Dear friends, don't fail me now....


Pathfinder First Edition General Discussion


I am posting this from work so it will be short and to the point. I am suppose to be running a game tonight and totally for got to do up stats for some major opponents for my pcs.

What I need is a stat sheet for a group of goblins and some gnolls. This encounter is for 4 8th lvl pcs (fighter, wizard, cleric, thief). It can be as simple as 1 sheet for the goblins and 1 for the gnolls.

I use the Pathfinder rule book and core 3.5 DnD.

If someone is really ambitious they can do a stat sheet for a goblin "captain".

Thanks Paizonians!


Here are some gnolls and some goblins.


So how challenging do you want these guys?

If you let me know how challenging ill get on Hero Lab and make them


You say that you use the Pathfinder rulebook and core D&D3.5.
But are you using the Pathfinder Bestiary?
In short, do you want D&D gnolls & goblins or Pathfinder ones?


Either Pathfinder ( I have the nestiary) or DnD. I want the encounter to challenge the group. . .not necesarily kill them.

Thanks again


What type of Terain are the Gnolls going to be encountered in?


Joey Virtue wrote:
What type of Terain are the Gnolls going to be encountered in?

castle courtyard in winter


Hmmm I dont think Rangers would work well then back to the drawing board

Goblin Fighter Rogues?

Gnoll Barbs?


I would suggest a group of gnoll marauders (rangers, human/enemy, pretty straight brutes), backed-up by a druid.

For the goblins, i would see skirmishers (rogues or scouts, flanking + sneak attack or skirmish, dodge, mobility, combat reflexes, spring attack), backed-up by a sorcerer (haste).


Goblin captains I personally like adepts for that role....


im building a rogue fighter using the teamwork feats

They are Goblin Fighter Rogues who flank and take a bunch of AOO


I like it

300 goblin spartans!!


Leaving work now...be home in 20 min.

Thanks!


GOBLIN SKIRMISHER CR 5
Male Goblin Fighter 2 Rogue 4
NE Small
Init +7; Senses Darkvision (60 feet); Perception +10
--------------------
DEFENSE
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 52 (2d10+4d8+10)
Fort +5, Ref +7, Will +2
Defensive Abilities Evasion, Trap Sense +1, Uncanny Dodge
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Rapier +8 (1d4+3) and
Masterwork Shortsword +8 (1d4+1) and

Ranged Shortbow, Comp. (Str +0) +9 (1d4)
Special Attacks Sneak Attack +2d6
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 12, Int 12, Wis 12, Cha 8
Base Atk +6; CMB +6; CMD 19
Feats Combat Reflexes (3 AoO/round), Improved Initiative, Outflank, Paired Opportunists, Precise Strike, Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +11, Appraise +5, Bluff +3, Climb +5, Disable Device +10, Escape Artist +10, Fly +4, Handle Animal +3, Intimidate +3, Perception +10, Ride +10, Sense Motive +5, Sleight of Hand +10, Stealth +19, Survival +5, Swim +5
Languages Common, Goblin
SQ Bravery +1 (Ex), Trapfinding +2
Combat Gear +1 Chain Shirt, Arrows, Shortbow, Comp. (Str +0), +1 Rapier, Masterwork Shortsword; Other Gear Potion of Barkskin +2, Potion of Cure Moderate Wounds, Potion of Shield of Faith +2
--------------------
SPECIAL ABILITIES
--------------------
Bravery +1 (Ex) +1 Will save vs. Fear
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of apportunity per round, and may make them while flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Outflank: Whenever you and an ally who also has this feat are f lanking the same creature, your f lanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the f lanked creature, it provokes an attack of opportunity from your ally
Paired Opportunists: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you take more than one attack of opportunity against a creature for a given action.
Precise Strike: Whenever you and an ally who also has this feat are f lanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 +2 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Created With Hero Lab® - try it for free at http://www.wolflair.com!


