Goblin Firetamer: Difference between revisions
m (Text replacement - "{{Malady | Name = | Intensity = | Save-Type = | Save-Mod = | Frequency = | Effect = | Fruition = | F-Duration = }} --> <!-- COMBAT TACTICS -->" to "{{Malady | Name = | Intensity = | Save-Type = | Save-Mod = | Freque...) |
m (Text replacement - "Distracted conditon" to "Distracted condition") |
||
(33 intermediate revisions by 2 users not shown) | |||
Line 6: | Line 6: | ||
<!-- Value: integer between 1 and 40. --> | <!-- Value: integer between 1 and 40. --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Min-CR = 1 | |||
| Max-CR = 7 | |||
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | | MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | ||
Line 23: | Line 26: | ||
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | | Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | ||
| Role | | | Role | | ||
<!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank --> | <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
Line 37: | Line 40: | ||
| Restrict-Role-Skirmisher = | | Restrict-Role-Skirmisher = | ||
| Restrict-Role-Sneak = | | Restrict-Role-Sneak = | ||
| Restrict-Role-Swarm = | |||
| Restrict-Role-Tank = | | Restrict-Role-Tank = | ||
| Restrict-Role-Threat = | | Restrict-Role-Threat = | ||
Line 56: | Line 60: | ||
| Description | {{:Goblins}} | | Description | {{:Goblins}} | ||
Goblin Firetamers are the high priests of the goblin clans, having gained a mystical control over fire, much to the awe of their tribe. They wield powerful alchemies and provide leadership buffs to their allies. They are, if anything, even more in love with fire than regular goblins, and many have been known to burn themselves to death with their own experiments, enraptured throughout the process. | |||
}}</onlyinclude> | }}</onlyinclude> | ||
Line 71: | Line 75: | ||
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | | Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | ||
| Type | Fey | | Type | Fey | ||
<!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean | <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | | Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | ||
| Subtype | Goblinoid | | Subtype | Goblinoid | ||
<!-- If second monster type | <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | ||
<!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall --> | <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall --> | ||
<!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water --> | <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water --> | ||
Line 237: | Line 241: | ||
| NudgeSpace = | | NudgeSpace = | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | ||
NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde. | |||
NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) --> | |||
| NudgeReach = | | NudgeReach = | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | ||
NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde. | |||
NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) --> | |||
Line 284: | Line 288: | ||
| PriAtkIsAuto-Hit = | | PriAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgePriToHit = | | NudgePriToHit = | ||
Line 320: | Line 324: | ||
| SecAtkIsAuto-Hit = | | SecAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeSecToHit = | | NudgeSecToHit = | ||
Line 356: | Line 360: | ||
| TerAtkIsAuto-Hit = | | TerAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeTerToHit = | | NudgeTerToHit = | ||
Line 392: | Line 396: | ||
| QuaAtkIsAuto-Hit = | | QuaAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeQuaToHit = | | NudgeQuaToHit = | ||
Line 437: | Line 441: | ||
| RangedAtkIsAuto-Hit = | | RangedAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeRangedToHit = | | NudgeRangedToHit = | ||
Line 532: | Line 536: | ||
<!-- SPECIAL ABILITIES --> | <!-- SPECIAL ABILITIES --> | ||
Line 555: | Line 545: | ||
| Ability-1-Type = Sp | | Ability-1-Type = Sp | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Ability-1-Action-Required = Free Action, After Ranged Attack | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-1-Concentration = | | Ability-1-Concentration = | ||
Line 561: | Line 555: | ||
| Ability-1-Description = Any time the goblin firetamer makes a ranged attack, it is in the form of a splash weapon versus the target's touch AC. If it hits, it deals {{Special-Standard-Dmg}} points of {{dmg|fire}} damage to the primary target, and {{CR}} points of splash damage to all adjacent squares. Splash targets do not receive a saving throw against this damage. | | Ability-1-Description = Any time the goblin firetamer makes a ranged attack, it is in the form of a splash weapon versus the target's touch AC. If it hits, it deals {{Special-Standard-Dmg}} points of {{dmg|fire}} damage to the primary target, and {{CR}} points of splash damage to all adjacent squares. Splash targets do not receive a saving throw against this damage. | ||
