Perram s Goblins. Introduction. Team Tactics. Treasure and Gold

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Perram s Goblins Introduction In Know Direction Pathfinder Podcast episode 62 (available at http://www.35privatesanctuary.com/), we discussed how to make low level monsters a higher level challenge. Specifically I gave the example of how I wanted to make th Goblins a challenging fight for a 5 level party. I also wanted to preserve their unique gobliness that Pathfinder has given them, to not just feel like another stat-block or NPC. Included here are the goblins I discussed in that episode, ready for play, and a brief description of their tactics. Team Tactics These goblins were designed to work well together in combat. When I thought about goblins, three things jumped immediately to mind: Fire, Swarming, and Junk. All goblins love fire, which is why the ranged character here is not an archer at all, but a bomb throwing alchemist called the goblin boomer, with fire based abilities. The heavy goblin, the goblin brute, has flasks of alchemist fire that he can throw onto the party before closing to melee or the goblin boomer can use the same vials to coat their weapons with it instead! Every goblin here except the boomer (who will hang back from combat when possible) has the Swap Places teamwork feat from the Advanced Player s Guide, letting them move easily around the battlefield in tight spaces where the PCs will be more limited. You should use this ability to set up flanks and in general make the fights a bit annoying for the players. All while cackling when these little green monsters stab and trip and otherwise inhibit the party. Even the Goblin Dog Elite has been given this ability, making it the perfect mount for your swarming horde. Treasure and Gold Each of these goblins are under-equipped, and so have their CR adjusted down by 1 each. This was so that they were not little green walking treasure chests, with less than 1,000 gold spent on each goblin. Because of this consider the treasure per encounter guidelines in the Pathfinder Core Rulebook when designing adventures with these foes. Copyright Information Perram s Goblins is Copyright 2013 by Jefferson Jay Thacker. Permission is granted to print, copy, and distribute this material for noncommercial purposes. Stat blocks created using Hero Lab, from Lone Wolf Development Community Use This document uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This document is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com. Product Identity The name Perram and Perram s Goblins are product identity. All other rules information is declared open content. Images are copyright Paizo Publishing, LLC, or Jefferson Thacker, respectively, and cannot be used without permission. Page 1

Goblin Slicer CR 3 Goblin Rogue (Bandit) 5 CE Small Humanoid (goblinoid) Init +5; Senses darkvision 60 ft.; Perception +7 AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) hp 31 (5d8+5) Fort +2, Ref +9 (+1 bonus vs. traps), Will +0 Defensive Abilities evasion, trap sense Speed 20 ft. Melee 2 Masterwork Daggers +8 (1d3+1/19-20/x2,) Special Attacks sneak attack +3d6 Str 12, Dex 20, Con 13, Int 10, Wis 8, Cha 10 Base Atk +3; CMB +3; CMD 16 Feats Roll With It, Swap Places, Two-weapon Fighting, Weapon Finesse Skills Acrobatics +10 (+6 jump), Bluff +8, Climb +6, Escape Artist +10, Fly +4, Intimidate +8, Perception +7 (+9 to locate traps), Ride +6, Sleight of Hand +10, Stealth +18, Swim -2, Use Magic Device +8 Languages Goblin SQ ambush, rogue talents (bleeding attack +3, finesse rogue), trapfinding +2 Combat Gear Caltrops, vicious (4); Other Gear Masterwork Studded leather armor, Masterwork Dagger, Masterwork Dagger, Shortspear, Shortspear Ambush (Ex) When able to act in the suprise round, can take a move, standard, and swift action. Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round. Darkvision (60 feet) You can see in the dark (black and white vision only). Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Roll With It You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs. Prerequisite: Goblin, Acrobatics 1 rank. Benefit: If you are struck by a melee weapon you can try to convert some or all of that damage into movement that sends you off in an uncontrolled bouncing roll. To do so, you must make an Acrobatics check (DC = 5 + the damage dealt from the attack) as an immediate action. If you succeed in this check, you take no damage from the actual attack but instead convert that damage into movement with each point equating to 1 foot of movement. Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed. Swap Places You can trade places with an ally with this feat during your movement. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Trapfinding +2 Gain a bonus to find or disable traps, including magical ones. Page 2