GOBLIN CAPTAIN CR 9
Male Goblin Fighter 2 Rogue 8
NE Small
Init +8; Senses Darkvision (60 feet); Perception +14
--------------------
DEFENSE
--------------------
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 84 (2d10+8d8+18)
Fort +7, Ref +11, Will +6
Defensive Abilities Evasion, Improved Uncanny Dodge (Lv >=12), Trap Sense +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Shortsword +13/+8 (1d4+2) and
+1 Shortsword +13/+8 (1d4+3) 17-20x2
Ranged Shortbow, Comp. (Str +0) +13/+8 (1d4)
Special Attacks Bleeding Attack, Sneak Attack +4d6
--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 13, Int 12, Wis 12, Cha 11
Base Atk +9/+4; CMB +9; CMD 23
Feats Combat Reflexes (4 AoO/round), Improved Initiative, Improved Two-weapon Fighting, Iron Will, Outflank, Paired Opportunists, Precise Strike, Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse, Weapon Focus: Shortsword
Skills Acrobatics +16, Appraise +5, Bluff +9, Climb +5, Diplomacy +9, Disable Device +11, Escape Artist +11, Fly +5, Handle Animal +4, Intimidate +9, Perception +14, Ride +11, Sense Motive +8, Sleight of Hand +16, Stealth +24, Survival +5, Swim +5
Languages Common, Goblin
SQ Bravery +1 (Ex), Trapfinding +4
Combat Gear Arrows, Shortbow, Comp. (Str +0), +1 Chain Shirt, +1 Shortsword, +1 Shortsword;
Other Gear Cloak of Resistance, +1, Potion of Barkskin +2, Potion of Cure Moderate Wounds, Potion of Shield of Faith +2
--------------------
SPECIAL ABILITIES
--------------------
Bleeding Attack (Ex) Sneak attack causes extra damage over time.
Bravery +1 (Ex) +1 Will save vs. Fear
Combat Reflexes (4 AoO/round) You may make up to 4 attacks of apportunity per round, and may make them while flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Improved Uncanny Dodge (Lv >=12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Outflank: Whenever you and an ally who also has this feat are f lanking the same creature, your f lanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the f lanked creature, it provokes an attack of opportunity from your ally.
Paired Opportunists: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
Percise Strike: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +4 +4 to find or disable traps.
Created With Hero Lab® - try it for free at http://www.wolflair.com!


These are great!!


Cue music

thats what friends are for....

good times
bad times
forevermore


Do you want the Gnolls still?

Im doing a GOBO Sorcerer right now


Thanks again....

If you guys are bored, I could use a female lich (heavy necromancy, of course)and her were-rat henchman/bodyguard same party (fighter, cleric, thief, and wizard lvl 8 or 9. Probably won't get to her tonight but I now I will next week.

If you get time, it would be a cool. If not, thanks anyways.


GOBLIN SORCERER CR 8
Male Goblin Sorcerer 9
NE Small
Init +2; Senses Darkvision (60 feet); Perception +0
--------------------
DEFENSE
--------------------
AC 15, touch 15, flat-footed 12 (+2 Dex, +1 size, +1 deflection, +1 dodge)
hp 56 (9d6+18)
Fort +5, Ref +6, Will +7
Resist fire 20
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +4 (1d2-1)
Special Attacks Elemental Blast (1/day) (DC 17), Elemental Ray 6/day
Sorcerer Spells Known (CL 9, +4 melee touch, +7 ranged touch):
4 (DC 17, 4/day)Dimension Door, Elemental Body I, Wall of Fire
3 (DC 16, 7/day)Fireball, Fly, Haste, Protection from Energy
2 (DC 15, 7/day)Bull's Strength, Eagle's Splendor, Invisibility, Mirror Image, Scorching Ray
1 (DC 14, 7/day)Burning Hands, Expeditious Retreat, Feather Fall, Mage Armor, Magic Missile, Shield
0 (DC 13)Acid Splash, Arcane Mark, Detect Magic, Flare, Ghost Sound, Mage Hand, Message, Read Magic
--------------------
STATISTICS
--------------------
Str 8, Dex 14, Con 12, Int 10, Wis 10, Cha 17
Base Atk +5; CMB +2; CMD 16
Feats Combat Casting, Craft Magic Arms & Armor, Dodge, Eschew Materials, Spell Focus: Evocation, Spell Penetration, Stealthy
Skills Bluff +7, Diplomacy +4, Escape Artist +4, Fly +8, Intimidate +7, Knowledge: Arcana +8, Linguistics +1, Ride +6, Spellcraft +8, Stealth +14, Use Magic Device +7
Languages Common, Goblin
SQ Elemental: Fire
Other Gear Boots of the Winterlands, Cloak of Resistance, +1, Ring of Protection, +1
--------------------
SPECIAL ABILITIES
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Fire (20) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Blast (1/day) (DC 17) (Su) 1/day, Elemental Blast deals 9d6 Fire damage, DC 17.
Elemental Ray 6/day (Sp) Ranged touch attack deals 1d6+4 Fire damage.
Elemental: Fire You may change any energy spell to use [Fire] energy.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Spell Focus: Evocation Spells from one school of magic have +1 to their save DC.
Spell Penetration +2 to caster levels checks to overcome spell resistance.

