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CR 1 - 5

Goblin Shaman, Journeyman

(Small Mainland Goblin)

Nature Caster for a goblin hive

Hit Dice: 5d8+40 (66 hp)
Initiative: +3
Movement: 30 ft. (6 Squares)
Armor Class: 21 (+1 Size, +4 Dex, +5 Armor, +1 Deflection)
Base Attack/Grapple: +2/+0
Attack: Ranged +8 Energy Bolt (3d4+3 Energy damage) or Ranged +8 (2d6+2)
Full Attack: Ranged +8 Energy Bolt or Ranged +8 Rolling Stone
Space/Reach: 5 ft. / 5 ft.
Abilities: Brier Patch
Special Qualities: DR 2/-
Saves: Fort +5, Ref +11, Will +7
Attributes: Str 14, Dex 18, Con 16, Int 12, Wis 14, Cha 19
Skills: Beguile +9, Bushcraft +6, Concentrate +7, Escape Artist +8, Haggle +9, Intimidate +9, Investigate +5, Knowledge (Nature) +5
Feats: Swift Supernatural Ability, Strong Constitution, Untouchable, Quick Feet
Environment: Anywhere
Organization: Solitary, Pair, Gang (3-12), or Raid (13+)
Difficulty Level: 5
Possessions: Bone Light Plate +1, Ring of Protection +1, Simplex Focus +1 (Energy Bolt), Cloak of Resistance +1, Potion Belt, Journeyman Haste Potion (5 rounds) x2, Journeyman Potion of Mitigation (15/- DR for 7 rounds), Professional Potion of Healing (6d8+12) x2 QGV 850 gp - 950 gp
Spell/Attack Curve: Low Attack, Advanced Magic, Combat Focus
Definitions: Druid and Resistive Focus (Reflex)


Abilities

Brier Patch

Use: 6 per day
Action: Standard Action
Target: 25 square feet
Duration: 5 rounds

This goblin can create an area up to 25 square feet of any shape so long as all the squares are adjacent. Creatures that move into a square at full speed take 1d6+6 slashing damage. Moving into a square at half speed will take no damage. Fire spells will destroy thorns in affected squares. A full round action can be taken to destroy a square of thorns with a slashing based weapon.


Spell Casting


Spell Proficiency: 1
Caster Level: 5

Spells Known: 4/1/1/1
Spells Per Day: 5/3/2


Spell Level Simplex(DC 15)

Energy Bolt (For damage, see above)
Rolling Stone
Distract
Resistance
virtue (10 warding per round for 5 rounds)

Spell Level 1(DC 16)

Tough Hide +2 natural armor enhancement for 5 hours
Healing Touch Heal for 5d8+5 on touch (x2)
Fox Fire (x2)
Venom Dart Lasts for 5 minutes

Spell Level 2(DC 17)

Floral Artillery Deals 3d6+3 Acid damage with a +10 to hit
Fairy Flame (x1)
Bolster Dexterity +4 to dexterity score for 5 minutes (x1)

Spell Level 3(DC 18)

Water Jet 5d6+5 Slashing damage in 30 ft. 180° arc


Goblin Slinger, Apprentice

(Small Mainland Goblin)

Simple description

Hit Dice: 3d8+27 (44 hp)
Initiative: +8
Movement: 30 ft. (6 Squares)
Armor Class: 19 (+1 Size, +5 Dex, +3 Armor)
Base Attack/Grapple: +3/+3
Attack: Ranged +11 (1d4+5 x4) or Melee +10 (1d3+4 19-20 x2)
Full Attack: Ranged +11 or Melee +10
Space/Reach: 5 ft. / 5 ft.
Abilities: Lesser Opportunist, Hail of Arrows, and Animal Companion (Wolf)
Special Qualities: DR 2/-
Saves: Fort +5, Ref +9, Will +4
Attributes: Str 18, Dex 20, Con 16, Int 12, Wis 14, Cha 12
Skills: Acrobatics +12, Balance +11, Bushcraft +9, Conceal +10, Escape Artist +13, Knowledge (Nature) +7, Listen +10, Spot +10, Profession (Animal tamer) +7, Ride +13, and Swim +6
Feats: Alert, Weapon Fixation (Sling), Forceful Shot
Environment: Anywhere
Organization: Solitary, Pair, Gang (3-12), or Raid (13+)
Difficulty Level: 3
Possessions: Gambeson +1, Masterwork Sling, Bullets x20, Potion Belt, Journeyman Potion of Healing (5d8+5) x2, Cloak of Resistance +1QGV 240 gp - 300 gp
Spell/Attack Curve: High Attack, Non-Magic, Specialist
Definitions: Ranged Combatant


Abilities

Lesser Opportunist

Use: Infinite
Action: Attack Action
Target: Creature that is targeted by the attack
Duration: Instantaneous

This goblin will gain +1d6 damage to any sufficiently disadvantaged foe. This includes flanking, flat-footed foes, or helpless foes.