If the bomb misses the primary target, it instead explodes in a nearby space, as described in the [[Splash Weapons]] rules. If a bomb critically hits, it deals double damage to the primary target only. Throwing the bombs provokes attacks of opportunity from threatening enemies. | |||
Firetamers always have as many bombs as they need. | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
Line 598: | Line 592: | ||
| Ability-2-Type = Su | | Ability-2-Type = Su | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-2-Action-Required = Swift Action, 1/Enc | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-2-Concentration = | | Ability-2-Concentration = | ||
Line 604: | Line 602: | ||
| Ability-2-Description = Once per encounter as a swift action, the Firetamer may break his fetish, granting him a free standard action. This behaves in all ways as an action point, except cooler! | | Ability-2-Description = Once per encounter as a swift action, the Firetamer may break his fetish, granting him a free standard action. This behaves in all ways as an action point, except cooler! | ||
While unbroken, the fetish protects the Firetamer from his own bombs completely. This is rough on his fellow goblins, however. | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
Line 639: | Line 637: | ||
| Ability-3-Type = Su | | Ability-3-Type = Su | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-3-Action-Required = Standard Action, 1/Rnd | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-3-Concentration = | | Ability-3-Concentration = | ||
Line 645: | Line 647: | ||
| Ability-3-Description = Once per round as a standard action, the Firetamer may cavort and shout at his allies within 30 feet, granting them a bonus of +1 to hit, +1 to AC and +1 to all saving throws. This effect lasts until the start of the Firetamer's next turn. | | Ability-3-Description = Once per round as a standard action, the Firetamer may cavort and shout at his allies within 30 feet, granting them a bonus of +1 to hit, +1 to AC and +1 to all saving throws. This effect lasts until the start of the Firetamer's next turn. | ||
If any affected ally has a negative status condition on them when this ability is used, then that creature does not gain this buff, but the status condition immediately ends. | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
Line 680: | Line 682: | ||
| Ability-4-Type = | | Ability-4-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-4-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-4-Concentration = | | Ability-4-Concentration = | ||
Line 718: | Line 724: | ||
| Ability-5-Type = | | Ability-5-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-5-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-5-Concentration = | | Ability-5-Concentration = | ||
Line 756: | Line 766: | ||
| Ability-6-Type = | | Ability-6-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-6-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-6-Concentration = | | Ability-6-Concentration = | ||
Line 794: | Line 808: | ||
| Ability-7-Type = | | Ability-7-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-7-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-7-Concentration = | | Ability-7-Concentration = | ||
Line 832: | Line 850: | ||
| Ability-8-Type = | | Ability-8-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-8-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-8-Concentration = | | Ability-8-Concentration = | ||
Line 870: | Line 892: | ||
| Ability-9-Type = | | Ability-9-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-9-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-9-Concentration = | | Ability-9-Concentration = | ||
Line 913: | Line 939: | ||
| Role-Only--Replace-Rez-Power--Type = | | Role-Only--Replace-Rez-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Role-Only--Replace-Rez-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Rez-Power--Concentration = | | Role-Only--Replace-Rez-Power--Concentration = | ||
Line 958: | Line 988: | ||
| Role-Only--Add-Killer-Power--Type = | | Role-Only--Add-Killer-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Role-Only--Add-Killer-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Add-Killer-Power--Concentration = | | Role-Only--Add-Killer-Power--Concentration = | ||
Line 1,005: | Line 1,039: | ||
