Editing
Space Goblin
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
Space Goblin Zaperator CR 1/3 XP 135 NE Small humanoid (goblinoid) Init +3; Senses darkvision 60 ft.; Perception +3 Defense HP 6 EAC 11; KAC 12 Fort +0; Ref +2; Will +2 Offense Speed 35 ft. Melee dogslicer +0 (1d4 S) Ranged unstable junklaser +3 (1d4 F; critical burn 1d4) Offensive Abilities tinker Statistics STR +0; DEX +3; CON +0; INT +1; WIS +0; CHA +0 Skills Computers +7, Engineering +7, Stealth +7, Survival +3 Languages Common, Goblin Gear tattered flight suit, dogslicer, unstable junklaser with 1 battery (20 charges) Ecology Environment any Organization gang (4–12) or tribe (13+ plus 13+noncombatants, 1 honchohead of CR 2–3, and 5–6 alien pets) Special Abilities Disturbing Screech (Ex) As a standard action, a space goblin honchohead can let out a screech that puts all non-goblinoid creatures within 30 feet on edge. Each affected creature must succeed at a DC 13 Will saving throw or gain the off-target condition for 1d4 rounds. Whether successful or not, a creature can’t be affected by the same space goblin honchohead’s disturbing screech for 24 hours. This is a mind-affecting, sense-dependent effect. Tinker (Ex) As a move action, a space goblin can remove the penalties associated with the broken condition from a single piece of equipment until the start of his next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed). Unstable Junklaser (Ex) A space goblin’s laser pistol is crafted from a mishmash of broken casings, leaking energy cells, and other random material. A junklaser is similar to an azimuth laser pistol, except it has a range of only 60 feet. If the wielder of a junklaser rolls a natural 1 when attacking with it, he must immediately attempt a DC 18 Engineering check. Success means that the junklaser gains the broken condition. Failure means that the gun explodes in 1d3–1 rounds, functioning as a concussion grenade I (explode [20 ft., 1d8 B, DC 10]); a result of 0 rounds means the junklaser explodes immediately—randomly determine the corner of the wielder’s square that is the center of the burst. A thrown junklaser has the same range increment as a grenade
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information