Human Goon: Difference between revisions
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{{Template:Monster | |||
| MonsterName = Human Goon | |||
= | | CR = 1 | ||
| Image = deadman-axeman.jpg | |||
<!--Value: file name and extension only (e.g. "monster_picture.jpg")--> | |||
| Role = | |||
<!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank--> | |||
| Description = 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. | |||
| Alignment = Chaotic Neutral | |||
<!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil--> | |||
| Size = Medium | |||
<!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic--> | |||
| Type = Humanoid | |||
<!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin--> | |||
= | | Subtype = Human | ||
<!--If any--> | |||
| NudgeInit = 1 | |||
<!--CR 1 INITIATIVE = +1 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | |||
| Senses = - | |||
<!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")--> | |||
| NudgePerception = 1 | |||
<!--CR 1 PERCEPTION = +4 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-8--> | |||
| NudgeAC = | |||
<!--CR 1 AC = 14 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeTouchAC = | |||
<!--CR 1 TOUCH AC = 11 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeFFAC = | |||
<!--CR 1 FLAT-FOOTED AC = 13 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeHitPoints = 2 | |||
<!--CR 1 HIT POINTS = 20 --> | |||
<!--Values: any multiplier, or leave blank. Max recommended is 1.15 (+15%) or 0.85 (-15%)--> | |||
<!-- SAVING THROWS --> | |||
| Fort = S | |||
| Refl = | |||
| Will = | |||
<!--CR 1 STRONG SAVE = +4; WEAK SAVE = +1 --> | |||
<!--Values: "S" (for Strong save), leave blank for Weak save | |||
* Most monsters have 1 strong save and 2 weak saves | |||
* Heavies, Tanks, Threats and Villains have 2 strong saves | |||
* Dragons have 3 strong saves--> | |||
| NudgeFort = | |||
| NudgeRefl = 1 | |||
| NudgeWill = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| SR = | |||
<!--Values: Y (for Yes), or leave blank--> | |||
| NudgeSR = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| SpecialDefenses = | |||
<!--Put any DR or ER values here--> | |||
''' | | StrongAgainst = | ||
<!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added--> | |||
| WeakAgainst = | |||
<!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added--> | |||
= | | MoveTypes = Walk 30 ft. | ||
<!--Other move types as needed--> | |||
| NudgeReach = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.--> | |||
<!-- GENERAL ATTACK INFORMATION --> | |||
| MeleeOrNatural = Melee | |||
<!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)--> | |||
| MultipliedDamageType = | |||
<!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)--> | |||
<!-- PRIMARY ATTACK INFORMATION --> | |||
= | | PriAtkName = Battle Axe | ||
<!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")--> | |||
| PriAtkNotes = | |||
<!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | |||
| PriAtkVSTouchAC = | |||
<!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | |||
| PriAtkIsAuto-Hit = | |||
<!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")--> | |||
| NudgePriToHit = 1 | |||
<!--CR 1 PRIMARY TO-HIT = +4 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgePriDamage = | |||
<!--CR 1 PRIMARY NATURAL DAMAGE = 1d8 --> | |||
<!--CR 1 PRIMARY MELEE DAMAGE = 1d8 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SECONDARY ATTACK INFORMATION --> | |||
| SecAtkName = | |||
<!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none--> | |||
| SecAtkNotes = | |||
<!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | |||
| SecAtkVSTouchAC = | |||
<!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | |||
| SecAtkIsAuto-Hit = | |||
<!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")--> | |||
| NudgeSecToHit = | |||
<!--CR 1 SECONDARY TO-HIT = +4 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
''' | | NudgeSecDamage = | ||
<!--CR 1 SECONDARY NATURAL DAMAGE = 1d4 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- TERTIARY ATTACK INFORMATION --> | |||
| TerAtkName = | |||
<!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none--> | |||
| TerAtkNotes = | |||
<!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | |||
| TerAtkVSTouchAC = | |||
<!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | |||
| TerAtkIsAuto-Hit = | |||
<!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")--> | |||
| NudgeTerToHit = | |||
<!--CR 1 TERTIARY TO-HIT = +4 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
=== | | NudgeTerDamage = | ||
' | <!--CR 1 TERTIARY NATURAL DAMAGE = 1d8 --> | ||
