Description
Male goblin ranger (warden, Ultimate Combat 68) 1
NE Small humanoid (goblinoid)
Init 2; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 16, touch 13, flat-footed 14 (3 armor, 2 Dex, +1 size)
hp 11 (1d101)
Fort 3 Ref +4 Will +1
OFFENSE
Speed 30 ft.
Melee throwing axe +4 (1d42) or throwing axe 2 (1d42) and
throwing axe 2 (1d41)
Ranged throwing axe 4 (1d42) or throwing axe 2 (1d42) and
throwing axe 2 (1d41)
STATISTICS
Str 14, Dex 14, Con 12, Int 8, Wis 13, Cha 6
Base Atk 1; CMB +2; CMD 14
Feats Two-Weapon Fighting
Traits Foul Belch
Skills Knowledge (geography) +3, Perception +5, Survival +6 (7 to
follow tracks), Stealth +13
Languages Goblin
SQ favored terrain (swamps +2), track +1
Combat Gear potion of cure light wounds, potion of hide from
animals
Other Gear studded leather armor, 8 throwing axes, lucky pet toad
(“Latch”), pouch of spider jerky (the equivalent of 1 day’s trail
rations), 2 tindertwigs, blanket (worn), periscope, woven reed belt
with bark buckle, collection of enemies’ ears (his favorite is the one
he took from leering Mogawg)
SPECIAL ABILITIES
Favored Terrain (Ex) Drubbus gains a +2 bonus on initiative checks
and Knowledge (geography), Perception, Stealth, and Survival skill
checks when he is in a swamp. Unless he so desires, he leaves no
trail and can’t be tracked in swamps.
Gobli n T rai t: Foul Belch
Once per day as a standard action, you can force a particularly odious
belch at a single opponent within 5 feet. The character affected must
make a DC 13 Fortitude save (12 + Drubbus’s Constitution bonus) or
be sickened for 1d6 rounds.
Bio
Drubbus has an amazingly long attention span for a goblin. He is also
fairly soft-spoken. He would be derided by his tribe-mates for these
abnormalities if it weren’t for his bad habit of following enemies home
at night and hurting them, badly. Drubbus makes his home in the
marsh just outside the village for fear of retaliation, though he’ll insist
he simply enjoys the solitude.
