Goblin Graveyard


Campaign Journals


Our groups's been playing a goblins side game on and off for the last year and a half or so. We started off with the We Be Goblins series and have progressed through a bunch of other stuff. These days we're running around in Slumbering Tsar. Between goblins being goblins and the insane lethality of the Frog God material, we've been burning through goblins at an increasing rate, and I'm the worst of the lot. For the last couple levels, several of my goblins have died in their first session. At least one has died in the first encounter. So I've decided to create a graveyard thread of the my gobs just to keep track of the ones that I've already tried.


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The first, and longest lived of my goblins, Zugs Bugstab had what might be considered an unhealthy obsession with daggers of all sorts and sizes. Zugs was also a strong proponent of having plans within plans. That he didn't understand that he shouldn't plan for his enemies to fall for his tricks or always be easy to kill never occurred to Zugs. This finally caught up to him when he decided that he would keep the magic crown the group stole for Green Auntie for himself and become King of Goblintown. It turns out that even the most lethal goblin rogue doesn't really have a chance in a straight-up fight against a full caster of twice his level.

Zugs Bugstab
Male goblin unchained rogue 5
CN Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 23, touch 18, flat-footed 17 (+5 armor, +1 deflection, +5 Dex, +1 dodge, +1 size)
hp 40 (5d8+10) (currently -16)
Fort +4, Ref +10, Will +2
Defensive Abilities danger sense +1, evasion, uncanny dodge; Resist fire 10
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Offense
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Speed 30 ft.
Melee (M) adamantine dagger +5 (1d4+3/19-20) or
. . awesome dagger +7 (1d3+7/19-20 plus 1d6 acid) or
. . dagger +10 (1d3+6/19-20) or
. . (M) dagger +8 (1d4+6/19-20) or
. . dagger +10 (1d3+6/19-20) or
. . (M) mwk dagger +9 (1d4+6/19-20)
Ranged composite shortbow +9 (1d4/×3)
Special Attacks sneak attack (unchained) +4d6
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Statistics
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Str 10, Dex 21, Con 14, Int 10, Wis 10, Cha 6
Base Atk +3; CMB +2; CMD 19
Feats Dodge, Mobility, Roll With It, Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger)
Traits color thief, river rat
Skills Acrobatics +13 (+17 to move through a threatened square or enemy's space), Bluff +6, Climb +8, Disable Device +15, Escape Artist +13, Knowledge (dungeoneering) +4, Knowledge (local) +4, Perception +8, Ride +9, Sense Motive +4, Sleight of Hand +9, Stealth +23, Swim +5; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, goblin rogue/ninja, rogue talents (combat trick, weapon training), trapfinding +2
Combat Gear wand of mage armor (30 charges), wand of magic missile (14 charges), wand of magic weapon (31 charges); Other Gear +1 darkleaf cloth lamellar (leather) armor, awesome dagger (+1 corrosive), adamantine dagger, arrows (11), composite shortbow, dagger, dagger (3), dagger, mwk dagger, magic taffy, belt of tumbling, cloak of resistance +1, ring of protection +1, backpack, bell, belt pouch, canteen, fishhook (2), flint and steel, fuel pellet, glass cutter, hammock, mug/tankard, sack, signet ring, thieves' tools, vial, 52 pp, 7 gp, 4 sp, 5 cp
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Special Abilities
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+5 Sneak Attack dmg during surprise round or before target has acted. Add a +1 bonus on the rogue's sneak attack damage rolls during the surprise round or before the target has acted in combat.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Roll With It You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs.
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
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Zugs' favourite thing in the whole world is the giant dagger he found on a stupid human that ate the wrong kind of mushrooms in the Brinestump Marsh. Zugs is way smarter than stupid human. Zugs knows that when you don't know if a mushroom or frog is bad for you, you make some other, dumber goblin lick it first. And now Zugs has more daggers, that he got from other goblins that also licked the wrong frog. Someday Zugs will have all the daggers!

