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<blockquote data-quote="MavrickWeirdo" data-source="post: 993" data-attributes="member: 107"><p><strong>Goblin Craftsmen</strong></p><p></p><p>Patch, weapon-mender</p><p>Rogue L1; small humanoid; AL NE </p><p>HD 1d6; hp 7; </p><p>Init +2; Spd 30 ft; AC 16; </p><p>Atk +2 melee or +3 ranged;</p><p>SQ: Darkvision 60 ft;</p><p>SA: Sneak Attack (+1d6)</p><p>SV Fort +1, Ref +4, Will -1;</p><p></p><p>Str 12, Dex 15, Con 12, Int 15, Wis 8, Cha 8.</p><p></p><p>Skills: (40 points)</p><p>Appraise +4, Bluff +3, Craft:Weaponsmith +4(+2^), Disable Device +3, Hide +3(+4*), Intimidate +3, Listen +3, Move Silently +3 (+4*), Open Lock +3, Search +4, Sense Motive +4, Spot +3.</p><p>(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Skill focus.)</p><p></p><p>Feats:</p><p>Skill Focus: Craft: Weaponsmith</p><p></p><p>Languages:</p><p>Common, Goblin, Orc</p><p></p><p>Armor:</p><p>Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.</p><p></p><p>Weapons:</p><p>Daggers(2): Atk +2 melee, +3 thrown, Dmg 1d4+1, crit 19-20 x2, range 10ft </p><p>Short sword: Atk +2 melee, Dmg 1d6+1, crit 19-20 x2, range 20ft</p><p></p><p>Possessions:</p><p>Backpack, bedroll, artisan's tools, flint and steel, “artisan's” outfit, sack, trail rations (1 days), thieves’ tools, and water skin. 4gp 8sp 16cp</p><p></p><p>Behind the Curtain:</p><p>Patch’s “Possessions” only list what he might normally carry. He also has for sale: 2 of each Simple Melee Weapons, 1 of each Small Martial Melee Weapons, plus 1 of each type of sword. Half his merchandise is normal quality, the other half is of poor quality (-1). He does not have any masterwork or magic weapons.</p><p></p><p>Flavor:</p><p>Patch’s livelihood has always depended on two things; his eye for quality, and being good with his hands. He started off salvaging old broken weapons like most young goblins. He quickly found that he was better at mending weapons than most of his year-mates. He also got good at telling which weapons were worth the effort. Before too long he was swapping two broken daggers for one repaired dagger.</p><p></p><p>Tactics:</p><p>Patch is no hero, but he does know how to fight with the shortsword and daggers he carries. About the only things he will fight to defend are his merchandise or his stash. It is also known in his tribe that if anyone robs him that all who help kill the robber receive a free weapon.</p><p></p><p>Goblin Virtues:</p><p>Recycling: Humans see goblins as bandits, but nature sees them as scavengers. They gather together materials that no one else wants, or that no one else is using at the moment. Goblins trade with each other by bartering. Every Goblin has his hidden “stash” of things he gathered.</p><p>----------------------------------------------------------------------------------</p><p></p><p>Stich, rag-picker</p><p>Expert L1; small humanoid; AL NE </p><p>HD 1d6; hp 5; </p><p>Init +3; Spd 30 ft; AC 17; </p><p>Atk -1 melee or +4 ranged;</p><p>SQ: Darkvision 60 ft;</p><p>SV Fort -1, Ref +3, Will +3;</p><p></p><p>Str 8, Dex 17, Con 8, Int 14, Wis 12, Cha 11.</p><p></p><p>Skills: (32 points)</p><p>Appraise +4, Craft: Tailor +4(+2^), Hide +3(+4*), Listen +3, Move Silently +3 (+4*), Pick Pocket +4, Search +4, Sense Motive +3, Spot +3, Use Rope +3.</p><p>(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Skill focus.)</p><p></p><p>Feats:</p><p>Skill Focus: Craft: Tailor</p><p></p><p>Languages:</p><p>Common, Goblin, Giant</p><p></p><p>Armor:</p><p>Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.