Into The Storm:Skorf

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Crafty Skorf[edit]

Goblin 4
XP 3480/6960
Alignment Neutral
Henchgoblin

Crafty Skorf is clearly the leader of the goblin group. He was, after all, the crafty chief of their warband.

Attributes[edit]

  • STR 16 (+2 melee, open doors 4 in 6)
  • INT 15 (literate, +1 language)
  • WIS 11
  • DEX 13 (+1 AC, missile attack, initiative)
  • CON 10
  • CHA 09 (4 max henchpeople, Loyalty 7)

Skills[edit]

  • Languages
  • General Skills (L1: 3+1 skills, L3: +1, L5: +1, L7: +1, L9: +1)
  • Class Abilities
    • Goblins have infra-vision to 90’ and suffer a –1 penalty to attack rolls when above ground or exposed to bright lights (as a 'light' spell or brighter). At 2nd level this vulnerability goes away, although they still dislike bright light.
    • They are decent miners and can spot new or unusual stone construction – including traps or secret doors made of stone – on a roll of 1-3 in 8
    • 1st-level goblins are small of stature, and unable to wield large weapons (effectively, they are limited to weapons dealing 1d6 points of damage or less). Goblins grow as they increase in power. At 3rd level, the goblin can wield normal-sized weapons doing 1d8 points of damage and at 6th level can wield weapons doing 1d10 points of damage.
    • Upon reaching 2nd level, goblins deal an extra +1 damage with their attacks. This increases to +2 at level 5 and +3 at level 8.
    • Also at 2nd level, goblins gain the ability to cleave through their foes. If they deliver the killing blow to an enemy they are allowed to attack another individual within range. They can continue to attack new targets as long as each blow kills the individual, doing so a maximum number of times per round equal to half their HD, rounded up.
    • At 1st level, goblins save as 0-level humans but use the attack tables of 1st-level fighters. Their saving throw progression catches up with that of fighters at level 5.
    • Upon reaching 3rd level, a goblin may leave their tribe and set off to found their own warren. Within 1d4 months of doing, so they will attract a number of goblin followers.
    • At 3rd level, goblins are capable of leading their own people into battle, and when commanding goblin forces all goblins within 60' of them gain a +1 bonus to their morale scores.
  • Knacks (L1/L4/L8)
    • Self-improvement, primary (+1 STR, +1 DEX)
    • Leader of the Pack: All goblins within 30' of Skorf gain a +1 bonus to hit and damage.

Combat[edit]

  • AC
  • HP 18
  • Movement Rate
  • Initiative Modifier +1
  • Attacks (BAB +2 included below)
    • +1 damage
    • Primary Melee Attack: sword +4 to hit, 1d8+3 damage
    • Primary Ranged Attack: crossbow +3 to hit, 1d6 damage, 80'/160'/240' range, (reload) (slow) (2-handed)
    • Secondary Melee Attack: hand axe +4 to hit melee/+3 to hit thrown, 1d6+3 damage, 10'/20'/30' range
  • Saves:
    • Poison & Death 11
    • Staves & Wands 12
    • Petrification & Paralysis 13
    • Blast & Breath 14
    • Spells 15

Equipment[edit]

  • Gear, Armor, Weapons: Total Encumbrance. Don't list party treasure here. That's what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.
    • Then list
    • Those things
    • Individually