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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
[[Category:CR 1]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| MonsterName = Human Goon


== Human Goon (CR 1) ==
| 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.
| Image = deadman-axeman.jpg
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->


Other than toughness, cleverness and a willingness to use whatever weapon is at hand, human goons rarely have any special abilities.
| 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.


=== GENERAL ===
: 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.
'''CR''' 1  '''Hit Dice''' 2


'''XP''' 400
: Other than toughness, cleverness and a willingness to use whatever weapon is at hand, human goons rarely have any special abilities.


CN Medium Humanoid (Human)
| Alignment = Chaotic Neutral
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


'''Init''' +1; '''Senses''' Perception +4
| 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-->


=== DEFENSE ===
| Subtype = Human
'''AC''' 14, '''touch''' 11, '''flat-footed''' 13 (+3 armor, +1 dex, +0 natural, +0 deflection)
  <!--If any-->


'''hp''' 20
| NudgeInit = 1
  <!--CR 1 INITIATIVE = +1 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Fort''' +4, '''Ref''' +1, '''Will''' +1
| Senses = -
  <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->


'''Aura:''' -
| NudgePerception = 1
  <!--CR 1 PERCEPTION = +4 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''SR:''' -
| NudgeAC =
  <!--CR 1 AC = 14 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Special Defenses:''' -
| NudgeTouchAC =
  <!--CR 1 TOUCH AC = 11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Immunities:''' -
| NudgeFFAC =
  <!--CR 1 FLAT-FOOTED AC = 13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Weaknesses:''' -
| NudgeHitPoints = 2
  <!--CR 1 HIT POINTS = 20 -->
  <!--Values: any multiplier, or leave blank. Max recommended is 1.15 (+15%) or 0.85 (-15%)-->




=== OFFENSE ===
<!--  SAVING THROWS  -->
'''Speed''' 30 ft.


'''Space / Reach:'''  5 ft. / 5 ft.
| 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-->


'''Single Melee''' Longsword +4 (1d8/19-20x2)
| NudgeFort =
| NudgeRefl = 1
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Full Melee''' 2x Longsword +4 (1d8/19-20x2)
| SR =
  <!--Values: Y (for Yes), or leave blank-->


'''Ranged''' dagger +4 (1d4+2/x2), range increment 10 feet 
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Special Attacks''' -  
| SpecialDefenses =
  <!--Put any DR or ER values here-->


'''Action Points''' 0
| 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-->


=== STATISTICS ===
| MoveTypes = Walk 30 ft.
'''Str''' 15, '''Dex''' 14, '''Con''' 15, '''Int''' 10, '''Wis''' 9, '''Cha''' 12
  <!--Other move types as needed-->


'''Base Atk''' +1; '''CMB''' +3; '''CMD''' 15
| NudgeReach =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->


'''Feats''' [[Catch Off-Guard]] (EFFECT: use improvised weapons without penalty; unarmed opponents are flat-footed)


'''Skills''' Bluff +2, Intimidate +2


'''Languages''' Common
<!--  GENERAL ATTACK INFORMATION  -->


| MeleeOrNatural = Melee
  <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->


=== SPECIAL ABILITIES ===
| MultipliedDamageType =  
None
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->




=== TREASURE ===
Sell value of approximately 231 gp.


<!--  PRIMARY ATTACK INFORMATION  -->


=== COMBAT TACTICS ===
| PriAtkName = Battle Axe
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.
  <!--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)-->


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


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!
| 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-->


== Deadmen Axemen (CR 1) ==
[[Image:deadman-axeman.jpg|384px|right|Deadman Axeman]]
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 ===
<!--  SECONDARY ATTACK INFORMATION  -->
'''CR''' 1


'''XP''' 400
| SecAtkName =
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->


CN Medium humanoid
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->


'''Init''' +0; '''Senses''' Perception +4
| 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")-->


=== DEFENSE ===
| NudgeSecToHit =  
'''AC''' 15, '''touch''' 11, '''flat-footed''' 13 (+4 armor, +1 dex, +0 natural, +0 deflection)
  <!--CR 1 SECONDARY TO-HIT = +4 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''hp''' 20
| 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-->


'''Fort''' +4, '''Ref''' +0, '''Will''' +0




=== OFFENSE ===
<!--  TERTIARY ATTACK INFORMATION  -->
'''Speed''' 30 ft.


'''Single Melee''' battleaxe +5 (1d8/x3)
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->


'''Full Melee''' 2x battleaxe +5 (1d8/x3)
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->


'''Ranged''' dagger +4 (1d4+2/x2), range increment 10 feet
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->


'''Special Attacks''' -
| 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-->


=== STATISTICS ===
| NudgeTerDamage =  
'''Str''' 11, '''Dex''' 10, '''Con''' 13, '''Int''' 8, '''Wis''' 11, '''Cha''' 8
  <!--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-->


'''Base Atk''' +1; '''CMB''' +3; '''CMD''' 15


'''Feats''' Power Attack


'''Skills''' Perception +4
<!--  QUATERNARY ATTACK INFORMATION  -->


'''Languages''' Common
| 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)-->


== Deadmen Pikemen (CR 1) ==
| QuaAtkIsAuto-Hit =  
[[Image:deadman-pikeman.jpg|384px|right|Deadman Pikeman]]
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
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.


| NudgeQuaToHit =
  <!--CR 1 QUATERNARY TO-HIT = +4 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


