Grinkle

A reluctant hobgoblin soldier, who was not so reluctant to betray his superiors.

Description:

One trooper with no nickname is Grinkle, a poor excuse of a wimpy hobgoblin who was made a warrior only due to his father’s influence with the chief. Julla uses Grinkle as an aide to fetch his food and drink and to clean up after him. Grinkle has a necklace with one finger on it (from a halfling), and most of the troop believe that he got it as a gift from his father. Grinkle speaks Common and carries his family’s third-best long sword.

Grinkle’s father disowned him and, through connections with the chief, placed him in Lieutenant Julla’s troop to “make a real hobgoblin out of him.” Grinkle believes that brains can accomplish more than brawn and hangs back in any fight, joining the side that happens to be winning. Since the troop arrived at the keep, Grinkle has been waiting on Julla hand and foot and has been the butt of jokes from the other troopers. He, therefore, has no loyalty to any of his fellow hobgoblins.

Grinkle’s talents lie in sneaking, talking, and (surprisingly) cooking, but not fighting. Despite his skills, no amount of effort short of magic can disguise him to look like anything but a hobgoblin.

After Kryptgarten Keep was taken over by the Squire Grimnir, Grinkle became the keep’s steward, cook, and nominal head of the local cult dedicated to Grimnir. When the Squire was issued a writ of outlawry by Phlan, Grinkle stayed on as steward for a few weeks, then was forced to flee when the Hillsfarran settlers at Kryptgarten decided to tear down the church and run-off the non-human inhabitants.

His Story:

Bio:

Race: Hobgoblin
Homeland: Lostafinga Tribe
Class: Cleric
Kit: Kryptgarten Pantheist
Alignment: Neutral Evil
Religion: Pantheist (Grimnir, Mask, Chauntea)
Level: 6th
Experience: 25,342
Next Level: 30,000
Max Level: 10th


Ability Scores:

Str 8 Stamina 10
Muscle 6 -1 attacks
Dex 13 Aim 10
Balance 15 +1 AC
Con 13 Health 13 85% system shock
Fitness 12 85% resurrection survival
Int 12 Reason 10
Knowledge 13
Wis 15 Intuition 16 +10% experience
Willpower 13
Cha 12 Leadership 14
Appearance 10

Reactions:

  • Initiative: +0
  • Surprise: +0
  • NPC Reaction: +0

Combat Statistics:
Hit Points: 23
Armor Class: 13 (Dex, Robes)
Base Attack Bonus: +3
Saves:

  • Paralyzation/Poison/Death: 9
  • Rod/Staff/Wand: 13
  • Petrification/Polymorph: 12
  • Breath Weapon: 15
  • Spells: 14
  • Fear: 10
  • Horror: 14
  • Madness: 17
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Longsword 1 +2 1d8 1d12 5 melee primary hand, magical, negates magic rings
Handaxe 1 +2 1d6 1d6 4 melee off-hand

Thief Skills: (in armor)

PP 5% HS 30%
OL HN 20%
F/RT CW 55%
MS 35% RL

Non-Weapon Proficiencies: General, Priest, Rogue, Warrior

Modern Languages (Common) 12 Humanoid Grooming 15
Modern Languages (Northern) 12 Camouflage 15
Modern Languages (Chuklian) 12 Escape 13
Modern Languages (Chromatic Dragon) 12 Observation 12
Modern Languages (Carnivorous Ape) 12 Agriculture 12
Modern Languages (Thieves’ Cant) 12 Persuasion 12
Detect Sloping Passages 19 Stewardship 12
Detect New Construction 19 Cooking 12
Detect Shifting Walls 17 Gaming 12
Ceremony 15 Tactics 11
Religion 15 Dragon Lore 11

Weapon Proficiencies:
Two-weapon Style (Specialized)
Ambidexterity
Longsword
Handaxe
Knife


Special Powers:

  • Hobgoblins have infravision to a range of 60 feet.
  • Kryptgarten Pantheists have access to the religion-specific spells of both Mask and Chauntea. Which is taken as a tacit sign of approval from those deities.
  • Kryptgarten Pantheists can cast the Cantrip wizard spell a number of times per day equal to their cleric level (6/day). This can be used to produce one of the following effects: Clean, Dust, Exterminate, Freshen, Polish, or Shine (See Wizards Spell Compendium: Appendix 1).
  • The Kryptgarten Pantheist can give a special bless to a farm’s crops, once a day. This blessing will make the land produce at 150% its normal yield. A collective field of crops can only be so blessed once a year.
  • Kryptgarten Pantheist have a 10% chance per level of diagnosing a disease or identifying a poison (60%). The pantheist can brew an antidote to any poison that is properly identified. This requires a proficiency check using the Herbalism nonweapon proficiency, and takes 11 rounds minus the pantheist’s level.
  • Kryptgarten Pantheists can backstab like a thief of the same level.
    • Backstab: When attacking someone by surprise and from behind, a thief can improve his chance to successfully hit (+4 modifier for rear attack and negate the target’s shield and Dexterity bonuses) and greatly increase the amount of damage his blow causes (3x damage).
      To use this ability, the thief must be behind his victim and the victim must be unaware that the thief intends to attack him. If an enemy sees the thief, hears him approach from a blind side, or is warned by another, he is not caught unaware, and the backstab is handled like a normal attack (although bonuses for a rear attack still apply). Opponents in battle will often notice a thief trying to maneuver behind them—the first rule of fighting is to never turn your back on an enemy! However, someone who isn’t expecting to be attacked (a friend or ally, perhaps) can be caught unaware even if he knows the thief is behind him.
  • Highly disciplined, well-organized, and ruthless, the Lostafinga’s never surrender in battle. Lostafinga hobgoblins gain a +2 bonus on all morale checks, including saving throws against magical fear effects.
  • From the combination of strict military training and the constant reminder provided by their collection of fingers, Lostafinga hobgoblins tend to learn quickly from their battles. A Lostafinga hobgoblin gains 10% more experience from any combat, so long as he collects a finger from each slain foe.

Penalties:

  • Most other humanoid and human societies attack hobgoblins on sight (initial NPC Reactions should always be rolled on the “Threatening” column at best).
  • Lostafinga hobgoblins have a deep and abiding respect for dragons, and a tradition of a long-standing truce with certain dragons. In any encounter with a true dragon, the Lostafinga hobgoblin will always hesitate—he cannot act in the surprise round and automatically loses initiative in the first round of combat.
  • Whether from superstition, or actual power, a Lostafinga hobgoblin that looses his necklace of fingers suffers a -2 penalty on all saving throws. This penalty remains until such time as the goblin reclaims his necklace, or slays at least one foe. Once the hobgoblin has killed an enemy, he may choose to either start a new necklace, or forgo the practice entirely (though he loses the xp bonus above).
  • A Kryptgarten Pantheist may not worship a specific deity (at least not in the normally accepted way) and does not gain any of the special benefits of belonging to a religion.
  • Kryptgarten Pantheists cannot turn or control undead.
  • Kryptgarten Pantheists use the Specialty Priest chart for experience advancement.
  • Since the destruction of the church in Kryptgarten, there is no longer any organized branch of Grinkle’s particular heretical cult. He gains none of the institutional benefits of being a cleric: He cannot request food, shelter, or asylum. He cannot take out loans from the church. He cannot requisition soldiers or aides. And he does not gain a discount on building a temple at 9th level.
    If the church is ever formally re-established, or relations are established with the formal churches of Mask or Chauntea, he may gain these benefits in the future.

Priest Spells: as 6th-level Priest

1st 2nd 3rd 4th 5th 6th 7th
5 5 2

Domains:

  • Major: All, Chaos, Combat, Creation, Divination, Plant, Protection, Summoning, Sun
  • Minor: Charm, Elemental (Earth, Water), Healing

Spell List: No verbal components.

