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Hobgoblin Sergeant: Magehunter
Watch your back.
Hobgoblin rogue (thug/bandit) 3
NE Medium humanoid (goblinoid)
Init + 3; Senses darkvision 60 ft.; Perception + 6
AC 18, touch 13, flat-footed 15 (+ 4 armor, + 1 shield, + 3 DEX)
hp 3d8 + 6
Fort + 3, Ref + 6, Will + 2
Defensive Abilities evasion
Speed 30 ft.
Melee mwk morningstar + 5 (1d8 + 2), dagger + 4 (1d4 + 2)
Ranged dagger + 5 (1d4 + 2)
Special Attacks brutal beating* (2 rounds), frightening*, sneak attack + 2d6, + 1 atk vs spellcasters (only against creatures that use spells; not spell-like abilities)
Before Combat Magehunters are the exemplars of sneakiness and horror which few races – and not many hobgoblins – can rise to. These horrible beings wait patiently for their opportunity to present, searching for spellcasters among their foes, then springing from shadows to disable these back-line opponents with sickening blows.
They often scout ahead of their normal staging areas for signs of approaching foes, then set up elaborate ambushes in ideal and inconspicuous locations to strike their enemies in the most advantageous way, hiding among dead bodies in already-cleared rooms if need be. Their potion of pass without trace greatly aids them in this ambush-making behaviour.
During Combat Magehunters rarely attack foes face-to-face, seeking instead to penetrate the back line of any party of foes they run into, attempting to disable any mages they encounter. They wait until they can identify the casters in a party, holding in initiative until they are sure, then springing out to get sneak attacks on their hated foes. They utilize their Brutal Beating class ability during sneak attacks to sicken the mages and make their spellcasting difficult, then either ready their following attacks to wait for the mage to attempt to cast spells and use their Step Up feat to chase down their targets when they inevitably attempt to move away from them, attempting to force their targets to lose their spells with the stacked DC increases to concentration checks they administer, or simply pummel the mage into submission.
Morale Magehunters are not like ordinary hobgoblins, shirking their responsibility to their unit even more often than those of their peers (who simply are always looking for an opportunity to betray their superiors). The Magehunter only looks out for their own interests, though they realize that their unit will help them get their job done.
Nonetheless, Magehunters are quick to escape combat when the tide turns on them, attempting to cut and run when reduced to lower than 15 hp. If captured, they are particularly prone to making deals, and are even more willing than normal hobgoblins to sell out their superiors.
STR 14, DEX 16, CON 14, INT 13, WIS 12, CHA 8
BAB + 2; CMB + 4; CMD 15
Feats Combat Reflexes, Step Up
Skills Acrobatics + 8, Appraise + 5, Bluff + 4, Climb + 5, Disguise + 5, Escape Artist + 8, Intimidate + 5, Knowledge (arcana) + 3, Knowledge (local) + 5, Perception + 6, Sleight of Hand + 6, Spellcraft + 7, Stealth + 8 (+ 12 camouflage), Swim + 5, Use Magic Device + 3; Racial Modifiers Spellcraft + 2
Languages Common, Goblin, Draconic
SQ frightening*, brutal beating*, rogue talents (camouflage*), favored class (+ 3 skill points)
Combat Gear mwk chain shirt, mwk buckler, mwk morningstar, daggers (3), potion of pass without trace
Other Gear hobgoblin war draught (1), miscellaneous trinkets (buttons and tassels cut from spellcasters’ robes), 4 gp, 30 sp
*see below for explanations of class abilities with asterisks
Magehunter: Hobgoblins hate and fear arcane casters. A magehunter gains a +2 racial bonus on Spellcraft checks made to identify a spell being cast and a +1 racial bonus on attack rolls against arcane spellcasters. He only gains this bonus against creatures that use spells, and not against those that only use spell-like abilities. This racial trait replaces sneaky.
Frightening (Ex): Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding.
Brutal Beating (Ex): At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself—only the most recent duration applies. This ability replaces trap sense.
Camouflage (Ex): Once per day, a rogue with this talent can craft simple but effective camouflage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the rogue fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.