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Tribal Goblin

Tribal Goblin


Power Level: 650CR: 2
Strength: 0Dexterity: 3Mind: 0
Fortitude: 2Reflex: 3Willpower: 1
Vitality: 60Life Points: 2
Base Attack Bonus: 1Damage Reduction: 11
Defense Bonus: +3Parry Bonus: +5
Combat Speed: 35Agility: 1Footwork: 1
Magic Reserve: 0Magic Potency: 0Magic Energy Threshold: 0
Awareness: +1Climb: 3Insight: +0
Jump: + 3Open Lock: 0Sleight of Hand: +0
Speech: +0Stealth: +4



Attack 1Spear + 4 to hit16 True Damage + 2d4 + 4 Damage
Attack 2Shortbow + 4 to hit12 True Damage + 2d6 Damage
  The vast majority of goblins in the world of Gaia are tribal. In most other fantasy settings, goblins are useless fodder, but not in Quest Lords. Goblins are fully capable fighters though they still are a bit fragile due to their small size and stature. They wear full light plate armor since heavy armor hinders them far too much. They carry long spears to stay out of most opponent's reach and can still do decent damage with it since their hit chance is better than most other creatures with the same CR. They can use the Leg Destruction weapon art to halt their opponents and then back up to stay out of their attack range using the Lunge weapon art to gain even further reach. GMs may use goblins as a good minion creature but do not throw them at your players in hordes unless the players are at higher power levels. They could get overwhelmed very fast.

Weapon Arts

Two Hand Style
Agility 1 rank
Footwork 1 rank
Leg Destruction
Lunge
Weapon Efficiency (Polearms) 2 ranks
Children

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