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Goblin-a-day
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<blockquote data-quote="Lord Zardoz" data-source="post: 30026" data-attributes="member: 704"><p><strong>More Goblin Special Forces</strong></p><p></p><p>Goblin Tunnel Rat</p><p>Ranger 2; AL NE</p><p></p><p>HD 2d10; hp 15;</p><p></p><p>Prefered Skills: </p><p>Craft [Trap Maker], Profession [Tunneller/Miner], Hide, Intuit Direction, Listen, Move Silently, Search, Spot;</p><p></p><p>Prefered Feats:</p><p>Combat Reflexes, Weapon Focus(Light Pick)</p><p></p><p>Prefered Languages:</p><p>Common, Goblin, Orc;</p><p></p><p>Armor: Light Armor</p><p></p><p>Favored Enemy: Dwarf, Gnome, or Human;</p><p></p><p>Weapons: A Light pick and a short spear are favored.</p><p></p><p>Goblin Virtues:</p><p>Persistance: Goblins are capable of hard work. However, this only happens when that work is used to hurt others, or benefit themselves.</p><p></p><p>Flavor:</p><p>Tunnel Rats are the prefered method of waging a guerilla war in the tunnels. They are also the favored alternative to actually mining their own ore. They will raid the mining operations of the goodly races and attack the miners. They are also dangerous because they do not attack directly. Goblins know full well that they cannot take the dwarves in open combat. But they can rig a collapse easily enough, and even the thick skulls of dwarves can be crushed by falling Rock.</p><p></p><p>Tactics:</p><p>The Rats will usually look to take out the supports holding the ceiling, but only after they know they have a safe exit. Then it is a matter of baiting their enemies into following them into the tight tunnels where they are more easily killed. The Picks are used to used to trigger rock falls, and the spears are used to stab at partially buried opponents.</p><p></p><p>Useful Rules:</p><p>A Tunnel Rat can make a Tunnel/Mining check against an appropriate DC (Lets say 15) to prepare a rock fall, and then another check to trigger it (usually they need to knock out the last support). Failure means self burial, so they will often not rush this. A victim of a rock fall should take about 2d6 damage, and should make a Reflex save (DC 10) to avoid being buried. When buried, they are essentially entangled, and can escape at a DC 15 Str Check. Please note that I essentially pulled these numbers out of the air, so they probably need tweaking.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 30026, member: 704"] [b]More Goblin Special Forces[/b] Goblin Tunnel Rat Ranger 2; AL NE HD 2d10; hp 15; Prefered Skills: Craft [Trap Maker], Profession [Tunneller/Miner], Hide, Intuit Direction, Listen, Move Silently, Search, Spot; Prefered Feats: Combat Reflexes, Weapon Focus(Light Pick) Prefered Languages: Common, Goblin, Orc; Armor: Light Armor Favored Enemy: Dwarf, Gnome, or Human; Weapons: A Light pick and a short spear are favored. Goblin Virtues: Persistance: Goblins are capable of hard work. However, this only happens when that work is used to hurt others, or benefit themselves. Flavor: Tunnel Rats are the prefered method of waging a guerilla war in the tunnels. They are also the favored alternative to actually mining their own ore. They will raid the mining operations of the goodly races and attack the miners. They are also dangerous because they do not attack directly. Goblins know full well that they cannot take the dwarves in open combat. But they can rig a collapse easily enough, and even the thick skulls of dwarves can be crushed by falling Rock. Tactics: The Rats will usually look to take out the supports holding the ceiling, but only after they know they have a safe exit. Then it is a matter of baiting their enemies into following them into the tight tunnels where they are more easily killed. The Picks are used to used to trigger rock falls, and the spears are used to stab at partially buried opponents. Useful Rules: A Tunnel Rat can make a Tunnel/Mining check against an appropriate DC (Lets say 15) to prepare a rock fall, and then another check to trigger it (usually they need to knock out the last support). Failure means self burial, so they will often not rush this. A victim of a rock fall should take about 2d6 damage, and should make a Reflex save (DC 10) to avoid being buried. When buried, they are essentially entangled, and can escape at a DC 15 Str Check. Please note that I essentially pulled these numbers out of the air, so they probably need tweaking. END COMMUNICATION [/QUOTE]
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