Pirate Goon: Difference between revisions

From Epic Path
Jump to navigation Jump to search
m (Text replacement - "<!-- OUT OF COMBAT -->" to "<!-- OUT OF COMBAT -->")
No edit summary
 
(9 intermediate revisions by 2 users not shown)
Line 26: 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 39: Line 39:
| 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 64: Line 65:
| Description | Pirate goons are humanoids who like to steal other people's things, preferably in the most violent fashion possible.  
| Description | Pirate goons are humanoids who like to steal other people's things, preferably in the most violent fashion possible.  


Pirates are almost always nomadic bands of marauders, most often encountered on nautical ships, attacking and looting everything weaker than themselves they can chase down. Some bands of Pirates, though, may be found on horseback, or on fanciful air ships, or infesting a dockyard, abandoned castle, or seedy neighborhood, in which case they may be known as bandits, or raiders. A typical encounter with Pirates will be with a smaller band, adequate to challenge a group of players, but never fear, there always seems to be more of these wretched murderers lurking around.
Pirates are almost always nomadic bands of marauders, most often encountered on nautical ships, attacking and looting everything weaker than themselves they can chase down. Some bands of Pirates, though, may be found on horseback, or on fanciful air ships, or infesting a dockyard, abandoned castle, or seedy neighborhood, in which case they may be known as raiders, or marauders. A typical encounter with Pirates will be with a smaller band, adequate to challenge a group of players, but never fear, there always seems to be more of these wretched murderers lurking around.


Pirate Goons are the classical 'swaggering, swashbuckling and horrible' pirates of legend. They offer very little in the way of redeeming features, and despite being sourced from a myriad of Civilized races, if they ever possessed the Spark, it is gone now. As such, they are monstrous indeed, with few or no redeeming features.
Pirate Goons are the classical 'swaggering, swashbuckling and horrible' pirates of legend. They offer very little in the way of redeeming features, and despite being sourced from a myriad of Civilized races, if they ever possessed the Spark, it is gone now. As such, they are monstrous indeed, with few or no redeeming features. Pirate Goons are often discovered in association with Bandits, to allow a wider variety of awful behaviors.


Now, that said, it is possible to find the occasional 'nugget of gold' among the ranks of the Goons, and if the GM see's fit, a Constituent or two can be mixed into a Pirate encounter, to offer a glimpse of the occasional Pirate whose Spark has not guttered copletely out, and allow the faint hope of redemption...although it's not likely.
Now, that said, it is possible to find the occasional 'nugget of gold' among the ranks of the Goons, and if the GM see's fit, a Constituent or two can be mixed into a Pirate encounter, to offer a glimpse of the occasional Pirate whose Spark has not guttered completely out, and allow the faint hope of redemption...although it's not likely.
   }}</onlyinclude>
   }}</onlyinclude>


Line 83: Line 84:
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Humanoid
| Type | Humanoid
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, 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 200: Line 201:
   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


Line 312: Line 313:


| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
Line 363: Line 364:


| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
Line 414: Line 415:


| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
Line 465: Line 466:


| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
Line 525: Line 526:


| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
Line 598: Line 599:
<!--  FEATS  -->
<!--  FEATS  -->


| Feat1 = Point-Blank Shot
| Feat1 = Weapon Focus
| Feat2 =  
| Feat2 =  
| Feat3 =  
| Feat3 =  
Line 1,458: Line 1,459:


| 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  

Latest revision as of 22:26, 7 January 2023

Pirate Goon (CR 3)

Chaotic Evil - Medium - Humanoid
Lore: Know (Local)
5 19
Basic DC Full DC
Initiative
Initiative Icon 2.png
6
Perception:
15 +5
Passive Active
Ambush:
9+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
19
Man Def
Shield Icon 3.png
18
Monster Health
55 27 4
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +2
Refl: +6
Will: +1

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+6
Sword Icon 3.png
Man Off
+6
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Ye Olde Rapier +6 (1d8+1/19-20 x2)
    as slashing (physical, common)

Full Attack (Melee):

  • 3x Ye Olde Rapier +6 (1d8+1/19-20 x2)
    as slashing (physical, common)

Standard Attack (Ranged):

  • 1x Boomstick +10 vs. AC (always hits on a 17+ on the die) (1d8+1/19-20 x2)
    as force (energy, uncommon)
    (Increment: 50 ft.; Max Range: 50 ft.)
    plus 1d4 squares of Push to target; expended after use

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

14
STR
15
DEX
14
CON
11
INT
13
WIS
15
CHA

Skills:

Languages: Common,

Feats:

  • Weapon Focus (EFFECT: +1 bonus on attack rolls with two weapons you choose and are proficient in, one melee, one ranged.)