If you see something free
Very careful you should be
When you bend down to grab
out jumps Zugs STAB STAB STAB


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Jon Goodgnome was a dedicated anthropologist whose chosen field of study was the Varisian Goblin. Equipped with a meticulously crafted disguise consisting of a stiff mask and false ears, Jon inserted himself into a wandering group of goblins to study their ways.

"How do you do, fellow goblins?"

Jon was an incredibly good skillmonkey, and a decent combatant once mutagen, alter self and studied combat were all taken into account. I can't even recall how he died, but we had a ton of fun pretending that the rest of the party was somehow unable to see through his horrible disguise and highly un-gobliny vocabulary.

Jon Goodgnome
Male gnome investigator (empiricist) 6
N Small humanoid (gnome)
Init +0; Senses darkvision 60 ft.; Perception +13 (+15 while benefit from concealment or full concealment due to darkness or dim light)
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Defense
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AC 17, touch 12, flat-footed 17 (+5 armor, +1 deflection, +1 size)
hp 58 (6d8+18)
Fort +6, Ref +6, Will +4 (+2 save vs. illusion and disbelievable effects); +2 vs. illusions
Defensive Abilities trap sense +2; Resist unfailing logic
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Offense
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Speed 20 ft.
Melee +1 rapier +6 (1d4-1/18-20)
Special Attacks studied combat (+3, 4 rounds), studied strike +2d6
Spell-Like Abilities (CL 6th; concentration +6)
. . 1/day—mage hand, open/close (DC 15), unseen servant
Investigator (Empiricist) Extracts Prepared (CL 6th; concentration +10)
. . 2nd—alter self, alter self, alter self, invisibility
. . 1st—cure light wounds, expeditious retreat, firebelly (DC 15), long arm, shield
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Statistics
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Str 6, Dex 11, Con 16, Int 18, Wis 7, Cha 10
Base Atk +4; CMB +1; CMD 12
Feats Extra Investigator Talent, Extra Investigator Talent, Weapon Finesse
Traits precise treatment, student of philosophy
Skills Acrobatics +9 (+5 to jump), Appraise +8, Bluff +9 (+13 to lie (as a result of using Int instead of Cha)), Climb +2, Craft (alchemy) +10 (+16 to create alchemical items), Diplomacy +5 (+9 to gather information or to persuade others (as a result of using Int instead of Cha)), Disable Device +16, Disguise +9, Escape Artist +4, Heal +9, Intimidate +0 (+2 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +13, Perception +13 (+15 while benefit from concealment or full concealment due to darkness or dim light), Sense Motive +8, Sleight of Hand +4, Spellcraft +13, Stealth +8 (+10 while benefit from concealment or full concealment due to darkness or dim light), Use Magic Device +13; Racial Modifiers +2 Craft (alchemy)
Languages Aboleth, Abyssal, Common, Cyclops, Draconic, Dwarven, Elven, Ettin, Giant, Gnoll, Gnome, Goblin, Halfling, Infernal, Orc, Sasquatch, Sphinx, Sylvan, Worg
SQ alchemy (alchemy crafting +6), ceaseless observation, dimdweller, inspiration (7/day), investigator talents (expanded inspiration, mutagen, quick study, underworld inspiration), keen recollection, mutagen (+4/-2, +2 natural armor, 60 minutes), trapfinding +3, utilitarian magic
Combat Gear boro bead (1st level), mutagen; Other Gear +1 mithral chain shirt, +1 rapier, cloak of resistance +1, handy haversack, ring of protection +1, alchemy crafting kit, flint and steel, ink, inkpen, formula book, thieves' tools, waterskin, 4 gp, 3 sp, 2 cp
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Special Abilities
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Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Darkvision (60 feet) You can see in the dark (black and white only).
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive.
Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Mutagen (DC 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 minutes.
Quick Study (Ex) Use studied combat as a swift action.
Studied Combat (+3, 4 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects
Utilitarian Magic +1 DC for transmutation spells.


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Wernck was the first of several of my goblins that were largely exercises in testing classes or feat chains or other build ideas. Wernck in particular was me testing out some range boosting schemes to work together with the Startoss chain to turn a throwing weapon into an AoE blender. He wasn't nearly as effective as he could have been as any of several other races, and the range-boosting tricks would have been better saved until after the Startoss chain had been maxed out.

