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Goblin Chieftain
Goblin Chieftain is a Generalist Protector who is Focused
Character
Level
11
Tier
3
Range
Close
Target
Single
NPC Tier
Champion
Difficulty
Very Hard
Group Level
10
Group Size
3 - 5
Body
4
Mind
8
Spirit
13
Durability
102%
Mobility
Reaction
13
Speed
7
Max Move
550
Health
Hit Points
602
Defenses
Body
27
Mind
31
Spirit
36
Defense Bonus
2
Healing
Mystic
16
Generalist
32
Attacks
Body
12
Mind
16
Spirit
21
Damage
Combatant
12
Mystic
16
Add Detriment here?
Detriment ?
Goblin Chieftain's Skills : 19 / 29 / 39
Athletics
1
Crafting
4
Nature
4
Perception
24
Religion
2
Scholar
2
Social
4
Subterfuge
19
Goblin Chieftain's Active Abilities
Uses
Name and Description
Improved Damage Leader
Add +10 to Damage to ally next to you.
At Will Powers | Defensive Generalist
d20 +21 to Attack Spirit Defense | +32 to Healing
Basic Attack
This is Goblin Chieftain's Basic Attack.
  • 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
Combat Maneuvers
Look to the Power Tab for Goblin Chieftain's Combat Maneuvers.
Chaos Confusion
In a flurry of chaotic movement you and your allies rearrange your positions while keeping your victims where you want them.
  • Defenses +1 Target: Creatures (2) Range: 3 Spaces Duration: 1 Round
  • Teleport Ally 6 Target: Creatures (2) Range: 3 Spaces Duration: 1 Round
  • Speed -2 Target: Creatures (2) Range: 4 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 45
Signature Powers | Defensive Generalist
d20 +21 to Attack Spirit Defense | +32 to Healing
Goblin Frenzy
You explode into a frenzy of chaotic actions and nonsensical gibberish working yourself into a fervor. This lasts for a few rounds granting you increases to Attack and Defenses and heals Hit Points.
  • 1d10 Healing (6) Target: Creature (1) Range: Self Duration: 3 Rounds
  • Attack +3 Target: Creature (1) Range: Self Duration: 3 Rounds
  • Defenses +4 Target: Creature (1) Range: Self Duration: 3 Rounds
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 87
Keep Fighting Fools!
With a shout and a curse you target your allies that have fallen in battle. You curse the fools for giving up early and prompt them to return to life. This Power will Raise Dead up to 5 fallen allies who have died recently. This will restore them to their Revived Hit Point value.
  • Raise Dead (Encounter) Target: Creatures (5) Range: 12 Spaces Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 92
Net of Nettles
With a flourish you toss a net made out of the stems of stinging nettle plants onto your enemy. The net of nettles tangles around your enemy easily. The tiny thorns annoy, distract, and hamper your enemy. While they are tangled in the net they suffer a penalty to Attack, Damage, Defenses and Speed.
  • Attack -2 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
  • Damage -10 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
  • Defenses -2 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
  • Speed -1 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant and Generalist | Use In: BT Cost: 128
Roleplay Details for Goblin Chieftain
Physical
Skin Color
Dark Green to Dirty Yellow
Height
4' 0"
Weight
50
Cleanliness
Very Dirty
Jewelry
Lots of Trinkets
Eye Color
Yellow
Personality
Authority Attitude
I is boss!
Primary Motivation
More minions and loot!
Self Worth
More than it deserves.
Emotional Disposition
Unstable
Impulsiveness
Very
Historical
Wanted
Many cities have bounties out for them.
Languages
Common
Goblin Chieftain's Character Notes
Minions Do Thy Bidding
Goblin Chieftains are in charge of entire goblin clans. They send their minions and the clan to do their bidding. They rarely accompany these small groups. They will go along on important clan missions but take lots of precautions to remain out of danger whenever possible.
Created: 2015-05-27 20:32:02 | Updated: 2015-05-27 17:32:02
Goblin Chieftain's Wealth
Cash
Items
Assets
Total

NPC Auto Assigned Bonuses

Atomic RPG auto generated NPC Bonuses represent normal gear, items, and coolness of a NPC. With these mods regular items don’t need to be added. These can also represent tough hide, sharp teeth, and other natural strengths of a NPC animal or monster. If you want to equip the NPC with specific gear you can, but they are not needed. Character Items should be equivalent to these to keep this character balanced. If many items with bonuses are added consider removing Auto Assigned Bonuses from the NPC. This can be done in Edit Level > Base NPC.
Goblin Chieftain's Auto Assigned Bonuses
Auto Bonuses
Yes
Auto Value
8
The bonus is automatically added to the NPC's Attack, Damage, Defenses, and Healing. The Character Tier of the NPC is also added to Speed.
Goblin Chieftain's Assets

Goblin Chieftain's Equipped Items

Goblin Chieftain's Unequipped Items

Goblin Chieftain's Power Pools
At Will Powers
Defensive Generalist
Power Cap
48
Points Left
3
Signature Powers
Defensive Generalist
Total Points
309
Power Cap
96
Points Left
2

Unmodified Powers are listed on this page. Errors for Powers will also be displayed.