| Role-Only--Replace-Leader-Power--Type = | | Role-Only--Replace-Leader-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Role-Only--Replace-Leader-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Leader-Power--Concentration = | | Role-Only--Replace-Leader-Power--Concentration = | ||
Line 1,052: | Line 1,090: | ||
| Role-Only--Replace-Legend-Power--Type = | | Role-Only--Replace-Legend-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Role-Only--Replace-Legend-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Legend-Power--Concentration = | | Role-Only--Replace-Legend-Power--Concentration = | ||
Line 1,099: | Line 1,141: | ||
| Role-Only--Replace-Minion-Power--Type = | | Role-Only--Replace-Minion-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Role-Only--Replace-Minion-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Minion-Power--Concentration = | | Role-Only--Replace-Minion-Power--Concentration = | ||
Line 1,146: | Line 1,192: | ||
| Role-Only--Replace-Shooter-Power--Type = | | Role-Only--Replace-Shooter-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Role-Only--Replace-Shooter-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Shooter-Power--Concentration = | | Role-Only--Replace-Shooter-Power--Concentration = | ||
Line 1,192: | Line 1,242: | ||
| Role-Only--Add-Skirmisher-Power--Type = | | Role-Only--Add-Skirmisher-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Role-Only--Add-Skirmisher-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Add-Skirmisher-Power--Concentration = | | Role-Only--Add-Skirmisher-Power--Concentration = | ||
Line 1,239: | Line 1,293: | ||
| Role-Only--Replace-Sneak-Power--Type = | | Role-Only--Replace-Sneak-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Role-Only--Replace-Sneak-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Sneak-Power--Concentration = | | Role-Only--Replace-Sneak-Power--Concentration = | ||
Line 1,245: | Line 1,303: | ||
| Role-Only--Replace-Sneak-Power--Description = | | Role-Only--Replace-Sneak-Power--Description = | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER | |||
SWARM ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Swarm" role. It replaces the default "Personal Space Issues" power | |||
(or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict | |||
the Distracted condition when they damage a foe (or it grants an area of affect | |||
ranged attack if it is a troop). Leave this blank if you want the "Personal Space | |||
Issues" or "Darken the Sky" power to appear when this monster is designated as a | |||
"Swarm" role. --> | |||
| Role-Only--Replace-Swarm-Power--Name = | |||
| Role-Only--Replace-Swarm-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Swarm-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, | |||
Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At | |||
Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Swarm-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Swarm-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | ||
Line 1,278: | Line 1,390: | ||
| CombatTactics = Firetamers stay behind their tribe-mates and use their incite power nearly every round. If their enemies bunch up enticingly, they will break their fetish and throw a bomb. Once they start throwing bombs, they get excited from all the fire around, and keep hucking bombs to best effect. | | CombatTactics = Firetamers stay behind their tribe-mates and use their incite power nearly every round. If their enemies bunch up enticingly, they will break their fetish and throw a bomb. Once they start throwing bombs, they get excited from all the fire around, and keep hucking bombs to best effect. | ||
Their throw anything feat allows them to throw rocks or anything else, if the fire isn't working out (though obviously, fire always works out. It's FIRE!) | |||
<!-- OUT OF COMBAT | <!-- OUT OF COMBAT --> | ||
| OutOfCombat = Goblin firetamers tend to be a good bit smarter than the average goblin, but they make terrible leaders. Indeed, they are best avoided, even by the bravest of goblins, as firetamers have a nasty habit of trying out their lastest bomb formulas on anyone nearby. | | OutOfCombat = Goblin firetamers tend to be a good bit smarter than the average goblin, but they make terrible leaders. Indeed, they are best avoided, even by the bravest of goblins, as firetamers have a nasty habit of trying out their lastest bomb formulas on anyone nearby. |
Latest revision as of 20:57, 10 May 2021
Goblin Firetamer (CR 2)
Pure Evil - Small - Fey (Goblinoid) |
---|
Lore: | Know (Nature) | ||
4 | 19 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
14 | +4 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 60 ft.
