grimgrin
2012-12-03, 07:44 PM
https://lh3.googleusercontent.com/-fp9gCx_uXSw/UL1Culv-ZgI/AAAAAAAAAUY/ikDEcTC2QPc/s953/Atanak+Goblins+B.png
Goblin Fusilier CR 1/2
XP 200
Male Goblin Gunslinger 1
LE Small Humanoid (goblinoid)
Init +3; Senses darkvision; Perception +4
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Defense
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AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 10 (1d10)
Fort +2, Ref +5, Will +0
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Offense
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Speed 30 ft.
Melee Dagger +2 (1d3/19-20/x2)
Ranged Musket +5 (1d10/x4)
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TACTICS
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During Combat The mission of a goblin fusilier is to harass the enemy with sniping and traps. They generally shoot and scoot.
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Statistics
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Str 10, Dex 17, Con 11, Int 9, Wis 10, Cha 6
Base Atk +1; CMB +0; CMD 13
Feats Go Unnoticed, Gunsmithing
Skills Craft (traps) +3, Fly +5, Perception +4, Ride +7, Stealth +15, Survival +4
Languages Goblin
SQ deed: deadeye, deed: gunslinger's dodge (+2 ac), deed: quick clear, grit
Other Gear Leather armor, Dagger, Musket, Artisan's toolsCraft (traps), Gunsmith's kit, Waterskin, Wrist sheath (1 @ 0.5 lbs), You have no money!
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Go Unnoticed During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Fire Lance Goblins CR 1/3
XP 135
Female Goblin Warrior 1
CE Small Humanoid (goblinoid)
Init +3; Senses darkvision; Perception +4
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Defense
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AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 6 (1d10)
Fort +2, Ref +3, Will +0
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Offense
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Speed 30 ft.
Melee Spear +2 (1d6/x3)
Ranged Fire lance +5 (1d4/x4) and
. . Fire lance +5 (1d4/x4) and
. . Fire lance +5 (1d4/x4) and
. . Fire lance +5 (1d4/x4)
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TACTICS
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During Combat Fire Lance Goblins prefer to attack in large battle formations or from behind fortifications.
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Statistics
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Str 10, Dex 16, Con 10, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +0; CMD 13
Feats Low Profile
Skills Climb +4, Fly +5, Perception +4, Profession (soldier) +4, Stealth +11
Languages Goblin
Combat Gear Tindertwig (12); Other Gear Leather, torso piece, Padded, arm piece, Padded, leg piece, Fire lance, Fire lance, Fire lance, Fire lance, Spear, Waterskin, 7.95 GP, 5 CP
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Low Profile +1 Dodge bonus to AC vs. Ranged attacks. You do not provide soft cover when ranged attacks pass through your square.
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TACTICS
Fire Lance goblins are semi-professional soldiers and act as cannon fodder for Atanak armies.
Goblin Grenadier CR 1/2
XP 200
Goblin Rogue 1
CN Small Humanoid (goblinoid)
Init +3; Senses darkvision; Perception +4
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Defense
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AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 8 (1d8)
Fort +0, Ref +5 (+4 competence bonus to avoid catching on fire or to put yourself out when on fire), Will +0
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Offense
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Speed 30 ft.
Melee Spiked gauntlet +1 (1d3/x2)
Special Attacks sneak attack +1d6
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TACTICS
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During Combat The goblin grenadier specializes in fire bombing his opponents and gains and extra +1d4 fire damage with his "Burn, Burn, Burn" feat. He will attack any combustible target including people, mounts, or equipment. The pellet grenades are reserved for the most dangerous foes. If he runs out of fire flasks, he will attempt to surprize his foe and blast him with a mouthful of flaming keros oil.
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Statistics
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Str 11, Dex 16, Con 10, Int 9, Wis 11, Cha 6
Base Atk +0; CMB -1; CMD 12
Feats Burn! Burn! Burn!
Skills Acrobatics +6, Climb +3, Craft (alchemy) +3, Disable Device +9, Escape Artist +6, Fly +4, Perception +4 (+5 to locate traps), Ride +6, Sense Motive +4, Stealth +14, Swim -1
Languages Goblin
SQ trapfinding +1
Combat Gear Alchemist's fire (4), Keros oil, Pellet grenade, iron (2), Tindertwig (6); Other Gear Studded leather armor, Spiked gauntlet, Alchemy crafting kit, Thieves' tools, masterwork, You have no money!
