Goblin War Sleigh: Difference between revisions

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| Pilot-Alignment = Neutral Evil
| Pilot-Alignment = Pure Evil
   <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->
   <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->


| Nudge-Basic-Lore-Value =  
| Nudge-Basic-Lore-Value =  
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<!--  DEFENSES  -->
<!--  DEFENSES  -->


| Nudge-CMD =  
| Nudge-Maneuver-Defense =  
   <!-- CR 1/2 CMD = 14 -->
   <!-- CR 1/2 Maneuver Defense = 14 -->
   <!-- Values: any positive or negative number, or leave blank. Added to base CMD. Max recommended +/- 4. -->
   <!-- Values: any positive or negative number, or leave blank. Added to base Maneuver Defense. Max recommended +/- 4. -->


| CMD-Notes =  
| Maneuver-Defense-Notes =  
   <!-- Use to describe temporary or situational bonuses to CMD, etc. -->
   <!-- Use to describe temporary or situational bonuses to Maneuver Defense, etc. -->


| Nudge-Durability =  
| Nudge-Durability =  
Line 113: Line 113:
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value          -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value          -->


| Quick-Attack-Nudge-CMB =  
| Quick-Attack-Nudge-Maneuver-Offense =  
   <!-- CR 1/2 CMB = +2 -->
   <!-- CR 1/2 Maneuver Offense = +2 -->
   <!-- Values: any positive or negative number, or leave blank. Added to base CMB. Max recommended +/- 4. -->
   <!-- Values: any positive or negative number, or leave blank. Added to base Maneuver Offense. Max recommended +/- 4. -->


| Quick-Attack-Nudge-Siege-Dmg =  
| Quick-Attack-Nudge-Siege-Dmg =  
   <!-- CR 1/2 Siege Dmg = 1d2 -->
   <!-- CR 1/2 Siege Dmg = 1d2 -->
   <!-- Values: any positive or negative number, or leave blank. Added to base CMB. Max recommended +/- 4. -->
   <!-- Values: any positive or negative number, or leave blank. Added to base siege damage. Max recommended +/- 4. -->


| Quick-Attack-Notes =  
| Quick-Attack-Notes =  
   <!-- Use to describe any nuances of the siege damage, temporary or situational bonuses to CMB, etc. -->
   <!-- Use to describe any nuances of the siege damage, temporary or situational bonuses to Maneuver Offense, etc. -->
   <!-- Note that siege damage is already a damage type, so types like Bludgeoning or Cold should only be used as flavor; they have no game effect  -->
   <!-- Note that siege damage is already a damage type, so types like Bludgeoning or Cold should only be used as flavor; they have no game effect  -->


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   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value          -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value          -->


| Standard-Attack-Nudge-CMB =  
| Standard-Attack-Nudge-Maneuver-Offense =  
   <!-- CR 1/2 CMB = +2 -->
   <!-- CR 1/2 Maneuver Offense = +2 -->
   <!-- Values: any positive or negative number, or leave blank. Added to base CMB. Max recommended +/- 4. -->
   <!-- Values: any positive or negative number, or leave blank. Added to base Maneuver Offense. Max recommended +/- 4. -->


| Standard-Attack-Nudge-Siege-Dmg =  
| Standard-Attack-Nudge-Siege-Dmg =  
   <!-- CR 1/2 Siege Dmg = 1d2 -->
   <!-- CR 1/2 Siege Dmg = 1d2 -->
   <!-- Values: any positive or negative number, or leave blank. Added to base CMB. Max recommended +/- 4. -->
   <!-- Values: any positive or negative number, or leave blank. Added to base siege damage. Max recommended +/- 4. -->


| Standard-Attack-Notes =  
| Standard-Attack-Notes =  
   <!-- Use to describe any nuances of the siege damage, temporary or situational bonuses to CMB, etc. -->
   <!-- Use to describe any nuances of the siege damage, temporary or situational bonuses to Maneuver Offense, etc. -->
   <!-- Note that siege damage is already a damage type, so types like Bludgeoning or Cold should only be used as flavor; they have no game effect  -->
   <!-- Note that siege damage is already a damage type, so types like Bludgeoning or Cold should only be used as flavor; they have no game effect  -->


Line 196: Line 196:


:: The Third Rail has no effect on Second Move actions or movement other than the initial mandatory move action at the start of each of the war sleigh's turns.
:: The Third Rail has no effect on Second Move actions or movement other than the initial mandatory move action at the start of each of the war sleigh's turns.
   <!-- Insert colons ":" before each paragraph after first; replace CMB or siege damage values with variables below -->
   <!-- Insert colons ":" before each paragraph after first; replace Maneuver Offense or siege damage values with variables below -->
   <!-- Available Variables:  
   <!-- Available Variables:  
         {{#var:Special-1-CMB}}               CMB                          @ CR 1/2 = +2
         {{#var:Special-1-Maneuver-Offense}}   Maneuver Offense            @ CR 1/2 = +2
         {{#var:Special-1-Minor-Siege-Dmg}}    Usually includes an effect  @ CR 1/2 = 1d2
         {{#var:Special-1-Minor-Siege-Dmg}}    Usually includes an effect  @ CR 1/2 = 1d2
         {{#var:Special-1-Standard-Siege-Dmg}} Normal or AOE Damage        @ CR 1/2 = 1d2
         {{#var:Special-1-Standard-Siege-Dmg}} Normal or AOE Damage        @ CR 1/2 = 1d2
Line 209: Line 209:
     -->
     -->


| Nudge-Ability-1-CMB =  
| Nudge-Ability-1-Maneuver-Offense =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


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| Ability-2-Description = Once per encounter as a standard action, a goblin war sleigh may fire its lobber against a target in its forward firing arc, loaded with a massive goblinov cocktail.  This huge cask of alchemical fire is loaded with a sticky pitch that continues to do damage to a struck target for one round after it hits.  This second round of damage is automatic, if the original shot hits.   
| Ability-2-Description = Once per encounter as a standard action, a goblin war sleigh may fire its lobber against a target in its forward firing arc, loaded with a massive goblinov cocktail.  This huge cask of alchemical fire is loaded with a sticky pitch that continues to do damage to a struck target for one round after it hits.  This second round of damage is automatic, if the original shot hits.   


:::* 1x Big Goblinov Coctail +{{#var:Special-2-CMB}} ({{#var:Special-2-Heavy-Siege-Dmg}}; if target is struck, it takes {{#var:Special-2-Minor-Siege-Dmg}} additional damage the following round.)
:::* 1x Big Goblinov Coctail +{{#var:Special-2-Maneuver-Offense}} ({{#var:Special-2-Heavy-Siege-Dmg}}; if target is struck, it takes {{#var:Special-2-Minor-Siege-Dmg}} additional damage the following round.)
   <!-- Insert colons ":" before each paragraph after first; replace CMB or siege damage values with variables below -->
   <!-- Insert colons ":" before each paragraph after first; replace Maneuver Offense or siege damage values with variables below -->
   <!-- Available Variables:  
   <!-- Available Variables:  
         {{#var:Special-2-CMB}}               CMB                          @ CR 1/2 = +2
         {{#var:Special-2-Maneuver-Offense}}   Maneuver Offense            @ CR 1/2 = +2
         {{#var:Special-2-Minor-Siege-Dmg}}    Usually includes an effect  @ CR 1/2 = 1d2
         {{#var:Special-2-Minor-Siege-Dmg}}    Usually includes an effect  @ CR 1/2 = 1d2
         {{#var:Special-2-Standard-Siege-Dmg}} Normal or AOE Damage        @ CR 1/2 = 1d2
         {{#var:Special-2-Standard-Siege-Dmg}} Normal or AOE Damage        @ CR 1/2 = 1d2
Line 249: Line 249:
     -->
     -->


| Nudge-Ability-2-CMB =  
| Nudge-Ability-2-Maneuver-Offense =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


Line 274: Line 274:


| Ability-3-Description =  
| Ability-3-Description =  
   <!-- Insert colons ":" before each paragraph after first; replace CMB or siege damage values with variables below -->
   <!-- Insert colons ":" before each paragraph after first; replace Maneuver Offense or siege damage values with variables below -->
   <!-- Available Variables:  
   <!-- Available Variables:  
         {{#var:Special-3-CMB}}               CMB                          @ CR 1/2 = +2
         {{#var:Special-3-Maneuver-Offense}}   Maneuver Offense            @ CR 1/2 = +2
         {{#var:Special-3-Minor-Siege-Dmg}}    Usually includes an effect  @ CR 1/2 = 1d2
         {{#var:Special-3-Minor-Siege-Dmg}}    Usually includes an effect  @ CR 1/2 = 1d2
         {{#var:Special-3-Standard-Siege-Dmg}} Normal or AOE Damage        @ CR 1/2 = 1d2
         {{#var:Special-3-Standard-Siege-Dmg}} Normal or AOE Damage        @ CR 1/2 = 1d2
Line 287: Line 287:
     -->
     -->


| Nudge-Ability-3-CMB =  
| Nudge-Ability-3-Maneuver-Offense =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


