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Revision as of 20:46, 12 July 2019

Human Goon

Human Goon (CR 1)

Chaotic Neutral - Medium - Humanoid (Human)
Human goons are schoolyard bullies all grown up. They are predatory opportunists, who dwell within the shadier parts of towns or other densely-populated areas to ambush the unsuspecting. When confronted with overwhelming force, they will run, often abandoning their comrades in the process. They will frequently organize into loosely knit gangs to attack their prey in numbers. They use ambushes, diversions and hit-and-run tactics to deprive their targets of their wealth.
Human goons aren't usually out to murder their victims, just rob them. They can be negotiated with, but need to feel like they've gotten something out of any bargain that has been made. They rarely back down from victims who try to intimidate them, feeling like such a show of cowardice in the eyes of their allies would cause them trouble later.
Other than toughness, cleverness and a willingness to use whatever weapon is at hand, human goons rarely have any special abilities.


Lore Check: Know (Local) (Basic: DC 2; Full: DC 16)
Init: +4
Ambush Chance: 10+ on d20 (req's 1 minute prep)
Senses: Standard Senses
Passive Perception: 13 (Spot: +3, req's move action)


AC: 14
Maneuver Defense (MD): 16
Hit Points: 22     (Bloodied Value: 11)    Hit Dice: 2
Fort: +4    Refl: +2    Will: +1
Special Defenses:
Strong Against:
Weak Against:


Movement Types: Walk 30 ft.
Space / Reach: 5 ft. / 5 ft.
Standard Attack:
  • 1x Battle Axe +5 (1d8/19-20 x2) as slashing (physical, common)
Full Attack:
  • 3x Battle Axe +5 (1d8/19-20 x2) as slashing (physical, common)
Standard Ranged:
  • 1x Thrown Dagger +5 (1d8/19-20 x2) as piercing (physical, common) (Increment: 10 ft.; Max Range: 50 ft.)
Full Ranged:
  • 3x Thrown Dagger +5 (1d8/19-20 x2) as piercing (physical, common) (Increment: 10 ft.; Max Range: 50 ft.)
Maneuver Offense: +4 (+2 to Steal)
Siege Damage: Not siege capable
Special Attacks: Bullyboy, Mugger
Action Points: 0


Str: 15    Dex: 14    Con: 15    Int: 10    Wis: 9    Cha: 12
Feats: Catch Off-Guard (EFFECT: No penalties for improvised melee weapons)
Languages: Common

Special Abilities

Bullyboy (Ex)

Once per round, if the Human Goon has taken damage this encounter, he may use Bullyboy to add to one of his successful melee weapon attacks (as more slashing (physical, common) damage). This is considered precision damage and is not multiplied on a critical hit.

Mugger (Ex)

A Human Goon may choose to deal Non-Lethal Damage with any of his attacks, instead of lethal damage, without taking a penalty to his attack rolls or provoking attacks of opportunity.

Combat Tactics

Human goons prefer to ambush their prey. They will also stage diversions to distract any nearby town watch or other constabulary. They prefer hit-and-run tactics over outright murder, and will sometimes even use subdual damage instead of aiming to kill their victims (though many goons don't really care either way). They are seeking treasure above all else, and will abandon a fight as soon as they are satisfied with whatever loot they can acquire. They will also run if it becomes apparent that their victims are too powerful for them to take down.

Out of Combat

Most Human Goons are a lazy sort, who prefer a life of drinking and slacking off to actual labor. They will eagerly do nothing all day as long as there are a few coins in their pockets. However, once the drinks run dry, they'll go out seeking easy prey to refill their coffers for another few days of debauchery.


XP: 400
Treasure: Sellable Goods worth 219 gp.
Weight: 20 lbs.     Volume: 1 cu ft
Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
Table 2: Roll a d20:
Result Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
Table 3: Roll a d20:
Result Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)