Small Goblin, Front Infantry, Lawful Evil
Goblin Swordsmen are the common soldiers within the ranks of their tribes, and are the backbone of small and large Irith armies. In their efforts to defeat their enemies, they will invariably move to try new techniques and attack differently in almost every scenario. If there has been any previous victory claimed with a particular method, Goblins will likely try to emulate its features as impeccably as possible. That said, the best method of military experimentation often involves the common Goblin Swordsman, as they are usually the staple of their military. In combat, a Goblin Swordsman is rather weak on its own, yet in increased numbers and with tactical preparation, these little runts become a much bigger problem to deal with. Their tendency to overwhelm and pressure their enemies is shocking to many, and it behooves military strategists as to how the Goblin tactics continue to occasionally blast through the frontlines that were previously considered stable and predictable. Goblin Swordsmen are Level III Irithi. Gear: Pin-kraz (Longsword), Skrap Armor (Medium), Znarcisheld (Shield), 15 SP.
Valor. (Lawful) In whatever way they can, Goblin soldiers seek to prove their self-worth and often put the clan's goals before their own.
Discipline. (Fearless) Despite their small stature, Goblin Swordsmen have the capacity to form a true fighting army that can withstand the chaos of battle.
Size. (Fear) Even though Goblins are more than capable of harboring their own war machine, they are often pushed to serve the whims of stronger creatures.
Goblins tend to thrive in dark places and environments of despair. Their common locations are often mountain sides or caverns, in addition to underground fortresses or abandoned mines. Goblin Swordsmen tend to be found in places with an organized military authority or a central industry. In that sense, it will limit their environment to the locations of most Greenskin leaders.
Unique Traits.
Regimented. Swordsmen deal extra damage against their targets if they are within five feet of their allies. Their allies must not be incapacitated or prone. Swordsmen deal an extra of 5 slashing damage.
Pin-kraz. (Longsword) +4 to hit, single target. 5 ft. range, 9 2d6+2 Slashing damage.