Created With Hero Lab® - try it for free at http://www.wolflair.com!


GNOLL RAGER CR 6 (They are raging currently)
Male Gnoll Barbarian 7
NE Medium
Init +2; Senses Darkvision (60 feet); Perception +11
--------------------
DEFENSE
--------------------
AC 16, touch 10, flat-footed 14 (+5 armor, +2 Dex, +1 natural)
hp 129 (7d12+2d8+45)
Fort +14, Ref +5, Will +5
Defensive Abilities Improved Uncanny Dodge (Lv >=11), Trap Sense +2; DR 1/&#151;
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee +1 Flail, Heavy +13/+8 (1d10+19) and
Unarmed Strike +11/+6 (1d3+12)
--------------------
STATISTICS
--------------------
Str 18/22, Dex 14, Con 16/20, Int 10, Wis 10, Cha 8
Base Atk +8/+3; CMB +14; CMD 24
Feats Extra Rage, Improved Critical: Flail, Heavy, Power Attack +6/-3, Vital Strike, Weapon Focus: Flail, Heavy
Skills Acrobatics +10, Climb +8, Escape Artist +0, Fly +0, Handle Animal +8, Heal +4, Intimidate +8, Perception +11, Ride +5, Stealth +0, Survival +9, Swim +9
Languages Gnoll
SQ Fast Movement (Ex), Powerful Blow +2 (Ex), Rage (27 rounds/day) (Ex), Renewed Vigor 1d8+5 HP (Ex), Superstition +3 (Ex)
Combat Gear +1 Flail, Heavy, +1 Hide Shirt; Other Gear Cloak of Resistance, +1, Potion of Barkskin +2, Potion of Bull's Strength, Potion of Cure Moderate Wounds
--------------------
SPECIAL ABILITIES
--------------------
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=11) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 11+.
Power Attack +6/-3 You can subtract from your attack roll to add to your damage.
Powerful Blow +2 (Ex) One attack per rage deals +2 damage.
Rage (27 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Renewed Vigor 1d8+5 HP (Ex) 1/day while raging, heal yourself for 1d8+5 HP
Superstition +3 (Ex) +3 save vs. magic while raging.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Vital Strike You make a single attack that deals significantly more damage than normal.

Created With Hero Lab® - try it for free at http://www.wolflair.com!


ELVEN LICH CR 13
Female Elf Wizard 13
NE Medium
Init +4; Senses Darkvision (60 feet), Low-Light Vision; Perception +27
--------------------
DEFENSE
--------------------
AC 24, touch 14, flat-footed 20 (+5 armor, +4 Dex, +5 natural)
hp 120 (13d6+42)
Fort +10, Ref +11, Will +12
Defensive Abilities Channel Resistance +4; DR 15/bludgeoning, 15/magic; Immune sleep, cold, electricity, mind-affecting, polymorph, Undead Traits
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Mithral Longsword +7/+2 (1d8+1) and