I don't recall what killed Wernck, but I do know that he died from massive Con loss and had suffered fire damage at the time.

Wernck
Male goblin unchained barbarian 1/fighter (dawnflower dervish) 7
NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 25, touch 18, flat-footed 19 (+5 armor, +1 deflection, +6 Dex, +1 natural, +1 shield, +1 size)
hp 72 (8 HD; 7d10+1d12+23)
Fort +10, Ref +9, Will +4 (+2 vs. fear)
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Offense
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Speed 30 ft.
Melee +1 adamantine chakram +11/+6 (1d6+2) or
. . dagger +10/+5 (1d3+1/19-20)
Ranged +1 adamantine chakram +18 (1d6+2)
Special Attacks rage (6 rounds/day), weapon training (thrown +1)
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Statistics
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Str 10, Dex 22, Con 14, Int 10, Wis 13, Cha 8
Base Atk +8; CMB +7; CMD 24
Feats Perfect Style (unfolding Wind), Point-Blank Shot, Precise Shot, Quick Draw, Ricochet Toss, Startoss Comet, Startoss Style, Weapon Focus (chakram)
Traits color thief, strong arm, supple wrist
Skills Acrobatics +21, Climb +8, Intimidate +3, Perception +5, Stealth +20, Survival +5, Swim +4; Racial Modifiers +4 Acrobatics, +4 Climb
Languages Goblin
SQ burst of speed, desert stride, skilled thrower
Other Gear +1 mithral shirt, mwk buckler, +1 adamantine chakram, dagger, belt of incredible dexterity +2, cloak of resistance +1, fetish of natural armor +1, ring of protection +1, marked cards, bits (worth 5 gp, 0.02 lb) (22), 13 pp, 6 gp
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Tracked Resources
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Perfect Style (Unfolding Wind, 3/day) - 0/3
Rage (Unchained, 6 rounds/day) (Ex) - 0/6
Strong Arm, Supple Wrist (1/round) - 0/1
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Special Abilities
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Burst of Speed +0 (Ex) Wernck can charge with no penalty.
Darkvision (60 feet)
Desert Stride (Ex) Wernck can move through 10 feet of difficult terrain each round as if it were normal terrain.
Perfect Style (Unfolding Wind, 3/day)
Rage (Unchained, 6 rounds/day) (Ex)
Ricochet Toss Throwing weapon returns immediately after attack is resolved.
Skilled Thrower (Ex) +10' thrown range increments
Startoss Comet (Chakram) Make single atk. at full atk. bonus, if it hits, make second atk. at target in 1 range inc.
Startoss Style +4 (Any Thrown Weapon, Chakram) Gain bonus dmg to thrown weapons.
Weapon Training (Thrown) +1 (Ex) +1 Attack, Damage, CMB, CMD with Thrown weapons

Advancement plan:
Startoss Shower - Maximize the effect of Startoss style. Should have taken this before starting into the Unfolding Style.
Unfolding Wind Strike - Double range increment of thrown weapons
Charging Hurler (PBS) - Charge into a throw
Raging Hurler (Throw Anything, Rage)- Double range increment of thrown weapons.

The tactic of this build is straightforward - move (or charge) away from melee range, then startoss your chakram into multiple enemies as a standard action at full BAB to hit each one before it ricochets back to your hand . The Unfolding Wind Strike & the Raging Hurler feats each double the range increment, which, combined with the flat +10' boosts from the Barbarian rage & the trait, means that you'll be able to hit enemies all over the battlefield without range issues.


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In an attempt to move away from my martial focused comfort zone, I decided that a fire-obsessed sorcerer would be a decent starting point. Vandarg Dragonburner (who renamed himself from Faceburner after he managed to do enough fire damage to a fire-resistant clockwork drake to make it submit to his will) made the average goblin pyromaniac arsonist seem like a well-adjusted, law-abiding human. Vandarg's obsession with fire reaches the point of believing himself to be a holy messenger of Ymeri. (Vandarg is using the razmiran priest archetype, but he's not trying to con anyone - he legitimately believes that he's being granted divine power thanks to his devotion to fire.)