Hail of Arrows

Use: 5 per day
Action: Standard action
Target: 10 ft. radius centered on a target
Duration: Instantaneous

This goblin can make an attack on a selected target. If there are more targets within 10 ft. of this target, the goblin can choose to target them with a -2 attack bonus. This must be decided before the bullet is fired. The maximum number of creatures that can be affected by this is 6.




Goblin Raider, Apprentice

Small Mainland Goblin

Partially trained raiders for a goblin hive.

Hit Dice: 3d10+27 (49 hp)
Initiative: +4
Movement: 30 ft. (6 Squares)
Armor Class: 23 (+1 Size, +4 Dex, +1 Parry, +3 Shield, +2 Armor)
Base Attack/Grapple: +3/+4
Attack: Melee +11 (1d10+7 19-20 x2)
Full Attack: Melee +11 Spiked Club
Space/Reach: 5 ft. / 5 ft.
Abilities: Rage and Grace
Special Qualities: 2/-
Saves: Fort +6 , Ref +5, Will +3
Attributes: Str 20, Dex 18, Con 16, Int 12, Wis 14, Cha 12
Skills: Acrobatics +8, Balance +8, Bushcraft +6, Conceal +8, Escape Artist +8, Investigate +5, Move Silently +7, Slight of Hand +8, and Swim +8
Feats: Weapon Fixation (Spiked Club), Weapon Offensive (Spiked Club), Shield Training (Full Shield), Weapon Defensive (Spiked Club)
Environment: Anywhere
Organization: Solitary, Pair, Gang (3-12), or Raid (13+)
Difficulty Level: 3
Possessions: Masterwork Gambeson, Masterwork Full shield, Masterwork Spiked Club, Potion Belt, Journeyman Oil of Flame Imbuement (2d8), Journeyman Potion of Haste (5 round), Journeyman Potion of Healing (5d8+5) x2 540 gp QGV 185 gp - 220 gp
Spell/Attack Curve: High Attack, Non-Magic, Generalist
Definitions: Melee Combatant


Abilities

Rage

Use: 4 per day
Action: Free action
Target: Self
Duration: 3 Rounds

The goblin raider will again +2 rage bonus to attack and damage, as well as a -2 rage penalty to AC while under the effects of rage.


Grace

Use: 1 Grace Point
Action: Immediate Action
Target: Self
Duration: Instantaneous
Special: This goblin has 4 Grace Points

Once Per round, this goblin can spend a grace point to attempt to dodge an attack. They will roll an acrobatics check and the result will be considered their AC for that attack. A grace point can also be expended to re-roll a failed reflex save.




Guard, Journeyman

(Medium Human)

A helmet, breastplate, mace, and a shield; the quintessential guard fresh out of the academy and ready to patrol the streets.

Hit Dice: 5d10+45 (77 hp)
Initiative: +2
Movement: 25 ft.
Armor Class: 23 (+2 Dex, +7 Armor, +4 Shield)
Base Attack/Grapple: +5/+9
Attack: Melee +11 Mace (1d8+7 x3), Melee +11 Blackjacknl (1d6+6), or Ranged +8 (1d10+5 x3)
Full Attack: Melee +11 Mace, Melee +11 Blackjack, or Ranged Longbow +8
Space/Reach: 5 ft. / 5 ft.
Abilities: Endure, Lesser Valor, and Crusher Strike.
Special Qualities: Damage Reduction 5/-
Saves: Fort +7, Ref +3, Will +3
Attributes: Str 19, Dex 14, Con 16, Int 16, Wis 14, Cha 14
Skills: Acrobatics +5, Discern Intent +10, Diplomacy +10, Escape Artist -1, Gather Information +12, Haggle +10, Intimidate +6, Investigate +9, Knowledge (Common) +9, Listen +10, Ride +3, Sabotage Device +5, Spot +12, Swim +1
Feats: Weapon Group Fixation (Guard), Offensive Group Training (Guard), Battle Prowess, and Improved Disarm
Environment: Any
Organization: Solitary, Pair, or Gang (3 - 6)
Difficulty Level: 5
Possessions: Mobile Dragonhide Armor +1, Masterwork Tower Shield, Mace +1, Masterwork Blackjack, 20 arrows, and Longbow +1. QGV 900 gp
Spell/Attack Curve:
Null, High Attack, Generalist. Definitions: Defender and Ward


