We game on Saturdays as a regular event, however we currently have a couple of players away and there are only three of us to game (myself included). So instead running our normal Second Darkness campaign arc, Kent, Tom and I are going to run through We Be Goblins! as a one shot with 2nd level goblins.
Tom is planning on running a goblin cavalier. Kent was thinking about a goblin summoner but is nervous about the Cha penalty on goblins. I wouldn't think it would matter for a 2nd level adventure but to each his own. Last I heard he is thinking of witch or thief.
So the question now comes, what do I want for a DNPC.
Well the newest edition of Kobold Quarterly has just arrived at my house (I've been a print/pdf subscriber) since day 1 and it has a new class called the Savant in it. Let's have a look.
The Savant has a d8 Hit Dice and dabbles in tricks of other classes. Wait! what's this I need a notebook, well that is off the list, no goblin of mine is going to getting exiled for writing things down.
Since its similar in theme to the Factotum from Dungeonscape maybe I'll look at that. Hmm, "...He reads through tomes of arcane magic..." Damn, stupid writing. Okay, next.
I think I'm going to go with a binder class from the Secrets of Pact Magic by Dario Nardi. This book if you are unfamiliar with it is cap system similar to the binder class in WoTC's Tome of Magic. It would be nice if someone else did something similar for shadow magic and incarnum.
From this tome I believe I'm going to make an occult priest as a demon worshipping goblin.
NE Male goblin occult priest 2
Init +3; Senses darkvision 60 ft.; Perception +0
Aura moderate evil
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 15 (2d6+4)
Fort +5, Ref +3, Will +3
Speed 30 ft.
Melee mwk spear +3 (1d6/x3)
Ranged mwk spear +5 (1d6/x3)
Domain and other Spell-Like Abilities (CL 2nd; concentration +3)
At-will - lore keeper (touch +5, check of 18)
1/day - sanctuary
Spells Prepared (CL 2nd; concentration +3)
1/day - comprehend languages
Abl Str 11, Dex 16, Con 14, Int 8, Wis 10, Cha 13
Base Atk +1; CMB +0; CMD 13
Feats Augument Pact
Trait color thief
SkillsKnowledge (nature) +5, Knowledge (arcana) +5, Stealth +5, Survival +2
SQ bind spirit +3, mortality undone (2 hp), occult knowledge +1
Gear mwk spear, studded leather armor, dogslicer (back-up weapon), two potions of cure light wounds, feather token whip
Common Binding: Cave Mother (DC 15); calloused hands, stomped back.
- burning hands (2d4 fire, DC 12; once per 5 rounds)
- detect magic (at-will)
- disrupt undead (rta +5, 1d6+2)
- know direction (constant)
- obscuring smoke (concentration + 1 minute/level)
- interact with undead (non-combat)
- move through an underground area
- succeed on a Sleight of Hand check
- use magic action within 5 feet of fire
Capstone (DC 25)
- transform items
- Runty Strange don't like to boost,
He am friend with lots of ghosts,
If you be in way the most,
Quick you will burn as toast!
Yeah, I think that works.