Slaves

Re: Slaves

Postby Kaote » Mon Nov 07, 2016 9:58 am

GOBLIN SLAVE
CR 2
Male Goblin warrior 3
None small humanoid (goblinoid)
Init +5; Senses Darkvision (60 ft.), Listen -1, Spot -1,
Languages Common, Goblin
AC 15, touch 12, flat-footed 14
hp 27 (3HD)
Fort +4, Ref +2, Will +0
Speed 30 ft. (6 squares)
Melee morningstar (small) +4 (1d6)
Ranged javelin (small) +5 (1d4)
Face 5 ft. Reach 5 ft.
Base Atk +3; Grp-1

Abilities Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Special Qualities Darkvision, Skills, Weapon and Armor Proficiency,
Feats Animal Affinity, Improved Initiative
Skills Bluff -2, Climb +5, Concentration +1, Diplomacy -2, Disguise -2, Gather Information -2, Heal -1, Hide +4, Intimidate -2, Jump -1, Listen -1, Move Silently +4, Perform (Untrained) -2, Ride +7, Sense Motive -1, Spot -1, Survival -1, Swim +4, Use Rope +1,
Possessions morningstar (small); leather (small); shield (light/metal) (small); javelin (small);

Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Goblinoid Traits
Humanoid Traits
Skills Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.
Weapon and Armor Proficiency The warrior is proficient in the use of all simple and martial weapons and all armor and shields.
Kaote
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Re: Slaves

Postby Kaote » Mon Nov 07, 2016 10:06 am

GOBLIN SLAVE
CR 4
Male Goblin warrior 5
None small humanoid (goblinoid)
Init +6; Senses Darkvision (60 ft.), Listen -1, Spot -1,
Languages Common, Goblin
AC 16, touch 13, flat-footed 14
hp 45 (5HD)
Fort +5, Ref +3, Will +0
Speed 30 ft. (6 squares)
Melee morningstar (small) +6 (1d6)
Ranged javelin (small) +8 (1d4)
Face 5 ft. Reach 5 ft.
Base Atk +5; Grp+1

Abilities Str 11, Dex 14, Con 12, Int 10, Wis 9, Cha 6
Special Qualities Darkvision, Skills, Weapon and Armor Proficiency,
Feats Animal Affinity, Improved Initiative
Skills Balance +1, Bluff -2, Climb +7, Concentration +1, Diplomacy -2, Disguise -2, Escape Artist +1, Gather Information -2, Heal -1, Hide +5, Intimidate -2, Jump -1, Listen -1, Move Silently +5, Perform (Untrained) -2, Ride +8, Sense Motive -1, Spot -1, Survival -1, Swim +6, Use Rope +2,
Possessions morningstar (small); leather (small); shield (light/metal) (small); javelin (small);

Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Goblinoid Traits
Humanoid Traits
Skills Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.
Weapon and Armor Proficiency The warrior is proficient in the use of all simple and martial weapons and all armor and shields.
Kaote
Site Admin
 
Posts: 41
Joined: Mon Jan 13, 2014 3:18 am

Re: Slaves

Postby Kaote » Mon Nov 07, 2016 10:10 am

GOBLIN SLAVE
CR 2
Male Goblin ranger 2
None small humanoid (goblinoid)
Init +2; Senses Darkvision (60 ft.), Listen -1, Spot +4,
Languages Common, Goblin
AC 16, touch 13, flat-footed 14
hp 18 (2HD)
Fort +4, Ref +5, Will -1
Speed 30 ft. (6 squares)
Melee sword (short) (small) +2 (1d4-1/19-20)
Ranged shortbow (small) +5 (1d4-1/x3)
Face 5 ft. Reach 5 ft.
Base Atk +2; Grp-3
Atk Options Rapid Shot,
Special Actions Favored Enemy - Humanoid (Elf) +0,