  • 1st level: Allergy Field, Battlefate, Beneficence, Bless, Blood Bond, Call Upon Faith, Calm, Ceremony, Cleanse, Combine, Create Water, Cure Light Wounds, Deflection, Detect Balance, Detect Disease, Detect Evil, Detect Harmony, Detect Magic, Detect Metals and Minerals, Detect Poison, Detect Predator, Detect Untruth, Discern Elven Influence, Divining Rod, Empathy, Endure Cold/Heat, Entangle, Find Water, Heal Plants, Hibernate, Know Faction, Know History, Leaf into Dagger, Magic Creeper, Magical Stone, Mistaken Missive, Nectar, Om, Omen, Orison, Pass Without Trace, Petrify Wood, Portent, Precipitation, Protection from Evil, Protection from Prime, Protection from Silver, Puffball, Purify Food & Drink, Purify Self, Purify Water, Rainshield, Read Languages, Recover Trail, Regenerate Light Wounds, Remove Fear, Resist, Ring of Hands, Ripen, Sanctify Ghi, Santuary, Scribe, Seeking Mote, Sense Direction, Shillelagh, Spark of Blinding, Sunscorch, Trance, Treasure Scent, Waterfloat, Weapon Bless
  • 2nd level: Arm Hammers, Augury, Barkskin, Chant, Chaos Ward, Clear Water, Commune with Lesser Spirits, Create Mirage, Create Spring, Crystallize, Cure Moderate Wounds, Death Prayer, Death Talisman, Detect Charm, Detect Life, Dissension’s Feast, Draw Upon Holy Might, Ela’s Accounts, Enhance Turning, Favor of the Goddess, Find Traps, Firebreak, Fortifying Stew, Gloom, Goodberry, Grassdart, Hailstone, Holy Symbol, Know Alignment, Know Language, Mystic Transfer, Priest Lock, Protection from Charm, Protection from Orisons, Protection from Spirits, Renewed Ability, Request, Resist Acid and Corrosion, Resist Fire/Cold, Ripen Plant, Sanctify, Sharpleaf, Siren Song, Slow Poison, Speak with Water, Spiritual Hammer, Spring, Steep Soma-Juice, Tracking, Translate, Trip, Warning, Warp Sense, Warp Wood, Water Witch, Watery Fist, Wave, Withdraw
  • 3rd: Ability Alteration, Bestow Minor Curse, Bramblestaff, Call Spirit, Castigate, Chatterbark, Circle of Life, Circle of Secrets, Compel, Continual Shadow, Create Food and Water, Curse of Black Sand, Detect Cursed Item, Detect Illusion, Dismiss Undead, Dispel Magic, Dream Vision, Dust Shield, Earthenair, Ela’s Blessing, Find Portal, Fostered Protection, Frenzy of the Celts, Hold Poison, Hold Undead, Inkjet, Invisibility to Spirits, Line of Protection, Listening Shadow, Locate Object, Magical Vestment, Meld into Stone, Miscast Magic, Oath, Oil Spray, Pass Without Trace, 10-ft. Radius, Phantom Plow, Plant Growth, Polymorph Plant, Prayer, Protection from Amorphs, Protection from Earth, Random Casualty, Ranike Cloud, Remove Curse, Repair Injury, Resist Injury, Reverse Fossilization, Sand Spray, Shadowcloak, Shape Wood, Slow Rot, Snapdragon, Snare, Spike Growth, Spliff’s Wonder Bubbles, Splinter Wood, Starshine, Stone Shape, Stoneiron, Stonewood, Substitution, Summon Animal Spirit, Sunblade, Sympathetic Magic I, That Art Thou, Tree, Unearthly Choir, Warmth, Water Walk, Water Window, Wheat into Blade, Wind and Rain Protection, Wood Rot

Prepared Spells:

  • 1st: Battlefate, Detect Magic, Know Faction, Regenerate Light Wounds, Seeking Mote
  • 2nd: Cure Moderate Wounds, Create Mirage, Spiritual Hammer, Warning, Warp Wood
  • 3rd: Circle of Life, Listening Shadow

Advancement Notes

Armor Allowed: Non-metal armor. No shields.

Weapons Allowed: Club, Dagger, Dart, Hand-axe, Hand Crossbow, Knife, Lasso, Short Bow, Sling, Quarterstaff, or any one-handed sword

  • At each level, the pantheist gets 7 points to assign to Thief Skills as they see fit.
  • Upon reaching 8th level, the cleric automatically attracts a fanatically loyal group of believers, provided the character has established a place of worship of significant size. The cleric can build this place of worship at any time during his career, but he does not attract believers until he reaches 8th level. These followers are normal warriors, 0-level soldiers, ready to fight for the cleric’s cause. The cleric attracts 20 to 200 (2d10 x10) of these followers; they arrive over a period of several weeks. After the initial followers assemble, no new followers trickle in to fill the ranks of those who have fallen in service. The DM decides the exact number and types of followers attracted by the cleric. The character can hire other troops as needed, but these are not as loyal as his followers.

Equipment:

  • Moriah’s Ringblade
  • Hand-axe
  • Broom
  • Pummice Stone Holy Symbol
  • Dark-brown Leather Robes (very clean, counts as leather armor)
  • Featureless Black Iron Mask
  • Footpad’s Boots
  • Lostafinga Necklace (a collection of hundreds of fingers, mostly assimilated from other Lostafinga tribesmen that he betrayed)
  • Carnation Oil (potion)

Grinkle

Ruins of Adventure Brand_Darklight PaulWalker