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Making Goblins a threat for a 3rd level party.

It's cool that you don't want to just add class levels.

Following others, I'd say:

Low level magic (like Grease) can be significant, given the preparation the gobbies would be allowed.

A third-level rogue captain (favoured class), with a combination of sneak attack and aid another from warriors (boosting AC and attack) can be a real threat.

I could also see four 1st level goblins convincing a lonely bugbear that they'll be his friend if he'll play with them...
 

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Have the goblins use a few oddball weapons to throw off the pc's:
Nets, Spiked Chains, Polearms, poisoned weapons,

Sprinkle in a Blue (psionic goblin) here and there, or maybe a young bargest.

Instead of standard warriors, yet still using npc classes, use an Expert with ranks in typical rogue skills (sneaky and trapwise), or an Expert with handle animals, survival, and the like for a "ranger-lite" variant or animal trainer with several trained critters.

DMGII has mob rules (essentially swarms of humanoid creatures). That'll scare even stronger parties once they experience it once.
 

low ceilings, say 3' 6" high. And Narrow.

Make the medium size PCs crawl and squeeze to pursue the goblins.

Have the goblins use missile weapons and never let the PCs into melee range.

Lots of traps. Nets. Burning Oil. Alchemical gadgets. Tanglefoot bags.

You could upgrade the Goblins to level 1 Rogues, but that increases their CR to 1 (from 1/3). Keeping the Goblins as warriors lets you really get lots of gobbos in for the numbers.
 

Jack Simth said:
1 HD monsters are pretty much always presented as warriors. And while yes, Rogue levels would give them extra damage (1d6 sneak attack) it would also drop their BAB to 0 (net roll +1 for "standard" goblins using melee weapons)

The use of Warrior is because that is the most common. They can be Rogues, Aristocrats, Adepts, Wizards, Sorcerers, Clerics, and any other class at 1st level.

3.5 MM said:
Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class. Humanoids of this sort are presented as 1st-level Warriors, which means that they have average combat ability and poor saving throws.

Endur said:
You could upgrade the Goblins to level 1 Rogues, but that increases their CR to 1 (from 1/3).
Actually, it raises it from 1/3 to 1/2. The Goblin entry notes that Goblins with NPC classes have a CR of Level -2. NPC classes themselves modify CR by -1, meaning that the Goblin itself must be responsible for the other -1. So changing the -1 CR NPC class for a PC class only offsets one -1, not both. And, with the wacky math of CR, 1/3 + 1 = 1/2.

Finally, I agree: Thunderstones, Alchemist's Fire, traps, ambushes, and very small tunnels sized for the Goblins but not intruders are the way to go. Swarmfighting is also a fine tactic.
 

Mean goblins

Ah, yes, tactics....

Crenelated walls on high ground grant a +4 cover bonus to AC, and a +1 bonus for high ground.

Rough terrain prevents melee characters from rushing in on the horde. Reach weapons grant attacks of opprotunity on charging characters, and allow more than eight goblins to surround a character.

Make your Goblin leader a 3 HD Cleric and have him heal the squad leaders, and have his direct sargeant a 1 HD Marshall, with the "combat tactics" minor aura, granting all gobs within 60 feet a bonus equal to the Marshall's Cha modifier to Bullrush, Disarm, Grapple, Trip, and Sunder attempts.

The gobs surround your melee PCs, use the aid another action to grant a +16 (+2 per assisting Goblin, and the +2 for flanking) to attacks, or whichever combat maneuver you want. I'd have one goblin with each of the "improved" tactics feats, and simply switch from one goblin to another to take advantage of the aid another.

Start by tripping (+1 BAB -4 size + 2 flanking + 14 aid another + 1-4 morale (from the Marshall) + 4 from improved trip and maybe even another +2 from Bull's Strength (Cleric buff). When they fall prone (try not to with a +23 modifier) every time they get up they inncur an attack of opprotunity from each of the surrounding goblins (with the +14 aid another bonus and the +2 flanking bonus). Three can attack and deal damage, the fourth can trip to put the PC back on the ground, leaving the remaining four to strike when he tries again (using a double move.)

You can then move on to disarming, using a different goblin with the improved trip feat (at about the same modifer, as your tripping goblin is now "aiding another" and your disarming goblin now no longer is. Now your modifier is effectively 27 (the -4 the PC suffers from being prone counter acts the goblins -4 size modifier).

Have the ranged goblins harrass the spellcasters, perhaps having them ready actions, waiting for the spell casters to cast, to attack casters as they cast. Ranged Sunder can be a pain in the ranged fighters asses, ready an action to sunder whomever fires a ranged weapon.
 



mattcolville said:
Wow, that IS pretty nasty. Is there no limit to the number of gobs who can swarmfight around someone, or is it two per square?

It's limited to 2 per square by my reading of the feat.
 

Don't add levels. Replace one.

Change out their one level of Warrior, for one level of their racially favored class - Rogue.

Goblins with a +4 racial bonus to move silently, a +4 size bonus to hide, decent skill points, and 1d6 sneak attack are frightening.

Guerilla tactics. Ranged weapons. Hit and fade ambushes. Worgs for both riding and long-range communication.

Goblins can be quite scary indeed.
 

Actually, it raises it from 1/3 to 1/2. The Goblin entry notes that Goblins with NPC classes have a CR of Level -2. NPC classes themselves modify CR by -1, meaning that the Goblin itself must be responsible for the other -1.
Nope.
A 1st level Rogue Goblin is CR 1.

I would say that the extra -1 CR it's because Warrior turns out to be a non-associated class for them (see MM pag. 294).
 

Into the Woods

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