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Goblin (CL 1/3 / 100 XP)


Nasssty little goblinses! These little brutes are pained by the light of the sun, and so generally stay underground except at night or on days of heavy overcast. Goblins have an amazing capacity for malicious ingenuity – some tricksy specialized goblin warriors are listed below as well.

Small Humanoid (goblinoid) 1
Sanity Loss 0/1
Init +1; Senses Perception +4, Darkvision


Defenses Ref 17 (flat-footed 16), Fort 11, Will 9
hp 5; Threshold 11
Speed 6 squares
Melee mace +0 (1d8)
Ranged javelin +1 (1d6)
Fighting Space 1 square x 1 square; Reach 1 square
Base Atk +0; Grp -4


Abilities Str 11/+0, Dex 13/+1, Con 12/+1, Int 10/+0, Wis 9/-1, Cha 6/-2
Feats Armor Proficiency (Light), Shield Proficiency, Weapon Proficiency (Simple Weapons)
Skills Perception +4, Stealth +11
Possessions Mace, javelin, leather armor, light shield.


Sunlight Vulnerability Goblins move -1 persistent step down the condition track in full, direct sunlight.

Goblin PCs


Ability Scores Dex +2, Con +2, Wis -2, Cha -4
Size Small. As small creatures, goblins get +1 Ref defense, +5 Stealth checks, x¾ carrying capacity, and -5 to grapple checks.
Special Abilities
Goblins gain darkvision.
Goblins move -1 persistent step down the condition track in full, direct sunlight.
Favored Class Rogue
Other Goblins gain a feat normally at 1st level.
GM Note Goblins are a slightly weak player race. You may wish to remove the sunlight vulnerability from PC goblins.

Goblin Mob (CL 3 / 1,840 XP)


This is a mob of 6-12 goblin warriors on a rampage. Being in such a mob makes them much braver than normal, but fortunately no smarter.

Large Humanoid (goblinoid) Mob 3
Sanity Loss 0/1d4
Init +1; Senses Perception +5, Darkvision
Resistance Spells +1


Defenses Ref 14 (flat-footed 14), Fort 15, Will 9
hp 28; Threshold 20
Speed 6 squares
Melee swarm (1d6+5) plus trip
Ranged 2 javelins +2 (1d6+5)
Fighting Space 2 squares x 2 squares; Reach n/a
Base Atk +2; Grp +11 (cannot be grappled)


Abilities Str 19/+4, Dex 11/+0, Con 20/+5, Int 10/+0, Wis 9/-1, Cha 6/-2
Feats Armor Proficiency (Light), Shield Proficiency, Trip, Weapon Proficiency (Simple Weapons)
Skills Perception +5, Stealth +1
Possessions (each) Mace, javelin, leather armor, light shield.


Sunlight Vulnerability Goblins move -1 persistent step down the condition track in full, direct sunlight.
Trip Goblin mobs attempt to pull down their victims and pummel them into submission. Any target that takes swarm damage from a goblin mob is immediately subject to a trip attack at +11 vs. their Reflex defense. This does not provoke an attack of opportunity.

Goblin Lobber (CL 1/3 / 100 XP)


This vicious little grub closes to 6 squares to maximize his Point Blank Shot, hurls a pot of alchemist's fire at enemies, then runs away in order to ready another pot and do it again. If engaged in melee, he will generally try to flee.

Small Humanoid (goblinoid) Artillery 1
Sanity Loss 0/1
Init +3; Senses Perception +4, Darkvision


Defenses Ref 19 (flat-footed 16), Fort 10, Will 9
hp 3 (d6 hit die); Threshold 10
Speed 8 squares
Melee mace -1 (1d8-1)
Ranged alchemist fire +3 (2d6) area effect: 2 squares x 2 squares plus fire or
Ranged javelin +3 (1d6-1)
Fighting Space 1 square x 1 square; Reach 1 square
Base Atk +0; Grp -2


Abilities Str 9/-1, Dex 17/+3, Con 10/+0, Int 10/+0, Wis 9/-1, Cha 6/-2
Feats Armor Proficiency (Light), Point Blank Shot*, Weapon Proficiency (Simple Weapons)
*Bonus feat from template; need not meet prerequisites.
Skills Perception +4, Stealth +13
Possessions 3 pots of alchemist's fire, mace, javelin, leather armor, light shield.


Alchemist's Fire Any creature that the goblin lobber successfully hits with its alchemist's fire attack catches on fire (see the normal fire rules). Readying a pot of alchemist fire requires two swift actions, and the goblin lobber is carrying three pots. When these are expended, the goblin lobber will flee. The alchemist fire attack has the following range bands: PB 0-6, S 7-8, M 9-10, L 11-12.
Oops A goblin lobber that rolls a natural 1 on his alchemist's fire attack drops the pot in his own square, immolating himself and any ally within 1 square.
Sunlight Vulnerability Goblins move -1 persistent step down the condition track in full, direct sunlight.

