Tinker Goblin by Anthony Worthington
Small Humanoid (Goblinoid)
Hit Dice: 1d8+2 (6 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +1 Dex, +2 leather armor, +1 light wooden shield), touch 12, flat-footed 14
Base Attack/Grapple: 0/-4
Attack: Morningstar +1 melee (1d6 +0)
Full Attack: Morningstar +1 melee (1d6 +0) or bite +1 melee (1d4 ++0) or claw +1 melee (1d4 ++0) or javelin +2 ranged (1d4 +0)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frightful presence
Special Qualities: fast healing 2, low-light vision
Saves: Fort +2, Ref +1, Will -1
Abilities: Str 11, Dex 12, Con 14, Int 12, Wis 8, Cha 7
Skills: Balance 0, Climb +1, Disable Device +3, Escape Artist 0, Hide +4, Intimidate 0, Jump -1, Listen 0, Move Silently 0, Ride +5, Search +2, Sleight of Hand 0, Spot -1, Swim -2, Tumble 0
Feats: Armor (Light)

Environment: Temperate deserts,plains,forests,hills,mountains,underground
Organization: Solitary, Pair, Gang (2-5), Patrol (5-20), Warband (20-40), Regiment (40-60), or Tribe (60+)
Challenge Rating: 1
Treasure: None
Alignment: Usually chaotic evil
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -


A short, pointy-eared reddish-brown skinned creature that looks like a goblin.

Very short, pointy-eared, reddish-brown skinned. The look of a goblin but the mind of an engineer or a gnome. These things eat all kinds of meat, dairy foods, vegetables, but not much fruit (unless it has to). These creatures are more intelligent that actual goblins, creating steam machines, catapults, ballistas, and a very wide range of interesting constructs. They say these things have the body of a goblin, but the mind of a gnomish inventor. These creatures can be seen in many different places because of their use of techknowledgy to adapt. Because of these traits, they have been named ,Very short, pointy-eared, reddish-brown skinned. The look of a goblin but the mind of an engineer or a gnome. These things eat all kinds of meat, dairy foods, vegetables, but not much fruit (unless it has to). These creatures are more intelligent that actual goblins, creating steam machines, catapults, ballistas, and a very wide range of interesting constructs. They say these things have the body of a goblin, but the mind of a gnomish inventor. These creatures can be seen in many different places because of their use of techknowledgy to adapt. Because of these traits, they have been named "Tinker Goblins".

Combat
Tinker goblins are very frightening. No one knows how they were able to develope their abilities. They have many different tactics, such as scaring the enemy into retreating, leading them into ambushes, flanking the enemy, and much more. They still have a warrish nature, meaning they love to raid towns at night, attack travelers, attack convoys of wagons, and sometimes even castles (very rarely).They have evolved from normal goblins a little, such as knowing how to scare their enemy (Frightful presence, range: 30ft, duration: 3d6 rounds), regenerate faster (2 HP per round, can regrow a bodypart in 1d4 months), and see better in low-light areas.


Frightful Presence (Ex): This special quality makes a creature’s very presence unsettling to foes. It takes effect automatically when the creature performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken. Actions required to trigger the ability are given in the creature’s descriptive text. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 frightful creature’s racial HD + frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Fast Healing (Ex): A creature with the fast healing special quality regains hit points at an exceptionally fast rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.
Low-Light Vision (Ex): A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.

Society
Tinker Goblins have almost the same society as goblins.

Tinker goblins are Tribal, but the strongest are not the leaders. It's the smartest that is dubbed tribe ruler. Tinker Goblins have strength in numbers and techknowledgy. They spend most of their time creating and guarding steam engines, communicators, and other devices of importance. There are three classes of Tinker Goblins. The first and most obvious is the warrior, who is usually the guard of an object, door, or shiney thing :). The second, and highest, is the Engineer, who creates and repairs all creations of the Tinker Goblins. Finally, the worker, which is the lowest class, who gathers and mines the materials for the Engineers.

Detailed Organization: Pair (2), Group (3-5), Squad (6-13), Warband (5-25 with 1 3rd level sergeant for every 5 adults), and Tribe (40-400 with 1 3rd level sergeant for ever 10 adults and 3 or 4 4th-6th level lieutenants on Worg mounts, as well as 1 noncombatant and 1 noncombatant child per every 3 adults)

This creature has been play tested.
This is not a kender type creature.

 



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