Special Attacks Negative Energy Touch Attack 1d8+6 (DC 19)
Wizard Spells Prepared (CL 13, +6 melee touch, +10 ranged touch):
7 (DC 25, 2/day)Finger of Death, Limited Wish, Project Image
6 (DC 24, 3/day)Circle of Death, Create Undead, Disintegrate, Dispel Magic, Greater
5 (DC 23, 4/day)Magic Jar, Magic Jar, Teleport, Waves of Fatigue, Waves of Fatigue
4 (DC 22, 6/day)Black Tentacles, Dimension Door, Enervation, Fear, Invisibility, Greater, Phantasmal Killer, Stoneskin
3 (DC 21, 6/day)Displacement, Fly, Gaseous Form, Ray of Exhaustion, Ray of Exhaustion, Vampiric Touch, Vampiric Touch
2 (DC 20, 6/day)Blindness/Deafness, Command Undead, False Life, Ghoul Touch, Mirror Image, See Invisibility, Spectral Hand
1 (DC 19, 6/day)Chill Touch, Comprehend Languages, Ray of Enfeeblement, Ray of Enfeeblement, Ray of Enfeeblement, Shield, Shield
0 (DC 18)Detect Magic, Prestidigitation, Read Magic, Touch of Fatigue
--------------------
STATISTICS
--------------------
Str 10, Dex 18, Con -, Int 23/27, Wis 12, Cha 16
Base Atk +6/+1; CMB +6; CMD 27
Feats Combat Casting, Craft Wondrous Item, Defensive Combat Training, Elven Weapon Proficiencies, Empower Spell, Greater Spell Focus: Necromancy, Greater Spell Penetration, Scribe Scroll, Spell Focus: Illusion, Spell Focus: Necromancy, Spell Penetration, Wizard Weapon Proficiencies
Skills Acrobatics +15, Appraise +15, Bluff +11, Climb +5, Craft: Alchemy +20, Diplomacy +5, Disguise +12, Fly +20, Intimidate +12, Knowledge: Arcana +20, Knowledge: History +20, Knowledge: Religion +20, Linguistics +24, Perception +27, Sense Motive +15, Spellcraft +24, Stealth +20
Languages Abysal, Celestial, Common, Draconic, Elven, Gnoll, Goblin, Infernal , Sylvan
SQ Elven Immunities, Elven Magic, Enchantment, Evocation, Fear Aura (DC 19), Grave Touch (11/day) (Sp), Life Sight (13 rounds/day) (Su), Necromancy, Power Over Undead (11/day) (Su), Rejuvenation (Su)
Combat Gear +1 Mithral Longsword; Other Gear Boots of Elvenkind, Bracers of Armor, +5, Cloak of Resistance, +3, Headband of Vast Intelligence, +4: Perception, Linguistics
--------------------
SPECIAL ABILITIES
--------------------
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Fear Aura (DC 19) Creatures within 60 feet that look must pass Will save.
Grave Touch (11/day) (Sp) Melee touch attack, shakes then frightens target.
Greater Spell Focus: Necromancy +1 to the Save DC of spells from one school.
Greater Spell Penetration +2 to caster level checks to overcome spell resistance.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Polymorph You are immune to Polymorph effects.
Life Sight (13 rounds/day) (Su) Blindsight 10'+ to detect living and undead for wizard level rounds / day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Negative Energy Touch Attack 1d8+6 (DC 19) 1d8+6 damage, plus Fort save or be paralyzed.
Power Over Undead (11/day) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Rejuvenation (Su) Liches can return after a few days.
Spell Focus: Illusion Spells from one school of magic have +1 to their save DC.
Spell Focus: Necromancy Spells from one school of magic have +1 to their save DC.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects

Created With Hero Lab® - try it for free at http://www.wolflair.com!


Will a CR 13 be too much for a 9th lvl party?

BTW...the group loved the goblins...never expected that much trouble from "dumb goblins". It was great!!


RaFon wrote:

Will a CR 13 be too much for a 9th lvl party?

BTW...the group loved the goblins...never expected that much trouble from "dumb goblins". It was great!!

CR 13 is a BBEG level fight for them, or at least it should be. I would not go above that though.


Glad to hear the Gobos were fun

What level do you want the wererat and is he rogue or a fighter or similar to the Gobos?

I like to challenge my party with the boss, do you like her i was a little disapointed with her but she will do


RaFon wrote:

Will a CR 13 be too much for a 9th lvl party?

BTW...the group loved the goblins...never expected that much trouble from "dumb goblins". It was great!!

The beauty of class levels, the weaklings get to surprise your players. I once had 2 assasin goblins mixed in with a large group of warrior 1 goblins. Man the look on their faces when goblin #15 made them roll high dc fortitude saves was priceless.


Joey Virtue wrote:

Glad to hear the Gobos were fun

What level do you want the wererat and is he rogue or a fighter or similar to the Gobos?

I like to challenge my party with the boss, do you like her i was a little disapointed with her but she will do

I like her a lot. The body guard will, more than likely, be in the fight also. When I think of were rats, I think rogues!


Ill create him as a fighter rogue simliar to the Goblins maybe he trained them he will be about 12th level


I recently made some Gnolls. Sorry they're late, but I'm providing them for you anyways.

