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Goblin Patrolman

Goblin PatrolmanThis goblinoid is the elite gunblade wielders training to become part of the goblin guard.

Goblin Patrolman (CR 6)

XP 2.400
Goblin Gunbreaker 7
NE Small Humanoid (Goblinoid)
Init +3; Senses Darkvision 60 ft.; Perception +12

DEFENSE

AC 22, touch 17; flat-footed 19 (+5 armor, +4 shield, +3 dex, +1 size)
hp 55 [87] (7d10+17)
Fort +9; Ref +8; Will +4
Defensive Abilities Keen Edge; Resist Fire 5;

OFFENSE

Speed 20 ft.
Melee Gunblade (Std) +9/+4 (1d6+2/19-20)
Special Abilities Aurora (2/day, 2 rounds), Improved Aurora
Special Attacks Goblin Punch, Gun Arm Techniques (Blast Shield, Fire Cross), Magicked Ammo (5 pts, +2 dmg)

STATISTICS

Str 13, Dex 16, Con 15, Int 14, Wis 15, Cha 8
Base Atk +7/+2; CMB +7; CMD 20
Feats Point-Blank Shot, Power Attack, Shield Ward, Weapon Focus (Gunblade)
Skills Acrobatics +10, Intimidate +11, Perception +12, Repair +11; Racial Modifiers +2 Bluff, +2 Craft, +2 Diplomacy, +1 Disable Device, +1 Knowledge (engineering), +2 Profession
Languages Common, Goblin, Moblin, Terran
SQ Armor Training (+1), Craftsman, Goblin’s Unique Handle on Things, Gunbreaker Talents (Baring Fangs, Elemental Infuse, Ranged Combat Training), Gunsmith, Gun Arm Mastery (Power Mastery), Heart of Stone, Jugular Rip, Master Tinker, Quick Cartridge, Silver Tongued
Gear cure potion (3), Gunblade (std), gunblade (std) ammo (50), banded mail, light steel shield

SPECIAL ABILITIES

Craftsman (Ex)

Goblins are very gifted with their hands when creating machines and other things and gain a +2 racial bonus on all Craft or Profession checks to create objects from metal, wood, cloth or stone.

Goblin Punch (Su)

1/day, a goblin shaman can launch a wind blast (+10 ranged touch attack) at a single target within 30 feet. If it hits, the target takes 1d4+3 points of wind damage and must make a Reflex save (DC 12) or fall prone. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).

Goblin’s Unique Handle on Things (Ex)

Goblins are proficient with both short swords and hand axes.

Master Tinker (Ex)

Whatever you survive makes you a better tinkerer right? Goblins gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Goblins are also treated as proficient with any weapon they have personally crafted.

Silver Tongued (Ex)

Unlike moblins or other races, goblins are very talkative and eager to sell wares and set up trades with everyone and gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.