<!--CR 1 TERTIARY MELEE DAMAGE = 1d8 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- QUATERNARY ATTACK INFORMATION --> | |||
| QuaAtkName = | |||
<!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none--> | |||
| QuaAtkNotes = | |||
<!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | |||
| QuaAtkVSTouchAC = | |||
<!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | |||
| QuaAtkIsAuto-Hit = | |||
<!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")--> | |||
| NudgeQuaToHit = | |||
<!--CR 1 QUATERNARY TO-HIT = +4 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
== | | NudgeQuaDamage = | ||
'''CR' | <!--CR 1 QUATERNARY NATURAL DAMAGE = 1d4 --> | ||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- RANGED ATTACK INFORMATION --> | |||
| RangedAtkName = Thrown Dagger | |||
<!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack--> | |||
| RangedAtkNotes = Increment 10 ft.; Max Range: 50 ft. | |||
<!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | |||
= | | HasRangedFullAttack = Y | ||
<!--Values: Y (for yes), or leave blank (for no)--> | |||
| RangedAtkVSTouchAC = | |||
<!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | |||
| RangedAtkIsAuto-Hit = | |||
<!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")--> | |||
| NudgeRangedToHit = 1 | |||
<!--CR 1 RANGED TO-HIT = +4 --> | |||
<!--any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
== | | NudgeRangedDamage = | ||
''' | <!--CR 1 RANGED DAMAGE = 1d8 --> | ||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- ABILITY SCORES --> | |||
| Str = 15 | |||
| Dex = 14 | |||
| Con = 15 | |||
| Int = 10 | |||
| Wis = 9 | |||
| Cha = 12 | |||
| NudgeCMB = 1 | |||
<!--CR 1 CMB = +3 --> | |||
| CMBNotes = +2 on [[Combat_Maneuvers#Steal|Steal]] attempts | |||
<!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")--> | |||
| NudgeCMD = 1 | |||
<!--CR 1 CMD = 15 --> | |||
| CMDNotes = | |||
<!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")--> | |||
<!-- FEATS --> | |||
| Feat1 = Unarmed Strike, Improved | |||
| Feat2 = Catch Off Guard | |||
| Feat3 = | |||
| Feat4 = | |||
<!--Just the feat name; will be autolinked, and ShortDesc added--> | |||
<!-- SKILLS --> | |||
| Skill1 = Bluff | |||
| Skill2 = Intimidate | |||
| Skill3 = | |||
| Skill4 = | |||
| NudgeSkill1 = 1 | |||
| NudgeSkill2 = 2 | |||
| NudgeSkill3 = | |||
| NudgeSkill4 = | |||
<!--CR 1 SKILLS = +4 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-8--> | |||
<!-- LANGUAGES --> | |||
= | | Languages = Common | ||
<!--Comma-separated list--> | |||
<!-- SPECIAL ABILITIES --> | |||
<!-- ROLE-BASED SPECIAL ABILITIES --> | |||
| HideRoleReminder1 = | |||
<!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)--> | |||
| HideRoleReminder2 = | |||
<!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)--> | |||
| HideRoleReminder3 = | |||
<!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)--> | |||
| HideRoleReminder4 = | |||
<!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)--> | |||
<!-- SPECIAL ABILITY 1 --> | |||
| Ability-1-Name = Bullyboy | |||
| Ability-1-Type = Ex | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-1-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it--> | |||
| Ability-1-Description = Once per round, if the Human Goon has taken damage this encounter, he may use Bullyboy to add {{#var:Special1StandardDmg}} to one of his successful melee weapon attacks. This is considered precision damage and is not multiplied on a critical hit. | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special1ToHit}} To-Hit @ CR 1 = +4 | |||
{{#var:Special1TouchAttack}} Touch To-Hit @ CR 1 = +0 | |||
{{#var:Special1SaveDC}} Save DC @ CR 1 = 10 | |||
{{#var:Special1StandardDmg}} Std Damage @ CR 1 = 1d6+1 | |||
{{#var:Special1SwiftDmg}} Swift Damage @ CR 1 = 1d4 | |||
{{#var:Special1AlphaDmg}} Alpha Damage @ CR 1 = 1d6+1 | |||
--> | |||
| NudgeAbility1ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility1TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility1SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
''' | | NudgeAbility1StandardDamage = | ||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
''' | | NudgeAbility1SwiftDamage = | ||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility1AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 2 --> | |||
| Ability-2-Name = Mugger | |||
| Ability-2-Type = Ex | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-2-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-2-Description = A Human Goon may choose to deal non-lethal damage with any of his attacks, instead of lethal damage, without taking a penalty to his attack rolls or provoking attacks of opportunity. | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special2ToHit}} To-Hit @ CR 1 = +4 | |||