Vandarg died (along with all his goblin buddies) after discovering that the desolate wastelands of the Slumbering Tsar campaign are filled with things that are both immune to fire and highly resistant to more traditional sorts of damage as well.

Vandarg Dragonburner
Male goblin sorcerer (razmiran priest) 8
CE Small humanoid (goblinoid, orc)
Init +2; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 20, touch 14, flat-footed 18 (+4 mage armor, +1 deflection, +2 Dex, +2 natural, +1 size)
hp 47 (8d6+16) (currently -39)
Fort +8, Ref +6, Will +7; +4 vs. fear
Resist fire 5
Weaknesses light sensitivity
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Offense
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Speed 30 ft.
Sorcerer (Razmiran Priest) Spells Known (CL 8th; concentration +13)
. . 4th (4/day)—obsidian flow (DC 20)
. . 3rd (6/day)—fireball (DC 20), fly, heroism, rage, remove disease
. . 2nd (7/day)—aid, blur, burning arc (DC 19), invisibility, mirror image, scorching ray
. . 1st (8/day)—burning hands (DC 18), enlarge person (DC 16), expeditious retreat, feather fall, infernal healing, mage armor, shield
. . 0 (at will)—arcane mark, detect magic, ghost sound (DC 15), mage hand, message, prestidigitation, ray of frost, spark (DC 17)
. . Bloodline Orc
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Statistics
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Str 7, Dex 14, Con 14, Int 14, Wis 8, Cha 21
Base Atk +4; CMB +1; CMD 14
Feats False Focus, Great Fortitude, Intensified Spell, Spell Focus (evocation), Spell Specialization, Spontaneous Metafocus
Traits affinity for the elements, gifted adept
Skills Bluff +14, Intimidate +9, Knowledge (arcana) +6, Knowledge (religion) +13, Perception +16, Spellcraft +6, Stealth +10, Survival +3, Use Magic Device +16
Languages Common, Goblin, Orc
SQ blazing robe, false piety, fearless
Combat Gear blazing robe, runestone of power (1st), runestone of power (1st), wand of expeditious retreat (13 charges), alchemist's fire (34); Other Gear amulet of natural armor +1, cloak of resistance +2, eyes of the eagle, handy haversack, headband of alluring charisma +4, ring of protection +1, bedroll, belt pouch, candle (10), flint and steel, golden holy symbol of Ymeri, hemp rope (50 ft.), mess kit, pot, spell component pouch, torch (10), trail rations (5), waterskin, 1 pp, 7 gp, 1 cp
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Special Abilities
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Blazing robe (1/day, DC 16) Burst of fire deals 2d6 fire dam in 20 ft radius (Ref half).
Blood Havoc (Sorcerer Bloodline Power [1st]) +1 dam per die for spells belonging to bloodline or spell focus school.
Darkvision (60 feet)
Energy Resistance, Fire (5)
False Focus You can use a divine focus to cast arcane spells.
False Piety +4 (Ex) Gain +4 bonus on Use Magic Device checks to activate spell trigger and spell completion items that use divine spells.
Fearless (Ex) Vandarg has a +4 bonus on saving throws made against fear and a +1 natural armor bonus.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
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Vandarg's obsession with fire is disturbing even to other goblins. And it's not just the smell of burning buildings, or the sounds of the longlegs screaming, or even the feel of the heat that really fascinates him - it's the way that the flames look - always moving, shifting around, changing shape while not being solid enough to touch that interests Vandarg.

As a result of his obsession, Vandarg's never had much use for the traditional goblin gods, as they have interests beyond fire. He's spent his adult life trying to convince other goblins to join him in worshiping Ymeri as the only divine being that truly appreciates the beauty of fire.


(Why'd this get moved? My main builds thread has been in Advice for years.)


