Dungeons and Dragons Goblin 3.5 PBP RPG

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Goblin

Goblin, 1st-Level Warrior

Small Humanoid (Goblinoid)

Hit Dice:

1d8+1 (5 hp)

Initiative:

+1

Speed:

30 ft. (6 squares)

Armor Class:

15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14

Base Attack/Grapple:

+1/-3

Attack:

Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)

Full Attack:

Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)

Space/Reach:

5 ft./5 ft.

Special Attacks:

-

Special Qualities:

Darkvision 60 ft.

Saves:

Fort +3, Ref +1, Will -1

Abilities:

Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6

Skills:

Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2

Feats:

Alertness

Environment:

Temperate plains

Organization:

Gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 with worg mounts), or tribe (40-400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 worgs, and 2-4 dire wolves)

Challenge Rating:

1/3

Treasure:

Standard

Alignment:

Usually neutral evil

Advancement:

By character class

Level Adjustment:

+0

A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin's skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. Goblins speak Goblin; those with Intelligence scores of 12 or higher also speak Common.

Most goblins encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.

Combat

Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.

Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.

Skills: Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.

Challenge Rating: Goblins with levels in NPC classes have a CR equal to their character level -2.

Goblins as Characters

Goblin characters possess the following racial traits.

-A goblin's base land speed is 30 feet.

  • Darkvision out to 60 feet.

  • +4 racial bonus on Move Silently and Ride checks.

  • Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.

  • Favored Class: Rogue.

The goblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.


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Avan makes sure to trim back Fluffles's fur so he's comfortable in the desert.

As they journey in, Avan will ride on the other side of the wagon to Bastion. He thinks it's important that the party leave as little evidence behind as possible to look like a smaller group. As such, he prepares 2 Pass Without Trace spells per day, hiding the tracks of all 4 of the party's mounts and of Fluffles. Only the ranger and the wagon leave evidence of their passing, as well as Bastion or Idrahil only when we stop to dismount.

Out of Character: If it's flat, 900 feet seems like a good distance. If it's not, I would suggest the scout stick to ridges of dunes while the rest try to keep low. Maximum of 600 feet from us shall we say? Sometimes closer as he signals us to move forward.

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