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Duboris
2014-05-18, 01:30 AM
So, in rue of my latest created Adventure path with a hefty number of tweaks, I believe I've finished my first encounters. So, without further ado, I was wondering what some of you might think of these. The quest all of htese creatures are met on bridges the gap between levels 5 and 6, and while all of the equipment they have doesn't count for all the gold that 6 PC's need, there is stuff along the way that bridges that for them.

These are all goblins from the "Stonethieves" tribe, and are actually quite competent, boasting a good number of goblin heroes just north of Ostenso, which is East of Cheliax. Essentially these goblins destroyed a Caravan on the way to a fort they "Liked the look of" and killed almost everyone, save for a man known as Cleb, an Aristocrat 4, and a young Warrior 5 that was knocked unconscious, but failed his saving throw against woundweal which prevented him from healing naturally. He's been in a coma since.

The Bugbear is met in the forest prior, just 2 miles away from the fort and acts as a watcher for the players. He'll shoot exactly 1 arrow after using his true-strike of the day, going so far as to aim for the lighter armored of the bunch with a sleep arrow before sounding his horn and warning the fort ahead.

If the goblins go on alert, every single hero is at their respective posts, wide awake and ready to defend their new home from the humans, going so far as to make use of traps that may or may not be ready. That said, they're more than ready... unless the players remain hidden among the forests, or other places. The goblins don't respond intelligently, and if the players wait too long they'll send the dumber of the heroes first, starting with the Goblin Fighter 5 (Also known as Shiny) who usually defends the storage room in the lower levels of the fort.

Regardless, here's the complete spoiler for all of these goblins and I would greatly appreciate your opinions on them in regards to 6 level 5 players during combat. These goblins are never met alone, and usually have an entourage of Level 4 Warrior Goblins made with 20 point buy, as well as level 2 Goblin Bards that bolster the entire fighting force in certain areas.


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Bugbear Ranger 5 CR 6
XP 2,400
Bugbear Ranger 5
NE Medium humanoid (goblinoid)
Init +1; Senses darkvision 60 ft., scent; Perception +11
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Defense
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AC 19, touch 11, flat-footed 18 (+5 armor, +1 Dex, +3 natural)
hp 56 (5d10+3d8+16)
Fort +6, Ref +8, Will +2
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Offense
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Speed 20 ft.
Melee unarmed strike +10/+5 (1d3+3 nonlethal)
Ranged +1 heavy crossbow +8 (1d10+5/19-20)
Special Attacks favored enemies (elves +2, humans +4)
Ranger Spells Prepared (CL 2nd; concentration +2):
1st—horn of pursuit
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Statistics
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Str 16, Dex 13, Con 12, Int 10, Wis 11, Cha 8
Base Atk +7; CMB +10; CMD 21
Feats Deadly Aim, Endurance, Precise Shot, Rapid Reload, Toughness, Weapon Focus (heavy crossbow)
Skills Handle Animal +10, Heal +4, Intimidate +14, Perception +11, Stealth +14, Survival +11 (+13 to track); Racial Modifiers +4 Intimidate, +4 Stealth
Languages Common, Goblin
SQ combat styles (crossbow), favored terrain (plains +2), hunter's bonds (hunter's bond [companions]), track, wild empathy +4
Combat Gear potion of blur, potion of heroism; Other Gear +1 hide armor, +1 heavy crossbow
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Elves +2) (Ex) +2 to rolls vs Favored Enemy (Elves).
Favored Enemy (Humans +4) (Ex) +4 to rolls vs Favored Enemy (Humans).
Favored Terrain (Plains +2) (Ex) +2 to rolls vs Favored Terrain (Plains).
Hunting Companions (1 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.


