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<blockquote data-quote="MavrickWeirdo" data-source="post: 415335" data-attributes="member: 107"><p><strong>Weirdo's Wizards</strong></p><p></p><p>The next theme I'm working on is Goblin Specialist Wizards. I decided to try to make 8 different goblin wizards (though there may be some similarities). </p><p></p><p>I am restricting them to 3rd level, because the higher the level the more spell/feat/skill choices there are to make and the longer each one takes to write. If you want to raise the wizard a few levels, be my guest.</p><p> </p><p>In addition, each one will have a background that explains how a goblin learned wizardry. If you like the background from one but the stats of another, again feel free to make your own changes. </p><p>As a flavor element, (and to save time) each wizard will learn all the spells of their chosen spell type (each level) before learning any other spells. </p><p></p><p>P.S. I'm starting with the "weaker" spell types first.</p><p></p><p>-------------------------------------------------------------------------------</p><p></p><p>Knotal, Goblin Diviner </p><p>Wizard L3; small humanoid; AL NE </p><p>HD 3d4+3 (toughness); hp 11; </p><p>Init +2; Spd 30 ft; AC 13 (20 including shield spell); </p><p>Atk +0 melee or +4 ranged;</p><p>SQ: Darkvision 60 ft; </p><p>SV Fort +1, Ref +3, Will +5;</p><p></p><p>Str 6, Dex 15, Con 10, Int 15, Wis 14, Cha 10.</p><p></p><p>Skills: (24 points)</p><p>Concentration +5, Hide +1 (+4*), Knowledge: Arcana +2, Listen +1 (+2^), Move Silently +1 (+4*+2^), Scry +2, Speak Language +1, Spot +1 (+2^), and Spellcraft +5 (+2 Div).</p><p>(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Familiar Bonuses) </p><p></p><p>Feats:</p><p>Alertness (from familiar), Extend Spell, Scribe scroll, and Toughness </p><p></p><p>Spells: Per day (5/4/3)</p><p>Chosen School: Divination (*), Prohibited School: Necromancy</p><p>Spells Known; L0 all except disrupt undead; L1 comprehend languages*, detect secret doors*, detect undead*, identify*, magic missile, shield, and true strike*; L2 detect thoughts* and locate object*. </p><p></p><p>Languages:</p><p>Common, Goblin, Draconic, Infernal </p><p></p><p>Armor: None </p><p></p><p>Weapons: Daggers (2): Atk +0 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft </p><p></p><p>Possessions:</p><p>Backpack, bedroll, flint and steel, sack, trail rations (1 days), traveler’s clothes, and water skin. 4gp 8sp 16cp. </p><p></p><p>Scrolls: Clairaudience, daze, magic missile (2), ray of frost, see invisibility, tongues, and true strike. </p><p></p><p>Wands: Burning hands (Caster level 3, 14 charges), and reduce (Caster level 3, 13 charges) </p><p></p><p>Familiar: </p><p>Owl, Nighteyes</p><p>Tiny Animal</p><p>HD 1 (5 hp)</p><p>Init +3 (Dex)</p><p>Speed 10 ft., fly 40 ft.</p><p>AC 19 (+2 size, +3 Dex, +4 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>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 7, Wis 14, Cha 4</p><p></p><p>Skills Listen +14, Move Silently +20, Spot +6 (+8 dusk or darkness)</p><p>Feats: Weapon Finesse (claws) </p><p></p><p>Background:</p><p>Knotal was a son of the tribe’s cleric. His father had great plans for him, but Knotal didn’t want to be beholden to Maglubiyet (or his father) for power. He was looking for his own power. </p><p>To find that power he knew he would need to look outside the tribe, so he spent much of his time scouting the local villages. Most of his scouting time was spent spying on the wizard who lived in one of the more distant villages. Sometimes when the wizard wasn’t home, he would steal a scroll or small book. Over time, Knotal was able to teach himself Draconic and learn magic. </p><p>When the tribe decided to raid the distant village Knotal killed the