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Hobgoblin Sergeant: Engineer
The only acceptable magic.
Hobgoblin alchemist (grenadier) 3
LE Medium humanoid (goblinoid)
Init + 5; Senses darkvision 60 ft.; Perception + 4
AC 20, touch 15, flat-footed 15 (+ 3 armor, + 5 DEX, + 2 natural)
Fort + 3, Ref + 8, Will – 1
Speed 30 ft.
Melee mwk longsword + 4 (1d8 + 1/19-20)
Ranged bomb + 7 (2d6 + 3 fire, 2x unstable accelerant), heavy crossbow + 7 (1d10/19-20)
Special Attacks bomb* 7/day (2d6 + 3 fire, DC 15, 2x unstable accelerant, adding 1d6 additional damage to bomb)
Alchemist Extracts Known (CL 3th)
1st (4/day)-bomber’s eye, cure light wounds, negate aroma, true strike, anticipate peril, expeditious retreat, comprehend languages
Before Combat An engineer sergeant prefers to lead from behind, utilizing his bombs for ranged assault against enemies. If he is forewarned and has time to prepare for combat, he will drink his mutagen first, granting him + 4 to DEX and – 2 to WIS, and + 2 Natural AC (this has been added into his stats, as he will always use his mutagen). He follows with his prepared anticipate peril extract if he has enough time. He will drink his bomber’s eye extract in the first round of combat, depending on the circumstances of the battle and his distance from his foes. If he does not have enough time, he will simply use prepared extracts as appropriate when the opportunity presents itself.
During Combat With his bombs he targets foes who cast spells and groups of enemies. He excludes as many of his own soldiers out of the blasts as possible with either positioning or his Precise Bombs discovery, but is never hesitant to harm his allies in order to do the most damage possible to opponents. He seeks to distract and remove from the fight those who could be most inconvenienced by his assault (spellcaster-type enemies in particular), but isn’t focused on dealing the most damage, instead intending to manage the combat and skew the odds in his team’s favor, but uses his Explosive Bombs with his unstable accelerants to target groups. He is largely powerless against foes who close with him in melee combat, but has a longsword for such a contingency.
If he runs out of bombs, he uses his alchemist’s fires to target and light on fire individual spellcasting foes or groups of enemies, as his normal morale, utilizing his crossbow and Alchemical Weapon class feature on specific targets instead of throwing them when foes are out of his range.
Morale An engineer sergeant is a crafty foe, but will surrender if the odds turn against him. This event is far from his possible planned outcomes for the situations he’s in though; in his vast intelligence, it is unthinkable that the worst can happen to him, as he is rarely caught by surprise.
If the tide turns against the engineer (GM’s discretion; hobgoblin squad should be below half health before this is considered), he tries to flee and attempts to alert any allies available, joining in their retaliation. If cornered and brought below half health, he will attempt to surrender, relying upon the “indulgences” of lesser races, which are often unwilling to slay foes who’ve surrendered. If his surrender is rejected, he will fight to the death.
Base Statistics Without his mutagen, the Engineer’s statistics are Init + 3; AC 16, touch 13, flat-footed 13; Ref + 6, Will + 0; *Ranged bomb + 5 (2d6 + 3 fire), heavy crossbow + 5 (1d10/19-20); DEX 16, WIS 10; CMD 16; Skills Disable Device + 7, Escape Artist + 4, Perception + 5.
STR 12, DEX 20, CON 10, INT 16, WIS 8, CHA 10
BAB + 2; CMB + 3; CMD 18
Feats Throw Anything, Point-Blank Shot, Precise Shot
Skills Bluff + 3, Craft (alchemy) + 15, Disable Device + 9, Escape Artist + 6, Intimidate + 6, Knowledge (arcana) + 7, Knowledge (engineering) + 8, Perception + 4, Spellcraft + 7; Racial Modifiers Craft (alchemy) + 2; Knowledge (engineering) + 2
Languages Common, Goblin, Draconic, Dwarven, Orc
SQ alchemy (alchemy crafting + 3, identify potions*), discoveries (explosive bombs*, precise bombs*), mutagen* (+ 4 DEX/- 2 WIS, + 2 natural armor, 30 minutes), engineer*, swift alchemy*, alchemical weapon*, martial weapon proficiency (longsword), favored class (+ 1 bomb/day)
Combat Gear alchemist’s fire (3), unstable accelerant (2), brewed reek (2) potion of cure light wounds (2)
Other Gear mwk studded leather armor, longsword, heavy crossbow with 10 bolts, alchemist’s lab (portable), signal horn, 8gp, 7sp
*see below for explanations of class abilities marked with asterisks
Engineer: Hobgoblin engineers tinker endlessly with fire, explosives, and the engines of war. Hobgoblins with this racial trait gain a + 2 racial bonus on Craft (alchemy) and Knowledge (engineering) checks. This racial trait replaces sneaky.
Bomb (Su): Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6 + 4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Mutagen (Su): When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution (Dexterity chosen in the Engineer’s stat block). It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Identify Potions: An alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Throw Anything (Ex) An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.
The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
Precise Bombs Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
Explosive Bombs The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a + 2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames. This ability alters the bomb’s payload and cannot stack with similar abilities.