Human Goon: Difference between revisions
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Revision as of 19:54, 22 February 2021
Human Goon (CR 1)
True Chaotic - Medium - Humanoid |
---|
Lore: | Know (Local) | ||
2 | 16 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
13 | +3 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
- Walk 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
33 | 16 | 2 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +5 |
Refl: | +1 |
Will: | +0 |
Strong Against:
Offense
- Maneuver Offense Notes: +2 to Steal
Standard Attack (Melee):
- 1x Battle Axe +4 (1d4/19-20 x2)
as slashing (physical, common)
Full Attack (Melee):
- 3x Battle Axe +4 (1d4/19-20 x2)
as slashing (physical, common)
Standard Attack (Ranged):
- 1x Thrown Dagger +4 (1d4/19-20 x2)
as piercing (physical, common)
(Increment: 10 ft.; Max Range: 50 ft.)
Full Attack (Ranged):
- 3x Thrown Dagger +4 (1d4/19-20 x2)
as piercing (physical, common)
(Increment: 10 ft.; Max Range: 50 ft.)
Siege Damage: Not siege capable
Statistics
15 |
STR |
14 |
DEX |
15 |
CON |
10 |
INT |
9 |
WIS |
12 |
CHA |
Feats:
- Catch Off-Guard (EFFECT: No penalties for improvised melee weapons)
Special Abilities
Bullyboy (Ex) Free, 1/Rnd, After Injured |
Once per round, if the Human Goon has taken damage this encounter, he may use Bullyboy to add 1d4 to one of his successful melee weapon attacks (as more slashing (physical, common) damage). This is considered precision damage and is not multiplied on a critical hit. |
Mugger (Ex) Free, 1/Rnd |
Once per round, a Human Goon may choose to inflict the Secured condition on a single foe he has damaged this round. This condition lasts until the start of the Goon's next turn. This allows the goon to attack foes without risk of killing them. Assuming that's something they actually want to do. |
Human Goon
Human goons are schoolyard bullies all grown up. They are predatory opportunists, who dwell within the shadier parts of towns or other densely-populated areas to ambush the unsuspecting. When confronted with overwhelming force, they will run, often abandoning their comrades in the process. They will frequently organize into loosely knit gangs to attack their prey in numbers. They use ambushes, diversions and hit-and-run tactics to deprive their targets of their wealth.
Human goons aren't usually out to murder their victims, just rob them. They can be negotiated with, but need to feel like they've gotten something out of any bargain that has been made. That may indicate that Goons have some modicum of the Spark which they were born with...or it may not. Even so, they rarely back down from victims who try to intimidate them, feeling like such a show of cowardice in the eyes of their allies would cause them trouble later.
Other than toughness, cleverness and a willingness to use whatever weapon is at hand, human goons rarely have any special abilities.
Combat Tactics
Human goons prefer to ambush their prey. They will also stage diversions to distract any nearby town watch or other constabulary. They prefer hit-and-run tactics over outright murder, and will sometimes even use less lethal tactics instead of aiming to kill their victims (though many goons don't really care either way). They are seeking treasure above all else, and will abandon a fight as soon as they are satisfied with whatever loot they can acquire. They will also run if it becomes apparent that their victims are too powerful for them to take down.
Out of Combat
Most Human Goons are a lazy sort, who prefer a life of drinking and slacking off to actual labor. They will eagerly do nothing all day as long as there are a few coins in their pockets. However, once the drinks run dry, they'll go out seeking easy prey to refill their coffers for another few days of debauchery.
Rewards
XP: 400
Treasure: Sellable Goods worth 219 gp.
- Weight: 10 lbs. Volume: 0.4 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
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1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |