BRCS:Goblin
This article is a Birthright Campaign Setting (D&D 4e) page The 4eBRCS Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the 4th edition version of Dungeons & Dragons from Wizards of the Coast. |
[top]Introduction
Cerilia is not a land of fantastic monsters, at least not as much as some other settings. This makes races like goblins and Orogs more important to the setting. As such, goblins are not a low level monster to be abandoned in mid-level or even high level. Rather, Cerilian goblins should be present as serious threats to PC's well into mid-level, and should remain as allies of more powerful enemies into high level.
Goblin Veteran Warrior: Level 2 Skirmisher |
Small natural humanoid: xp 125 |
Initiative +5 Senses Perception +2; low-light vision HP 38: Bloodied 19 AC 18 Fortitude 14 Reflex 16 Will 13 Speed 6 see also mobile ranged attacks and goblin tactics |
Spear (standard; at-will) · Weapon |
+7 vs AC; 1d8+2 damage |
Javelin (standard; at-will) · Weapon |
Ranged 10/20; +7 vs AC; 1d6+2 damage |
Mobile Ranged Attack (standard; at-will) |
The goblin warrior can move up to half its speed; at any point during that movement, it makes one ranged attack without provoking an opportunity attack |
Great Position |
If, on its turn, the goblin warrior ends its move at least 4 squares away from its starting point, it can deal an extra 1d6 damage on its ranged attacks until the start of its next turn. |
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will) |
The goblin shifts one square |
Alignment Evil (varies) Languages Common, Goblin Skills Stealth +11, Thievery +11 Str 14 (+2) Dex 17 (+3) Wis 12 (+1) Con 13 (+1) Int 8 (-1) Cha 8 (-1) |
leather armor, spear, 5 javelins in sheaf |
[top]Goblin Veteran Warrior Tactics
Goblin veteran warriors would rather fight at range, using great position to deal more damage with their javelins. In melee, they use goblin tactics to maneuver into flanking positions. Once bloodied, or once they've seen several of their comrades cut down, warriors tend to flee. Goblin troops in war need to be well commanded to hold the field, and even so often fall back to rally before attacking again.
Goblin veteran warriors are light infantry and serve poorly as heavy infantry. They are very effective at ambush and skirmish actions, and poor in the main battle line.
Goblin veteran warriors are light infantry and serve poorly as heavy infantry. They are very effective at ambush and skirmish actions, and poor in the main battle line.
Goblin Elite Warrior: Level 4 Skirmisher |
Small natural humanoid: xp 175 |
Initiative +5 Senses Perception +2; low-light vision HP 47: Bloodied 23 AC 18 Fortitude 16 Reflex 20 Will 15 Speed 6 see also mobile ranged attacks and goblin tactics |
Short sword (standard; at-will) · Weapon |
+9 vs AC; 1d6+2 damage |
Sling (standard; at-will) · Weapon |
Ranged 10/20; +8 vs AC; 1d6+2 damage |
Mobile Ranged Attack (standard; at-will) |
The goblin warrior can move up to half its speed; at any point during that movement, it makes one ranged attack without provoking an opportunity attack |
Great Position |
If, on its turn, the goblin warrior ends its move at least 4 squares away from its starting point, it can deal an extra 1d6 damage on its ranged attacks until the start of its next turn. |
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will) |
The goblin shifts one square |
First Strike |
At the start of an encounter, the goblin elite warrior has combat advantage against any creatures that have not yet acted in that encounter. |
Rogue Tactics |
Goblin elite warriors gain a +2 bonus to Sneak Attack damage because of their strength |
Sneak Attack |
Once per round, when the goblin elite warrior has combat advantage against an enemy, using either their short sword or sling, their attack deals an extra 2d6 damage if the attack hits. |
Alignment Evil (varies) Languages Common, Goblin Skills Acrobatics +12, Stealth +12, Thievery +12 Str 14 (+2) Dex 17 (+3) Wis 12 (+1) Con 13 (+1) Int 8 (-1) Cha 8 (-1) |
leather armor, short sword, sling with 20 stones |
[top]Goblin Elite Warrior Tactics
Goblin elite warriors would rather fight at range, using great position to deal more damage with their slings. In melee, they use goblin tactics to maneuver into flanking positions. Once bloodied, or once they've seen several of their comrades cut down, warriors tend to flee. Goblin troops in war need to be well commanded to hold the field, and even so often fall back to rally before attacking again.
Goblin elite warriors are light infantry and serve poorly as heavy infantry. They are very effective at ambush and skirmish actions, and poor in the main battle line.
Goblin elite warriors have an Action Point.
Goblin elite warriors are light infantry and serve poorly as heavy infantry. They are very effective at ambush and skirmish actions, and poor in the main battle line.
Goblin elite warriors have an Action Point.
Goblin Elite Blackblade: Level 3 Lurker |
Small natural humanoid: xp 150 |
Initiative +5 Senses Perception +3; low-light vision HP 34: Bloodied 17 AC 17 Fortitude 13 Reflex 17 Will 12 Speed 6 see also goblin tactics |
Short sword (standard; at-will) · Weapon |
+7 vs AC; 1d6+2 damage |
Combat Advantage |
The goblin blackblade deals an extra 1d6 damage against any target it has combat advantage against |
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will) |
The goblin shifts one square |
First Strike |
At the start of an encounter, the goblin elite warrior has combat advantage against any creatures that have not yet acted in that encounter. |
Rogue Tactics |
Goblin elite warriors gain a +2 bonus to Sneak Attack damage because of their strength |
Sneak Attack |
Once per round, when the goblin elite warrior has combat advantage against an enemy, using either their short sword or sling, their attack deals an extra 2d6 damage if the attack hits. |
Sneaky |
When shifting, a goblin blackblade can move into a space occupied by an ally of its level or lower. The ally shifts into the blackblade's previous space as a free action. |
Alignment Evil (varies) Languages Common, Goblin Skills Acrobatics +11, Stealth +11, Thievery +11 Str 14 (+2) Dex 17 (+3) Wis 12 (+1) Con 13 (+1) Int 8 (-1) Cha 8 (-1) |
leather armor, short sword |
[top]Goblin Elite Blackblade Tactics
Goblin elite blackblades have more stomach for melee than most goblins and come as close to regular infantry as goblins are liable to produce. They prefer to flank a single enemy to gain combat advantage and make use of their Sneak Attack ability. When bloodied, they use their sneaky ability to trade places with fresher goblins.
Goblin elite blackblades are light infantry and serve poorly as heavy infantry. They are very effective at ambush and skirmish actions, and poor in the main battle line.
Goblin elite blackblades are light infantry and serve poorly as heavy infantry. They are very effective at ambush and skirmish actions, and poor in the main battle line.
This article is a Birthright Campaign Setting (D&D 3.5/D20) page The BRCS Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons from Wizards of the Coast. |
Created by Last edited by , 10-23-2011 at 12:13 PM 0 Comments, 4,709 Views |
, 03-11-2009 at 06:49 PM
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