Line 312: Line 312:


| Ability-4-Description =  
| Ability-4-Description =  
   <!-- Insert colons ":" before each paragraph after first; replace CMB or siege damage values with variables below -->
   <!-- Insert colons ":" before each paragraph after first; replace Maneuver Offense or siege damage values with variables below -->
   <!-- Available Variables:  
   <!-- Available Variables:  
         {{#var:Special-4-CMB}}               CMB                          @ CR 1/2 = +2
         {{#var:Special-4-Maneuver-Offense}}   Maneuver Offense            @ CR 1/2 = +2
         {{#var:Special-4-Minor-Siege-Dmg}}    Usually includes an effect  @ CR 1/2 = 1d2
         {{#var:Special-4-Minor-Siege-Dmg}}    Usually includes an effect  @ CR 1/2 = 1d2
         {{#var:Special-4-Standard-Siege-Dmg}} Normal or AOE Damage        @ CR 1/2 = 1d2
         {{#var:Special-4-Standard-Siege-Dmg}} Normal or AOE Damage        @ CR 1/2 = 1d2
Line 325: Line 325:
     -->
     -->


| Nudge-Ability-4-CMB =  
| Nudge-Ability-4-Maneuver-Offense =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


Line 350: Line 350:


| Ability-5-Description =  
| Ability-5-Description =  
   <!-- Insert colons ":" before each paragraph after first; replace CMB or siege damage values with variables below -->
   <!-- Insert colons ":" before each paragraph after first; replace Maneuver Offense or siege damage values with variables below -->
   <!-- Available Variables:  
   <!-- Available Variables:  
         {{#var:Special-5-CMB}}               CMB                          @ CR 1/2 = +2
         {{#var:Special-5-Maneuver-Offense}}   Maneuver Offense            @ CR 1/2 = +2
         {{#var:Special-5-Minor-Siege-Dmg}}    Usually includes an effect  @ CR 1/2 = 1d2
         {{#var:Special-5-Minor-Siege-Dmg}}    Usually includes an effect  @ CR 1/2 = 1d2
         {{#var:Special-5-Standard-Siege-Dmg}} Normal or AOE Damage        @ CR 1/2 = 1d2
         {{#var:Special-5-Standard-Siege-Dmg}} Normal or AOE Damage        @ CR 1/2 = 1d2
Line 363: Line 363:
     -->
     -->


| Nudge-Ability-5-CMB =  
| Nudge-Ability-5-Maneuver-Offense =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


Line 388: Line 388:


| Ability-6-Description =  
| Ability-6-Description =  
   <!-- Insert colons ":" before each paragraph after first; replace CMB or siege damage values with variables below -->
   <!-- Insert colons ":" before each paragraph after first; replace Maneuver Offense or siege damage values with variables below -->
   <!-- Available Variables:  
   <!-- Available Variables:  
         {{#var:Special-6-CMB}}               CMB                          @ CR 1/2 = +2
         {{#var:Special-6-Maneuver-Offense}}   Maneuver Offense            @ CR 1/2 = +2
         {{#var:Special-6-Minor-Siege-Dmg}}    Usually includes an effect  @ CR 1/2 = 1d2
         {{#var:Special-6-Minor-Siege-Dmg}}    Usually includes an effect  @ CR 1/2 = 1d2
         {{#var:Special-6-Standard-Siege-Dmg}} Normal or AOE Damage        @ CR 1/2 = 1d2
         {{#var:Special-6-Standard-Siege-Dmg}} Normal or AOE Damage        @ CR 1/2 = 1d2
Line 401: Line 401:
     -->
     -->


| Nudge-Ability-6-CMB =  
| Nudge-Ability-6-Maneuver-Offense =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


Line 426: Line 426:


| Ability-7-Description =  
| Ability-7-Description =  
   <!-- Insert colons ":" before each paragraph after first; replace CMB or siege damage values with variables below -->
   <!-- Insert colons ":" before each paragraph after first; replace Maneuver Offense or siege damage values with variables below -->
   <!-- Available Variables:  
   <!-- Available Variables:  
         {{#var:Special-7-CMB}}               CMB                          @ CR 1/2 = +2
         {{#var:Special-7-Maneuver-Offense}}   Maneuver Offense            @ CR 1/2 = +2
         {{#var:Special-7-Minor-Siege-Dmg}}    Usually includes an effect  @ CR 1/2 = 1d2
         {{#var:Special-7-Minor-Siege-Dmg}}    Usually includes an effect  @ CR 1/2 = 1d2
         {{#var:Special-7-Standard-Siege-Dmg}} Normal or AOE Damage        @ CR 1/2 = 1d2
         {{#var:Special-7-Standard-Siege-Dmg}} Normal or AOE Damage        @ CR 1/2 = 1d2
Line 439: Line 439:
     -->
     -->


| Nudge-Ability-7-CMB =  
| Nudge-Ability-7-Maneuver-Offense =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