Abilities

Endure

Use: 2 per day
Action: Immediate Action
Target: Self
Duration: 1 round, 5 rounds, or 10 rounds; see text.

The guard gains damage reduction for a brief period of time. The guard will choose the duration of Endure before the ability is activated. 1 round will gain DR 30/-, 5 rounds will gain DR 9/-, and 10 rounds will gain DR 3/-.


Lesser Valor

Target: Self
Duration: Constant and 1 hour; see text

When threatened by two or more foes in combat, gain +2 dodge bonus against the threatening foes, and a +2 circumstance to attack if the foes are flanking you. If one of these foes are felled your character will gain 25 points of temporary hit points. These temporary hit points last for 1 hour if not lost. Maximum temporary hit points cannot exceed your base maximum hit points. E.g. if your character has 24 hit points maximum, then 24 temporary hit points is the max amount your character can have.


Crusher Strike

Use: 1 per day
Action: Standard Action
Target: Single Target
Duration: Instantaneous

Make a single attack against a target with your bludgeoning weapon, fists excluded. This attack is treated as a touch attack. If it hits the attack is considered to be of critical threat. When rolling to confirm the critical, you do not treat it as a touch attack. If the subject is critically hit by this ability they must make a fortitude save DC 16 or receive a broken bone wound.

Ruffian, Journeyman

(Medium Human)

Simple description

Hit Dice: 5d10+45 (63 hp)
Initiative: +3
Movement: 30 ft. (6 Squares)
Armor Class: 20 (Dex +4, Armor +1, Natural +1, Deflection +1 Dodge +2, Parry +1)
Base Attack/Grapple: +5/+6
Attack: Melee +10 Unarmed (1d6+4)
Full Attack: Melee +10 Unarmed
Space/Reach: 5 ft. / 5 ft.
Abilities: Endure
Special Qualities: Versatile
Saves: Fort +7, Ref +8, Will +4
Attributes: Str14 , Dex 18, Con 16, Int 16, Wis 17, Cha 14
Skills: Acrobatics +8, Conceal +10, Concentration +9, Escape Artist +12, Gather Information +10, Intimidate +8, Knowledge (Common) +9, Lock Picking +10, Move Silently +10, Slight of Hand +10, and Swim +8
Feats: Weapon Fixation (Unarmed), Weapon Offensive (Unarmed), Weapon Defensive (Unarmed), Strong Constitution, and Battle Prowess
Environment: Any
Organization: Solitary, or Gang (2-6)
Difficulty Level: 5
Possessions: Bracer of Armor +1, Ring of Protection +1, Amulet of Natural Armor +1, Gloves of Dex +2 QGV 800gp - 1000gp
Spell/Attack Curve: Standard Magic, High Attack, Combatant
Definitions: Unarmored Combatant and Mystic Warrior


Abilities

Ability Name

Use: 2 per day
Action: Immediate Action
Target: Self
Duration: 1 Round, 5 Rounds, or 10 rounds; see text

This NPC gains damage reduction for a brief period of time. They can choose the duration of Endure before the ability is activated. 1 round will gain 30/- DR, 5 rounds will be DR 9/-, and 10 rounds will be DR 3/-.


Spell Casting


Spell Proficiency: 1
Caster Level: 5

Spells Known: 3 - 1/1
Spells Per Day:     4/3/1


Simplex (DC 14)

Light
Resistance
Bless

Level 1 (DC 15)

Flash Bang
Arcane Armor - Prepared x1
Healing Touch - Prepared x3

Level 2 (DC 16)

Bronze Skin
Energy Flux - Prepared x3

Level 3 (DC 17)

Haste
Prepared x1