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Goblin Ranger

Small Goblin, Ranged Infantry, Neutral Evil

Armor Class 13 (Studded Leather)
Hit Points 13 2d8+4
Speed: 30 ft Climb: 10 ft

STR

9
( -1 )

DEX

12
( +1 )

CON

14
( +2 )

INT

12
( +1 )

WIS

10
( +0 )

CHA

8
( -1 )

Saving Throws Dexterity (+3) Constitution (+4)
Skills According to Overall Abilities
Dexterity
Stealth (+3)
Reflex (+3)
Constitution
Fortitude (+4)
Hardiness (+4)
Wisdom
Perception (+2)
Survival (+2)
Damage Vulnerabilities Bludgeoning
Senses Redvision
Languages Common, Goblin
Challenge Rating 1/4
Proficiency Bonus +2

Description

For every army, they need a support beam to fall back on when it is necessary. Goblin Rangers often provide the assistance for pressing forward into their enemies, as their well-crafted bows extend their range further unlike the cruder and less capable ranged weapons of other races. They also are quick, nimble on their feet and able to move around the battlefield as they see fit.   Goblin Rangers are Level II Irithi.   Gear: Studded Leather armor, Goblin dagger, Znarcra (Shortbow), 20 arrows, quiver.

Ideals

Precision. (Order) In all things done by Goblin Rangers, their methodologies are carefully crafted and set together for their own success to their likings.

Bonds

Expertise. (Occupation) Goblin Rangers seek to become the best of their tribe or clan and strive to grow personally to greater goals than mere combat.

Flaws

Selfish. (Personality) In their high aspirations and goals for themselves, Irith kin are more often than not neglected and instead left for dead in light of a Ranger's decisions.

Suggested Environments

Those pertaining to their Goblin kin within the Ranger communities and specialities are often found near high places, such as mountain peaks and the ruined roofs of towers once thought abandoned. However, they are also found amongst the stronger and martially powerful Goblin soldiers of many Irith tribes and clans.

Actions

Znarcra. +4 to hit, single target. 100/320 ft. Range, 7 2d4+2 Piercing damage.
Trgt CON SVNG DC 12 or Poison damage 1d4+2 for two combat rounds.

Goblin Dagger. +4 to hit, single target. 5 ft. Range, 4 1d4+2 Piercing damage.

Bonus Actions

Move Fasta! As a bonus action, a Goblin Ranger can choose to use its own movement speed to further traverse across the terrain before itself. It can move in any direction it wants.


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