Goblin Brute CR 3 Goblin Barbarian 5 CE Small Humanoid (goblinoid) Init +3; Senses darkvision 60 ft.; Perception +0 AC 12, touch 12, flat-footed 9 (+3 Dex, +1 size) hp 63 (5d12+25) Fort +8, Ref +4 (+1 bonus vs. traps), Will +3 Defensive Abilities improved uncanny dodge (lv >=9), trap sense Speed 45 ft. Melee Bite (Animal Fury) +8 (1d3+12/x2) and Masterwork Greataxe +10 (1d10+12/x3) Special Attacks rage (14 rounds/day), rage powers (animal fury, swift foot [+5 ft]) Str 18, Dex 17, Con 18, Int 8, Wis 10, Cha 10 Base Atk +5; CMB +8; CMD 19 Feats Power Attack -2/+4, Swap Places, Weapon Focus (Greataxe) Skills Acrobatics +11 (+15 jump), Climb +12, Fly +5, Intimidate +8, Ride +7, Stealth +11 Languages Goblin SQ fast movement +10 Combat Gear Alchemist's fire (3); Other Gear Masterwork Chain shirt, Masterwork Greataxe, Shortspear, Shortspear Animal Fury (Ex) Gain a d4 bite attack while raging Darkvision (60 feet) You can see in the dark (black and white vision only). Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Improved Uncanny Dodge (Lv >=9) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 9+. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Swap Places You can trade places with an ally with this feat during your movement. Swift Foot (+5 ft) (Ex) While raging, gain the listed enhancement bonus to speed. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Page 3

Goblin Boomer CR 3 Goblin Alchemist (Grenadier) 5 CE Small Humanoid (goblinoid) Init +4; Senses darkvision 60 ft.; Perception +7 AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) hp 36 (5d8+10) Fort +5, Ref +8, Will +0 Speed 20 ft. Ranged Bomb +9 (3d6+3 Fire/x2) Special Attacks bomb 3d6+3 (8/day) (dc 15), discoveries (immolation bomb, scrap bomb) Alchemist (Grenadier) Spells Prepared (CL 5): 2 (3/day) Cat's Grace, Blur, Defensive Shock 1 (5/day) Shield, Jump, Adjuring Step, Linebreaker, Targeted Bomb Admixture Str 10, Dex 18, Con 13, Int 16, Wis 8, Cha 8 Base Atk +3; CMB +2; CMD 15 Feats Martial Weapon Proficiency (Dogslicer), Point Blank Shot, Precise Shot, Ricochet Splash Weapon, Throw Anything Skills Acrobatics +6 (+2 jump), Appraise +11, Climb -3, Escape Artist +1, Fly +3, Heal +7, Perception +7, Ride +5, Sleight of Hand +9, Spellcraft +11, Stealth +9, Swim -3, Use Magic Device +7 Modifiers alchemy +5 Languages Goblin SQ alchemical weapon (move action), fast poisoning (move action), mutagen (dc 15), precise bombs, swift alchemy Other Gear none Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon. Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bomb 3d6+3 (8/day) (DC 15) (Su) Thrown Splash Weapon deals 3d6+3 fire damage. Darkvision (60 feet) You can see in the dark (black and white vision only). Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action. Immolation Bomb When the alchemist creates a bomb, he can choose to have its substance coat the direct target's body, causing the bomb to deal its damage over time instead of all at once. The bomb's effect lasts for a number of rounds equal to the number of damage d Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 50 min. Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Ricochet Splash Weapon Make an attack roll with a splash weapon if it misses and lands in another creature's square Scrap Bomb (Su) Bomb damage becomes piercing. On direct hit, does 1 bleed dam per die. Swift Alchemy (Ex) You can construct alchemical items in half the normal time. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Page 4

Goblin Dog Elite CR 4 Advanced Goblin Dog N Medium Animal Init +6; Senses low-light vision, scent; Perception +6 AC 19, touch 16, flat-footed 13 (+6 Dex, +3 natural) hp 32 (1d8+21) Fort +9, Ref +9, Will +3 Immune disease Speed 50 ft. Melee Bite (Advanced Goblin Dog) +9 (1d6+10/x2) Special Attacks allergic reaction (dc 17) Str 24, Dex 22, Con 22, Int 2, Wis 14, Cha 14 Base Atk +2; CMB +9; CMD 25 Feats Swap Places, Toughness +3 Tricks Attack [Trick], Defend [Trick], Down [Trick], Fighting [Trick], Heel [Trick], Stay [Trick], Track [Trick] Skills Acrobatics +10 (+18 jump), Perception +6, Stealth +10 Languages SQ defend [trick], fighting [trick], heel [trick], track [trick] Other Gear none! Allergic Reaction (DC 17) (Ex) Non-goblins touching you must make a Fort save or take a -2 DEX and CHA penalty for 1 day. Defend [Trick] The animal will defend you. Fighting [Trick] The animal has been trained to fight. Heel [Trick] The animal will follow you. Immunity to Disease You are immune to diseases. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Swap Places You can trade places with an ally with this feat during your movement. Track [Trick] The animal will track a scent. Page 5

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COPYRIGHT NOTICE Open Game License v 1.0 2000, Wizards of the Coast, Inc.; System Reference Document. 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. 2009, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player s Guide. 2010, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. 2011, Paizo Publishing. LLC; Authors: Jason Buhlman, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Perram s Goblins 2013, Jefferson Jay Thacker. Page 6