</p><p></p><p>Weapons:</p><p>Daggers(2): Atk -1 melee, +4 thrown, Dmg 1d4-1, crit 19-20 x2, range 10ft </p><p>Sling: Atk +4 ranged, Dmg 1d4-1, crit x2, range 50ft</p><p></p><p>Possessions:</p><p>Backpack, bedroll, artisan's tools, flint and steel, “artisan's” outfit, sack, sling bullets (10) in pouch, trail rations (1 days), and water skin. 4gp 8sp 16cp</p><p></p><p>Goblin Virtues:</p><p>Wealth: Goblins inherit wealth the old-fashioned way. They fight over it. A goblin builds up his stash over a lifetime. He rarely has a chance to tell anyone where it is before he dies. There are few (usually zero) goblins he would trust with the knowledge. There are stories of she-goblins seducing old warriors for their stash, and then having them killed. Often a stash is found by the goblin’s cleverest son. Then the strongest son catches him with the goods and fights him. While they are fighting the fastest son grabs what he can and takes off.</p><p></p><p>Behind the Curtain:</p><p>Rag-Pickers are the clothing makers, and menders, of the goblins. They get their material by scavenging and stealing. They check trash heaps, clothes-lines, they have even stolen clothes off the dead.</p><p></p><p>Flavor:</p><p>Stich was unusally favored among goblins. His father, Nit, was the previous “rag-picker” of the tribe, and he loved his craft well. Nit had an extensive stash of fabrics both simple and fine. He realized most would be ruined, by his family fighting over them, when he was gone. So he secretly gave his stash to the only one of his children who shared his talent, Stich. This did not lead to a loving relationship between them. Nit was a harsh craftsmaster, and he was doing it for the good of the fabric, not his son. Still Stich did prosper thanks to that inheritance, and at times thinks of his father with respect.</p><p></p><p>Appearance: Stich is slightly smaller than the average goblin. His most noticeable feature is that he is well dressed (for a goblin.) He doesn’t wear finery, but his clothes are clean, well mended and they fit him properly. </p><p></p><p>Tactics:</p><p>Stich will fight only if there is nowhere else to run.</p><p>----------------------------------------------------------------------------------</p><p></p><p>Kulp, poisoner</p><p>Expert L3; small humanoid; AL NE </p><p>HD 3d6+6; hp 17; </p><p>Init +2; Spd 30 ft; AC 16; </p><p>Atk +1 melee or +5 ranged;</p><p>SQ: Darkvision 60 ft;</p><p>SA: Poison (see weapons)</p><p>SV Fort +5, Ref +3, Will +4;</p><p></p><p>Str 6, Dex 14, Con 14, Int 15, Wis 13, Cha 8.</p><p></p><p>Skills: (48 points)</p><p>Alchemy +6(+2^), Heal +5, Hide +5(+4*), Knowledge: Nature +6, Listen +4, Move Silently +4 (+4*), Search +4, Sense Motive +5, Spot +4, Wilderness Lore +5.</p><p>(* Goblin racial bonuses: +4 for Move Silently and Hide,^ Skill focus.)</p><p></p><p>Feats:</p><p>Great Fortitude</p><p>Skill Focus: Alchemy</p><p></p><p>Languages:</p><p>Common, Gnome, Goblin</p><p></p><p>Armor:</p><p>Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.</p><p></p><p>Weapons:</p><p>Daggers (2): Atk +1 melee, +5 thrown, Dmg 1d4-2 (+ poison: Greenblood Oil), crit 19-20 x2, range 10ft (No initial damage, 1 minute after injury Fort DC12 or loose 1d4 Con and 1d3 Wis, temporary)</p><p></p><p>Darts (4): Atk +5 ranged, Dmg 1d4-2 (+ poison: Bloodroot), crit x2, range 50ft (DC13, initial damage 1 Con, secondary 1d2 Con, temporary)</p><p></p><p>Possessions:</p><p>Alchemist’s lab, backpack, bedroll, dart quiver, flint and steel, healer’s kit, “artisan's” outfit, sack, trail rations (1 days), and water skin. 4gp 8sp 16cp. Lab contents: Acid (2 flasks), antitoxin (4 vials), arsenic (2 vials), bloodroot (1 vial), greenblood oil (2 vials), and soap (1 lb). </p><p></p><p>Behind the Curtain:</p><p>Suggested house rule; Character only knows one “Alchemy Formula” per skill rank. This would not limit his ability to identify items. Kulp knows the formulas for Acid, Antitoxin, Arsenic (poison), Bloodroot (poison), Greenblood Oil (poison), and Soap.</p><p></p><p>I made him 3rd level because the DC’s for most alchemic items make them beyond the reach of first level characters.