So having dabbled unsuccessfully with a full caster, I decided to go back to my 3/4 BAB partial caster martial comfort zone. And since the only race where I've ever felt that I've ever felt alchemist works is a goblin, I decided that it was time for a beastmorph.

Visvog was supposed to be hard to kill; between defensive spells and spontaneous healing, I expected him to thrive, even if he wasn't going to be especially good on offense. So of course he was killed in his first encounter, getting paralyzed and then quickly beaten to death.

Visvog
Male goblin alchemist (beastmorph, vivisectionist) 8
NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 18, touch 18, flat-footed 12 (+1 deflection, +6 Dex, +1 size)
hp 69 (8d8+24) (currently -14)
Fort +10, Ref +14, Will +7
Defensive Abilities fortification 25%
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Offense
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Speed 30 ft.
Melee dagger +13/+8 (1d3-1/19-20) or
. . junk +13/+8 (1d3-1)
Ranged sling +13 (1d3-1)
Special Attacks sneak attack +4d6
Alchemist (Beastmorph, Vivisectionist) Extracts Prepared (CL 8th; concentration +11)
. . 2nd—barkskin, blur, false life, mage armor (2)
. . 1st—cure light wounds, expeditious retreat, long arm, shield, shield
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Statistics
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Str 8, Dex 22, Con 14, Int 17, Wis 10, Cha 6
Base Atk +6; CMB +4; CMD 21
Feats Brew Potion, Combat Reflexes, Extra Discovery, Iron Will, Throw Anything, Weapon Finesse
Traits pragmatic activator, reckless
Skills Acrobatics +18, Appraise +7, Craft (alchemy) +8 (+16 to create alchemical items), Disable Device +24, Fly +12, Knowledge (arcana) +7, Knowledge (nature) +14, Perception +11, Ride +10, Sleight of Hand +10, Spellcraft +7, Stealth +25, Survival +4, Use Magic Device +14; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Draconic, Goblin, Orc
SQ alchemy (alchemy crafting +8), beastform mutagen, discoveries (feral mutagen, healing touch, preserve organs, spell knowledge, spontaneous healing), mutagen (+4/-2, +2 natural armor, 80 minutes), poison use, torturous transformation
Combat Gear mutagen (feral), wand of cure light wounds (50 charges), acid (2), burst jar (2), holy water (2); Other Gear dagger, junk, sling, sling bullets (20), +1 agile amulet of mighty fists, belt of incredible dexterity +2, cape of free will +2/+3, daredevil boots, goggles of minute seeing, ring of protection +1, alchemist starting formula book, bandolier, masterwork backpack, masterwork thieves' tools, wrist sheath, spring loaded, 52 gp, 3 sp
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Special Abilities
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Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Fortification 25% You have a chance to negate critical hits on attacks.
Healing Touch The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The
Improved Beastform Mutagen Mutagen grants two beast shape I abilities.
Mutagen (DC 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 80 minutes.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Preserve Organs 25% When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spontaneous Healing (40 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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Visvog's smarter than the average bear. Uh, goblin. Books may be bad for you, but turning into a super-goblin and ripping longleg's guts out makes it worth the risk. I mean, did you see how scared that human got when I bit the other one's arm off? It was hilarious!


After seeing my bestmorph murdered almost immediately upon introduction, I decided to give a build that I'd judged as "overpowered" for our main game a try. (Admittedly, switching it to a 15-point Gozreh-worshiping goblin from a 20-point Erastil-worshiping human did hurt the effectiveness, especially of the litany of righteousness)

The basic idea here is that you take an archery-focused inquisitor (keep in mind that an Erastil worshiper can get Wis-to-hit with their bow these days), and add standard action summons that get your teamwork feats to supercharge your own archery. Swift-casting litany of righteousness on a big bad just as your foo lions (or other good-aura having summoned creatures) begin their full attacks is just the bonus bit of rules abuse that the monster tactician archetype allows for.

Azra joined the goblin band just as we reached a city where our suddenly pet-heavy party had to lock up our buddies before going out. So when Azra died in the second-last round of an ambush on our way back to base, I never got the chance to find out if axebeaks are any good in a fight.

