Here is my new format for making the running of Pathfinder a bit easier. So what do you think?
| Townsperson CR 1/2 XP 200 Human commoner 2 N Medium humanoid (human) | Init +0; Senses Perception +3 |
DEFENSE
AC 10, touch 10, flat-footed 10hp 9 (2d6+2) Fort +1, Ref +0, Will -1 |
OFFENSE
Speed 30 ft.
Melee club +2 (1d6+1) or torch –3 (1d3+1 plus 1 fire) Ranged stone –3 (1d2+1)
TACTICS
Morale A townsperson flees as soon as he or she takes any damage |
STATISTICS
Str 12, Dex 11, Con 13, Int 10, Wis 9, Cha 10Base Atk +1; CMB +2; CMD 12 Feats Animal Affinity, Skill Focus (Profession [any]) Skills Climb +6, Handle Animal +7, Knowledge (local) +1, Perception +3, Profession (any) +7, Ride +2 | Languages Common Gear club, stones, torches (3) |
Death Vomits Tribes Goblin CR 1/3
XP 135
Goblin warrior 1
NE Small humanoid (goblinoid) | Init +6; Senses darkvision 60 ft.; Perception –1 |
Defense
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)
hp 6 (1d10+1)
Fort +3, Ref +2, Will –1 |
Offense
Speed 30 ft.
Melee short sword +2 (1d4/19–20)
Ranged short bow +4 (1d4/×3) |
Statistics
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin |
Ecology
Environment temperate forest and plains (usually coastal regions)
Organization gang (4–9), warband (10–16 with goblin dog mounts), or tribe (17+ plus 100% noncombatants; 1 sergeant of 3rd level per 20 adults; 1 or 2 lieutenants of 4th or 5th level; 1 leader of 6th–8th level; and 10–40 goblin dogs, wolves, or worgs)
Treasure NPC gear (leather armor, light wooden shield, short sword, short bow with 20 arrows, other treasure) |
| Juvenile Black Dragon | CR 8 |
| XP 4,800 CE medium dragon (water) | Init +6; Senses dragon senses; Perception +19 |
DEFENSE
AC 24, touch 12, flat-footed 22 (+2 Dex, +12 natural)hp 105 (10d12+40) Fort +11, Ref +9, Will +9 Immune acid, paralysis, sleep |
OFFENSE
Speed 60 ft., fly 150 ft. (average), swim 60 ft.
At will--darkness (40 ft. radius) Melee bite +16 (1d8+7), 2 claws +15 (1d6+5), 2 wings +10 (1d4+2) Space 5 ft.; Reach 5 ft. (10 ft. with bite) Special Attacks breath weapon (60 ft. line, DC 20, 8d6 acid) Spell-Like Abilities (CL 10th, concentration +11) |
STATISTICS
Str 21, Dex 14, Con 19, Int 12, Wis 15, Cha 12Base Atk +10; CMB +15; CMD 27 (31 vs. trip) Feats Alertness, Improved Initiative, Power Attack, Skill Focus (Stealth), Weapon Focus (bite) Skills Fly +15, Handle Animal +11, Intimidate +14, Knowledge (Arcana) +14, Perception +19, Stealth +21, Swim +26; Racial Modifiers +8 Swim Languages Common, Draconic SQ speak with reptiles, swamp stride, water breathing |
SPECIAL ABILITIES
A young or older black dragon gains the constant spell-like ability to speak with reptiles. This functions as speak with animals, but only with reptilian animals.
A very young or older black dragon can move through bogs and quicksand without penalty at its normal speed.
A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged. |
Really long stats may fill the entire 6th box or be put below the box.
