"We managed to slay them all, and we had just a moment to breathe relief until we noticed that they battle was only just getting started. They’d sent the weak ones in first, to box us in. I thought we were surely going to die for our hubris."
——Sheryl Razorleaf, Half-Elven Archer
Hobgoblin Warriors are brutal and versatile fighters. They prefer Studded Leather and a Shield for additional protection, while wielding an Axe in melee, and holding several hammers along their belt in case they need to take down foes at a distance. More skilled and better equipped than most, they know how to keep an opponent at bay while chopping them down. The Warrior most often follows the initial surge of Hobgoblins into the fray of a battle to finish off any tough opponents that the weaker ones could not.
Hitpoints: 37
Healing Value: 7
Resilience: +4
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
14 / 16
|
DEX
14 / 16
|
CON
15 / 17
|
INT
8 / 9
|
WIS
9 / 10
|
CHA
9 / 10
|
REC 9
Actions (+3 AP)
Standard Attacks (2 AP)
Melee Reach 5ft • One creature
The Hobgoblin Warrior drives its axe into its target with practiced power.
Range 15ft • One creature
The Hobgoblin Warrior hefts a metal hammer from its belt, and whips it at an enemy target with ferocity.
Special Attacks (3 AP)
+7 vs AC
Knockdown Swipe • Basic
Melee Reach 5ft • One creature
The Hobgoblin Warrior slams its axe on top of its target, attmpting to drive it into the earth. On a hit, a target of Medium size or smaller is knocked
Prone.
+6P vs AC
Power Throw • Basic
Range 15ft • One creature
The Hobgoblin Warrior shifts its weight back, then suddenly launches its upper body forward for added momentum as it throws its hammer into an enemy.
+7 vs AC
Brawler's Blow [1/rest] • Basic
Melee Reach 5ft • One creature
The Warrior throws itself forward recklessley, putting everything into its offense. The Hobgoblin Warrior moves up to its Skirmish Speed and makes an attack. On a hit, the target is knocked
Prone and
Dazed for 1d4 Segments. It grants
Advantage until its next action.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
|
Skirmish
30 ft
|
Sprint
50 ft
|
Overland Movement
30 mi/day
Qualities
- Light Foot: +4 racial bonus to Stealth. (inc.)
- Goblin Quickness: +1 racial bonus to Reflex. (inc.)
- Hobgoblin Resilience: Gain a +2 Racial bonus to Resilience. (inc)
- Armor Proficiency:: Hobgoblins are proficient in Rank 3 Armor.
Skills: Balance R2 (+4), Climb R2 (+4), Jump R3 (+6), Riding R1 (+1), Stealth R2 (+6), Tumble R1 (+1), Listen R3 (+5), Spot R3 (+5), Hunting R3 (+7), Survival R3 (+7), Martial Pract. R3 (+8), Coercion R2 (+5), Manipulation R2 (+3), Aloofness R1 (+1), Bravery R2 (+5), Tolerance R1 (+2), Suspicion R1 (+1)
Feats: Fast Initiative
Philosophies: Rank 1 Mental, Rank 2 Physical, Rank 3 Martial
Combat Training: Melee 2, Ranged 1, Parry 1, Fort 1, Reflex 1, Will 1
Wits: +1, Brawn: +6
Equipment: Studded Leather Armor, Light Shield, Battleaxe, Throwing Hammer [x 5]
Charm
-1
|
Coercion
+5
|
Deception
-1
|
Manipulation
+3
|
Persuasion
-1
|
Aloofness
+1
|
Bravery
+5
|
Intuition
-1
|
Tolerance
+2
|
Suspicion
+1
|
Social
Composure: 11
Languages: Goblin
Motives: Protect territory, protect tribe
Hobgoblin Characteristics
The Hobgoblin, as its name would suggest, is related to the Goblin race. Hobgoblins are much larger than normal Goblins, however, and they tend to be just as impatient. They typically stand a bit taller than an average humanoid, with strong, beastly bodies lined with mottled brown or red fur. In addition to being larger, stronger and faster than their Goblin cousins, they are also more cunning and often employ clever tactics in battle instead of the usual frantic charge of their smaller brethren.
History
Hobgoblins are perhaps known best for their militaristic raiding parties and tribes that have consistently harassed other goodly races throughout the years. They are often seen following waves of fodder in greenblood armies, others serving as commanders or elite warriors further back in the ranks. They are a warlike culture that, while deadly, have not posed any more of a threat than orcs or goblins in their mischief. Still, more than a few exceptional Hobgoblins have risen up over time to lead their people on particularly brutal marches of conquest, forcing the hands of more powerful beings to intervene on the behalf of the common races.
Culture
Hobgoblin settlements range from tribal communities to small cities, usually won through conquest rather than development. They tend to have the strongest of their kind lead, and such leaders are at least intelligent enough to turn to their more cunning yet weaker war advisers for advice. The society is patriarchal in nature, but it is not unheard of for a particularly ruthless female Hobgoblin to take control of and lead a pack of Hobgoblins. At the end of the day, strength is what these creatures recognize.