Azra
Female goblin inquisitor (monster tactician) of Gozreh 9
N Small humanoid (goblinoid)
Init +8; Senses darkvision 60 ft.; Perception +14
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Defense
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AC 24, touch 18, flat-footed 18 (+5 armor, +1 deflection, +6 Dex, +1 natural, +1 size)
hp 71 (9d8+27)
Fort +9, Ref +10, Will +10
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Offense
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Speed 30 ft.
Melee +1 trident +9/+4 (1d6+2)
Ranged +1 adaptive frost paueliel composite shortbow +15/+10 (1d4+2/×3 plus 1d6 cold)
Special Attacks greater bane (14 rounds/day)
Domain Spell-Like Abilities (CL 9th; concentration +11)
. . At will—speak with animals (12 rounds/day)
Inquisitor Spell-Like Abilities (CL 9th; concentration +11)
. . At will—detect alignment
Inquisitor (Monster Tactician) Spells Known (CL 9th; concentration +11)
. . 3rd (3/day)—cure serious wounds, dispel magic, litany of righteousness (DC 15), protection from energy
. . 2nd (5/day)—cure moderate wounds, invisibility, lesser restoration, silence (DC 14)
. . 1st (6/day)—bowstaff, cure light wounds, divine favor, expeditious retreat, wrath
. . 0 (at will)—acid splash, brand (DC 12), create water, detect magic, guidance, resistance
. . Domain Animal
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Statistics
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Str 12, Dex 22, Con 14, Int 10, Wis 14, Cha 8
Base Atk +6; CMB +6; CMD 23
Feats Boon Companion, Coordinated Shot, Enfilading Fire, Outflank, Paired Opportunists, Point-Blank Shot, Precise Shot, Rapid Shot
Traits diabolical dabbler, truth’s agent
Skills Bluff +5, Climb +5, Diplomacy +3 (+4 to gather information), Disguise +3, Heal +6, Intimidate +7, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (local) +5, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +9, Perception +14, Ride +22, Sense Motive +10, Spellcraft +4, Stealth +26, Survival +6, Swim +5; Racial Modifiers +4 Ride, +4 Stealth
Languages Abyssal, Aquan, Auran, Celestial, Daemonic, Goblin, Ignan, Infernal, Sylvan, Terran
SQ animal companion (axe beak named Beak), monster lore +2, solo tactics, stern gaze +4, summon monster V, summon tactics, track +4
Combat Gear wand of cure light wounds (50 charges); Other Gear +1 mithral shirt, +1 adaptive frost paueliel composite shortbow, +1 trident, arrows (40), amulet of natural armor +1, bane baldric[UE], belt of incredible dexterity +2, bracers of archery, lesser, cape of free will +1/+2, ring of protection +1, belt pouch, flint and steel, golden holy symbol of Gozreh, masterwork backpack, 39 pp, 4 gp, 9 sp
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Special Abilities
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Animal Companion (Ex) Gain an animal companion.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
Darkvision (60 feet)
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Enfilading Fire +2 to ranged att vs. a foe flanked by an ally with this feat.
Greater Bane (+2 / 4d6, 14 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Inquisitor (Monster Tactician) Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Speak with Animals (12 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Stern Gaze +4 (Ex) +4 to Sense Motive and Intimidate.
Summon Monster V (5/day) (Sp) Cast summon monster spells as a spell-like ability.
Summon Tactics (2 teamwork feats) (Su) Choose a number of teamwork feats known to apply to summoned monster.
Track +4 Add the listed bonus to survival checks made to track.
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Azra lost her tribe when she was just barely old enough to have been let out of her cage for the first time. A group of longshanks attacked their village during a huge rainstorm, and the goblin children all ran off in different directions. Azra was the only one who didn't drown in the ensuing flashfloods. A few days later, she came across some drowned axebeaks, and after stuffing herself to bursting, found Beak and decided to keep him around for company. Over the years, Azra had visions of Gozreh and came to believe that He had chosen her to be his envoy to goblinkind, and now she travels from tribe to tribe, extolling His virtues.

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