Abilities Str 9, Dex 15, Con 12, Int 10, Wis 9, Cha 4
Special Qualities Archery Combat Style, Combat Style, Favored Enemy, Track, Weapon and Armor Proficiency, Wild Empathy, Darkvision, Skills,
Feats Animal Affinity, Rapid Shot, Track
Skills Balance +1, Bluff -3, Climb +3, Concentration +1, Diplomacy -3, Disguise -3, Escape Artist +1, Gather Information -3, Handle Animal +4, Heal -1, Hide +10, Intimidate -3, Jump -2, Listen -1, Move Silently +10, Perform (Untrained) -3, Ride +10, Sense Motive -1, Spot +4, Survival -1, Swim +2, Use Rope +2,
Possessions sword (short) (small); leather (small); shield (light/metal) (small); Shortbow (Small) ;

Archery Combat Style
Combat Style (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Favored Enemy (Ex) At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy - Humanoid (Elf) (Ex) Gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Track A ranger gains Track as a bonus feat.
Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Wild Empathy (Ex) A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Goblinoid Traits
Humanoid Traits
Skills Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.
Kaote
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Posts: 41
Joined: Mon Jan 13, 2014 3:18 am

Re: Slaves

Postby Kaote » Mon Nov 07, 2016 10:12 am

GOBLIN SLAVE
CR 4
Male Goblin ranger 4
None small humanoid (goblinoid)
Init +3; Senses Darkvision (60 ft.), Listen -1, Spot +6,
Languages Common, Goblin
AC 17, touch 14, flat-footed 14
hp 36 (4HD)
Fort +5, Ref +7, Will +0
Speed 30 ft. (6 squares)
Melee sword (short) (small) +4 (1d4-1/19-20)
Ranged shortbow (small) +8 (1d4-1/x3)
Face 5 ft. Reach 5 ft.
Base Atk +4; Grp-1
Atk Options Rapid Shot,
Special Actions Favored Enemy - Humanoid (Elf) +0,

Abilities Str 9, Dex 16, Con 12, Int 10, Wis 9, Cha 4
Special Qualities Archery Combat Style, Animal Companion, Combat Style, Endurance, Favored Enemy, Spells, Track, Weapon and Armor Proficiency, Wild Empathy, Darkvision, Skills,
Feats Animal Affinity, Endurance, Improved Familiar, Rapid Shot, Track
Skills Balance +2, Bluff -3, Climb +5, Concentration +1, Diplomacy -3, Disguise -3, Escape Artist +2, Gather Information -3, Handle Animal +6, Heal -1, Hide +13, Intimidate -3, Jump -2, Listen -1, Move Silently +13, Perform (Untrained) -3, Ride +11, Sense Motive -1, Spot +6, Survival -1, Swim +4, Use Rope +3,
Possessions sword (short) (small); leather (small); shield (light/metal) (small); Shortbow (Small) ;

Archery Combat Style
Animal Companion (Ex) At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Combat Style (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Endurance A ranger gains Endurance as a bonus feat at 3rd level.
Favored Enemy (Ex) At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy - Humanoid (Elf) (Ex) Gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Spells Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below). To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier. Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does. A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.
Track A ranger gains Track as a bonus feat.
Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Wild Empathy (Ex) A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Goblinoid Traits
Humanoid Traits
Skills Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.
RIDING DOG
CR 1
Male Dog (Riding) Dog (Companion) animal 2
TN medium animal
Init +2; Senses Low-Light, Listen +5, Spot +5, Scent,
AC 16, touch 12, flat-footed 14
hp 20 (2HD)
Fort +5, Ref +5, Will +1
Speed 40 ft. (8 squares)
Melee bite +3 (1d6+2)
Face 5 ft. Reach 5 ft.
Base Atk +1; Grp+3
Special Actions Combat, Share Spells, Abilities Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Special Qualities Bonus Tricks, Link, Low-Light Vision, Scent, Skills,
Feats Alertness, Track
Skills Appraise -4, Balance +2, Bluff -2, Climb +2, Concentration +2, Craft (Untrained) -4, Diplomacy -2, Disguise -2, Escape Artist +2, Forgery -4, Gather Information -2, Heal +1, Hide +2, Intimidate -2, Jump +10, Listen +5, Move Silently +2, Perform (Untrained) -2, Ride +2, Search -4, Sense Motive +1, Spot +5, Survival +1, Swim +3, Use Rope +2,
Possessions Animal Traits
Animal Tricks and Training
Attack The animal attacks apparent enemies.
Bonus Tricks 1
Combat (Ex) If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Come The animal comes to you, even if it normally would not do so.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Link (Ex)
Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent (Ex) 30 ft. range
Share Spells (Ex)
Skills Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.
Stay The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)
Trained for Riding An animal trained to bear a rider knows the tricks come, heel, and stay. Training an animal for riding takes 3 weeks.
Kaote
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Posts: 41
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Re: Slaves

