Goblin Squatter

Goblin Squatter
Level 1 (+1)
"Goblins?! Yeah.....I seen em'. Sometimes they come down from the mountain caves over yonder. Lookin' for......easy pickins and what not. I scared one offa my cow one time, not sure what he was tryin' to do to the poor girl, but it didn't look pretty..."
——Local Peasant Farmer
Squatter is a derogatory term for goblins with no particular aptitude for violence, or any skill at all, for that matter. These creatures usually serve as fodder for their own kin in an attack, and are among the weakest of their kind. They typically prefer to attack unarmed, single family homes while the inhabitants are sleeping rather than serve in a goblin army, but in the latter case they aren't usually given a choice in the matter.
Awareness
11
Senses
Darkvision
Initiative
12/1d8
Hitpoints: 6
Healing Value: 1
Resilience: +2
Morale
1
AC
11/11
Touch
11
Fort
11
Reflex
12
Will
11
Defenses
Resistances: Pain Resist 1.
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
9 / 11
DEX
11 / 13
CON
10 / 12
INT
8 / 9
WIS
11 / 12
CHA
8 / 9
REC 7
Actions (+3 AP)
Standard Attacks (2 AP)
+3 vs AC (ArN 1)
Pointy Knife Jab
1d4 + 0 (avg 3) Piercing damage
Melee Reach 5ft
The Goblin Squatter takes a small jagged knife, and attempt to gut its enemy.
+3P vs AC (ArN 1)
Sling Shot
1d4 + 0 (avg 3) Piercing damage
Range 50ft
The Goblin Squatter fires off a tiny rock into their enemy, attempting to trike it down.
1d6 - 1 (avg 3) Bludgeoning damage
Grapple -3
Special Attacks (3 AP)
+1P vs Will
Crude Distraction  • Basic
Range 15ft
The Goblin Squatter makes a sudden, filthy gesture towards an enemy, giving them pause. The target grants an Advantage for 1d6 segments.
+3 vs AC (ArN 1)
Cruel Mischief [1/rest]  • Basic
1d4 + 1 (avg 4) Piercing damage
Melee Reach 5ft
The Goblin Squatter strikes at its enemy's tendons with sadistic cackling. The target is Hobbled (2) [SE, ST 3d10 vs CON].
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
25 ft
Sprint
45 ft
Overland Movement
25 mi/day
Qualities
  • Light Sensitivity: Direct exposure to bright light partially hampers the Orc's vision, giving it a -2 penalty to skills checks involving sight (such as Spot and Awareness), and a -1 penalty to attack rolls.
  • Mobile Ferocity: Goblins get a +1 racial bonus to Attack when they Lunge.
  • Pain Resistance: Goblins get Pain Resistance (1).
  • Meek: Goblins suffer a -2 penalty to Bravery, but a +2 racial bonus to Suspicion and Deception. (inc.)
  • Goblin Quickness: +1 racial bonus to Reflex. (inc.)
Skills: Balance R1 (+2), Escape R2 (+3), Jump R1 (+2), Stealth R2 (+7), Listen R1 (+1), Spot R1 (+1), Hunting R1 (+2), Survival R2 (+4), Deception R2 (+4), Manipulation R1 (+0), Tolerance R1 (+1), Suspicion R2 (+5)
Feats: Fast Initiative
Philosophies: Rank 1 Mental, Rank 2 Physical
Combat Training: None
Wits: +1, Brawn: +0
Equipment: Goblin Knife, Sling
Charm
-2
Coercion
-1
Deception
+4
Manipulation
0
Persuasion
-1
Aloofness
-2
Bravery
-3
Intuition
-1
Tolerance
+1
Suspicion
+5
Social
Composure: 9
Languages: Goblin
Motives: Survival, Cruelty, Greed
Prejudices:


    Goblin Characteristics

    Goblins are short, mean-spirited creatures with shrill voices. Their skin color can range anywhere from a dull green to bright orange depending on the climate in which they are found. Goblins typically have long, pointy noses and ears with small, sharp fangs protruding from wide mouths, beady dark eyes and gangly, frail bodies. A goblin typically stands about 4' tall, but most hunch over and have an awkward gait due to their somewhat misshapen forms. Goblins are evil, spiteful and covetous creatures, delighting in mischief and the suffering of other races. They are most often found armed with crudely fashioned or stolen equipment. They show little regard for other creatures, including each other, and can often be heard cackling with sadistic glee when engaging in their vile habits.

    History

    Goblins, despite being considered to be an undesirable nuisance by some, and vermin to be exterminated by others, are one of the oldest surface races in existence. Despite their heritage, they are a primitive and tribal culture, usually found living in dark caves or mountains, a comfortable distance away from other civilizations. Some consider this to be the fault of their cruel and warlike nature. Goblins as individuals are stupid and weak creatures, but they have been known to gather into large groups to pillage small villages, throwing themselves at their victims with reckless abandon. Outside of a group, however, goblins are cowardly and do not pose much of a threat when scattered, which is perhaps one of the reasons this savage and somewhat cunning race has been allowed to exist as long as it has.

    Culture

    As a typically tribal community, goblins tend to follow a single Chieftain, usually the largest, strongest and sometimes most intelligent of the creatures. The only nods to sophistication found in a goblin society are usually their Shamans, capable of tapping into the crudest of divine magics, and next to a Chieftain, command the most power and respect among their kin. It is not uncommon for a tribal leader to retain several Shamans to further increase his hold over the group, as well as keep them from turning on him with their magic. Other than these figureheads, power and leadership in a goblin community are shaky at best, and can change just as quickly as the majority of the group decides it does. For this reason, their leaders typically try to control through fear. If a leader is seen as weak, it does not take very long for other goblins to attack and attempt to replace him. On occasion, many goblins see themselves as fit rulers during such a struggle, and smaller tribes have been known to wipe themselves out over power disputes, much to the relief of any neighboring races.