</p><p></p><p>Flavor:</p><p>Kulp belongs to a clan that doesn’t have an adept or cleric, so he is the closest they have to a healer. </p><p></p><p>Most of his time is spent making poisons to apply to weapons. Poisons aren’t cheap they typically cost him from 30 to 40 gp and take 2 or 3 weeks to make 1 dose. Only the elite of the tribe can afford poisoned weapons. </p><p></p><p>His own daggers and darts are kept in special sheaths so the poison stays on the weapons (till used).</p><p></p><p>Tactics: </p><p>Kulp is usually in his lab, or out gathering ingredients. When out gathering he does not take his lab or healer’s kit. If attacked while gathering he uses his darts then retreats, hoping the secondary damage takes effect before attackers catch him.</p><p>----------------------------------------------------------------------------------</p><p></p><p>Twine, rope-maker</p><p>Expert L1; small humanoid; AL CE</p><p>HD 1d6; hp 7; </p><p>Init +2; Spd 30 ft; AC 16; </p><p>Atk +2 melee or +3 ranged;</p><p>SQ: Darkvision 60 ft;</p><p>SV Fort +1, Ref +2, Will +3;</p><p></p><p>Str 13, Dex 15, Con 12, Int 14, Wis 8, Cha 8.</p><p></p><p>Skills: (32 points)</p><p>Balance +3, Climb +4(+2^), Craft: Rope maker +3, Hide +3(+4*), Jump +3, Move Silently +3 (+4*), Search +3, Spot +3, Tumble +3, Use Rope +4.</p><p>(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Skill focus.)</p><p></p><p>Feats:</p><p>Skill Focus: Climb</p><p></p><p>Languages:</p><p>Common, Goblin</p><p></p><p>Armor:</p><p>Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs.</p><p></p><p>Weapons:</p><p>Hammer, light: Atk -2 melee, -1 thrown, Dmg 1d4+1, crit x2, range 20ft </p><p>Pick, light: Atk -2 melee, Dmg 1d4+1, crit x4</p><p></p><p>Possessions:</p><p>Backpack, bedroll, artisan's tools, climber’s kit, flint and steel, “traveler’s” outfit, rope (50 ft hemp), sack, trail rations (1 days), and water skin. 4gp 8sp 16cp</p><p></p><p>Goblin Virtues:</p><p>Flexibility: Goblins have to live in many different places so they are adaptable to different terrains.</p><p></p><p>Flavor:</p><p>Twine can be found climbing cliffs or exploring crevasses. Twine lives to climb. He became a rope-maker to support his interest, both for personal use, and to trade for provisions and equipment. The tribe sometimes uses him to explore or scout new territory, but he is not very reliable since he looses track of time while climbing.</p><p></p><p>Tactics:</p><p>He would rather avoid a fight if possible, especially considering his weapon skills. If cornered he will try to climb to escape. He might try throwing his hammer if he thinks it is necessary to get away.</p></blockquote><p></p>
[QUOTE="MavrickWeirdo, post: 993, member: 107"] [b]Goblin Craftsmen[/b] Patch, weapon-mender Rogue L1; small humanoid; AL NE HD 1d6; hp 7; Init +2; Spd 30 ft; AC 16; Atk +2 melee or +3 ranged; SQ: Darkvision 60 ft; SA: Sneak Attack (+1d6) SV Fort +1, Ref +4, Will -1; Str 12, Dex 15, Con 12, Int 15, Wis 8, Cha 8. Skills: (40 points) Appraise +4, Bluff +3, Craft:Weaponsmith +4(+2^), Disable Device +3, Hide +3(+4*), Intimidate +3, Listen +3, Move Silently +3 (+4*), Open Lock +3, Search +4, Sense Motive +4, Spot +3. (* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Skill focus.) Feats: Skill Focus: Craft: Weaponsmith Languages: Common, Goblin, Orc Armor: Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs. Weapons: Daggers(2): Atk +2 melee, +3 thrown, Dmg 1d4+1, crit 19-20 x2, range 10ft Short sword: Atk +2 melee, Dmg 1d6+1, crit 19-20 x2, range 20ft Possessions: Backpack, bedroll, artisan's tools, flint and steel, “artisan's” outfit, sack, trail rations (1 days), thieves’ tools, and water skin. 4gp 8sp 16cp Behind the Curtain: Patch’s “Possessions” only list what he might normally carry. He also has for sale: 2 of each Simple Melee Weapons, 1 of each Small Martial Melee Weapons, plus 1 of each type of sword. Half his merchandise is normal quality, the other half is of poor quality (-1). He does not have any masterwork or magic