Postby Kaote » Mon Nov 07, 2016 10:16 am

GOBLIN SLAVE
CR 6
Male Goblin ranger 6
None small humanoid (goblinoid)
Init +7; Senses Darkvision (60 ft.), Listen -1, Spot +8,
Languages Common, Goblin
AC 17, touch 14, flat-footed 14
hp 54 (6HD)
Fort +6, Ref +8, Will +1
Speed 30 ft. (6 squares)
Melee sword (short) (small) +6/+1 (1d4-1/19-20)
Ranged shortbow (small) +10/+5 (1d4-1/x3)
Face 5 ft. Reach 5 ft.
Base Atk +6; Grp+1
Atk Options Manyshot, Rapid Shot,
Special Actions Favored Enemy - Humanoid (Elf) +0, Favored Enemy - Monstrous Humanoid +0, Abilities
Str 9, Dex 16, Con 12, Int 10, Wis 9, Cha 4
Special Qualities Archery Combat Style, Animal Companion, Combat Style, Endurance, Favored Enemy, Improved Combat Style, Spells, Track, Weapon and Armor Proficiency, Wild Empathy, Darkvision, Skills,
Feats Animal Affinity, Endurance, Improved Familiar, Improved Initiative, Manyshot, Rapid Shot, Track
Skills Balance +2, Bluff -3, Climb +7, Concentration +1, Diplomacy -3, Disguise -3, Escape Artist +2, Gather Information -3, Handle Animal +8, Heal -1, Hide +15, Intimidate -3, Jump -2, Listen -1, Move Silently +15, Perform (Untrained) -3, Ride +11, Sense Motive -1, Spot +8, Survival -1, Swim +6, Use Rope +3,
Possessions sword (short) (small); leather (small); shield (light/metal) (small); Shortbow (Small) ; Archery Combat Style
Animal Companion (Ex) At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Combat Style (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Endurance A ranger gains Endurance as a bonus feat at 3rd level.
Favored Enemy (Ex) At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy - Humanoid (Elf) (Ex) Gain a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +4 bonus on weapon damage rolls against such creatures.
Favored Enemy - Monstrous Humanoid (Ex) Gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Improved Combat Style (Ex) At 6th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Spells Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below). To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier. Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does. A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.
Track A ranger gains Track as a bonus feat.
Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Wild Empathy (Ex) A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Goblinoid Traits
Humanoid Traits
Skills Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.

