The red captain leads red caps into battle and glory. The red captain doesn’t choose to protect their minions because he want too. The red captain chooses to protect them for tactically advantage and will let their minions die to save themselves.
Red Captain (CR 5)
Hobgoblin Knight 5
LE Medium Humanoid (Goblinoid)
Init +3; Senses Darkvision 60 ft.; Perception +1
AC 22, touch 13; flat-footed 19 (+6 armor, +3 dex, +3 shield)
hp 71 (6d12+30)
Fort +9, Ref +5, Will +6
DR 3/- while in armor; Resist Fire 5;
Speed 30 ft. (20 ft. in armor)
Melee Mwk Knight sword +12/+7 (1d10+4/19-20)
Ranged Composite Longbow +9 (1d8+4/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Engulfing Winds
Special Abilities Defensive Stance (18 rounds/day), Shield Block (+1)
Str 18, Dex 16, Con 18, Int 14, Wis 12, Cha 8
Base Atk +6; CMB +10; CMD 23 (25 vs bull rush, overrun, trip, and trample)
Feats Power Attack, Shield Focus, Toughness, Weapon Focus (knight sword)
Skills Acrobatics +6, Disable Device +7, Knowledge (dungeoneering) +7; Racial Modifiers +4 Craft, +1 Disable Device, +1 Knowledge, +4 Profession
Languages Common, Goblin
SQ Active Defense(+1), Armored Defense, Armor Training (+1), Bulwark, Craftsman, Defend Ally (+3), Deft Shield, Fortress of Defense, Goblin’s Unique Handle on Things, Knight Talent (Renewed Defense [1/day], Resist(Fire), Shelter of Steel [4/day]), Master Tinker, Silver Tongued, Stand Firm, Shield Training
Combat Gear cure potions (3), mwk knight sword, composite longbow, quiver (20 arrows), breastplate, heavy steel shield
Hobgoblins are very gifted with their hands when creating machines and other things and gain a +2 racial bonus on all Craft or Profession checks to create objects from metal, wood, cloth or stone.
Engulfing Winds (Su)
Three times per day, a red captain can launch a gust of wind that engulfs their enemy within 30 feet for 4d4 points of wind damage. The target of this ability must make a Fortitude save (DC 15) or be inflicted with Squalled status for 1d4 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).
Goblin’s Unique Handle on Things (Ex)
Hobgoblins are proficient with both short swords and hand axes.
Master Tinker (Ex)
Whatever you survive makes you a better tinkerer right? Hobgoblins gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Hobgoblins are also treated as proficient with any weapon they have personally crafted.
Silver Tongued (Ex)
Unlike moblins or other races, hobgoblins are very talkative and eager to sell wares and set up trades with everyone and gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.