{{#var:Special2TouchAttack}} Touch To-Hit @ CR 1 = +0 | |||
{{#var:Special2SaveDC}} Save DC @ CR 1 = 10 | |||
{{#var:Special2StandardDmg}} Std Damage @ CR 1 = 1d6+1 | |||
{{#var:Special2SwiftDmg}} Swift Damage @ CR 1 = 1d4 | |||
{{#var:Special2AlphaDmg}} Alpha Damage @ CR 1 = 1d6+1 | |||
--> | |||
| NudgeAbility2ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility2TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility2SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility2StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility2SwiftDamage = | |||
''' | <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | ||
''' | | NudgeAbility2AlphaDamage = | ||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 3 --> | |||
| Ability-3-Name = | |||
| Ability-3-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-3-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-3-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special3ToHit}} To-Hit @ CR 1 = +4 | |||
{{#var:Special3TouchAttack}} Touch To-Hit @ CR 1 = +0 | |||
{{#var:Special3SaveDC}} Save DC @ CR 1 = 10 | |||
{{#var:Special3StandardDmg}} Std Damage @ CR 1 = 1d6+1 | |||
{{#var:Special3SwiftDmg}} Swift Damage @ CR 1 = 1d4 | |||
{{#var:Special3AlphaDmg}} Alpha Damage @ CR 1 = 1d6+1 | |||
--> | |||
| NudgeAbility3ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
''' | | NudgeAbility3TouchAttack = | ||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility3SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility3StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility3SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility3AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 4 --> | |||
| Ability-4-Name = | |||
| Ability-4-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-4-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-4-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special4ToHit}} To-Hit @ CR 1 = +4 | |||
{{#var:Special4TouchAttack}} Touch To-Hit @ CR 1 = +0 | |||
{{#var:Special4SaveDC}} Save DC @ CR 1 = 10 | |||
{{#var:Special4StandardDmg}} Std Damage @ CR 1 = 1d6+1 | |||
{{#var:Special4SwiftDmg}} Swift Damage @ CR 1 = 1d4 | |||
{{#var:Special4AlphaDmg}} Alpha Damage @ CR 1 = 1d6+1 | |||
--> | |||
| NudgeAbility4ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility4TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility4SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility4StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility4SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility4AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 5 --> | |||
| Ability-5-Name = | |||
| Ability-5-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-5-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-5-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special5ToHit}} To-Hit @ CR 1 = +4 | |||
{{#var:Special5TouchAttack}} Touch To-Hit @ CR 1 = +0 | |||
{{#var:Special5SaveDC}} Save DC @ CR 1 = 10 | |||
{{#var:Special5StandardDmg}} Std Damage @ CR 1 = 1d6+1 | |||
{{#var:Special5SwiftDmg}} Swift Damage @ CR 1 = 1d4 | |||
{{#var:Special5AlphaDmg}} Alpha Damage @ CR 1 = 1d6+1 | |||
--> | |||
| NudgeAbility5ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility5TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility5SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility5StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility5SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility5AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 6 --> | |||
| Ability-6-Name = | |||
| Ability-6-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-6-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-6-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special6ToHit}} To-Hit @ CR 1 = +4 | |||
{{#var:Special6TouchAttack}} Touch To-Hit @ CR 1 = +0 | |||
{{#var:Special6SaveDC}} Save DC @ CR 1 = 10 | |||
{{#var:Special6StandardDmg}} Std Damage @ CR 1 = 1d6+1 | |||
{{#var:Special6SwiftDmg}} Swift Damage @ CR 1 = 1d4 | |||
{{#var:Special6AlphaDmg}} Alpha Damage @ CR 1 = 1d6+1 | |||
--> | |||
| NudgeAbility6ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility6TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility6SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility6StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility6SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility6AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 7 --> | |||
| Ability-7-Name = | |||
| Ability-7-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-7-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-7-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special7ToHit}} To-Hit @ CR 1 = +4 | |||
{{#var:Special7TouchAttack}} Touch To-Hit @ CR 1 = +0 | |||
{{#var:Special7SaveDC}} Save DC @ CR 1 = 10 | |||
{{#var:Special7StandardDmg}} Std Damage @ CR 1 = 1d6+1 | |||
{{#var:Special7SwiftDmg}} Swift Damage @ CR 1 = 1d4 | |||
{{#var:Special7AlphaDmg}} Alpha Damage @ CR 1 = 1d6+1 | |||
--> | |||
| NudgeAbility7ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility7TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility7SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility7StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility7SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility7AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 8 --> | |||
| Ability-8-Name = | |||
| Ability-8-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-8-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-8-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special8ToHit}} To-Hit @ CR 1 = +4 | |||
{{#var:Special8TouchAttack}} Touch To-Hit @ CR 1 = +0 | |||
{{#var:Special8SaveDC}} Save DC @ CR 1 = 10 | |||
{{#var:Special8StandardDmg}} Std Damage @ CR 1 = 1d6+1 | |||
{{#var:Special8SwiftDmg}} Swift Damage @ CR 1 = 1d4 | |||
{{#var:Special8AlphaDmg}} Alpha Damage @ CR 1 = 1d6+1 | |||
--> | |||
| NudgeAbility8ToHit = | |||
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| NudgeAbility8TouchAttack = | |||
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| NudgeAbility8SaveDC = | |||
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| NudgeAbility8StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility8SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility8AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 9 --> | |||
| Ability-9-Name = | |||
| Ability-9-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-9-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-9-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special9ToHit}} To-Hit @ CR 1 = +4 | |||
{{#var:Special9TouchAttack}} Touch To-Hit @ CR 1 = +0 | |||
{{#var:Special9SaveDC}} Save DC @ CR 1 = 10 | |||
{{#var:Special9StandardDmg}} Std Damage @ CR 1 = 1d6+1 | |||
{{#var:Special9SwiftDmg}} Swift Damage @ CR 1 = 1d4 | |||
{{#var:Special9AlphaDmg}} Alpha Damage @ CR 1 = 1d6+1 | |||
--> | |||
| NudgeAbility9ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility9TouchAttack = | |||
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| NudgeAbility9SaveDC = | |||
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| NudgeAbility9StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility9SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility9AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- COMBAT TACTICS --> | |||
| CombatTactics = 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 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. | |||
<!-- OUT OF COMBAT --> | |||
| OutOfCombat = 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. | |||
}} |
Revision as of 17:19, 14 June 2016
Human Goon (CR 1)
Chaotic Neutral - Medium - Humanoid (Human) |
---|
Lore: | Know (Local) | ||
2 | 17 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
14 | +4 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
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
Standard Attack (Melee):
- 1x Battle Axe +4 (1d4/19-20 x2)
as undefined damage type
Full Attack (Melee):
- 3x Battle Axe +4 (1d4/19-20 x2)
as undefined damage type
Standard Attack (Ranged):
- 1x Thrown Dagger +4 (1d4/19-20 x2)
as undefined damage type
Increment 10 ft.; Max Range: 50 ft.
Full Attack (Ranged):
- 3x Thrown Dagger +4 (1d4/19-20 x2)
as undefined damage type
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:
- Unarmed Strike, Improved (EFFECT: Deal 1d6 base weapon damage with an unarmed strike)
- Catch Off Guard (EFFECT: Catch Off Guard (Feat))
Special Abilities
Bullyboy (Ex) |
Once per round, if the Human Goon has taken damage this encounter, he may use Bullyboy to add to one of his successful melee weapon attacks. This is considered precision damage and is not multiplied on a critical hit. |
Mugger (Ex) |
A Human Goon may choose to deal non-lethal damage with any of his attacks, instead of lethal damage, without taking a penalty to his attack rolls or provoking attacks of opportunity. |
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. 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 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.
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 | |
---|---|
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) |