Goblin Scavenger (CR 2)

Goblin Scavenger (CR 2)
Goblin Rogue 3
NE Small humanoid(goblinoid)
Init +6; Senses Darkvision (60 ft.), Perception +5,
DEFENSE
AC 15 touch 13, flat-footed 13 (+2 armor, +1 size, +2 Dex)
hp 18 (3d8)+6
Fort +2, Ref +5, Will +0, +1 Reflex to avoid traps
Defensive Abilities Evasion, Trap Sense +1
OFFENSE
Speed 30 ft.
Melee short sword +5 (1d4/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Sneak Attack 2d6,
STATISTICS
Str 11,Dex 15,Con 12,Int 10,Wis 9,Cha 6
Base Atk +2; CMB +1; CMD 13
Feats Armor Proficiency, Light, Improved Initiative, Weapon Finesse
Skills Acrobatics +7, Appraise +5, Bluff +3, Climb +5, Disable Device +8, Escape Artist +8, Knowledge (Dungeoneering) +5, Knowledge (Local) +4, Perception +5, Perception (Trapfinding) +6, Ride +6, Sleight of Hand +6, Stealth +16, Swim +4,
Languages Goblin
Special Qualities Fast, Fast Stealth, Skilled, Trapfinding, Weapon and Armor Proficiency
Treasure 3 gp, small leather armor, small short sword, small shortbow, 20 arrows.

SPECIAL ABILITIES

Darkvision Goblins can see in the dark up to 60 feet.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Fast (Ex) Goblins have a base speed of 30 ft.

Fast Stealth (Ex) This ability allows you to move at full speed using Stealth without penalty.

Skilled (Ex) Goblins gain a +4 racial bonus on Ride and Stealth checks.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.

Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

BEHAVIOR
The goblin scavenger is a cowardly thief. He sneaks into human settlements at night to steal whatever may be useful to the tribe, but he prefers to steal shiny objects which he keeps to himself.

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