
SunKing |
Folks,
Having a session on Sunday where the PCs are being harried by extremely cunning and skilled hobgoblin rangers. Looking for hobgoblins with a level or two in ranger to challenge a 4th Level party, or even evil human rangers (1-3 level). Already got a cool bad-guy leader (Stag Lord from "The Stolen Lands").
Anyone got any, or can point me where to look?
Most appreciated, as always.
Play on, Paizo Nation!

Leonal |

Take one of the builds from the NPC Codex and change the race to hobgoblin.
http://paizo.com/pathfinderRPG/prd/npcCodex/core/ranger.html

Dilvias |

Hobgoblin Patrol CR 5
This squad of 6 hobgoblins patrols the woods around the hobgoblin lair. With their high stealth, the first sign most parties will have that a battle has begun is the rain of arrows targetting the most visible member with the least impressive looking armor.
In addition to providing wild game to supplement the hobgoblin diet, they also keep a lookout for humans who wander into what they consider "their" woods. They prefer to attack at range if at all possible, keeping themselves in partial cover behind trees or brush (providing +2 AC and +1 to reflex saves) or at least concealment (20% miss chance). The hobgoblins prefer to attack at as high a range as possible, as they are much better with their longbows, often choosing to take a move action away from closing enemies. Their preferred target will be any humans, followed by casters. Human casters are their favorite targets of all, having a bitter hatred of those humans who drove their tribe with their unnatural magic from their original lands. Elves are a secondary choice. If possible, the hobgoblins will focus their fire on one enemy at a time.
If a party tries to close with the rangers and the rangers cannot tactically withdraw, one or two will choose to engage in melee, dropping their bow and pulling their longsword and shield (+2 AC) and fighting defensively (-4 to hit, +2 AC), while the others continue to attack at range. The rangers try to keep themselves spread out, with at least 20' between themselves. If at least 3 hobgoblins fall, the rest of the patrol will flee at best speed back to the lair.
6 hobgoblin rangers 2
LE Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 16, touch 14, flat-footed 13 (+3 armor, +3 Dex)
hp 14 (2d10+4)
Fort +5, Ref +6, Will +1
OFFENSE
Speed 30 ft.
Melee longsword +4 (1d8+2/19–20)
Ranged longbow +6 (1d8+2/×3)
(+2 to hit, +2 damage vs. humans)
STATISTICS
Str 14, Dex 17, Con 15, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +4; CMD 17
Feats: Weapon focus (Longbow), Precise Shot*
Class Abilities: favored enemy (human) +2, track, *combat style (archery)
Skills Climb +7, Knowledge (Nature) +5, Perception +6, Stealth +11; Survival +6 (+7 for tracking), Swim +7; Racial Modifiers +4 Stealth
Languages Common, Goblin
Equipment: Masterwork Studded Armor, Heavy wooden shield, Mighty composite longbow (+2 str), Longsword, dagger, 40 arrows, ranger kit, 100 gp in coins and other mundane items.
In addition, the ranger squad has a cure light wounds wand with 28 charges, usually kept by the ranger at the rear of the patrol. If this ranger doesn't have a clear shot, he will use the wand on the nearest injured squad member.