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Goblin Barbarian 6 CR 5
XP 1,600
Goblin Barbarian 6
NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 68 (6d12+24)
Fort +8, Ref +4 (+2 bonus vs. traps), Will +2
Defensive Abilities improved uncanny dodge, trap sense +2
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Offense
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Speed 40 ft.
Melee (M) +1 longsword +9/+4 (1d8+5/19-20) and
. . unarmed strike +10/+5 (1d2+3 nonlethal)
Special Attacks rage (17 rounds/day), rage powers (guarded stance +2, powerful blow +2, reckless abandon)
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Statistics
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Str 17, Dex 14, Con 16, Int 8, Wis 10, Cha 8
Base Atk +6; CMB +8; CMD 20
Feats Furious Focus, Power Attack, Toughness
Skills Climb +12, Intimidate +8, Perception +9, Survival +9
Languages Goblin
SQ eat anything, fast movement
Other Gear +1 longsword
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Eat Anything +4 to Survival to forage for food & save vs. nauseated or sickened.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Guarded Stance +2 (3 rds) (Ex) Gain a +2 dodge bonus to AC vs. melee attacks while raging.
Improved Uncanny Dodge (Lv >=10) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 10+.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Powerful Blow +2 (1/rage) (Ex) One attack per rage deals extra damage.
Rage (17 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.


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Goblin Chief Fighter 6
Goblin Fighter 6
CE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 21, touch 16, flat-footed 16 (+5 armor, +5 Dex, +1 size)
hp 68 (6d10+18)
Fort +9, Ref +8, Will +5 (+2 vs. fear)
Defensive Abilities bravery +2
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Offense
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Speed 30 ft.
Melee +1 horsechopper +9/+4 (1d8+1/×3) and
. . unarmed strike +12/+7 (1d2 nonlethal)
Special Attacks weapon trainings (heavy blades +1)
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Statistics
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Str 10, Dex 20, Con 16, Int 10, Wis 15, Cha 7
Base Atk +6; CMB +5; CMD 20
Feats Combat Reflexes, Mounted Combat, Ride-by Attack, Spirited Charge, Vital Strike, Weapon Finesse, Weapon Focus (horsechopper)
Skills Ride +13, Stealth +17, Survival +11
Languages Goblin
SQ armor training 1
Combat Gear potion of bull's strength, potion of cure moderate wounds; Other Gear +1 hide armor, +1 horsechopper, belt of tumbling, cloak of resistance +1, 125 gp
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Special Abilities
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Belt of tumbling +4 competence bonus on Acrobatics to move through threatened square or enemy's space.
Bravery +2 (Ex) +2 to Will save vs. Fear
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Ride-by Attack You can move - attack - move when charging mounted.
Spirited Charge Double damage when making a mounted charge (triple with a lance).
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades


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Goblin Fighter 5
Goblin Fighter (Phalanx Soldier) 5
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception -1
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Defense
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AC 25, touch 12, flat-footed 24 (+8 armor, +5 shield, +1 size, +1 dodge)
hp 59 (5d10+25)
Fort +7, Ref +4 (+1 bonus vs. Trample attacks), Will +0
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Offense
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Speed 20 ft.
Melee gauntlet (from armor) +7 (1d2+3) and
. . masterwork horsechopper +9 (1d8+5/×3) and
. . unarmed strike +7 (1d2+3 nonlethal)
Special Attacks phalanx fighting, ready pike
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Statistics
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Str 16, Dex 16, Con 16, Int 9, Wis 8, Cha 11
Base Atk +5; CMB +5; CMD 26 (27 vs. bull rush, 27 vs. drag, 27 vs. overrun, 27 vs. trip)
Feats Dodge, Shield Focus, Shield Specialization, Toughness, Weapon Focus (horsechopper), Weapon Specialization (horsechopper)
Skills Intimidate +8
Languages Goblin
SQ stand firm
Other Gear half-plate, tower shield, masterwork horsechopper, 150 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Phalanx Fighting (Ex) Polearms and spears are one-handed if wielded along with a shield.
Ready Pike +1 (1/day) (Ex) +1 to hit and damage if you ready a brace weapon.
Shield Focus +1 Shield AC
Shield Specialization (Tower Shield) You have mastered the use of one type of shield.

Prerequisites: Proficiency with selected shield, Shield Focus, fighter level 4th.

Benefit: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shie
Stand Firm +1 (Ex) +1 CMD vs. Bull Rush, Overrun, Push, Pull, Trip, save vs. trample.


