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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 |
Perception: | |
15 | +5 |
Passive | Active |
Ambush: |
9+ |
on a d20 |
Senses:
- Standard Senses
- (some have lowlight vision)
Movement Types:
- Walk 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
55 | 27 | 4 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +2 |
Refl: | +6 |
Will: | +1 |
Strong Against:
- DR 4/Common (Bludgeoning, Crushing, Piercing, Slashing, Slime), bypassed by bludgeoning (physical, common)
Offense
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):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
14 |
STR |
15 |
DEX |
14 |
CON |
11 |
INT |
13 |
WIS |
15 |
CHA |
Skills:
- Acrobatics: 5
- Bluff: 7
- Intimidate: 5
- Movement: 6
- Perception: 5
- Stealth: 4
- All other skills: 0 (no ranks)
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. |
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) |