Human Goon

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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 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

TREASURE

Sell value of approximately 213 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 +1 (1d8/x3)

Full Melee battleaxe +1 (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)

Deadman Pikeman

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 +1 (1d8/x3) (reach 15’)

Full Melee long pike +1 (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)

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.


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 +1 (1d6/19-20x2)

Full Melee shortsword +1 (1d6/19-20x2)

Ranged longbow +2 (1d8/x3)

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)

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

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 longsword +1 (1d8/x3)

Ranged ballista +2 (2d6, attacks all targets in line)

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