Human Goon: Difference between revisions

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| Ability-3-Name = Nothing to See Here


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| Ability-3-Description = Goons in a civilized location may attempt to seem innocent of wrongdoing or ill thoughts. That is, they do not look or act like monsters, they look like civilized, law-abiding citizens. They may make a [[Bluff]] check of a d20 plus their Bluff skill (see above), and the DC for any attempts to discern that they are Goons (or at least guilty of something right now) uses the result of that skill roll as the DC. Much like invisibility, Pass For Normal assumes that an active perception roll is required to even make a check. Much like stealth, once combat begins and they make attacks, it is immediately obvious that they are Bad Guys. However, if a Lore check to discern what they are is attempted and failed, they will identify as mere Constituents.  
| Ability-3-Description = Goons in a civilized location may attempt to seem innocent of wrongdoing or ill thoughts. That is, they do not look or act like monsters, they look like civilized, law-abiding citizens. They may make a [[Bluff]] check of a d20 plus their Bluff skill (see above), and the DC for any attempts to discern that they are Goons (or at least guilty of something right now) uses the result of that skill roll as the DC. Much like invisibility, Nothing to See Here assumes that an active perception roll is required to even make a check. Much like stealth, once combat begins and they make attacks, it is immediately obvious that they are Bad Guys. However, if a Lore check to discern what they are is attempted and failed, they will identify as mere Constituents.  
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| CombatTactics = When they attack victims, Human goons prefer to ambush their prey. They will also stage diversions to distract any nearby town watch or other constabulary.  If they are committing strong-arm robberies, they prefer hit-and-run tactics over outright murder, and will often 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. Goons have crowbars, and they are often engaged in breaking and entering, so its fairly common for adventurers sleeping peacefully in an inn to be attacked in the night by a surprised band of Goons.  Indeed, it is possible to stumble across Human Goons in dungeons or ruins, usually looking to break into places and steal whatever they can take.
| CombatTactics = When they attack victims, Human goons prefer to ambush their prey. They will also stage diversions to distract any nearby town watch or other constabulary.  If they are committing strong-arm robberies, they prefer hit-and-run tactics over outright murder, and will often 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. Goons have crowbars, and they are often engaged in breaking and entering, so its fairly common for adventurers sleeping peacefully in an inn to be attacked in the night by a surprised band of Goons.  Indeed, it is possible to stumble across Human Goons in dungeons or ruins, usually looking to break into places and steal whatever they can take. In a fight, Goons will throw daggers at hard-hitting ranged foes, especially spellcasters, stepping back with a five-foot step if they must. They will flee if they take over half their number in casualties, but if they are hard-pressed they will knuckle down and fight to the end.  





Latest revision as of 01:11, 8 February 2023

Human Goon (CR 1)

True Chaotic - Medium - Humanoid
Lore: Know (Local)
2 16
Basic DC Full DC
Initiative
Initiative Icon 2.png
4
Perception:
13 +3
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
14
Man Def
Shield Icon 3.png
16
Monster Health
37 18 2
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +5
Refl: +1
Will: +0

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+4
Sword Icon 3.png
Man Off
+4
Sword Icon 3.png
Action
0
Points
  • Maneuver Offense Notes: +2 to Steal

Standard Attack (Melee):

  • 1x Battle Axe +4 (1d4/19-20 x2)
    as hacking (physical, uncommon)

Full Attack (Melee):

  • 3x Battle Axe +4 (1d4/19-20 x2)
    as hacking (physical, uncommon)

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:

  • 1x Crowbars +3 (1d2)

Statistics

15
STR
14
DEX
15
CON
10
INT
9
WIS
12
CHA

Skills:

Languages: Common

Feats:

Special Abilities

Bullyboy (Ex) Free, 1/Rnd, After Injured

Up to once per round, if a Human Goon has taken damage this encounter, they may use Bullyboy to add 1d4 to one of their successful melee weapon attacks (as more hacking (physical, uncommon) damage). This is considered precision damage and is not multiplied on a critical hit, but it does add to the attack value for overcoming damage resistance.

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 goons to attack foes without risk of killing them. Assuming that's something they actually want to do.

Nothing to See Here (Ex) Varies

Goons in a civilized location may attempt to seem innocent of wrongdoing or ill thoughts. That is, they do not look or act like monsters, they look like civilized, law-abiding citizens. They may make a Bluff check of a d20 plus their Bluff skill (see above), and the DC for any attempts to discern that they are Goons (or at least guilty of something right now) uses the result of that skill roll as the DC. Much like invisibility, Nothing to See Here assumes that an active perception roll is required to even make a check. Much like stealth, once combat begins and they make attacks, it is immediately obvious that they are Bad Guys. However, if a Lore check to discern what they are is attempted and failed, they will identify as mere Constituents.

Human Goon

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

When they attack victims, Human goons prefer to ambush their prey. They will also stage diversions to distract any nearby town watch or other constabulary. If they are committing strong-arm robberies, they prefer hit-and-run tactics over outright murder, and will often 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. Goons have crowbars, and they are often engaged in breaking and entering, so its fairly common for adventurers sleeping peacefully in an inn to be attacked in the night by a surprised band of Goons. Indeed, it is possible to stumble across Human Goons in dungeons or ruins, usually looking to break into places and steal whatever they can take. In a fight, Goons will throw daggers at hard-hitting ranged foes, especially spellcasters, stepping back with a five-foot step if they must. They will flee if they take over half their number in casualties, but if they are hard-pressed they will knuckle down and fight to the end.

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, looking for doors to kick in, walls to break down, or roaming the streets, 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
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)