Bhuka (CR 1/2)
AC: 13 (+1 Dex, +1 padded, +1 light steel shield), touch 11, flat-footed 12
Hit Dice: 1d8+1 (5 hp)
Fort +3 (+5 against heat and dehydration), Ref +1, Will -1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Club +1 melee or shortbow +2 ranged
Full Attack: Club +1 melee or shortbow +2 ranged
Damage: Club 1d6, shortbow 1d6/x3
Special Attacks/Actions: -
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Special Qualities: Bhuka traits
Skills: Jump +3, Knowledge (nature) +3, Spot +0, and Survival +0
Advancement: By character class
Climate/Terrain: Warm deserts
Organization: Solitary, team (2-5), band (6-16 plus 1 3rd-level leader [usually ranger or druid]), or phratry (20-100 plus 1 3rd-level leader per 10 adults, 3 5th-level shamans [druids], and 1 7th-level chieftain)
Bhuka are not warlike, preferring to remain unseen and observe newcomers from a distance to gauge their intentions. If combat is necessary, bhuka fight in loose bands and employ skirmish tactics. Usually a druid or ranger leads a fighting band and lends magical support.
Bhuka Traits: Bhuka traits are described in the bhuka player race entry.
The bhuka warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin.