Scaled Goblin

Sgirvas Gruag

Levels: 1-35, NPC Levels; 5 d6, 4 d6 checks

Quasi-immortal, Height: 5'11 to 6'2

Checks:
Fortitude: 14/18/24, Scales and Tough Skin
Strength: Level+10
Stamina: 15+3 d6 age bonus
Movement: 15-19, Improved Movement
Intelligence: 13-16

Traits
Claws: +25
Bite: +15
Immunities: Immune to Disease
Magic Resistance: +3% MR per level, +1% per level for goblin mages.

Combat


Choose two Weapons
Machette: +27
Sword: +28
Pike: +44
Crossbow: +40
Longbow: +35
Pair of Daggers: +12 each
Spiked Steel Buckler: AC +15, with shield bash; strength = damage, +10 for spikes
Other: specify
Weapon Strength: base level +50, based on level because a higher level goblin would have come by a stronger weapon in due course.
Enchantment: choose one spell of any kind to enchant weapons with. NPC have fire, lightning, ice, drain stamina, drain life, or drain strength enchantments.
Archery: +3 HB, Expertise, Moving Target and True Aim; +1 HB per 5 levels.
Pikeman: +2 HB Expertise and True Aim; +1 HB per 5 levels.
Knife Fighter: +2 HB backstab and double handed
Bestial Martial: +1 HB expertise
Mounted: +2 HB
Riposte: +2, level of riposte = damage on successful blocks.

Talismans
Willpower+2 per Talisman
+1 save on each Talisman.
If a talisman is lost or destroyed: -1 HB, -1 save, -2 WP and -1 logic for every talisman lost.

Goblins always wear some kind of Talisman or many, as tribal peircing, metal arm bands, necklaces, bracelets, feathers, scalps, animal teeth, claws, tails or various other talismans. Their good luck charms decorate their bodies or fur and leather clothing, or they sometimes attach them to their weapons as well.

Location: Anywhere in and around caverns, forests and mountains.

Languages: Gruad (native tongue), Otso Eurokai, Esurian, Broken Cenys or English.

Goblin Mages: no tribe has more than six mages. Goblin mages have a limited spell book and can practice any 12 chosen spells from any path at levels 1-40, gaining levels in each spell they practice in any order they choose. They use a staff to channel their spells which doubles as a weapon and all Goblin Mages are proficient at Bestial Martial. Staff has +1 HB magic targeting, +1 HB magic profiency, raises HP by +100 and stamina by +12 when held. Staff also has strength of +100 vs breaking or spell damage, and has a +1 Hit Bonus on combat.

Information

    Scaled Goblins are quasi-immortal, human sized, and muscular, with large flop ears that are rather deformed in shape. Scales cover their entire bodies with exception of their pelvic area, privates, ears, and the palms of their hands, which are leathery. Their scales vary in brown colors to give them a dirty appearance. Some are from albino stock from living in caves for so long. They wear loin cloths or clothing made of animal hide and fur, sometimes very archaic, and at other times beautifully but arcanely crafted. Posture is usually partially bent in bestial motion, but they can stand erect and often do in battle. They can also move very swiftly on all fours like a primate. Claws on hands and feet, partially retractable. Broad head, wide bestial nose, wide lipless mouth, sloping forhead. They are faster when moving on all fours. They are considered unsightly and are very tribal in appearance. Their morgwulg mounts are as much companions to them as battle mounts. The loss of a mount hits them as hard as the loss of a friend and they will hold drunken wakes when a mount is lost beyond hope of resurrection.

    Scaled Goblins always travel in mobs of 5-7. Demon Spawn Goblins may travel with them. These mobs are either mounted or on a foot with two riders. These goblins can attack in vast legions if their caves are infiltrated and the trespasser is discovered.

Goblin Society

    All goblins form tribes which are well structured with a chieftain and warrior based heirarchy. Different races of goblins can be found in a tribe, but typically a tribe is made up of one race of goblins, owed to differences in mortality rates and the fact that they cannot interbreed. Males and females are equals in goblin society. Strength in battle is what determines their rank, and if a chieftain is challenged for leadership during a biannual festival called Ishvaug Kridungen (celebration of might) and looses, the leader must give up the thorned throne to the victor. Chieftains can be male or female. Goblines are very territorial and pride themselves as conquerers. They also love to carous and often engage in drinking contests. Goblin lagers and ales are counted among the best in Morashtar, and goblins often trade their brews for weapons. They are surprisingly well disciplined however and keep drinking to a minimum when their territory is threatened or when conquering another territory. Because many find them unsightly, quarrelsom, dangerous, dishonorable as a conquering species, and bad mannered, they have become hated and distrusted and act accordingly. Not all goblins are evil, but all are at least chaotic. When a comrade dies goblins burn the body if a resurrection is impossible and hold a drunken wake around the pire. Goblin mages have their own hierarchy based on power and are never chieftains, but are often advisors to a chieftain and tribe.

Morgwulg Mounts

    Information: These demonic dire wolves are immortal and sentient, the size of horses, and black or grey in color like timber wolves. These animals can speak and can do in so several languages.
    Languages: Otso Eurokai (native), Gruag (goblin tongue) Esurian, Mythemyn, Broken Cenys or English.

    Traits
    Claws: +15 damage, +3 HB instinctive combat
    Bite: +12 damage, +3 HB instinctive combat.
    Regeneration Level: 9
    Immunities: resist disease 5% per level, Immune to electrical and fire attacks.
    Weaknesses: Death by Beheading.

    Checks
    Strength: 16-20
    Stamina: 16-18
    Movement: 16-18
    Fortitude: Level + 4

    Powers
    Lightning Claws: Shocks and Burns, stuns +1 turn per Ace
    Flame Claws: Critical damage on crit
    Howl of Disruption: disrupts magic attacks



Contents by JD and Sparky © Copyright 2008