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The Goblin Necromancer Gubbolt, (D&D 3.5/L5)Goblin

Continuing with the current cast in the city campaign.
Goblin Wizard by XombieDoll on Deviant Art

In many places of the world goblins have become accepted in the outskirts of the main society. In most they are not. When it comes to the magical arts one group that follows along the same path are those who study necromancy. Gubbolt a goblin necromancer has been persecuted in many locations, until he found a home in the city of Castanis.

Gubbolt started life being born a slave, the son of slaves, who were in turn the children of slaves. It was existence, not really a life. They were alive, and ever since he was young Gubbolt heard the tales of how one day they would no longer be slaves. But, the drow they were enslaved by ruled with a harsh hand. Any of the slaves who spoke of rebellion were put to death. Gubbolt saw this practiced many times in his younger life, and even though there was always those who spoke of being free, none dared act.

The other thing Gubbolt learned in those earliest years was how to be out of the way when trouble came. He wasn't the fastest or the strongest of the goblins, which at times can make it harder to get away from the problem that was about to strike, but Gubbolt was smarter than most of the other goblins. He learned the best way to get away from the punishments his drow masters loved to dish out was to leave before it happened.

In the darkness he learned to watch what was happening around him and act before it was necessary to just flee. His ability caught the attention of an unlikely mentor, a drow wizard. Bonsiess watched the young goblin and recognized he was smarter than most. He purchased the goblin and put him to work helping him in his personal studies. Bonsiess's arrogance never allowed him to consider the slave creature could be smart enough to learn the magic he was being introduced to.

Working for Bonsiess made existing easier for Gubbolt, almost a life. He ate a little better and was given cleaner clothes, so he could be presentable. Bonsiess would work in his lab and it was Gubbolt responsibility to clean after the drow. Until he was needed, he was expected to be out of the way, and preferably out of sight.

Gubbolt watched. He watched the wizard, and the others the wizard had in his lab. They would have their books open when they were reading them, many times following the script with their fingers as they discussed some point of magic. Gubbolt watched, and he learned.

First, he learned to read. He read as he watched. He read the books he was to put away. Next, he learned how to submit. He cowered to the wizard. He let the drow believe he was content in what he was doing, that he was better off than the other goblins, because he was, and that is what Bonsiess believed. Then Gubbolt learned how to cast spells.

Bonsiess knew the goblin slave was behind him ready to clean up whatever he left behind. He didn't know his slave was mimicking him, learning from him.  Over the next couple of years the young goblin learned the cantrips used by wizards. And, as he learned he started planning.

Gubbolt plans weren't about freeing all the slaves, nor all the goblins. He wasn't even concerned about freeing any of the other slaves at all, only himself. He studied harder to prepare for a time when he could leave the drow behind.

While studying he realized he did not care for the enchantment spells, they didn't do much good to those he wished to get away from. He also didn't care about the spells of abjuration. But, those involving necromancy were of interest.

Finally, his time had come where he dared to attempt his escape. Bonsiess had business transactions with a merchant trading goods with the surface, and Gubbolt used the merchant's goods, the merchant, his own feeble magic, and a lot of luck to get out of the drow city and to the surface. Over the next few years on the surface, Gubbolt did little more than exist, but he felt he was living because he decided what he did.

Life was harsh, but he was used to harsh. Surface dwellers were not friendly because of his race. They were not friendly when they discovered his talents. More than once he fled to save himself.

He finally found his way to the City of Castanis and had heard how every race was welcome. He also discovered that although the law said he was welcome, it did not mean the people already living there would be welcoming. But he found a goblins living in the city.

The goblins he found had created a common living area for protection. They had a strong leader. The leader, however, was like most goblins Gubbolt had known, lacking true vision for the future. They were existing. Gubbolt knew how to exist, and he had learned how to live. He decided he didn't want to be their leader, but he could guide them in a direction that would make them stronger, him stronger.

Now Gubbolt is the considered the intellectual leader of the thrown together clan of goblins in the city as the advisor to the clan chief. Gubbolt like the position. He known the leader and his secret. He knows his position is safe, and in that safety his necromantic abilities have been allowed to strengthen.

Gubbolt, Necromancer (Wizard specialist) Level 5, DnD 3.5 (core books)

Str 8, Dex 10, Con 16, Int 15, Wis 12, Chr 6
Alignment: Neutral Evil
HP 29
AC 11 (size)
               Flat footed 11
               Touch 11
Initiative +0
Attack base +2 (-1 strength, +1 size)
Melee +3 masterwork dagger (1d4/19x2)
Ranged +3 light crossbow (1d6/19x2)
Fort +4, Reflex +1, Will +5
Skills: Concentration +9 (6), decipher script +9 (7), hide +4, knowledge (arcana) +8 (6), move silent +4, ride +4, sense motive +3 (cc4), speak language (cc6), spellcraft +11 (7), survival +3 (cc4)
Feats: Combat casting, craft wand, eschew materials, scribe scroll, summon familiar
Languages: Goblin, Common, Under-common, Drow

Magic items: Brooch of Shielding (76 charges), Wand of Expeditious Retreat (16 charges)
Potions: None
Scrolls: 3 scrolls; 1st-detect undead; 1st-disguise self, 2nd-see invisible, 3rd-vampiric touch;2nd-whispering wind, 3rd-clairaudience/clairvoyance, haste.

Mundane items and monetary treasure as appropriate.

Spells: memorized spells are left to the GM based on need or style of play
               Spell Load 0 level-4, 1st-4, 2nd-3, 3rd-1 (additionally one necromantic spell per level)
               Barred schools are Enchantment and Abjuration

0 level-all as per Player’s Handbook
               1stlevel: cause fear, chill touch, colorspray, comprehend languages, detect undead, enlarge person, expeditious retreat, feather fall, grease, identify, mage armor, ray of enfeeblement
               2nd level: detect thoughts, fog cloud, ghoul touch, invisibility, mirror image, scare, scorching ray, see invisibility, spectral hand
               3rd level: clairaudience/clairvoyance, vampiric touch

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