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Special Abilities
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Burn! Burn! Burn!: +1d4 Fire damage to non magical alchemical fire attacks
Darkvision (60 feet) You can see in the dark (black and white vision only).
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.
Goblin Fusilier CR 1/2
XP 200
Male Goblin Gunslinger 1
LE Small Humanoid (goblinoid)
Init +3; Senses darkvision; Perception +4
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Defense
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AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 10 (1d10)
Fort +2, Ref +5, Will +0
--------------------
Offense
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Speed 30 ft.
Melee Dagger +2 (1d3/19-20/x2)
Ranged Musket +5 (1d10/x4)
--------------------
TACTICS
--------------------
During Combat The mission of a goblin fusilier is to harass the enemy with sniping and traps. They generally shoot and scoot.
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 11, Int 9, Wis 10, Cha 6
Base Atk +1; CMB +0; CMD 13
Feats Go Unnoticed, Gunsmithing
Skills Craft (traps) +3, Fly +5, Perception +4, Ride +7, Stealth +15, Survival +4
Languages Goblin
SQ deed: deadeye, deed: gunslinger's dodge (+2 ac), deed: quick clear, grit
Other Gear Leather armor, Dagger, Musket, Artisan's toolsCraft (traps), Gunsmith's kit, Waterskin, Wrist sheath (1 @ 0.5 lbs), You have no money!
--------------------
Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Go Unnoticed During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Fire Lance Goblins CR 1/3
XP 135
Female Goblin Warrior 1
CE Small Humanoid (goblinoid)
Init +3; Senses darkvision; Perception +4
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Defense
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AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 6 (1d10)
Fort +2, Ref +3, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Spear +2 (1d6/x3)
Ranged Fire lance +5 (1d4/x4) and
. . Fire lance +5 (1d4/x4) and
. . Fire lance +5 (1d4/x4) and
. . Fire lance +5 (1d4/x4)
--------------------
TACTICS
--------------------
During Combat Fire Lance Goblins prefer to attack in large battle formations or from behind fortifications.
--------------------
Statistics
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Str 10, Dex 16, Con 10, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +0; CMD 13
Feats Low Profile
Skills Climb +4, Fly +5, Perception +4, Profession (soldier) +4, Stealth +11
Languages Goblin
Combat Gear Tindertwig (12); Other Gear Leather, torso piece, Padded, arm piece, Padded, leg piece, Fire lance, Fire lance, Fire lance, Fire lance, Spear, Waterskin, 7.95 GP, 5 CP
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Low Profile +1 Dodge bonus to AC vs. Ranged attacks. You do not provide soft cover when ranged attacks pass through your square.
--------------------
TACTICS
Fire Lance goblins are semi-professional soldiers and act as cannon fodder for Atanak armies.
Goblin Grenadier CR 1/2
XP 200
Goblin Rogue 1
CN Small Humanoid (goblinoid)
Init +3; Senses darkvision; Perception +4
--------------------
Defense
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AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 8 (1d8)
Fort +0, Ref +5 (+4 competence bonus to avoid catching on fire or to put yourself out when on fire), Will +0
--------------------
Offense
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Speed 30 ft.
Melee Spiked gauntlet +1 (1d3/x2)
Special Attacks sneak attack +1d6
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TACTICS
--------------------
During Combat The goblin grenadier specializes in fire bombing his opponents and gains and extra +1d4 fire damage with his "Burn, Burn, Burn" feat. He will attack any combustible target including people, mounts, or equipment. The pellet grenades are reserved for the most dangerous foes. If he runs out of fire flasks, he will attempt to surprize his foe and blast him with a mouthful of flaming keros oil.
--------------------
Statistics
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Str 11, Dex 16, Con 10, Int 9, Wis 11, Cha 6
Base Atk +0; CMB -1; CMD 12
Feats Burn! Burn! Burn!
Skills Acrobatics +6, Climb +3, Craft (alchemy) +3, Disable Device +9, Escape Artist +6, Fly +4, Perception +4 (+5 to locate traps), Ride +6, Sense Motive +4, Stealth +14, Swim -1
Languages Goblin
SQ trapfinding +1
Combat Gear Alchemist's fire (4), Keros oil, Pellet grenade, iron (2), Tindertwig (6); Other Gear Studded leather armor, Spiked gauntlet, Alchemy crafting kit, Thieves' tools, masterwork, You have no money!
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Special Abilities
--------------------
Burn! Burn! Burn!: +1d4 Fire damage to non magical alchemical fire attacks
Darkvision (60 feet) You can see in the dark (black and white vision only).
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.