Movement Types:
- Walk 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
39 | 19 | 3 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +0 |
Refl: | +0 |
Will: | +5 |
Strong Against:
- Immune to its own bombs while fetish is unbroken; see Fetish
Offense
Standard Attack (Melee):
- 1x Cleaver +4 (0/19-20 x2)
as slashing (physical, common)
Full Attack (Melee):
- 3x Cleaver +4 (1d8/19-20 x2)
as slashing (physical, common)
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
9 |
STR |
15 |
DEX |
12 |
CON |
16 |
INT |
5 |
WIS |
6 |
CHA |
Skills:
- Bailiwick (Spellcraft): 4
- Intimidate: 7
- Perception: 4
- All other skills: 0 (no ranks)
Languages: Goblin, Common
Feats:
- Throw Anything (EFFECT: No penalties for improvised ranged weapons)
Special Abilities
Alchemist Bomb (Sp) Free Action, After Ranged Attack |
Any time the goblin firetamer makes a ranged attack, it is in the form of a splash weapon versus the target's touch AC. If it hits, it deals 1d8 points of fire (energy, common) damage to the primary target, and 2 points of splash damage to all adjacent squares. Splash targets do not receive a saving throw against this damage. If the bomb misses the primary target, it instead explodes in a nearby space, as described in the Splash Weapons rules. If a bomb critically hits, it deals double damage to the primary target only. Throwing the bombs provokes attacks of opportunity from threatening enemies. Firetamers always have as many bombs as they need. |
Fetish (Su) Swift Action, 1/Enc |
Once per encounter as a swift action, the Firetamer may break his fetish, granting him a free standard action. This behaves in all ways as an action point, except cooler! While unbroken, the fetish protects the Firetamer from his own bombs completely. This is rough on his fellow goblins, however. |
Incite Mob (Su) Standard Action, 1/Rnd |
Once per round as a standard action, the Firetamer may cavort and shout at his allies within 30 feet, granting them a bonus of +1 to hit, +1 to AC and +1 to all saving throws. This effect lasts until the start of the Firetamer's next turn. If any affected ally has a negative status condition on them when this ability is used, then that creature does not gain this buff, but the status condition immediately ends. |
Goblin Firetamer
Small green humanoids with oversized heads, brimming with sharp teeth, goblins are known for being aggressive, and, above all, a bit crazy.
Goblins can be found nearly anywhere that food can be had, but like caves, ruins and abandoned areas since they prefer not to have to build stuff if they can avoid it. That is not to say that goblins are stupid, merely lazy. In fact, goblins have been known to lay traps so elaborate that they forget how they work and fall prey to them themselves.
Goblins are not welcome in civilized areas, as they behave somewhat like drug-addled children on their best days. However, they have a fondness for elaborate, tricky things such as clocks and wagons, so they are often found around the edges of towns hoping to steal something interesting when no one is looking. Goblins rarely make massive raids against villages, nor are they prone to large-scale warfare. Instead, they count thievery, stealth, traps and ambushes to be the most honorable way to gain status.
Goblins have a love-hate relationship with fire. Goblins adore fire, but no matter how much it is worshiped, it keeps biting them. That doesn't prevent them from trying, of course. Most goblins will take any opportunity to play with fire, and believe fire to be the greatest of all forces in the Universe (it makes food tasty AND can destroy things!).
In addition to fire, Goblins can be quite manic about any number of things, individually, and can take these ephemeral obsessions to such extremes that they will forget to eat or sleep for days in their quest to master their new fancy.
Goblin Firetamers are the high priests of the goblin clans, having gained a mystical control over fire, much to the awe of their tribe. They wield powerful alchemies and provide leadership buffs to their allies. They are, if anything, even more in love with fire than regular goblins, and many have been known to burn themselves to death with their own experiments, enraptured throughout the process.
Combat Tactics
Firetamers stay behind their tribe-mates and use their incite power nearly every round. If their enemies bunch up enticingly, they will break their fetish and throw a bomb. Once they start throwing bombs, they get excited from all the fire around, and keep hucking bombs to best effect.
Their throw anything feat allows them to throw rocks or anything else, if the fire isn't working out (though obviously, fire always works out. It's FIRE!)
Out of Combat
Goblin firetamers tend to be a good bit smarter than the average goblin, but they make terrible leaders. Indeed, they are best avoided, even by the bravest of goblins, as firetamers have a nasty habit of trying out their lastest bomb formulas on anyone nearby.
Rewards
XP: 600
Treasure: Sellable Goods worth 500 gp.
- Weight: 20 lbs. Volume: 0.8 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 | |
---|---|
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) |