Goblin Get Gang
Level 5Abilities
30 feet. The goblin get gang's disharmonious chorus of disturbing lyrics makes it difficult to concentrate. Any creature performing a concentrate action in the area must succeed at a DC 19 will save or the action is lost. On a critical success, the creature is temporarily immune for 1 minute.
Thresholds 60 (3 segments), 30 (2 segments)
Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.
Goblins have difficulty staying in formation, especially during combat. The goblin get gang can take a move action only if it has used at least one action to Goblins Slash and Goblins Scar! this turn or if there are no conscious enemies adjacent to it.
The troop's members throw a barrage of burning torches. Each creature in a 10-foot burst within 30 feet of the troop takes 2d8 fire damage with a DC 20 reflex save. When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.
1 to 3
Frequency once per round
Effect The goblin get gang uses dogslicers, horsechoppers, and burning torches to attack each enemy in a 5-foot emanation, with a DC 20 reflex save. The damage depends on the number of actions.
1 1d6 slashing 1d6 fire damage
2 (1d6+6)[slashing,1d6 fire|options:area-damage] damage
3 (1d6+9)[slashing,1d6 fire|options:area-damage] damage
There is little more terrifying than a goblin raiding party out to take from its neighbors. A swarming mix of commandos, pyros, and war chanters armed with dogslicers, horsechoppers, burning torches, and sharp teeth, this troop enjoys pillaging unprepared communities. Their song is an unsettling counterpart to the screams of their victims.
Goblins can be found across Golarion, sometimes threatening taller humanoids (whom they refer to as "longshanks") and sometimes redeeming harmful history by working alongside others.