weapons. Flavor: Patch’s livelihood has always depended on two things; his eye for quality, and being good with his hands. He started off salvaging old broken weapons like most young goblins. He quickly found that he was better at mending weapons than most of his year-mates. He also got good at telling which weapons were worth the effort. Before too long he was swapping two broken daggers for one repaired dagger. Tactics: Patch is no hero, but he does know how to fight with the shortsword and daggers he carries. About the only things he will fight to defend are his merchandise or his stash. It is also known in his tribe that if anyone robs him that all who help kill the robber receive a free weapon. Goblin Virtues: Recycling: Humans see goblins as bandits, but nature sees them as scavengers. They gather together materials that no one else wants, or that no one else is using at the moment. Goblins trade with each other by bartering. Every Goblin has his hidden “stash” of things he gathered. ---------------------------------------------------------------------------------- Stich, rag-picker Expert L1; small humanoid; AL NE HD 1d6; hp 5; Init +3; Spd 30 ft; AC 17; Atk -1 melee or +4 ranged; SQ: Darkvision 60 ft; SV Fort -1, Ref +3, Will +3; Str 8, Dex 17, Con 8, Int 14, Wis 12, Cha 11. Skills: (32 points) Appraise +4, Craft: Tailor +4(+2^), Hide +3(+4*), Listen +3, Move Silently +3 (+4*), Pick Pocket +4, Search +4, Sense Motive +3, Spot +3, Use Rope +3. (* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Skill focus.) Feats: Skill Focus: Craft: Tailor Languages: Common, Goblin, Giant Armor: Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs. Weapons: Daggers(2): Atk -1 melee, +4 thrown, Dmg 1d4-1, crit 19-20 x2, range 10ft Sling: Atk +4 ranged, Dmg 1d4-1, crit x2, range 50ft Possessions: Backpack, bedroll, artisan's tools, flint and steel, “artisan's” outfit, sack, sling bullets (10) in pouch, trail rations (1 days), and water skin. 4gp 8sp 16cp Goblin Virtues: Wealth: Goblins inherit wealth the old-fashioned way. They fight over it. A goblin builds up his stash over a lifetime. He rarely has a chance to tell anyone where it is before he dies. There are few (usually zero) goblins he would trust with the knowledge. There are stories of she-goblins seducing old warriors for their stash, and then having them killed. Often a stash is found by the goblin’s cleverest son. Then the strongest son catches him with the goods and fights him. While they are fighting the fastest son grabs what he can and takes off. Behind the Curtain: Rag-Pickers are the clothing makers, and menders, of the goblins. They get their material by scavenging and stealing. They check trash heaps, clothes-lines, they have even stolen clothes off the dead. Flavor: Stich was unusally favored among goblins. His father, Nit, was the previous “rag-picker” of the tribe, and he loved his craft well. Nit had an extensive stash of fabrics both simple and fine. He realized most would be ruined, by his family fighting over them, when he was gone. So he secretly gave his stash to the only one of his children who shared his talent, Stich. This did not lead to a loving relationship between them. Nit was a harsh craftsmaster, and he was doing it for the good of the fabric, not his son. Still Stich did prosper thanks to that inheritance, and at times thinks of his father with respect. Appearance: Stich is slightly smaller than the average goblin. His most noticeable feature is that he is well dressed (for a goblin.) He doesn’t wear finery, but his clothes are clean, well mended and they fit him properly. Tactics: Stich will fight only if there is nowhere else to run. ---------------------------------------------------------------------------------- Kulp, poisoner Expert L3; small humanoid; AL NE HD 3d6+6; hp 17; Init +2; Spd 30 ft; AC 16; Atk +1 melee or +5 ranged; SQ: Darkvision 60 