Goblin Chieftain's At Will Powers
Chaos Confusion
In a flurry of chaotic movement you and your allies rearrange your positions while keeping your victims where you want them.
  • Defenses +1 Target: Creatures (2) Range: 3 Spaces Duration: 1 Round
  • Teleport Ally 6 Target: Creatures (2) Range: 3 Spaces Duration: 1 Round
  • Speed -2 Target: Creatures (2) Range: 4 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 45
Goblin Chieftain's Basic Attack & Combat Maneuvers
Basic Attack
This is a basic attack. Either Body Attack versus Body Defense or Mind Attack versus Mind Defense. This would be the Power used for attacks that the character does not have a specific Power for. Examples might be throwing an object or grabbing some object and attacking with it. This Power is the stand in for all such actions.
  • 3d8 Damage Target: Creature (1) Range: 6 Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT
Exploit Weakness
You attempt to find a weakness in the target. Roll a Mind Attack versus Mind Defense. On a successful Attack the target will suffer a penalty to Defenses for a round due to exposing a weaknesses.
  • Defenses -3 Target: Creature (1) Range: 12 Duration: 1 Round
Aggression: Offensive | Discipline: Mystic | Use In: BT
Head Games
You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, they will suffer an Attack penalty for 1 Round.
  • Attack -3 Target: Creature (1) Range: 12 Duration: 1 Round
Aggression: Offensive | Discipline: Generalist | Use In: BT
Knock Around
You attempt to move a target. Roll Body Attack versus Body Defense. On a successful Attack, you are able to move the target. Size differences can modify the amount moved.
  • Move Enemy 4 Target: Creature (1) Range: 1 Duration: Instant
Aggression: Offensive | Discipline: Combatant | Use In: BT
Reckless Offense
Use this to recklessly attack in combat. This grants both bonuses and penalties for a round. At anytime during this Combat Maneuver an At-Will Power can be used.
  • Speed +3 Target: Creature (1) Range: Self Duration: 1 Round
  • Attack +3 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses -3 Target: Creature (1) Range: Self Duration: 1 Round
Aggression: Offensive | Discipline: All | Use In: BT
Careful Defense
Use this to increase your Defenses. During this action you may only use defensive disposable items.
  • Speed +3 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses +3 Target: Creature (1) Range: Self Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
Parley
Attempts to calm down the conflict by moving from Battle Time to Turn time. Body, Mind, or Spirit attacks can be used against the corrisponding Defenses. Read Combat Maneuver Rules for more information.
  • Combat Maneuver Attack +3 Target: 3 Creatures Range: 12 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
Goblin Chieftain's Signature Powers
Goblin Frenzy
You explode into a frenzy of chaotic actions and nonsensical gibberish working yourself into a fervor. This lasts for a few rounds granting you increases to Attack and Defenses and heals Hit Points.
  • 1d10 Healing Target: Creature (1) Range: Self Duration: 3 Rounds
  • Attack +3 Target: Creature (1) Range: Self Duration: 3 Rounds
  • Defenses +4 Target: Creature (1) Range: Self Duration: 3 Rounds
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 87
Keep Fighting Fools!
With a shout and a curse you target your allies that have fallen in battle. You curse the fools for giving up early and prompt them to return to life. This Power will Raise Dead up to 5 fallen allies who have died recently. This will restore them to their Revived Hit Point value.
  • Raise Dead (Encounter) Target: Creatures (5) Range: 12 Spaces Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 92
Net of Nettles
With a flourish you toss a net made out of the stems of stinging nettle plants onto your enemy. The net of nettles tangles around your enemy easily. The tiny thorns annoy, distract, and hamper your enemy. While they are tangled in the net they suffer a penalty to Attack, Damage, Defenses and Speed.
  • Attack -2 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
  • Damage -10 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
  • Defenses -2 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
  • Speed -1 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant and Generalist | Use In: BT Cost: 128

Power Error Note: It is OK if an NPC has errors on their Powers. NPC’s can have a mix of Powers. However, if there are more Powers with errors then don’t have errors; GMs should consider adjusting the NPC. The Archetype, Focus, or Traits should be changed to better suit the Powers they have.

Goblin Chieftain's Level One Choices
Traits
Body
4
Mind
8
Spirit
13
Rank
Champion
Difficulty
Very Hard
Group Size
3
Auto Gear
Yes
NPC Bonus
8
Character Type
Archetype
Generalist
Style
Protector
Focus
Focused
Skill 1
Perception
Skill 2
Subterfuge
Disciplines
Signature
Defensive Generalist
Range Tactics
Close
Target Tactics
Single
Level One Notes
This Goblin Chieftain is adorned with all kinds of trinkets and treasures won from combat and given as gifts for favor from underlings. Goblins are sneaky, underhanded tricksters that use anything they can to get the upperhand. This Goblin Chieftain is one of the best of the worst goblinkind has to offer.
Tags
Champion, Close Range, Damage Leader, Expand Leadership, Focused, Generalist, Increase Leadership, Protector, Single Target, Stone Age
Goblin Chieftain's Skill Point Distribution
Athletics
0
Crafting
0
Nature
0
Perception
7
Religion
0
Scholar
0
Social
0
Subterfuge
7
Goblin Chieftain's Specialty Choices
Level Gained
Specialty and Description
11
Improved Damage Leader
'Add +10 to Damage to ally next to you.
11
Improved Expand Leadership
'Grant allies your Leader Specialties Bonuses within 6 spaces of you instead of 1. Used to enhance other Leadership Specialties.
11
Improved Increase Leadership
'Grant 4 allies your Leader Specialty Bonus instead of 1. Used to enhance other Leadership Specialties.
Goblin Chieftain's Cheater Stuff
Name and Description
Modification
Amount

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