wizard to claim his belongings. He was only allowed to keep the books, scrolls, and wands (which were no use anyone else). The potions and rings went to Knotal’s father. The rest went to the head of the tribe. Knotal continues to study so that someday he will be powerful enough to kill his father and take back the wizard’s rings. </p><p></p><p>Tactics:</p><p>Knotal still works with the scouts. His divination spells and his owl familiar make him very good at scouting. He tries to stay out of close range combat. When he is attacked he will use his spells before his scrolls and wands (they are easier to replace) unless the attacker(s) are much more powerful than him. He usually has prepared both a shield spell and an “extended” shield spell (double duration, counts as a 2nd level spell). He doesn’t have any “touch” spells for his owl to deliver, but he will often “share” divination spells with the owl. When he and the owl have trouble explaining through the empathic link, he sometimes “shares” comprehend languages spells with the bird so they can better understand what each other is saying.</p><p></p><p>----------------------------------------------------------------------------------</p><p></p><p>Kofin, Goblin Necromancer </p><p>Wizard L3; small humanoid; AL CE </p><p>HD 3d4+6 (+3 con +3 tough); hp 14; </p><p>Init +2; Spd 30 ft; AC 13 (20 including shield spell); </p><p>Atk +0 melee or +4 ranged;</p><p>SQ: Darkvision 60 ft; </p><p>SV Fort +2, Ref +3, Will +5;</p><p></p><p>Str 6, Dex 15, Con 12, Int 15, Wis 14, Cha 8.</p><p></p><p>Skills: (24 points)</p><p>Concentration +6, Hide +1 (+4*), Knowledge: Arcana +4, Listen +1 (+2^), Move Silently +1 (+4*), Spot +1 (+2^), and Spellcraft +6 (+2 Nec).</p><p>(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Familiar Bonuses) </p><p></p><p>Feats: Alertness (from familiar), Scribe scroll, Toughness, and Weapon Focus: Touch Attack</p><p></p><p>Spells: Per day (5/4/3)</p><p>Chosen School: Necromancy (*), Prohibited School: Illusion</p><p>Spells Known; L0 all except ghost sound; L1 cause fear*, chill touch*, detect undead, magic missile, ray of enfeeblement*, shield, shocking grasp, summon monster I; L2 ghoul touch* and spectral hand*. </p><p></p><p>Languages: Goblin, Draconic, and Undercommon </p><p></p><p>Armor: None </p><p></p><p>Weapons: Daggers (2): Atk +0 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft </p><p></p><p>Possessions:</p><p>Backpack, bedroll, flint and steel, sack, trail rations (1 days), traveler’s clothes, and water skin. 4gp 8sp 16cp. </p><p></p><p>Scrolls: Daze, halt undead, magic missile (2), ray of frost, scare, shocking grasp, and vampiric touch. </p><p></p><p>Wands: Burning hands (Caster level 3, 9 charges), and ray of enfeeblement (Caster level 3, 8 charges) </p><p></p><p>Familiar: </p><p>Spider, Spinner</p><p>Diminutive Magical Beast</p><p>HD 1 (7 hp)</p><p>Init +3 (Dex)</p><p>Speed 10 ft., climb 10 ft.</p><p>AC 18 (+3 size, +3 Dex, +2 natural)</p><p>Atk Bite +5 melee</p><p>Dmg Bite poison</p><p>Face/Reach 1 ft. by 1 ft. /0ft.</p><p>SA Poison, touch</p><p>SQ Grant Alertness, improved evasion, share spells, empathic link</p><p>Fort +2, Ref +3, Will +0</p><p>Str 1, Dex 17, Con 10, Int 7, Wis 10, Cha 2</p><p>Skills Climb +8, Hide +18, Jump -4, Spot +7</p><p>Feats: Weapon Finesse (bite) </p><p>Poison: </p><p>Initial and Secondary Damage, DC11, 1d2 Str </p><p></p><p>Background:</p><p>Kofin was slave to a Drow Necromancer. He performed menial tasks such as scrubbing up bloodstains and feeding the familiar. When a group of adventurers killed the drow, Kofin was able to escape with some of the magical supplies and the familiar. With the familiar’s help, he was able to learn to be a wizard. </p><p></p><p>(When the drow died, Spinner felt it and slowly started to weaken. He knew that in a matter of days he would be a mundane spider again. So when they escaped spinner helped Kofin find the “Familiar Ceremony” in the drow’s tomes. This increased the weakening process, but he remained a magical spider. Spinner still doesn’t remember times with his previous wizard to clearly, but he remembers enough about magic to give Kofin clues when he is missing something.)