Human Goon: Difference between revisions
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'''Speed''' 30 ft. | '''Speed''' 30 ft. | ||
'''Single Melee''' long pike +4 (1d8/x3) (reach | '''Single Melee''' long pike +4 (1d8/x3) (reach 15') | ||
'''Full Melee''' 2x long pike +4 (1d8/x3) (reach | '''Full Melee''' 2x long pike +4 (1d8/x3) (reach 15') | ||
'''Ranged''' dagger +4 (1d4+2/x2), range increment 10 feet | '''Ranged''' dagger +4 (1d4+2/x2), range increment 10 feet |
Revision as of 01:49, 31 December 2015
Human Goon (CR 1)
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. 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.
GENERAL
CR 1 Hit Dice 2
XP 400
CN Medium Humanoid (Human)
Init +1; Senses Perception +4
DEFENSE
AC 14, touch 11, flat-footed 13 (+3 armor, +1 dex, +0 natural, +0 deflection)
hp 20
Fort +4, Ref +1, Will +1
Aura: -
SR: -
Special Defenses: -
Immunities: -
Weaknesses: -
OFFENSE
Speed 30 ft.
Space / Reach: 5 ft. / 5 ft.
Single Melee Longsword +4 (1d8/19-20x2)
Full Melee 2x Longsword +4 (1d8/19-20x2)
Ranged dagger +4 (1d4+2/x2), range increment 10 feet
Special Attacks -
Action Points 0
STATISTICS
Str 15, Dex 14, Con 15, Int 10, Wis 9, Cha 12
Base Atk +1; CMB +3; CMD 15
Feats Catch Off-Guard (EFFECT: use improvised weapons without penalty; unarmed opponents are flat-footed)
Skills Bluff +2, Intimidate +2
Languages Common
SPECIAL ABILITIES
None
TREASURE
Sell value of approximately 231 gp.
COMBAT TACTICS
Human goons prefer to ambush their prey. They will also stage diversions to distract any nearby town watch or other constabulatory. They prefer hit-and-run tactics over outright murder, and will sometimes even use subdual damage 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.
Example: The Deadmen Gang
The Deadmen Gang are a band of human goons who have united under the charismatic leadership of Zhaspar. They are a desultory, lethargic band of ruffians who would much rather tell stories than actually fight, but will fight when they run out of coin for drinks.
They wear a uniform of sorts, their armor having been painted with a stylized skeleton over the black links of the chainmail. They wear a noose of thick hemp rope around their necks to complete the look. This noose is actually a trick for clever foes who would try to use it against the Deadmen: it's on a harness, preventing any risk of actual suffocation or harm from the noose. But they're happy to let an opponent try!
Deadmen Axemen (CR 1)
Deadmen Axemen are the rank-and-file Deadmen. They serve as the front line in skirmishes, allowing their friends to pick away at the fringes of the battle unhindered. They will try to get in the way of their prey, filling doorways or other chokepoints.
GENERAL
CR 1
XP 400
CN Medium humanoid
Init +0; Senses Perception +4
DEFENSE
AC 15, touch 11, flat-footed 13 (+4 armor, +1 dex, +0 natural, +0 deflection)
hp 20
Fort +4, Ref +0, Will +0
OFFENSE
Speed 30 ft.
Single Melee battleaxe +5 (1d8/x3)
Full Melee 2x battleaxe +5 (1d8/x3)
Ranged dagger +4 (1d4+2/x2), range increment 10 feet
Special Attacks -
STATISTICS
Str 11, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Power Attack
Skills Perception +4
Languages Common
Deadmen Pikemen (CR 1)
Deadmen Pikemen are Deadmen with pikes. They will use the many murder holes hidden throughout their hangout to injure intruders, then run before an actual fight can be brought to them, only to repeat it again when the intruders let their guard down.
GENERAL
CR 1
XP 400
CN Medium humanoid
Init +0; Senses Perception +4
DEFENSE
AC 14, touch 11, flat-footed 13 (+3 armor, +1 dex, +0 natural, +0 deflection)
hp 20
Fort +4, Ref +0, Will +0
OFFENSE
Speed 30 ft.
Single Melee long pike +4 (1d8/x3) (reach 15')
Full Melee 2x long pike +4 (1d8/x3) (reach 15')
Ranged dagger +4 (1d4+2/x2), range increment 10 feet
Special Attacks -
STATISTICS
Str 11, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Power Attack
Skills Perception +4
Languages Common
Deadmen Longbowman (CR 1)
Deadmen Longbowmen will find nice spots to hide and snipe at their prey while the Axemen provide a skirmish line for the victims to struggle against. They also carry shortswords to use if they are forced into melee, but they will use terrain such as rooftops to keep out of easy engagement.
GENERAL
CR 1
XP 400
CN Medium humanoid
Init +0; Senses Perception +4
DEFENSE
AC 14, touch 11, flat-footed 13 (+3 armor, +1 dex, +0 natural, +0 deflection)
hp 20
Fort +4, Ref +0, Will +0
OFFENSE
Speed 30 ft.
Single Melee shortsword +4 (1d6/19-20x2)
Full Melee 2x shortsword +4 (1d6/19-20x2)
Ranged longbow +4 (1d8/x3), range increment 60 feet
Full Ranged 2x longbow +4 (1d8/x3), range increment 60 feet
Special Attacks -
STATISTICS
Str 13, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Point-Blank Shot
Skills Perception +4
Languages Common
Deadmen Ballista-Men (CR 1)
The Deadmen have somehow gotten ahold of two ballistae to fortify the entryway to their hideout. These Deadmen have been trained in their operation and maintenance. Intruders beware!
GENERAL
CR 1
XP 400
CN Medium humanoid
Init +0; Senses Perception +4
DEFENSE
AC 14, touch 11, flat-footed 13 (+3 armor, +1 dex, +0 natural, +0 deflection)
hp 20
Fort +4, Ref +0, Will +0
OFFENSE
Speed 30 ft.
Single Melee longsword +1 (1d8/x3)
Full Melee 2x longsword +1 (1d8/x3)
Ranged ballista +4 (2d6, attacks all targets in line 90 feet long)
Special Attacks -
STATISTICS
Str 11, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Power Attack
Skills Perception +4
Languages Common