Line 464: Line 464:


| Ability-8-Description =  
| Ability-8-Description =  
   <!-- Insert colons ":" before each paragraph after first; replace CMB or siege damage values with variables below -->
   <!-- Insert colons ":" before each paragraph after first; replace Maneuver Offense or siege damage values with variables below -->
   <!-- Available Variables:  
   <!-- Available Variables:  
         {{#var:Special-8-CMB}}               CMB                          @ CR 1/2 = +2
         {{#var:Special-8-Maneuver-Offense}}   Maneuver Offense            @ CR 1/2 = +2
         {{#var:Special-8-Minor-Siege-Dmg}}    Usually includes an effect  @ CR 1/2 = 1d2
         {{#var:Special-8-Minor-Siege-Dmg}}    Usually includes an effect  @ CR 1/2 = 1d2
         {{#var:Special-8-Standard-Siege-Dmg}} Normal or AOE Damage        @ CR 1/2 = 1d2
         {{#var:Special-8-Standard-Siege-Dmg}} Normal or AOE Damage        @ CR 1/2 = 1d2
Line 477: Line 477:
     -->
     -->


| Nudge-Ability-8-CMB =  
| Nudge-Ability-8-Maneuver-Offense =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


Line 502: Line 502:


| Ability-9-Description =  
| Ability-9-Description =  
   <!-- Insert colons ":" before each paragraph after first; replace CMB or siege damage values with variables below -->
   <!-- Insert colons ":" before each paragraph after first; replace Maneuver Offense or siege damage values with variables below -->
   <!-- Available Variables:  
   <!-- Available Variables:  
         {{#var:Special-9-CMB}}               CMB                          @ CR 1/2 = +2
         {{#var:Special-9-Maneuver-Offense}}   Maneuver Offense            @ CR 1/2 = +2
         {{#var:Special-9-Minor-Siege-Dmg}}    Usually includes an effect  @ CR 1/2 = 1d2
         {{#var:Special-9-Minor-Siege-Dmg}}    Usually includes an effect  @ CR 1/2 = 1d2
         {{#var:Special-9-Standard-Siege-Dmg}} Normal or AOE Damage        @ CR 1/2 = 1d2
         {{#var:Special-9-Standard-Siege-Dmg}} Normal or AOE Damage        @ CR 1/2 = 1d2
Line 515: Line 515:
     -->
     -->


| Nudge-Ability-9-CMB =  
| Nudge-Ability-9-Maneuver-Offense =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->



Latest revision as of 15:30, 28 November 2019

x

Goblin War Sleigh (CR 1)

Pure Evil - Large - Ground
Few goblin tribes are willing to embrace civilization to the point of riding around in vehicles. Most prefer to climb onto the nearest animal they can find and cling desperately to it until they either become mighty champions of their tribe, or die of thirst and terror. However, a few tribes have embraced the less immediate thrill of carrying their warriors into battle atop engines of fiery destruction, and it seems to work reasonably well for them. Assuming they remember to bring waterskins along, anyway.
A goblin war sleigh is a large chariot, often of ramshackle construction. Despite their name, they sometimes include wheels instead of, or in addition to, runners or skis. Indeed, most war sleighs use as many of these things as they can cram onto the bottom, often to the detriment of the sleigh's ability to move. The top side is loaded up with crude slingshots, called lobbers, and very little thought is given to where crew should sit or stand. They are pulled by captured dire rats, dogs, particularly unpopular goblins, or whatever else they can chain to the front and cajole into moving generally forward.
In motion, goblin war sleighs are surprisingly fast, with moments where they even seem quite vehicle-like. However, they frequently drop parts in their wake, as well as dumping out the occasional goblin. Goblins (in those tribes that build such things) will eagerly pile onto the sleigh once it starts moving, packing in 15 to 20 goblins (if they can fit between all the wheels, runners and lobbers). Only a couple of goblins are actually required to keep the team of pulling beasts moving, and a couple more to man the lobbers.
As with all goblins, fire is the preferred means of spreading chaos and destruction among their enemies, and war sleighs embrace this. Their lobbers hurl large casks of alchemical fire, laced with a sticky pitch that clings to its target and burns for several rounds. Of course, the lobbers can launch nearly anything that weighs 50 pounds or less, which means it often fires rocks, goblins, rotten food, dire rats, or whatever else the gunners can find at hand. Against other vehicles, they tend to stick to rocks or fire, however. Usually.