</p><p></p><p>Kofin has no real interest in the adventurers who killed the drow, but spinner wants revenge. He went from being familiar of a powerful drow, to a low level goblin. He lost toughness and intelligence. Spinner vowed that the adventurers would pay for the indignity. </p><p></p><p>Behind the Curtain:</p><p>If the party defeated the drow necromancer (6th-8th level) then they are probably too powerful for Kofin (and Spinner) to take on alone. Therefore, Spinner will encourage Kofin to find a “patron”, such as an evil cleric who uses undead. Kofin can then be “back-up” for the undead. </p><p></p><p>Tactics:</p><p>Kofin stays out of melee if possible. He will typically cast spells before using wands and scrolls (they are easier to replace) unless faced with a serious threat. He has a good variety of ranged spells, ray of frost, magic missile, ray of enfeeblement. He also has Spectral Hand, which allows him to do touch attacks like chill touch, ghoul touch, and shocking grasp at a distance. </p><p></p><p>Spectral Hand</p><p>HP 1d4</p><p>Speed 30 ft.; Range 130ft. (line of sight); Duration 3 min. (D)</p><p>AC 24 (+2 Int, +22 natural)</p><p>Atk +3</p><p>Dmg: Touch Spell</p><p>SQ: Improved Evasion, Incorporeal </p><p></p><p>Sometimes Kofin will have Spinner drop down on an opponent to deliver a touch attack (such as chill touch) and then bite the opponent in the next round.</p><p></p><p>I decided that if you can do weapon focus "unarmed strike", or weapon focus "ray", then Kofin should be able to take Weapon Focus: Touch Attack. This gives him +1 when attacking with a melee touch attack spell (+3 spectral hand). I considered giving him Weapon Finesse: Touch Attack, so he uses his Dex bonus instead of his Str penalty. Then at level 3 that would give him +4 when attacking with a melee touch attack spell (+6 spectral hand). I thought that might be too evil. Especialy because touch attacks ignore armor, shield, and natural armor bonuses</p></blockquote><p></p>
[QUOTE="MavrickWeirdo, post: 415335, member: 107"] [b]Weirdo's Wizards[/b] The next theme I'm working on is Goblin Specialist Wizards. I decided to try to make 8 different goblin wizards (though there may be some similarities). I am restricting them to 3rd level, because the higher the level the more spell/feat/skill choices there are to make and the longer each one takes to write. If you want to raise the wizard a few levels, be my guest. In addition, each one will have a background that explains how a goblin learned wizardry. If you like the background from one but the stats of another, again feel free to make your own changes. As a flavor element, (and to save time) each wizard will learn all the spells of their chosen spell type (each level) before learning any other spells. P.S. I'm starting with the "weaker" spell types first. ------------------------------------------------------------------------------- Knotal, Goblin Diviner Wizard L3; small humanoid; AL NE HD 3d4+3 (toughness); hp 11; Init +2; Spd 30 ft; AC 13 (20 including shield spell); Atk +0 melee or +4 ranged; SQ: Darkvision 60 ft; SV Fort +1, Ref +3, Will +5; Str 6, Dex 15, Con 10, Int 15, Wis 14, Cha 10. Skills: (24 points) Concentration +5, Hide +1 (+4*), Knowledge: Arcana +2, Listen +1 (+2^), Move Silently +1 (+4*+2^), Scry +2, Speak Language +1, Spot +1 (+2^), and Spellcraft +5 (+2 