblin </p><p>Armor: Studded Leather +3, check penalty -1, speed 30 ft, 10 lbs. </p><p></p><p>Weapons:Battleaxe +4 melee, Dmg 1d6+1, crit x3</p><p>Shortbow +5 ranged, Dmg 1d6, crit x3, rng. 60 ft.</p><p>Dagger +3 melee, +5 thrown, Dmf 1d4, crit 19-20/x2, rng 10 ft. </p><p></p><p>Possessions:Backpack, waterskin, trail rations, bedroll, sack, flint and steel, quiver with 20 arrows15 gp </p><p></p><p>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) </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="MavrickWeirdo, post: 271619, member: 107"] [b]psychognome's Goblin[/b] 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. [/QUOTE]
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