Species | Goblinoid |
Subspecies | Goblin |
Size | small |
Type | Humanoid |
Hit Dice | 1d8+3d12+9 (28hp) |
Speed | 30 ft. |
Abilities | str 15, dex 15, con 16, int 12, wis 6, cha 6 |
Special Qualities | darkvision 60ft. |
Environment | temperate planes |
Organization | gang (4 - 9), warband (10 - 24 with worg mounts), Band (10-100 plus 100% noncombatants plus 1 3rd level sergeant per 20 adults and 1 leader 4th-6th), Tribe (40-400 plus 100% Noncombat 1 3rd per 20 adults, 1 or 2 4th or 5th level, 1 leader 6th - 8th level, 10-24 worgs, 2 - 4 dire wolves) |
Treasure | Standard, Cloak of resistance +1 (1000gp), Chainmail(150gp) |
Alignment | Usually Neutral Evil |
Advancement | by character class |
Level Adjustment | +0 |
Skills |
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Climb 1d20+3 , Craft(Armorsmithing) 1d20+2 , Handle Animal 1d20-1 , Hide 1d20+3 , Intimidate 1d20-1 , Jump 1d20+3 , Listen 1d20+1 , Move Silently 1d20+3 , Ride 1d20+3 , 1d20Spot+1 , Survival 1d20-1 , Swim 1d20+3 |
Feats |
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Benefit
You get a +2 bonus on all Listen checks and Spot checks.
Special
The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.
Description
You can react more quickly than normal in a fight
Benefit
You get +4 on initiative checks
Special
A fighter may select this feat as one of his bonus feats (PH 38)
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Combat | |
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Initiative | 1d20+6 |
Armor Class (AC) | 18, touch 12, flat-footed 16 |
Base Attack | +3 / +1 Grapple |
Attack | Morningstar 1d20+6 Melee 1d6+2 or Short bow 1d20+6 ranged 1d4 |
Full Attack | Morningstar 1d20+6 Melee 1d6+2 or Short bow 1d20+6 ranged 1d4 |
Space/Reach | 5 ft/ 5 ft |
Special Attacks | -- |
Saves | Fort 1d20+7 , Ref 1d20+4 , Will 1d20 |
Description |
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Rage(Ex): A barbarian can fly into a rage a certain number of times per day. Level Uses/day 1 1 4 2 8 3 12 4 16 5 20 6 In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action. Trap Sense(Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack. Uncanny Dodge(Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead. Fast movement(Ex): A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. Illiteracy(Ex): Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had. |