Into The Storm:Sporp: Difference between revisions
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**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 | **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. | **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. | ||
**Wear any armor, use any weapons. (know 4 at L1, +1 at each of L5 and L9) | **Wear any armor, use any weapons. (know 4 at L1, +1 at each of L5 and L9) Chain, war hammer, dagger, crossbow | ||
**Attack and save as clerics | **Attack and save as clerics | ||
**Channel Divinity 5 uses/day | **Channel Divinity 5 uses/day |
Revision as of 06:12, 20 March 2025
Sporp the Breaker
Goblin Priest 4 of Luggrat the Breaker of Chains
XP 5920/12,000 ()
Alignment Neutral
Henchgoblin
Sporp is the Chosen One of Luggrat, and clearly the leader of the goblins. Was it not she who called upon the Breaker of Chains to free the warband from their calamity? Did Luggrat not pierce the boundary between that world and this one? Perhaps the entire warband did not make it across, but Life is Challenge.
Attributes
- STR 16 (+2 melee, open doors 4 in 6)
- INT 10 (literate)
- WIS 13 (+1 magic saves)
- DEX 12
- CON 07 (-1)
- CHA 14 (+1 NPC reactions, max retainers 5, loyalty 8)
Skills
- Languages
- General Skills (L1: 3 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.
- Wear any armor, use any weapons. (know 4 at L1, +1 at each of L5 and L9) Chain, war hammer, dagger, crossbow
- Attack and save as clerics
- Channel Divinity 5 uses/day
- At L7, the goblin priest can attempt to craft magical items and potions. Note that the chance for success is as a 7th-level caster.
- At L3, the priest begins to attract followers.
- Worships Luggrat, the Breaker of Chains, a Prince of Faery who guided many goblins through the cracks and crevices that pierce the boundaries between the two worlds, freeing them from servitude to the greater Faeries. Priests of Luggrat encourage those goblin tribes under their care to throw off the yoke of their non-goblinoid masters.
- Symbol: length of chain
- Inspiring: Once per day, when goblins within 30’ of one of Luggrat’s shamans have to make a morale check they subtract 1 from the roll. If the morale check succeeds they gain a +1 to hit and damage on their next attack rolls.
- Chosen One: Once per day, if dealt damage from physical attacks that would reduce them to 0 hp, they are instead at 1 hp.
- Expanded Spell List: L1 sanctuary, L2 entangle, L3 spiritual weapon, L4 web, L5 blink
- Knacks (L1/L5/L9)
- God's Chosen: Luggrat takes a special interest in Sporp. At L1, can cast one L1 spell. At L5, may cast an additional L2 spell. At L9, may cast an additional L3 spell.
Combat
- AC
- HP 4d6-4
- Movement Rate
- Initiative Modifier +0
- Attacks (+1 BAB included below)
- Primary Melee Attack: Chain +3 to hit, 1d6+2 damage, 10' range
- Primary Ranged Attack: Sling (1d4), 40'/80'/160'
- Secondary Melee Attack:
- Saves:
- Poison & Death 10
- Staves & Wands 11
- Petrification & Paralysis 13
- Blast & Breath 15
- Spells 13
Spells
- L1: 3 spells/day (0 cast)
- berserker rage
- cure light wounds
- darkness
- detect magic
- remove fear (reverse only)
- wither
- L2: 1 spell/day (0 cast)
- bless
- call wolf
- command animal
- hold person
- silence 15' radius
- speak with animals
Equipment
- 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