ft; SA: Poison (see weapons) SV Fort +5, Ref +3, Will +4; Str 6, Dex 14, Con 14, Int 15, Wis 13, Cha 8. Skills: (48 points) Alchemy +6(+2^), Heal +5, Hide +5(+4*), Knowledge: Nature +6, Listen +4, Move Silently +4 (+4*), Search +4, Sense Motive +5, Spot +4, Wilderness Lore +5. (* Goblin racial bonuses: +4 for Move Silently and Hide,^ Skill focus.) Feats: Great Fortitude Skill Focus: Alchemy Languages: Common, Gnome, Goblin Armor: Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs. Weapons: Daggers (2): Atk +1 melee, +5 thrown, Dmg 1d4-2 (+ poison: Greenblood Oil), crit 19-20 x2, range 10ft (No initial damage, 1 minute after injury Fort DC12 or loose 1d4 Con and 1d3 Wis, temporary) Darts (4): Atk +5 ranged, Dmg 1d4-2 (+ poison: Bloodroot), crit x2, range 50ft (DC13, initial damage 1 Con, secondary 1d2 Con, temporary) Possessions: Alchemist’s lab, backpack, bedroll, dart quiver, flint and steel, healer’s kit, “artisan's” outfit, sack, trail rations (1 days), and water skin. 4gp 8sp 16cp. Lab contents: Acid (2 flasks), antitoxin (4 vials), arsenic (2 vials), bloodroot (1 vial), greenblood oil (2 vials), and soap (1 lb). Behind the Curtain: Suggested house rule; Character only knows one “Alchemy Formula” per skill rank. This would not limit his ability to identify items. Kulp knows the formulas for Acid, Antitoxin, Arsenic (poison), Bloodroot (poison), Greenblood Oil (poison), and Soap. I made him 3rd level because the DC’s for most alchemic items make them beyond the reach of first level characters. Flavor: Kulp belongs to a clan that doesn’t have an adept or cleric, so he is the closest they have to a healer. Most of his time is spent making poisons to apply to weapons. Poisons aren’t cheap they typically cost him from 30 to 40 gp and take 2 or 3 weeks to make 1 dose. Only the elite of the tribe can afford poisoned weapons. His own daggers and darts are kept in special sheaths so the poison stays on the weapons (till used). Tactics: Kulp is usually in his lab, or out gathering ingredients. When out gathering he does not take his lab or healer’s kit. If attacked while gathering he uses his darts then retreats, hoping the secondary damage takes effect before attackers catch him. ---------------------------------------------------------------------------------- Twine, rope-maker Expert L1; small humanoid; AL CE HD 1d6; hp 7; Init +2; Spd 30 ft; AC 16; Atk +2 melee or +3 ranged; SQ: Darkvision 60 ft; SV Fort +1, Ref +2, Will +3; Str 13, Dex 15, Con 12, Int 14, Wis 8, Cha 8. Skills: (32 points) Balance +3, Climb +4(+2^), Craft: Rope maker +3, Hide +3(+4*), Jump +3, Move Silently +3 (+4*), Search +3, Spot +3, Tumble +3, Use Rope +4. (* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Skill focus.) Feats: Skill Focus: Climb Languages: Common, Goblin Armor: Studded Leather, +3, check penalty –1, speed 30ft, 10 lbs. Weapons: Hammer, light: Atk -2 melee, -1 thrown, Dmg 1d4+1, crit x2, range 20ft Pick, light: Atk -2 melee, Dmg 1d4+1, crit x4 Possessions: Backpack, bedroll, artisan's tools, climber’s kit, flint and steel, “traveler’s” outfit, rope (50 ft hemp), sack, trail rations (1 days), and water skin. 4gp 8sp 16cp Goblin Virtues: Flexibility: Goblins have to live in many different places so they are adaptable to different terrains. Flavor: Twine can be found climbing cliffs or exploring crevasses. Twine lives to climb. He became a rope-maker to support his interest, both for personal use, and to trade for provisions and equipment. The tribe sometimes uses him to explore or scout new territory, but he is not very reliable since he looses track of time while climbing. Tactics: He would rather avoid a fight if possible, especially considering his weapon skills. If cornered he will try to climb to escape. He might try throwing his hammer if he thinks it is necessary to get away. [/QUOTE]
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