Goblin Rabble (CL 1/6 / 50 XP)


These are the (even more) unwashed masses of a goblin warren, as opposed to the more commonly encountered warriors. It's not really accurate to call them noncombatants, however, as they will attack if they think they can get away with it.

Small Humanoid (goblinoid) Minion 1
Sanity Loss 0/1
Init +1; Senses Perception +4, Darkvision


Defenses Ref 13 (flat-footed 13), Fort 10, Will 9
hp 1; Threshold 10
Speed 6 squares
Melee unarmed +0 (1d4-1)
Ranged thrown rock +0 (1d6-1)
Fighting Space 1 square x 1 square; Reach 1 square
Base Atk +0; Grp -5


Abilities Str 9/-1, Dex 11/+0, Con 10/+0, Int 8/-1, Wis 9/-1, Cha 6/-2
Feats Weapon Proficiency (Simple Weapons)
Skills Perception +4, Stealth +5


Sunlight Vulnerability Goblins move -1 persistent step down the condition track in full, direct sunlight.

Goblin Trapper (CL 1/3 / 100 XP)


These annoying pests hurl a bag of wet and sticky goo made from monstrous spider glands and web fibers that act similarly to tanglefoot bags at their foes, so that their allies can then attack at range with impunity.

Small Humanoid (goblinoid) Controller 1
Sanity Loss 0/1
Init +6; Senses Perception +4, Darkvision


Defenses Ref 17 (flat-footed 16), Fort 11, Will 9
hp 5; Threshold 11
Speed 6 squares
Melee mace +0 (1d8)
Ranged spidertrap sack +1 (entangle)
Fighting Space 1 square x 1 square; Reach 1 square
Base Atk +0; Grp -4


Abilities Str 11/+0, Dex 13/+1, Con 12/+1, Int 10/+0, Wis 9/-1, Cha 6/-2
Feats Armor Proficiency (Light), Running Attack*, Shield Proficiency, Weapon Proficiency (Simple Weapons)
*Bonus feat from template; need not meet prerequisites.
Skills Initiative +6*, Perception +4, Stealth +11
*Bonus skill from template.
Possessions 5 spidertrap sacks, mace, javelin, leather armor, light shield.


Spidertrap Sack A target successfully hit by the goblin trapper's spidertrap sack is entangled, temporarily moving it -2 steps down the condition track, cutting its speed in half, and making it unable to run or charge. The entangled creature may break loose from the webbing by making a DC 16 Str or Acrobatics check or by doing 6 hp of damage with fire or a slashing weapon.
Sunlight Vulnerability Goblins move -1 persistent step down the condition track in full, direct sunlight.

Goblin Worg-Rider (CL 3 / 1,840 XP)


These are the rock stars (or perhaps the fighter jockeys?) of the goblin world, elite warriors and scouts. Worgs are intelligent beasts, and as such a worg and its rider are more like partners than a master/pet relationship.

Small Humanoid (goblinoid) Scout 3
Sanity Loss 0/1d4
Init +2; Senses Perception +5, Darkvision


Defenses Ref 19 (flat-footed 18), Fort 16, Will 12
hp 36; Threshold 16
Speed 6 squares (10 squares on worg)
Melee Small Scimitar +3 (1d6+2) or Small Spear +3 (1d8+2)
Ranged Small Shortbow +3 (1d6+1)
Fighting Space 1 square x 1 square; Reach 1 square
Base Atk +2; Grp -2


Abilities Str 12/+1, Dex 13/+1, Con 13/+1, Int 10/+0, Wis 9/-1, Cha 6/-2
Feats Armor Proficiency (Light), Improved Initiative, Mounted Combat, Shake It Off, Shield Proficiency, Surefooted, Weapon Proficiency (Martial Weapons, Simple Weapons)
Skills Endurance +7, Perception +5, Ride +7, Stealth +11, Survival +5
Possessions Scimitar, spear, shortbow, leather armor, light shield.


Improved Initiative Goblin worg-riders may reroll Initiative checks, but must take the second result even if it's worse.
Sunlight Vulnerability Goblins move -1 persistent step down the condition track in full, direct sunlight.
Surefooted Goblin worg-riders do not suffer penalties for difficult terrain. They may confer this benefit to their mount by taking a swift action each round to make a DC 15 Ride check.

-The Gneech

Date: 2008-08-27 08:44 pm (UTC)
From: [identity profile] aj-hyena.livejournal.com
Off topic... ever hear of www.dragontavern.com? It's a nice diversion on a lunch break, since you only get 25 moves a day.

Date: 2008-08-27 08:50 pm (UTC)
From: [identity profile] sirfox.livejournal.com
i don't have the numbers in front of me, but are the mace/javelin damage accurate for a small version of the weapon?

Date: 2008-08-27 10:44 pm (UTC)
From: [identity profile] the-gneech.livejournal.com
For Saga Edition, yes. :) They are generally bumped up a damage class or two from standard d20.

-TG

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