RIDING DOG
CR 1
Male Dog (Riding) Dog (Companion) animal 4
TN medium animal
Init +3; Senses Low-Light, Listen +6, Spot +6, Scent,
AC 19, touch 13, flat-footed 16
hp 38 (4HD)
Fort +6, Ref +7, Will +2
Speed 40 ft. (8 squares)
Melee bite +6 (1d6+3)
Face 5 ft. Reach 5 ft.
Base Atk +3; Grp+6
Special Actions Combat, Share Spells, Abilities Str 16, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Special Qualities Bonus Tricks, Link, Low-Light Vision, Scent, Skills,
Feats Acrobatic, Alertness, Track
Skills Appraise -4, Balance +3, Bluff -2, Climb +3, Concentration +2, Craft (Untrained) -4, Diplomacy -2, Disguise -2, Escape Artist +3, Forgery -4, Gather Information -2, Heal +1, Hide +3, Intimidate -2, Jump +13, Listen +6, Move Silently +3, Perform (Untrained) -2, Ride +3, Search -4, Sense Motive +1, Spot +6, Survival +1, Swim +4, Use Rope +3,
Possessions Air Walk The animal is trained to move with the aid of the air walk spell.
Animal Traits
Animal Tricks and Training
Attack The animal attacks apparent enemies.
Bonus Tricks 2
Combat (Ex) If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Come The animal comes to you, even if it normally would not do so.
Evasion
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Link (Ex)
Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent (Ex) 30 ft. range
Share Spells (Ex)
Skills Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.
Stay The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)
Trained for Riding An animal trained to bear a rider knows the tricks come, heel, and stay. Training an animal for riding takes 3 weeks.
Kaote
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Posts: 41
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Re: Slaves

Postby Kaote » Mon Nov 07, 2016 10:20 am

GOBLIN SLAVE
CR 3
Male Goblin fighter 3
None small humanoid (goblinoid)
Init +6; Senses Darkvision (60 ft.), Listen -1, Spot -1,
Languages Common, Goblin
AC 19, touch 13, flat-footed 17, Dodge, Mobility
hp 33 (3HD)
Fort +4, Ref +3, Will +0
Speed 20 ft. (4 squares)
Melee longsword (small) +4 (1d6-1/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +3; Grp-2 Abilities Str 9, Dex 15, Con 12, Int 10, Wis 9, Cha 4
Special Qualities Bonus Feats, Weapon and Armor Proficiency, Darkvision, Skills,
Feats Dodge, Improved Initiative, Mobility, Weapon Focus (Longsword)
Skills Balance -4, Bluff -3, Climb -1, Concentration +1, Diplomacy -3, Disguise -3, Escape Artist -4, Gather Information -3, Heal -1, Intimidate -3, Jump -7, Listen -1, Perform (Untrained) -3, Ride +6, Sense Motive -1, Spot -1, Survival -1, Swim -13, Use Rope +2,
Possessions longsword (small); scale mail (small); shield (heavy/wood) (small); Bonus Feats At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Goblinoid Traits
Humanoid Traits
Skills Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.
Kaote
Site Admin
 
Posts: 41
Joined: Mon Jan 13, 2014 3:18 am

Re: Slaves

Postby Kaote » Mon Nov 07, 2016 10:26 am

GOBLIN SLAVE
CR 5
Male Goblin fighter 5
None small humanoid (goblinoid)
Init +6; Senses Darkvision (60 ft.), Listen -1, Spot -1,
Languages Common, Goblin
AC 19, touch 13, flat-footed 17, Dodge, Mobility
hp 55 (5HD)
Fort +5, Ref +3, Will +0
Speed 20 ft. (4 squares)
Melee longsword (small) +7 (1d6/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +5; Grp+1
Atk Options Combat Reflexes, Abilities Str 10, Dex 15, Con 12, Int 10, Wis 9, Cha 4
Special Qualities Bonus Feats, Weapon and Armor Proficiency, Darkvision, Skills,
Feats Combat Reflexes, Dodge, Improved Initiative, Mobility, Weapon Focus (Longsword)
Skills Balance -4, Bluff -3, Climb +2, Concentration +1, Diplomacy -3, Disguise -3, Escape Artist -4, Gather Information -3, Heal -1, Intimidate -3, Jump -4, Listen -1, Perform (Untrained) -3, Ride +6, Sense Motive -1, Spot -1, Survival -1, Swim -12, Use Rope +2,
Possessions longsword (small); scale mail (small); shield (heavy/wood) (small); Bonus Feats At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Goblinoid Traits
Humanoid Traits
Skills Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.
Kaote
Site Admin
 
Posts: 41
Joined: Mon Jan 13, 2014 3:18 am

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