My players... stay away from these! I mean it! :)

Next Week's Adventure:

Gnoll Soldier (x200)
Standard Gnoll

Gnoll Guard (x40)
Standard Gnoll modification
Feats : replACe Power Attack with Skill Focus (Perception)
Skills : replACe Perception +2 with Perception +5
Attacks: add a longbow Attack at +1 to deal 1d8+2 damage

Gnoll Lieutenant (x10)
Level 2 Fighter
AC 17, touch 10, flat-footed 17 (+4 armor, +1 natural, +2 shield)
hp 34 (2d8+2d10+8)
Fort +7, Ref +0, Will +0
Speed 20 ft.
Melee spear +7 (1d8+3/×3)
Melee Power Attack spear +5 (1d8+7/×3)
Ranged longbow +3 (1d8+2/×3)
Str16, Dex 10, Con 14, Int 8, Wis 11, Cha 8
Base Atk +3; CMB +5; CMD 16
Feats Power Attack, Skill Focus (Perception), Weapon Focus (spear), Cleave
Skills Perception +7
Fighter Abilities Bravery +1

Gnoll Commander (x2)
Level 4 Fighter
AC 18, touch 10, flat-footed 17 (+4 armor, +1 natural, +3 shield)
hp 50 (2d8+4d10+8)
Fort +8, Ref +1, Will +1
Speed 20 ft.
Melee +1 spear +10 (1d8+7/×3)
Melee Power Attack +1 spear +9 (1d8+11/×3)
Ranged masterwork longbow +6 (1d8+2/×3)
Str16, Dex 10, Con 14, Int 8, Wis 11, Cha 8
Base Atk +5; CMB +7; CMD 18
Feats Power Attack, Skill Focus (Perception), Weapon Focus (spear), Cleave, Weapon Specialization (spear)
Skills Perception +9
Gear +1 Spear, +1 heavy wooden shield, masterwork hide armor
Fighter Abilities Bravery +1, Armor Training 1

Gnoll Scout (x10)
Level 2 Ranger
AC 17, touch 10, flat-footed 15 (+2 armor, +2 dex, +1 natural, +2 shield)
hp 34 (2d8+2d10+8)
Fort +7, Ref +5, Will +1
Speed 30 ft.
Melee spear +5 (1d8+2/×3)
Ranged masterwork longbow +6 (1d8+2/×3)
Ranged Rapid Shot masterwork longbow +4/+4 (1d8+2/×3)
Ranged PoInt Blank masterwork longbow +7 (1d8+3/×3)
Ranged PoInt Blank Rapid Shot masterwork longbow +5/+5 (1d8+3/×3)
Str14, Dex 14, Con 14, Int 8, Wis 12, Cha 8
Base Atk +3; CMB +4; CMD 17
Feats Point-Blank Shot, Precise Shot, Rapid Shot
Skills Perception +8, Survival +8, Stealth +7, Knowledge (Local) +5, Knowledge (Nature) +5
Abilities Favored Enemy (Humans)

Gutmuzzle
Level 5 Gnoll Sorcerer
AC 19, touch 14, flat-footed 17 (+2 dex, +2 armor, +3 natural, +2 deflection) [21 shield]
hp 54 (2d8+5d6+21)
Fort +3, Ref +3, Will +6
Speed 40 ft.
Melee Spear +3 (1d8)
Ranged blowgun +5 (1d2 [poison])
Str10, Dex 14, Con 14, Int 12, Wis 14, Cha 18
Base Atk +3; CMB +3; CMD 14
Feats Spell Focus (Enchantment), Improved Spell Focus (Enchantment), Toughness, Craft Wondrous Item, Eschew Materials
Skills Spellcraft +9, umd +11, Fly +9, Diplomacy +13
Spellcasting: Spell Save: 14+, Enchantment Spell Save: 16+, Charm Spell Save +18, Cast Defensively +9, Penetration +5
Spells Known Level 0: Daze, Flare, Prestidigitation, Read Magic, Detect Magic, Acid Splash; Level 1: Protection From Good, Charm Person, Hypnotism, Sleep, Shield; Level 2: Scorching Ray, Hideous Laughter, See invisibility
Spells per Day Level 1: OOOOOOO, Level 2: OOOOO
Special Abilites +2 to charm spells, Corrupting Touch 6/day for 5 rounds at a time, Fire Resistance 5, +2 save vs. poison
Gear +2 Bracers of Armor, +2 amulet of natural armor, +1 ring of protection, Boots of Striding and Springing, Pearl of Power Level 1, Pearl of Power level 2 x2, bag of holding type I, +2 headband of alluring charisma, +2 belt of perfect dexterity

