Goblin Warrior

Goblin Warrior
Level 1 (+1)
"Ksk granka nookta! SokSok Grikity Grikity!"
——Kesko Needlehole, goblin warrior. Overheard challenging the first and last opponent of his career
A goblin is considered a warrior by his or her peers just as soon as it kills something. It can be anything, really. A human, a sheep, a squirrel, another goblin. The requirements to serve as a warrior in a goblin horde are met when one displays a willingness to hurt others, and procures a weapon of some sort. The nicer the weapon, the more highly they are typically regarded by their fellow "warriors". Warriors serve in the front lines of any goblin army, their attacks bolstered by their numbers and malicious intent. Goblins warriors rarely live very long lives, as they are typically weak individual fighters. Goblins that survive multiple battles eventually improve their skills and may at one point command a force of their own, but goblins with this talent are rare indeed.
Awareness
14
Senses
Darkvision
Initiative
15/1d8
Hitpoints: 12
Healing Value: 2
Resilience: +2
Morale
1
AC
15/19
Touch
12
Fort
11
Reflex
14
Will
11
Defenses
Resistances: Pain Resist 1.
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
11 / 13
DEX
14 / 16
CON
11 / 13
INT
10 / 11
WIS
9 / 10
CHA
8 / 9
REC 7
Actions (+3 AP)
Standard Attacks (2 AP)
+5 vs AC (ArN 1)
Short Sword Stab
1d6 + 2 (avg 6) Piercing damage
Melee Reach 5ft • One creature within reach
The Goblin Warrior stabs forward with its Short Sword, attempting to gut it foe.
+4P vs AC (ArN 1)
Small Crossbow Shot
1d6 + 2 (avg 6) Piercing damage
Range 50ft • One creature within range
The Goblin Warrior takes aim with a crossbow, and fires a bolt into its target.
1d6 + 0 (avg 4) Bludgeoning damage
Grapple -1
Special Attacks (3 AP)
+5 vs AC (ArN 1)
Crude Strike  • Basic
1d6 + 2 (avg 6) Piercing damage
Melee Reach 5ft • One creature within reach
The GoblinWarrior makes an obscene gesture right as it strikes at its target, causing them to lose focus. On a hit, the target grants an Advantage for 1d6 Segments.
+5 vs AC (ArN 1)
Allied Strike [Cooperative, 2 Goblin Warriors]  • Basic
2d6 + 2 (avg 9) Piercing damage
Melee Reach 5ft • One creature within reach
The Goblin Warrior strikes simultaneously with another Goblin Warrior, striking a weak spot on their target. On a hit, the target suffers Pain (1) for 1d4 rounds.
+5 vs AC (ArN 1)
Goblin Thrust [1/Rest]  • Basic
1d6 + 2 (avg 6) Piercing damage
Melee Reach 5ft • One creature within reach
The Goblin Warrior utilizes all of its crude training to deliver a finishing blow. On a hit, the target is Sickened [ST, SE 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 R3 (+2), Escape R3 (+2), Jump R3 (+2), Stealth R2 (+4), Listen R2 (+4), Spot R2 (+4), Hunting R2 (+5), Survival R2 (+4), Deception R2 (+5), Manipulation R1 (+1), Tolerance R1 (+1), Suspicion R2 (+6)
Feats: Fast Initiative
Philosophies: Rank 1 Mental, Rank 2 Physical, Rank 2 Martial
Combat Training: Melee 1
Wits: +2, Brawn: +0
Equipment: Hide Armor, Light Wood Shield,
Charm
-1
Coercion
-1
Deception
+5
Manipulation
+1
Persuasion
0
Aloofness
-1
Bravery
-3
Intuition
0
Tolerance
+1
Suspicion
+6
Social
Composure: 9
Languages: Goblin
Motives: Killing, 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.