Goblins are smart, at least compared to other goblin-kin. Half the reason they're so scared all the time is that they know they're gonna die and really would rather not. Hence goblins tend to prefer cushy positions such as conjurers, performers and merchants, generally anything less lethal than “necromancer's henchman.”
Still, occasionally one of the brainy goblins finds his way into the service of some dungeon master, and his fellow goblin-kin hand him the reigns to power, giving him dominion over the rest of his goblin brothers (though never the orcs or kobolds. Perish the thought!). Unfortunately, nobody listens to him. At least he gets a big, pointy hat to wear while shouting orders that everyone ignores before his own survival instinct kicks in and he goes racing away. Big, pointy hats are nice.
|ST: 10||HP: 11||Speed: 5.25|
|DX: 10||Will: 14||Move: 5|
|IQ: 13||Per: 17|
|HT: 11||FP: 11||SM: 0|
|Dodge: 8||Parry: 8||DR: 0|
Goblin Dagger (12): 1d-3 impaling. Reach C.
Sharp Teeth (10): 1d-3 cutting. Reach C.
Traits: Appearance (Ugly); Cowardice (12 -2 Fright Checks); Infravision; Rapid Healing; Resistant to Metabolic Hazards (+3); Social Stigma (Savage).
Skills: Fast-Talk-16; Knife-12; Tactics-12; Traps-13.
Class: Mundane (Goblin-Kin).
Combat Effectiveness Rating: 13 (OR 5 and PR 8).
Notes: If Goblin Taskmasters have time to prepare ahead of time, allow them to make a tactics roll to exploit the heroes disadvantages, or a trap roll to set up a clever trap. Goblin Taskmasters know the strength of Goblin Infravision, so will prefer to set up night-ambushes. Perfectly willing to negotiate, especially if pinned down. Very good at it too.