Gnoll Shaman (x12)
Level 2 Bard
AC 14, touch 10, flat-footed 14 (+3 armor, +1 natural)
hp 27 (4d8+4)
Fort +4, Ref +3, Will +4
Speed 30 ft.
Melee Wizard's Staff +4 (1d8+3)
Ranged blowgun +2 (1d2 [poison])
Str14, Dex 10, Con 12, Int 8, Wis 12, Cha 13
Base Atk +2; CMB +4; CMD 14
Feats Extra Performance, Spell Focus (Necromancy)
Skills Perception +6, Perform (oration, dance) +8, sense motive +7, Diplomacy +5, bluff +5, intimidate +6, spellcraft +4, umd +7
Spellcasting: Spell Save: 11+, Necromancy Spell Save: 12+, Cast Defensively +3, Penetration +2
Spells Known Level 0: Daze, detect magic, lullaby, mending, prestidigitation; Level 1: disguise self, cause fear, charm person
Spells per Day Level 1: OOO
Performance per Day OOOOOOOOOOO
Special Abilites Bardic Performance, countersong, distraction, fascinate, inspire courage +1, versatile performance, well-versed

Stinkwind
Level 7 Gnoll Bard
AC 19, touch 11, flat-footed 19 (+5 armor, +2 natural, +1 deflection)
hp 57 (9d8+4)
Fort +5, Ref +5, Will +6
Speed 30 ft.
Melee Wizard's Staff +8/3 (1d8+3)
Str14, Dex 10, Con 12, Int 10, Wis 12, Cha 16
Base Atk +6/1; CMB +8; CMD 18
Feats Extra Performance, Spell Focus (Necromancy), Improved Spell Focus (Necromancy), Spell Focus (Charm)
Skills Perception +8, Perform (oration, dance) +15, sense motive +13, Diplomacy +13, bluff +10, intimidate +13, spellcraft +10, umd +14, linguistics +5
Spellcasting: Spell Save: 13+, Necromancy Spell Save: 15+, Charm Spell Save 14+, Cast Defensively +10, Penetration +7
Spells Known Level 0: Daze, detect magic, lullaby, mending, prestidigitation, know direction; Level 1: disguise self, cause fear, charm person, undetectable alignment, identify; Level 2: blindness/deafness, darkness, scare, silence; Level 3: Haste, Fear.
Spells per Day Level 1: OOOOO Level 2: OOOO Level 3: OO
Performance per Day OOOOOOOOOOOOOOOOOOOOO
Special Abilites Bardic Performance, countersong, distraction, fascinate, inspire courage +2, versatile performance x2, well-versed, inspire competence +2, lore master 1/day, suggestion
Gear +2 Studded Leather, +1 amulet of natural armor, +1 ring of protection, +1, headband of alluring charisma +2, Level 3 pearl of power, Level 1 pearl of power, wand of cure moderate wounds (14), wand of cure serious wounds (45), wand of cure light wounds (8)

Fourtails
Level 2 Ranger, Level 2 Bard, Level 2 Fighter, Level 4 Aristocrat
AC 24, touch 15, flat-footed 21 (+6 armor, +3 dex, +3 natural, +2 deflection)
hp 115 (8d8+4d10+48)
Fort +15, Ref +11, Will +12
Speed 50 ft.
Melee Double Axe +15/10 (1d8+7/×3)
Melee Double +1/+1 Double Axe +13/13/8/8 (1d8+5/×3)
Ranged +1 longbow +13/8 (1d8+5/×3)
Str18, Dex 17, Con 18, Int 10, Wis 14, Cha 14
Base Atk +9/4; CMB +13; CMD 28
Feats Iron Will, Exotic Weapon Proficiency (double axe), weapon focus (double axe), two-weapon fighting, improved two-weapon fighting, double slice, fleet, fleet
Skills Perception +12, Survival +8, Stealth +7, Knowledge (Local) +8, Knowledge (Nature) +6, Sense Motive +8, spellcraft +7, perform (oration) +22, intimidate +11, knowledge (politics) +5
Spellcasting: Spell Save: 12+, Cast Defensively +4, Penetration +2
Spells Known Level 0: Daze, detect magic, lullaby, mending, prestidigitation; Level 1: disguise self, undetectable alignment, charm person
Spells per Day Level 1: OOO
Performance per Day OOOOOOOOOOO
Ranger Abilities Favored Enemy (Humans) +2
Fighter Abilities Bravery +1
Bard Abilites Bardic Performance, countersong, distraction, fascinate, inspire courage +1, versatile performance (Diplomacy, sense motive), well-versed
Gear Belt of Four-Tails (+2 to all physical stats, +5 perform (oration), +2 circlet of wisdom, +2 chain shirt, +2 amulet of natural armor, +2 ring of protection, +1/+1 double-axe, boots of striding and springing, +1 cloak of resistance, +1 Str18 composite longbow

Gnoll-Hating Human Slave (x35)
Level 2 Ranger
AC 10
hp 24 (2d10+9)
Fort+5, Ref +3, Will +1
Speed 30 ft.
Melee pick +4 (1d4+3/×4)
Melee 2 light picks +2/+2 (1d4+2/×4)/(1d4+1/×4)
Ranged rock +2 (1d2+2 [10'])
Str14, Dex 10, Con 14, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Endurance, Two-Weapon Fighting, Toughness
Skills Profession (Farmer) +6, Survival +6, Stealth +5, Knowledge (Local) +5, Knowledge (Nature) +4, Profession (Miner) +6, Climb +7, Linguistics +1
Abilities Favored Enemy (Gnolls)
Languages Common, Gnoll

Gnoll-Hating Halfling Slave (x15)
Level 2 Ranger
AC 12
hp 24 (2d10+9)
Fort +6, Ref +5, Will +2
Speed 20 ft.
Melee pick +4 (1d4+1/×4)
Ranged sling +4 (1d3+1 [50'])
Ranged Rapid Shot sling +2/+2 (1d3+1 [50'])
Str12, Dex 12, Con 14, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 14
Feats Endurance, Rapid Shot, Toughness
Skills Perception +7, Profession (Farmer) +5, Survival +6, Stealth +10, Knowledge (Local) +5, Knowledge (Nature) +5 Profession (Miner) +5, Climb +7, Linguistics +1
Abilities Favored Enemy (Gnolls)
Languages Common, Halfling, Gnoll

Please pardon the crappy find and replace bolding.


Oh yeah, can't forget these guys...

Gnoll Cavaliers:

+ ----------------------------------------------------------------------
| LEVEL 4 GNOLL RAIDER
| Chaotic Evil Cavalier 2 (CR 5 with mount)
| ----------------------------------
| ATTRIBUTES: Str 18 | Dex 14 | Con 18 | Int 8 | Wis 10 | Cha 12
| ----------------------------------
| SAVES: Fort +10 | Ref +2 | Will +2
| DEFENSES: AC 18 (19/16) | CMD 19 (20/17) | HP 41
| ----------------------------------
| COMBAT: CMB +7 | BAB +3 | Melee +7 | Ranged +5 | Init +2 | Speed 20
| CRUEL MASTERWORK LANCE: +8 (1d8+6 [x3]). Reach. Double damage on a charge.
| SPEAR: +7 (1d8+6 [x3]). Brace.
| THROWN SPEAR: +5 (1d8+4 [x3]). 20' Range inc. Double damage on a charge.
| ----------------------------------
| SKILLS (-4 ACP): Climb +4 | Craft (usually weapons or armor) +4 | Handle Animal +5 | Intimidate +6 | Ride +7 | Sense Motive +5 |
| ABILITIES AND TRAITS: Darkvision | Challenge 1/day (+2 damage, +1 AC vs challenged, -2 AC) | Mount | Lion's Call: +1 hit & saves for 6 rounds (competence) and grant reroll | Tactician | Untrained rolls for knowledge (nobility)
| FEATS: Iron Will | Mounted Combat | Precise Strike +1d6 |
| ----------------------------------
| EQUIPMENT: Military Saddle (+2 avoid knock-off), masterwork lance, scale mail
+ ---------------------------------------------------------------------

