Sunday, 19 July 2015

Hobgoblins

Background:

Hobgoblins have always been one of my favourite NPC races to throw at adventuring parties.  Normal goblins, while they have their own charm, are pretty pathetic when it comes down to it, but hobgoblins should strike fear into those who hear they're on the way.

In my pathfinder game, which took place in the Second Age, the hobgoblins came from a kingdom that was a client state of the Ogrish Empire.   A bit far removed from the heart of the Empire, they had to traverse either the Feyblight forest or the Iron Mountains to get there, but they would lend troops whenever requested, as long as they were able to fight elves.


Much to the Emperor's displeasure, the hobgoblins would deploy their mercenary armies to anyone with the coin to do so, it wasn't uncommon for two mercenary hobgoblin armies to face each other on the fields of battle, though such battles required extra compensation.

A hobgoblin's life:

Born into a strict militaristic society, a young hobgoblin would be raised with a spirit of competition and cooperation.  Team sports and tribalism were prime concepts for the young, their most common one being a game resembling Aussie Rules Football, except they're corralling goblins into the endzones.  It was a violent life, but it prepared them for their place in the world.

Once a hobgoblin reached adolescence, they would be inducted into one of the martial schools of their settlement.  Depending on their personal tendencies, they'd be selected for different schools.  The most prestigious being that of the Hobgoblin Rangers.  The bulk, though were inducted into the infantry schools where they'd be taught the skills needed to become mercenaries for other nations and bring glory to the homelands.

Upon finishing their lessons, they'd be drafted into mercenary companies, and then deployed to foreign lands for five year contracts.  Often being used as fodder against the Gnoll barbarians, hobgoblins that made it through a tour could either lead their own mercenary company, usually becoming wealthy and powerful, or join the hobgoblin homeland army for another five years and earn the right to property and a family in the homeland.

Most of the younger mercenary hobgoblins are the typical mooks straight out of the monster manuals or bestiaries.  They'll have 1HD and not be much of a threat.  The hobgoblin leadership however are hardened veterans who have fought terrifying foes for years and survived to talk about it.  Below are some stat blocks:

Hobgoblin Skirmisher.  Level 6 Ranger.  Xp value: 2400
Init +4   AC 20  Darkvision 60  Move 30
HP 46 (6d10+6)  Fort +6 Ref +9 Will +4
Str: 12 Int: 10 Wis: 14 Dex: 18 Con: 13 Chr: 8
Bab: 6/1  CMB: +7  CMD: 21
FEATS: Point Blank Shot.  Precise Shot.  Deadly Aim.  Rapid Shot.  Improved Precise Shot.
Special Abilities: Hunter's Trick: Hateful Attack (Double threat range on fav. enemy) 5/day. Favourite Enemy: Pick 2 (Humans +2, Elves +4).  Track.  Wild Empathy.  Favourite Terrain: Mountains/Hills.  Hunter's Bond.
Skills: Survival 11.  Knowledge Nature 9. Heal 9. Knowledge Geography 7. Perception 11. Stealth 22. Profession: Soldier/Scout 6. Climb 5. Swim 5. Ride 8.
GEAR: Mwk Chain shirt.  Cloak of Elvenkind, amulet of natural armour +1, ring of protection +1, mwk longsword.  +1 composite longbow.  3 potions cure light wounds, 1 potion of displacement, 1 potion of invisibility.

Hobgoblin Sergeant. Level 4 Fighter.  Xp value: 1200
Init +2  AC: 16  Darkvision 60.
HP 39 (4d10+9)  Fort +7  Will +2  Ref + 3
Str: 16  Int: 10  Wis: 12  Dex: 15  Con: 16  Chr: 8
Bab: 4  CMB +7  CMD 19
FEATS: Coordinated Maneuver (+2 to all combat maneuvers). Combat Expertise.  Improved Trip.  Outflank. Tandem Trip. Weapon Training +1
Skills: Profession Soldier: 9.  Climb: 6.  Ride: 4. Intimidate: 3. Survival: 5. Stealth: 4
Modifiers: Weapon Guard +1 CMD vs sunder, disarm.
GEAR: Mwk Halbard.  Chain Shirt. 1 Net.  1 Bag of flour.  2 thunderstones.  2 darts.



Pretty tough customers.  A squad of these fellows nearly laid low a cocky party of 9th level adventurers and earn their respect.  What was once a milk run to clear out an old dwarven fortress became a daunting adventure that was worth their full attention.






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