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The idea is to have 8 small bipedal Eidolons (who resemble goblins), each armed with a weapon or useful skill. At first, I was looking into having a mix of ranged, melee, and 'magic' users (using UMD), but in the end, I decided on the Goblin Firing Squad idea. At level 13, Five of the goblins will be using gunpowder weaponry, one will be acting as a spotter and scout, and two will be using magic items with their beefed up UMD skills. Due to their absurdly low amounts of hit points (1 HD each at level 13? Bah), they'll try and stay far from combat using Muskets, preferably with the Far-Reaching Sight addition to their weapons, if possible. If not, they'll try and stay as far as possible while still being within their touch-attack range. My Goblin Summoner (Yes I know the -2 to cha sucks lol) will get feats such as Gunsmithing, Craft Magic Arms and Armor, Craft Wand, and Craft Wondrous Items, among other useful Summoner feats to properly outfit his squad. He'll make sure to stay in the back of the action.. as he won't be able to afford too much gear for himself I imagine.
Most of the skills went to the Scout, as did the extra HD and extra natural armor, as I expect he'll be the closest to danger of the group. The Str bonus was also given to the scout, and the dex bonus and extra attributes were spread out among the shooters. I think you can split the str and dex bonuses, right? Its not that each pair of +1str/+1dex has to go to the same creature, is it?
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13th Level:
Goblin #1, The Sniper
HD: 1 (1d10)
Form: Biped, Small
AC: 16
Init: +3
Speed: 30
Abilities: 12, 16, 11, 7, 10, 11
Skills: Stealth +11, Perception +4, Acrobatics +7
Feats: Exotic Weapon Profiency: Firearms
Evolutions (Base): Claws, Limbs (Arms), Limbs (Legs)
Evolutions (Extra):
Attacks: Double Barreled Musket
Goblin #2, The Dragoon
HD: 1 (1d10)
Form: Biped, Small
AC: 16
Init: +3
Speed: 30
Abilities: 12, 16, 11, 7, 10, 11
Skills:Stealth +11, Perception +4, Acrobatics +7
Feats: Exotic Weapon Profiency: Firearms
Evolutions (Base): Claws, Limbs (Arms), Limbs (Legs)
Evolutions (Extra):
Attacks: Double Barreled Musket
Goblin #3, The Gunslinger
HD: 1 (1d10)
Form: Biped, Small
AC: 16
Init: +3
Speed: 30
Abilities: 12, 16, 11, 7, 10, 11
Skills:Stealth +11, Perception , Acrobatics +7
Feats: Exotic Weapon Profiency: Firearms
Evolutions (Base): Claws, Limbs (Arms), Limbs (Legs)
Evolutions (Extra):
Attacks: Double Barreled Musket
Goblin #4, The Musketeer
HD: 1 (2d10)
Form: Biped, Small
AC: 15
Init: +2
Speed: 30
Abilities: 12, 15, 11, 7, 10, 11
Skills:Stealth +10, Perception +4, Acrobatics +6
Feats: Exotic Weapon Profiency: Firearms
Evolutions (Base): Claws, Limbs (Arms), Limbs (Legs)
Evolutions (Extra):
Attacks: Double Barreled Musket
Goblin #5, The Sharpshooter
HD: 1 (1d10)
Form: Biped, Small
AC: 15
Init: +2
Speed: 30
Abilities: 12, 14, 11, 7, 10, 11
Skills: Stealth +10, Perception +4, Acrobatics +6
Feats: Exotic Weapon Profiency: Firearms
Evolutions (Base): Claws, Limbs (Arms), Limbs (Legs)
Evolutions (Extra):
Attacks: Double Barreled Musket
Goblin #6, The Mage
HD: 1 (1d10)
Form: Biped, Small
AC: 15
Init: +2
Speed: 30
Abilities: 12, 14, 11, 7, 10, 11
Skills: Use Magic Device +12, Stealth +10, Perception +4, Acrobatics +6
Feats:
Evolutions (Base): Claws, Limbs (Arms), Limbs (Legs)
Evolutions (Extra): Skilled (Use Magic Device)(1)
Attacks: Offensive Wands/Scrolls
Goblin #7, The Scout
HD: 3 (3d10)
Form: Biped, Small
AC: 25
Init: +2
Speed: 30
Abilities: 17, 14, 11, 7, 10, 11
Skills:Stealth +21, Perception +7, Sense Motive +7, Bluff +7, Acrobatics +8
Feats:
Evolutions (Base): Claws, Limbs (Arms), Limbs (Legs)
Evolutions (Extra): Skilled (Stealth)(1), Blindsight (30ft)(4)
Attacks: Dagger (Unproficient until next feat)
Goblin #8, The Healer
HD: 1 (1d10)
Form: Biped, Small
AC: 15
Init: +2
Speed: 30
Abilities: 12, 14, 11, 7, 10, 11
Skills: Use Magic Device +12, Stealth +10, Perception +4, Acrobatics +6
Feats:
Evolutions (Base): Claws, Limbs (Arms), Limbs (Legs)
Evolutions (Extra): Skilled (Use Magic Device)(1)
Attacks: Defensive/Healing Wands/Scrolls