Goblin chief (Shardakh)

(Generated 146 times)
Namelist None
Rank Skilled
Race Goblin
Cult rank None
Notes Shardakh, a hobgoblin, is chief of the goblin tribe. He is large and heavily muscled, the most physically imposing member of the tribe. Shardakh maintains his rule by relentless use of physical force — rarely to the point of death or serious physical injury, but enough to keep the warriors cowed. In addition, Shardakh will never appear amongst the tribe without one of his personal bodyguards at his side. Though not especially bright, Shardakh's rough style of leadership works well on the goblinoid mentality. The village has prospered under his leadership. Enhancing Shardakh's physical dominance is an iron gauntlet he wears on his right hand at all times. The gauntlet has magical properties that make it a valuable find for the adventurer. Though no heavier to the user than if it were made of leather, it adds 50 pounds of smashing force to any blow delivered by the wearer ( + 2 to hits delivered, + critical range to hit). It has a similar effect on blows delivered with a weapon held in the right hand. The gauntlet also acts as full strength plate armor against any blow delivered to the hand (10 AP to hand and forearm). He is aggressive at all times. He never parlays, preferring to dictate terms to a defeated foe. He is no fool; he will run if the circumstances call for it. In combat Shardakh relies heavily on his gauntlet of power to deliver the decisive blow. He has no subtlety whatsoever in his approach, knowing that his clumsiness can only be offset by his great natural strength augmented by his magic gauntlet. Should the party capture Shardakh, he might give treasurefinding clues in exchange for his release. He will never, however, lead a party to his own treasure room. Specialized with scimitar. 5 luck points. armour +1 AP, scimitar +1 damage +10% crit range to hit **Armour Proficiency**: You are trained in the use of all armours up to and including plate, knowing how to position yourself to receive a blow in such a way as to deflect a portion of the attack. Light armours receive 1 extra armour point, and heavy armours 2. The only stipulation is that you have to know the attack is coming. In addition, when worn, only 1/4 the total ENC of the armour is counted towards Encumbrance instead of half. **Combat Proficiency**: Being a master of armed and unarmed combat, Fighters gain a further +5% to their Combat Style. added **Weapon Specialization**: Your Combat Style is improved by 10% when using your weapon of specialisation. added. You gain +1 Action Point for the purposes of Parrying only. **Weapon Master**:As for specialisation, plus gain a 1-step improvement to damage modifier.
STR 17
CON 15
SIZ 18
DEX 16
INT 12
POW 13
D20Hit locationArmor
01-03 Right leg 8
04-06 Left leg 8
07-09 Abdomen 8
10-12 Chest 8
13-15 Right Arm 8
16-18 Left Arm 8
19-20 Head 8
Movement 4m (15’)
Natural armor No

Non-random features

Ability ***Light Sensitive*** Inability to function in sunlight
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.

Standard skills

Athletics STR+DEX+50 Brawn STR+SIZ+50 Deceit INT+CHA+45
Endurance CON+CON+50 Evade DEX+DEX+45 Perception INT+POW+50
Ride DEX+POW+45 Stealth DEX+INT+40 Unarmed STR+DEX+50
Willpower POW+POW+35

Custom skills

Passion: Evil (Cannibalistic, Cruel, and Slaver) POW+POW+40 Languages (Goblin, Hobgoblin, Kobold, Orcish) INT+CHA+50 Passion: Evil (Hate Gnomes and Dwarves) POW+POW+55

Combat styles

Goblin WarriorSTR+DEX+60

Weapon options

1-handed weapons

Amount: 2
gauntlet (1)
scimitar (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Javelin (1)


Amount: 1
Target Shield (1)

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
gauntlet 1h-melee 1d3+1+2 S T - stun Y N 8 8
scimitar 1h-melee 1d8+1d2+3 M M - bleed Y N 6 10