Special Abilities

Boomstick (Ex) Standard Action

This magical contraption shoots a pellet of pure force at the target, as a Ranged Touch Attack. If it hits, it deals 1d8+1 points of force (energy, uncommon) damage, and pushes the target 1d4 squares.

Once the Boomstick is used, hit or miss, it crumbles to a chalky dust.

Bandy Legs (Ex) Immediate Action 1/Rnd

Years spent in stalking victims, whether across pitching decks, a rattling wagon bed, or stumbling across debris, have given these pirates an unpredictable gait. Once per round, a pirate goon may take a five foot step as an immediate action.

These guys are bad news, and they know it.

Pirate Goon

Pirate goons are humanoids who like to steal other people's things, preferably in the most violent fashion possible.

Pirates are almost always nomadic bands of marauders, most often encountered on nautical ships, attacking and looting everything weaker than themselves they can chase down. Some bands of Pirates, though, may be found on horseback, or on fanciful air ships, or infesting a dockyard, abandoned castle, or seedy neighborhood, in which case they may be known as raiders, or marauders. A typical encounter with Pirates will be with a smaller band, adequate to challenge a group of players, but never fear, there always seems to be more of these wretched murderers lurking around.

Pirate Goons are the classical 'swaggering, swashbuckling and horrible' pirates of legend. They offer very little in the way of redeeming features, and despite being sourced from a myriad of Civilized races, if they ever possessed the Spark, it is gone now. As such, they are monstrous indeed, with few or no redeeming features. Pirate Goons are often discovered in association with Bandits, to allow a wider variety of awful behaviors.

Now, that said, it is possible to find the occasional 'nugget of gold' among the ranks of the Goons, and if the GM see's fit, a Constituent or two can be mixed into a Pirate encounter, to offer a glimpse of the occasional Pirate whose Spark has not guttered completely out, and allow the faint hope of redemption...although it's not likely.

Combat Tactics

Goons will typically rush into melee combat as rapidly as possible, either in a silent, vicious rush, or emitting blood-curdling screams and cries, as the situation warrants. If they are aboard a ship, or in other situations where terrain and positioning can have a major effect, they will often withhold the use of their alchemical boomsticks until they can get close to their foes, and with their Bandy legs, they will attempt to set up pushes to drive foes overboard, or off cliffs, or down stairs. If the terrain does not favor a tactical use of the boomsticks, they will typically fire only a few at a time (no more than half of them), and will scatter their shots around, trying the break of their enemies defensive positions and get somebody alone, for easy pickings.

Pirate Goons have no honor and little more courage. If they see a battle is going against them, they will attempt to flee, to return with more pirates later. They will sometimes hold one or two shots of their Boomsticks to disrupt any pursuit...if they happen to think of it.

In melee combat, they will use their Bandy Legs often, bobbing and staggering around, setting up flanks or attacking and then 'ducking back' out of easy melee combat range. They are surprisingly dangerous in a fight due to this movement, and can force melee heroes to use up attacks keeping the pressure on them.

Out of Combat

Pirate Goons are often very present, out of combat. It is common to see Pirate Goons and regular goons in conflict, especially in dock areas, or caravan stops. Pirate goons can be seen skulking about town, avoiding the Watch and generally behaving in a sordid fashion, their status as once-civil beings affording them some modicum of protection against instant annihilation by the Watch.

Many stories can be given tension and weight by a Pirate (or Bandit, Raider, Marauder, etc) presence, lurking around in a supposedly 'safe' town. The heroes have orcs outside the walls, and goons within. So much for a busy hero to do!

Rewards

XP: 800

Treasure: Sellable Goods worth 813 gp.

Weight: 30 lbs.     Volume: 1.2 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)