General

Lore Check: Knowledge (Geography) (Basic: DC 2; Full: DC 17)
Init: +2*
Senses: Standard Vision
Perception: +6*

Defense

Maneuver Defense (MD): 13
Durability: 4 sunder successes
Bogey Siege DR: -
Crew Siege DR: -
Special Defenses:
  • Cannot take hit point damage; Durability can only be reduced by sunders or siege damage
  • Immune to critical hits
  • Immune to most status conditions (but not forced movement)
  • Always succeeds on all saving throws (including harmless or beneficial effects)
Special Limitations:
  • Cannot make attacks of opportunity
  • Cannot take immediate actions
  • Does not threaten squares
  • Cannot flank
  • Cannot inflict critical hits

Movement

x
Size / Space: Large – 2 x 2 squares
Speed: 3 squares (see The Third Rail)
Maneuverability Profile: Poor

Offense

Weapon Ranges:
x
Close Range: 1 - 2
Medium Range: 3 - 4
Long Range: 5
Quick Attack:
  • 1x Lobber +Expression error: Unrecognized punctuation character "[". vs. Maneuver Defense (MD) (1d2 siege damage on hit)
Standard Attack:
  • 1x Lobber +Expression error: Unrecognized punctuation character "[". vs. Maneuver Defense (MD) (1d2 siege damage on hit)
Action Points: 0

Available Actions

Swift Actions:
(used for: additional facing changes, firing outside of forward firing arc, sudden halts, activating special abilities)
Standard Actions:

Special Abilities

The Third Rail

Action Type: Always On
Benefit: At the start of each turn, before the goblin war sleigh takes its mandatory move action, it must roll 1d6, and modify its movement as described below:
d6 Result Effect
1 Speed is reduced by 1 square, and no facing change is allowed after this move action.
2 Speed is reduced by 1 square this move action.
3 No effect; take normal move action.
4 Facing can be adjusted by 45-degrees prior to moving, if desired.
5 Facing can be adjusted by 45-degrees prior to moving, if desired, and speed is increased by +1 square this move action.
6 Facing can be adjusted by up to 90-degrees prior to moving, if desired, and speed is increased by +1 square this move action.
The Third Rail has no effect on Second Move actions or movement other than the initial mandatory move action at the start of each of the war sleigh's turns.

Big Goblinov Cocktail (Fire)

Action Type: Standard
Benefit: Once per encounter as a standard action, a goblin war sleigh may fire its lobber against a target in its forward firing arc, loaded with a massive goblinov cocktail. This huge cask of alchemical fire is loaded with a sticky pitch that continues to do damage to a struck target for one round after it hits. This second round of damage is automatic, if the original shot hits.
  • 1x Big Goblinov Coctail +Expression error: Unrecognized punctuation character "[". (1d3; if target is struck, it takes 1d2 additional damage the following round.)

Combat Tactics

Goblins like to go fast, and they like to attack. They don't like to retreat, they have little or no sense of self-preservation, and they have an abundance of ambition, despite their often poorly-constructed plans. Goblin War Sleighs will charge enemies as directly as possible, and lob their Big Goblinov Cocktail as early as possible. Note that the cocktail can only be used against a target in their forward firing arc.
After that, they will be as aggressive as possible, even causing collisions if given the opportunity. Frequently, a collision will destroy a goblin war sleigh, but goblins just don't seem to think that far ahead. It does have the advantage of also being truly devastating to their targets as well. Plus, there is often a fire afterwards, so that's another positive.
Goblin war sleighs will not retreat. Their job is to inflict damage upon their enemies, and they will gladly destroy their own sleighs to do it.

Out of Combat

War sleighs are often cobbled together very quickly, held together with way too few nails or ropes, and frequently fall apart before they can even be used. Once they get moving, however, goblins will drive their "dog" teams to the ends of the earth, even if only a single board of the sleigh remains attached to the team, seeking out prey for their destructive urges.

Rewards

XP: 400
Salvage: Sell value of 219 gp.



* - indicates value has been adjusted from the base value for the bogey's CR.