+ ----------------------------------------------------------------------
| LEVEL 2 DIRE HYENA MOUNT
| Large Neutral Animal 3 (Powerful Mount increases companion's owner's CR by 2)
| ----------------------------------
| ATTRIBUTES: Str 18 | Dex 15 | Con 15 | Int 2 | Wis 13 | Cha 6
| ----------------------------------
| SAVES: Fort +5 | Ref +5 | Will +2
| DEFENSES: AC 20 | CMD 17 | HP 21
| ----------------------------------
| COMBAT: CMB +7 | BAB +2 | Melee +5 | Init +2 | Speed 40 | Space/Reach: 10
| BITE: +5 (2d6+6) Trip.
| ----------------------------------
| SKILLS: | Perception +5 | Intimidate +2 | Survival +5
| ABILITIES AND TRAITS: | Low-Light Vision | +4 Stealth in Tall Grass | Scent | Trick: Locate invisible enemy | Auto-Trip on Bite
| FEATS: Light Armor Proficiency | Medium Armor Proficiency |
| ----------------------------------
| EQUIPMENT: Scale Barding
+ ---------------------------------------------------------------------

+ ----------------------------------------------------------------------
| LEVEL 7 VETERAN GNOLL RAIDER ~ Burlap
| Neutral Evil Cavalier 5 (CR 8 with mount)
| ----------------------------------
| ATTRIBUTES: Str 18 | Dex 14 | Con 18 | Int 9 | Wis 10 | Cha 12
| ----------------------------------
| SAVES: Fort +12 | Ref +3 | Will +3
| DEFENSES: AC 20 (22/18) | CMD 22 (24/20) | HP 71 | 25% precision deflection
| ----------------------------------
| COMBAT: CMB +10 | BAB +6 | Melee +10 | Ranged +8 | Init +2 | Speed 20
| CRUEL MASTERWORK LANCE: +13 (1d8+8 [x3] +1d6 fire). Reach. Double damage on a charge. +2d6 vs Humans and Halflings. Cursed with evil aura.
| SPEAR: +10 (1d8+6 [x3]). Brace.
| THROWN SPEAR: +8 (1d8+4 [x3]). 20' Range inc. Double damage on a charge.
| ----------------------------------
| SKILLS (-2 ACP): Climb +4 | Craft (usually weapons or armor) +7 | Handle Animal +5 | Intimidate +9 | Ride +10 | Sense Motive +8 |
| ABILITIES AND TRAITS: Cavalier's Charge: +4 for mounted charge, doesn't suffer -2 to ac | Banner: +2 fear saves, +1 charge attacks (morale) | Darkvision | Challenge 2/day (+5 damage, +2 AC vs challenged, -2 AC) | Mount | Lion's Call: +1 hit & saves for 6 rounds (competence) and grant reroll | Tactician | Untrained rolls for knowledge (nobility) | Expert Trainer
| FEATS: Iron Will | Mounted Combat | Precise Strike +1d6 | Master Craftsman | Craft Magic Arms and Armor
| ----------------------------------
| EQUIPMENT: Military Saddle (+2 avoid knock-off), masterwork lance, +2 spiked scale mail of Light Fortification, +2 human and halfling bane flaming lance (CURSE: evil aura that most characters can feel, reduces cost to a +3 weapon in most instances)
+ ---------------------------------------------------------------------

+ ----------------------------------------------------------------------
| LEVEL 5 VETERAN DIRE HYENA MOUNT ~ Sasha
| Neutral Animal 6 (Powerful Mount increases companion's owner's CR by 2)
| ----------------------------------
| ATTRIBUTES: Str 20 | Dex 17 | Con 15 | Int 3 | Wis 13 | Cha 6
| ----------------------------------
| SAVES: Fort +7 | Ref +7 | Will +3
| DEFENSES: AC 28 | CMD 23 | HP 42 | 25% precision deflection
| ----------------------------------
| COMBAT: CMB +9 | BAB +4 | Melee +8 | Init +3 | Speed 40 | Space/Reach: 10
| BITE: +9 (2d6+7) Trip.
| ----------------------------------
| SKILLS: | Perception +5 | Intimidate +5 | Survival +5
| ABILITIES AND TRAITS: Evasion | Devotion (+4 vs Enchantments) | Low-Light Vision | +4 Stealth in Tall Grass | Scent | Trick: Locate invisible enemy | Auto-Trip on Bite
| FEATS: Light Armor Proficiency | Medium Armor Proficiency | Dodge
| ----------------------------------
| EQUIPMENT: +2 Scale Barding of light fortification
+ ---------------------------------------------------------------------

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Dear friends, don't fail me now.... All Messageboards

Want to post a reply? Sign in.