Div). (* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Familiar Bonuses) Feats: Alertness (from familiar), Extend Spell, Scribe scroll, and Toughness Spells: Per day (5/4/3) Chosen School: Divination (*), Prohibited School: Necromancy Spells Known; L0 all except disrupt undead; L1 comprehend languages*, detect secret doors*, detect undead*, identify*, magic missile, shield, and true strike*; L2 detect thoughts* and locate object*. Languages: Common, Goblin, Draconic, Infernal Armor: None Weapons: Daggers (2): Atk +0 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft Possessions: Backpack, bedroll, flint and steel, sack, trail rations (1 days), traveler’s clothes, and water skin. 4gp 8sp 16cp. Scrolls: Clairaudience, daze, magic missile (2), ray of frost, see invisibility, tongues, and true strike. Wands: Burning hands (Caster level 3, 14 charges), and reduce (Caster level 3, 13 charges) Familiar: Owl, Nighteyes Tiny Animal HD 1 (5 hp) Init +3 (Dex) Speed 10 ft., fly 40 ft. AC 19 (+2 size, +3 Dex, +4 natural) Atk +5 melee Dmg 1d4-2 claws Face/Reach 2 1/2 ft. by 2 1/2 ft. (coiled)/0 ft. 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 7, Wis 14, Cha 4 Skills Listen +14, Move Silently +20, Spot +6 (+8 dusk or darkness) Feats: Weapon Finesse (claws) Background: Knotal was a son of the tribe’s cleric. His father had great plans for him, but Knotal didn’t want to be beholden to Maglubiyet (or his father) for power. He was looking for his own power. To find that power he knew he would need to look outside the tribe, so he spent much of his time scouting the local villages. Most of his scouting time was spent spying on the wizard who lived in one of the more distant villages. Sometimes when the wizard wasn’t home, he would steal a scroll or small book. Over time, Knotal was able to teach himself Draconic and learn magic. When the tribe decided to raid the distant village Knotal killed the wizard to claim his belongings. He was only allowed to keep the books, scrolls, and wands (which were no use anyone else). The potions and rings went to Knotal’s father. The rest went to the head of the tribe. Knotal continues to study so that someday he will be powerful enough to kill his father and take back the wizard’s rings. Tactics: Knotal still works with the scouts. His divination spells and his owl familiar make him very good at scouting. He tries to stay out of close range combat. When he is attacked he will use his spells before his scrolls and wands (they are easier to replace) unless the attacker(s) are much more powerful than him. He usually has prepared both a shield spell and an “extended” shield spell (double duration, counts as a 2nd level spell). He doesn’t have any “touch” spells for his owl to deliver, but he will often “share” divination spells with the owl. When he and the owl have trouble explaining through the empathic link, he sometimes “shares” comprehend languages spells with the bird so they can better understand what each other is saying. ---------------------------------------------------------------------------------- Kofin, Goblin Necromancer Wizard L3; small humanoid; AL CE HD 3d4+6 (+3 con +3 tough); hp 14; Init +2; Spd 30 ft; AC 13 (20 including shield spell); Atk +0 melee or +4 ranged; SQ: Darkvision 60 ft; SV Fort +2, Ref +3, Will +5; Str 6, Dex 15, Con 12, Int 15, Wis 14, Cha 8. Skills: (24 points) Concentration +6, Hide +1 (+4*), Knowledge: Arcana +4, Listen +1 (+2^), Move Silently +1 (+4*), Spot +1 (+2^), and Spellcraft +6 (+2 Nec). (* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Familiar Bonuses) Feats: Alertness (from familiar), Scribe scroll, Toughness, and Weapon Focus: Touch Attack Spells: Per day (5/4/3) Chosen School: Necromancy (*), Prohibited School: Illusion Spells Known; L0 all except ghost sound; L1 cause