=== GENERAL ===
| NudgeQuaDamage =  
'''CR''' 1
  <!--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-->


'''XP''' 400


CN Medium humanoid
<!--  RANGED ATTACK INFORMATION  -->


'''Init''' +0; '''Senses''' Perception +4
| 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.)-->


=== DEFENSE ===
| HasRangedFullAttack = Y
'''AC''' 14, '''touch''' 11, '''flat-footed''' 13 (+3 armor, +1 dex, +0 natural, +0 deflection)
  <!--Values: Y (for yes), or leave blank (for no)-->


'''hp''' 20
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->


'''Fort''' +4, '''Ref''' +0, '''Will''' +0
| 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-->


=== OFFENSE ===
| NudgeRangedDamage =  
'''Speed''' 30 ft.
  <!--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-->


'''Single Melee''' long pike +4 (1d8/x3) (reach 15')


'''Full Melee''' 2x long pike +4 (1d8/x3) (reach 15')
<!--  ABILITY SCORES  -->
| Str = 15
| Dex = 14
| Con = 15
| Int = 10
| Wis = 9
| Cha = 12


'''Ranged''' dagger +4 (1d4+2/x2), range increment 10 feet
| 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")-->


'''Special Attacks''' -
| NudgeCMD = 1
  <!--CR 1 CMD = 15 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->




=== STATISTICS ===
<!--  FEATS  -->
'''Str''' 11, '''Dex''' 10, '''Con''' 13, '''Int''' 8, '''Wis''' 11, '''Cha''' 8


'''Base Atk''' +1; '''CMB''' +3; '''CMD''' 15
| Feat1 = Unarmed Strike, Improved
| Feat2 = Catch Off Guard
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->


'''Feats''' Power Attack


'''Skills''' Perception +4
<!--  SKILLS  -->


'''Languages''' Common
| 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-->


== Deadmen Longbowman (CR 1) ==
[[Image:deadman-longbowman.jpg|384px|right|Deadman Longbowman]]
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.


<!--  LANGUAGES  -->


=== GENERAL ===
| Languages = Common
'''CR''' 1
  <!--Comma-separated list-->


'''XP''' 400


CN Medium humanoid
<!--  SPECIAL ABILITIES  -->


'''Init''' +0; '''Senses''' Perception +4


<!--  ROLE-BASED SPECIAL ABILITIES -->


=== DEFENSE ===
| HideRoleReminder1 =  
'''AC''' 14, '''touch''' 11, '''flat-footed''' 13 (+3 armor, +1 dex, +0 natural, +0 deflection)
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->


'''hp''' 20
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->


'''Fort''' +4, '''Ref''' +0, '''Will''' +0
| 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)-->


=== OFFENSE ===
'''Speed''' 30 ft.


'''Single Melee''' shortsword +4 (1d6/19-20x2)


'''Full Melee''' 2x shortsword +4 (1d6/19-20x2)
<!--  SPECIAL ABILITY 1  -->


'''Ranged''' longbow +4 (1d8/x3), range increment 60 feet
| Ability-1-Name = Bullyboy


'''Full Ranged''' 2x longbow +4 (1d8/x3), range increment 60 feet
| Ability-1-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


'''Special Attacks''' -
| 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
    -->


=== STATISTICS ===
| NudgeAbility1ToHit =  
'''Str''' 13, '''Dex''' 10, '''Con''' 13, '''Int''' 8, '''Wis''' 11, '''Cha''' 8
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Base Atk''' +1; '''CMB''' +3; '''CMD''' 15
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Feats''' Point-Blank Shot
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Skills''' Perception +4
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Languages''' Common
| 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-->


== Deadmen Ballista-Men (CR 1) ==
[[Image:deadman-ballista.jpg|384px|right|Deadman Ballista]]
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 ===
<!--  SPECIAL ABILITY 2  -->
'''CR''' 1


'''XP''' 400
| Ability-2-Name = Mugger


CN Medium humanoid
| Ability-2-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


'''Init''' +0; '''Senses''' Perception +4
| 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
    -->


=== DEFENSE ===
| NudgeAbility2ToHit =  
'''AC''' 14, '''touch''' 11, '''flat-footed''' 13 (+3 armor, +1 dex, +0 natural, +0 deflection)
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''hp''' 20
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Fort''' +4, '''Ref''' +0, '''Will''' +0
| 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-->


=== OFFENSE ===
| NudgeAbility2SwiftDamage =  
'''Speed''' 30 ft.
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Single Melee''' longsword +1 (1d8/x3)
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Full Melee''' 2x longsword +1 (1d8/x3)


'''Ranged''' ballista +4 (2d6, attacks all targets in line 90 feet long)


'''Special Attacks''' -
<!--  SPECIAL ABILITY 3  -->


| Ability-3-Name =


=== STATISTICS ===
| Ability-3-Type =  
'''Str''' 11, '''Dex''' 10, '''Con''' 13, '''Int''' 8, '''Wis''' 11, '''Cha''' 8
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


'''Base Atk''' +1; '''CMB''' +3; '''CMD''' 15
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


'''Feats''' Power Attack
| 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
    -->


'''Skills''' Perception +4
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Languages''' Common
| 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 =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| 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 =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| 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
Initiative Icon 2.png
4
Perception:
14 +4
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
14
Man Def
Shield Icon 3.png
15
Monster Health
33 16 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
+3
Sword Icon 3.png
Action
0
Points

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

Skills:

Languages: Common

Feats:

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)