Goblin Forces

Goblin armies are terrifying to behold. The Trade Fleets are outfitted with the most fanatical and destructive creatures on Azeroth. The average person wonders why the trade princes require such powerful armies, if they are holding to their neutrality stance. It certainly seems excessive.

The simple truth is, the forces are not excessive. The life of those living on the South Seas is harsh, due to attacks from everything from pirates to rogue magical beasts. Conflict exists everywhere, and a trade prince is always in peril of death. Every day, a trade prince must test his food on three different people. There is only one way to become a trade prince, and that's to take out the competition. Thus, to prevent rivals from taking their thrones and to ensure that business may be conducted as normal, each trade prince enlists a hefty force of warriors. It's absolutely necessary to keep order in the goblin world.

The Trade Fleets also require extreme guards. Undermine's goods sail everywhere, especially into hostile or desolate territories to make a coin. Simply put, goblins go to dangerous places. Without strong guards, there would be no trade, because there would be only dead traders.

Despite appearances, goblins maintain rigid procedures and formations for battle. They only look disorganized. Goblins are intelligent, and they use their brains in battle. Confuse the enemy, and the enemy leaves blind spots. Slip in between the cracks and break the forces open from the inside. Many battles during the Second War were lost when Alliance forces underestimated goblin tactics.

Not surprisingly, all goblin forces use a wide and dizzying array of technological weaponry. From the simplest firearms to the largest steam-driven war instruments, goblin technology dominates war fields. Even magic has a difficult time creating as much destruction and havoc as goblin war machines.

When goblins fought in the Second War, they created three units especially for the war effort. Goblin zeppelins rode high above the terrain to scout out the area, and occasionally transported warriors. Goblins also lent their services as sappers, using explosives to take out enemy fortifications. Often the goblins went with the explosives, but this was of little consequence. Sappers were a copper a dozen.

Furthermore, during the war, goblins fought from all angles, especially the sea. The Stormreaver clan captured giant sea turtles native to the southern seas. Pacified by potent spells of control, these lumbering monstrosities were fitted with watertight canopies strapped onto the backs of their shells and used as submersible orcish craft. By submerging under the waves, the giant turtles could steal upon unsuspecting enemy craft and report their position to the Horde fleet. They were visible solely to towers, creatures of the air, and other submersible vessels. The daring goblins who controlled them were dedicated to destroying enemy ships by launching hazardous, steam-driven canisters containing highly volatile liquids that shredded even the strongest armor.

During the Third War, goblins also fielded shredders to anyone who paid well enough. The pilots cared little about the actual war, preferring to chop down forests for their pay. However, when push came to shove, goblin shredders proved lethal in battle. The pilot's inexperience with battle was evened out by the shredder's armor and powerful steamsaw, which cut down enemies as easily as trees. Goblins hired themselves to anyone with the gold, and alongside shredders, the goblins fielded sappers and zeppelins once again in battle. Even tinkers and alchemists joined the fight, granting explosive and chemical warfare to the highest bidder.

Goblin Alchemist, 5th-Level Arcane Alchemist*/8th-Level Potion Doc+ Male Goblin: CR 13; Small humanoid (goblin); HD 5d6+8d6+13, hp 61; Init +3; Spd 20 ft.; AC 24, touch 17, flat-footed 21; Base Atk +6; Grp +4; Atk +10 melee (1d4+3/19-20, dagger) or +10 ranged touch (potion); Full Atk +10/+5 melee (1d4+3/19-20, dagger) or +10 ranged touch (potion); SA potion bomb, spray potion; SQ low-light vision, a little brains, a little talent, a lot of brains, a lot of talent, brew potion bomb, brew spray potion, great potions (7th), maker's touch, metabrew expertise, metamagic tinctures, metapotion expertise, no tools, potion concentration, potion delay, potion planning, swift brew, goblin traits; AL CN; SV Fort +6, Ref +8, Will +11; Str 14, Agy 16, Sta 13, Int 19, Spt 9, Cha 10.

Languages Spoken: Common, Darnassian, Goblin, Low Common, Orcish, and Zandali.

Skills: Craft (alchemy) +22, Knowledge (arcana) +20, Knowledge (nature) +22, Spellcraft +22, Survive +9, Use Tech Device +13.

Feats: Alchemical Special tyt (transmutation), Alchemist's Constitutiont, Artisan AlchemistBt, Brew PotionB, Empower SpellB, Expert AlchemistBt, Extend Spell, Journeyman AlchemistBt, Master AlchemistBt, Maximize Spell, Mounted Combat, Vehicle ProficiencyB.

Arcane Alchemist Spells (4/6/6/6/6/4/3/2; save DC 14 + spell level): The Goblin Alchemist's high Intellect score and ranks in Spellcraft allow him to prepare 13 spells per level; he can prepare many of the spells on the Arcane Alchemist spell list. (However, he cannot cast them, as described in the potion doc prestige class.) He favors the following spells:

3rd—bloodlust; 4th—charm monster; 7th—flesh to gold*.

Possessions: +1 dagger, bracers of armor +4, amulet of natural armor** +3, cloak of resistance +2, flesh to potion, exotic military harness (for ogre)tt, potion injectort, ring of protection +3, three potions of charm monster, three empowered major healing draughts1, two potions of extended bloodlust, vial bandoliert, 38,353-gp worth of potions and alchemical creations at the GM's discretion.

* See Chapter 2: Class Options t See More Magic & Mayhem.

f See Chapter 4: Magic and Faith.

** See the Monster Guide.

tt The goblin alchemist rides on an ogre slave, who underwent a series of chemical treatments to enforce compliance. He still sometimes shows signs of independence and even outright defiance. However, the goblin master swiftly quells these outbursts. The goblin is often like his concoctions — harsh and volatile. See the Horde Player's Guide for more details on the ogre.

Goblin BRuiseR, 10ch-Level WaRRioR Male Goblin: CR 10; Small humanoid (goblin); HD 10dl0+20, hp 79; Init +6; Spd 20 ft.; AC 20, touch 14, flat-footed 18; Base Atk +10; Grp +8; Atk +18 melee (1d6+7, heavy mace) or ranged special (blunderbuss); Full Atk +18/+13 melee (1d6+7, heavy mace) or ranged special (blunderbuss);SQ low-light vision, goblin traits; AL N; SV Fort +9, Ref +5, Will +4; Str 15, Agy 15, Sta 14, Int 10, Spt 12, Cha 8.

Languages Spoken: Common and Goblin.

Skills: Knowledge (local) +6, Use Technological Device +6.

Feats: Delay Malfunction®, Greater Weapon FocusB (heavy mace), Improved Initiative, Dodge®, Mobility, Point Blank Shot, Quick Draw, Shot on the RunB, Sniper Shot, Weapon Focus B (heavy mace), Weapon Specialization® (heavy mace).

Possessions: +3 heavy mace, two blunderbusses, +3 breastplate, masterwork heavy wooden shield, ring of protection + 1, furious gauntlets*, goblin jumper cables, two greater healing draughts, philter of greater defense.

* See More Magic & Mayhem, Chapter 5: Things That Go Boom in the Night.

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