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Goblin Rogue 5 CR 4
XP 1,200
Goblin Rogue 5
NE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 19, touch 17, flat-footed 13 (+2 armor, +5 Dex, +1 size, +1 dodge)
hp 26 (5d8)
Fort +1, Ref +9 (+1 bonus vs. traps), Will +1
Defensive Abilities evasion, trap sense +1, uncanny dodge
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Offense
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Speed 30 ft.
Melee +1 dagger +8 (1d3+3/19-20) and
. . masterwork punching dagger +8 (1d3+1/×3) and
. . unarmed strike +9 (1d2+2 nonlethal)
Special Attacks sneak attack +3d6
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Statistics
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Str 14, Dex 20, Con 10, Int 14, Wis 10, Cha 8
Base Atk +3; CMB +4; CMD 20
Feats Dodge, Mobility, Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +13, Bluff +7, Climb +10, Disable Device +15, Escape Artist +13, Knowledge (local) +10, Perception +8 (+10 to locate traps), Ride +9, Sense Motive +8, Sleight of Hand +13, Stealth +21, Swim +10; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ rogue talents (bleeding attack, finesse rogue), trapfinding +2
Other Gear masterwork leather armor, +1 dagger, masterwork punching dagger
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Special Abilities
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Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.


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Goblin Slayer 6 CR 5
XP 1,600
Goblin Slayer 6
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 43 (6d10+6)
Fort +6, Ref +9, Will +2
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Offense
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Speed 20 ft.
Melee (M) +1 shortspear +9/+4 (1d6+4) and
. . unarmed strike +9/+4 (1d2+2 nonlethal)
Special Attacks favored target, sneak attack +2d6
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Statistics
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Str 14, Dex 18, Con 13, Int 16, Wis 10, Cha 8
Base Atk +6; CMB +7; CMD 21
Feats Combat Expertise, Improved Feint, Power Attack, Vital Strike, Weapon Focus (shortspear)
Skills Acrobatics +11 (+7 jump), Bluff +8, Climb +9, Heal +9, Knowledge (local) +12, Perception +13, Sense Motive +9, Stealth +15, Survival +9 (+12 to track), Swim +9
Languages Goblin
SQ combat styles (two-handed weapon), slayer talents (bleeding attack, ranger combat style, weapon training), track
Combat Gear potion of cure moderate wounds; Other Gear masterwork hide armor, +1 shortspear, 34 gp
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Special Abilities
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Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage/round.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Favored Target (+2, 2 at a time, Move) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Track +3 Add the listed bonus to survival checks made to track.
Vital Strike Standard action: x2 weapon damage dice.


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Goblin Sorcerer 5
Goblin Sorcerer 5
CE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 15, touch 15, flat-footed 12 (+3 Dex, +1 size, +1 deflection)
hp 36 (5d6+14)
Fort +2, Ref +4, Will +6
Resist fire 10
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Offense
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Speed 30 ft.
Melee unarmed strike +2 (1d2-1 nonlethal)
Special Attacks bloodline arcana: elemental
Spell-Like Abilities (CL 5th; concentration +9)
. . 7/day—elemental ray
Sorcerer Spells Known (CL 5th; concentration +9):
2nd (5/day)—frost fall (DC 17), pyrotechnics (DC 16), scorching ray (bloodline energy type)
1st (7/day)—burning hands (bloodline energy type) (DC 17), disguise self, enlarge person (DC 15), mage armor, shocking grasp
0 (at will)—acid splash, bleed (DC 14), ghost sound (DC 14), light, mage hand, resistance
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Statistics
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Str 8, Dex 16, Con 12, Int 10, Wis 14, Cha 18
Base Atk +2; CMB +0; CMD 14
Feats Elemental Focus, Eschew Materials, Spell Focus (evocation), Toughness
Skills Disguise +9, Ride +7, Spellcraft +6, Stealth +17; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ bloodlines (elemental)
Combat Gear wand of cure light wounds (17 charges); Other Gear ring of protection +1, 150 gp
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Special Abilities
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Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental (Fire) You may change any energy spell to use your bloodline's energy type.
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Elemental Ray (7/day) (Sp) Ranged touch attack deals 1d6+2 Fire damage.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Wand of cure light wounds (17 charges) Add this item to create a wand of a chosen spell.