Pirate Goon

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Pirate Goon (CR 3)

Chaotic Evil - Medium - Humanoid
Lore: Know (Local)
5 19
Basic DC Full DC
Initiative
Initiative Icon 2.png
6
Perception:
15 +5
Passive Active
Ambush:
9+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
19
Man Def
Shield Icon 3.png
18
Monster Health
55 27 4
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +2
Refl: +6
Will: +1

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+6
Sword Icon 3.png
Man Off
+6
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Ye Olde Rapier +6 (1d8+1/19-20 x2)
    as slashing (physical, common)

Full Attack (Melee):

  • 3x Ye Olde Rapier +6 (1d8+1/19-20 x2)
    as slashing (physical, common)

Standard Attack (Ranged):

  • 1x Boomstick +10 vs. AC (always hits on a 17+ on the die) (1d8+1/19-20 x2)
    as force (energy, uncommon)
    (Increment: 50 ft.; Max Range: 50 ft.)
    plus 1d4 squares of Push to target; expended after use

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

14
STR
15
DEX
14
CON
11
INT
13
WIS
15
CHA

Skills:

Languages: Common,

Special Abilities

Boomstick (Ex)

This magical contraption shoots a pellet of pure force at the target, as a Ranged Touch Attack. If it hits, it deals 1d8+1 points of force (energy, uncommon) damage, and pushes the target 1d4 squares.

Once the Boomstick is used, hit or miss, it crumbles to a chalky dust.
Sea Legs (Ex)

Years on the open oceans have given these pirates an unpredictable gait. Once per round, a pirate goon may move up to 5 feet without provoking, as an immediate action.

These guys are bad news, and they know it.

Pirate Goon

Pirate goons are humanoids who like to steal other people's things, preferably in the most violent fashion possible.

Pirates are almost always nomadic bands of marauders, most often encountered on nautical ships, attacking and looting everything weaker than themselves they can chase down. Some bands of Pirates, though, may be found on horseback, or on fanciful air ships, or infesting a dockyard, abandoned castle, or seedy neighborhood, in which case they may be known as bandits, or raiders. A typical encounter with Pirates will be with a smaller band, adequate to challenge a group of players, but never fear, there always seems to be more of these wretched murderers lurking around.
Pirate Goons are the classical 'swaggering, swashbuckling and horrible' pirates of legend. They offer very little in the way of redeeming features, and despite being sourced from a myriad of Civilized races, if they ever possessed the Spark, it is gone now. As such, they are monstrous indeed, with few or no redeeming features.
Now, that said, it is possible to find the occasional 'nugget of gold' among the ranks of the Goons, and if the GM see's fit, a Constituent or two can be mixed into a Pirate encounter, to offer a glimpse of the occasional Pirate whose Spark has not guttered copletely out, and allow the faint hope of redemption...although it's not likely.

Combat Tactics

Out of Combat

Rewards

XP: 800

Treasure: Sellable Goods worth 813 gp.

Weight: 30 lbs.     Volume: 1.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
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
### Nothing to see here!
### Or here. Move along.
Table 2: 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
### Or here. Move along.
Table 3: 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)