fear*, chill touch*, detect undead, magic missile, ray of enfeeblement*, shield, shocking grasp, summon monster I; L2 ghoul touch* and spectral hand*. Languages: Goblin, Draconic, and Undercommon Armor: None Weapons: Daggers (2): Atk +0 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft Possessions: Backpack, bedroll, flint and steel, sack, trail rations (1 days), traveler’s clothes, and water skin. 4gp 8sp 16cp. Scrolls: Daze, halt undead, magic missile (2), ray of frost, scare, shocking grasp, and vampiric touch. Wands: Burning hands (Caster level 3, 9 charges), and ray of enfeeblement (Caster level 3, 8 charges) Familiar: Spider, Spinner Diminutive Magical Beast HD 1 (7 hp) Init +3 (Dex) Speed 10 ft., climb 10 ft. AC 18 (+3 size, +3 Dex, +2 natural) Atk Bite +5 melee Dmg Bite poison Face/Reach 1 ft. by 1 ft. /0ft. SA Poison, touch SQ Grant Alertness, improved evasion, share spells, empathic link Fort +2, Ref +3, Will +0 Str 1, Dex 17, Con 10, Int 7, Wis 10, Cha 2 Skills Climb +8, Hide +18, Jump -4, Spot +7 Feats: Weapon Finesse (bite) Poison: Initial and Secondary Damage, DC11, 1d2 Str Background: Kofin was slave to a Drow Necromancer. He performed menial tasks such as scrubbing up bloodstains and feeding the familiar. When a group of adventurers killed the drow, Kofin was able to escape with some of the magical supplies and the familiar. With the familiar’s help, he was able to learn to be a wizard. (When the drow died, Spinner felt it and slowly started to weaken. He knew that in a matter of days he would be a mundane spider again. So when they escaped spinner helped Kofin find the “Familiar Ceremony” in the drow’s tomes. This increased the weakening process, but he remained a magical spider. Spinner still doesn’t remember times with his previous wizard to clearly, but he remembers enough about magic to give Kofin clues when he is missing something.) Kofin has no real interest in the adventurers who killed the drow, but spinner wants revenge. He went from being familiar of a powerful drow, to a low level goblin. He lost toughness and intelligence. Spinner vowed that the adventurers would pay for the indignity. Behind the Curtain: If the party defeated the drow necromancer (6th-8th level) then they are probably too powerful for Kofin (and Spinner) to take on alone. Therefore, Spinner will encourage Kofin to find a “patron”, such as an evil cleric who uses undead. Kofin can then be “back-up” for the undead. Tactics: Kofin stays out of melee if possible. He will typically cast spells before using wands and scrolls (they are easier to replace) unless faced with a serious threat. He has a good variety of ranged spells, ray of frost, magic missile, ray of enfeeblement. He also has Spectral Hand, which allows him to do touch attacks like chill touch, ghoul touch, and shocking grasp at a distance. Spectral Hand HP 1d4 Speed 30 ft.; Range 130ft. (line of sight); Duration 3 min. (D) AC 24 (+2 Int, +22 natural) Atk +3 Dmg: Touch Spell SQ: Improved Evasion, Incorporeal Sometimes Kofin will have Spinner drop down on an opponent to deliver a touch attack (such as chill touch) and then bite the opponent in the next round. I decided that if you can do weapon focus "unarmed strike", or weapon focus "ray", then Kofin should be able to take Weapon Focus: Touch Attack. This gives him +1 when attacking with a melee touch attack spell (+3 spectral hand). I considered giving him Weapon Finesse: Touch Attack, so he uses his Dex bonus instead of his Str penalty. Then at level 3 that would give him +4 when attacking with a melee touch attack spell (+6 spectral hand). I thought that might be too evil. Especialy because touch attacks ignore armor, shield, and natural armor bonuses [/QUOTE]
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