Some more hobgoblin stuff.
The bestiary mentioned that the hobgoblins hated magic, and that makes sense, they're a very martial society and magic breaks many of the rules of reality that martial societies rely upon. During the Second age, in their quest to clear the Feyblight forest of elves, they've learned a thing or two about magic.
Well, some of them have, but they call it science. They try to follow the scientific method, but there are still some gaps in their theories, so the hobgoblin alchemists came about. They were able to prove to their chieftains and generals that they weren't using magic, but rather science. Like metallurgy, brewing beer, or baking a cake. They would add specific ingredients according to specific protocol and achieve a predictable result. SCIENCE!
It worked most of the time, so hobgoblin society seems to leave them be, though they do take their share of abuse, it's on the level of Jocks vs Nerds, rather than Hobgoblins vs Goblins. Though ostracized and seen as being week, the wise leaders of the Hobgoblins see value in the endeavors of their well read underlings and allow their experiments, as they create terrifying weapons of war.
In the opposite direction, it would be a foolish hobgoblin to ignore the realm of spirits. They may not like the gods, but they must placate them, as they are a force of nature as much as the rain or the sun. In this, some hobgoblins turn to worshiping the gods and furthering their goals when they align with hobgoblin needs. In the second age, many of their priests worship Asmodeus, a devil who uses the hobgoblins for his own needs in a sort of mutually beneficial pact.
Stat blocks:
Hobgoblin Alchemist. Alchemist 5 XP value 1600
Init +3 AC 18, 22 (mutation) Darkvision 60
HP 40 (5d8+10) Fort +6 Will +1 Ref: +7 (+9 mutation)
Str: 11 Int: 16 Wis: 10 Dex: 16 Con: 14 Chr: 8
Bab: 3 CMB +6 CMD 19
FEATS: Point blank shot. Precise Shot. Weapon Focus: Bomb.
SPECIAL: 8xbombs: 3d6+3-10' radius-ignore 3 squares-6 splash damage. Poison Use. Resist poison +4. Brew Potion. Mutagen-Dex. Throw Anything. Alchemy. Swift Alchemy. Explosive Bomb. Precise Bomb.
SKILLS: Craft/Alchemy 16. Heal 8. Knowledge/Arcana 11. Spellcraft 11. Use Magic Devise 7. Disable Devise 11. Sleight of Hand 11.
GEAR: Light cross bow, 20 bolts. Mastwork chain shirt. Masterwork Buckler. Masterwork Mace. Potion: 4x cure light wounds. 4x See invisibility. Masterwork alchemy kit. Spare vials and ingredient pouch.
Hobgoblin Cleric of Asmodeus. Cleric 5. XP value 1600
Init +4 AC: 20 Darkvision 60
HP 50 (5d8+20) Fort +8 Will +7 Ref +5
Str: 10 Int: 13 Wis: 18 Dex: 19 Con: 18 Chr: 13
Bab: 3 CMB +3 CMD 17
FEATS: Skill focus spellcraft. Magic Aptitude. Selective Channel
SKILLS: Knowledge Religion 9. Spellcraft 14. Heal 8. Profession Soldier 5. Knowledge Arcane 5. Stealth 6.
SPECIAL: 7x Fire Bolt. 30' range. 1d6+2 Touch attack. 7x Copycat. Mirror Image. Channel Negative energy 3d6. Fire/Trickery Domains
GEAR: Wand of cure light wounds. Healer Kit. Masterwork Chain shirt. Masterwork Steel shield. Wand of burning hands. +1 mace. Wand of Silence.
SPELLS. These spells are often the ones chosen for battle. Level 1: burning hands. obscuring mist. sanctuary. bless. shield of faith. Level 2: Invisibility. Spritual weapon. Hold person. Level 3: Fireball. Blindness. Dispel Magic.
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