Giseil Voslil

Grung Knife Tongue's page

172 posts. Alias of Freddy Honeycutt.


Full Name

Grung Knife Tongue

Race

Hobgoblin

Classes/Levels

Ranger / 2 Init +3/ HP 26/26 // AC: 17/T:14/FF:14 - Percep: +5/7// F +4/R +7/W +2 /CMB +4 - CMD 16/ Speed 30

Gender

Male

Size

Medium 5'2 169 lbs.

Age

17

Special Abilities

Darkvision 60'

Alignment

N

Languages

Hobgoblin (goblin), common, Draconic, Polyglot

Occupation

Guide

Strength 16
Dexterity 17
Constitution 13
Intelligence 13
Wisdom 12
Charisma 10

About Grung Knife Tongue

Grung Knife Tongue
N Hobgoblin Male Ranger
Initiative [dice] 1d20+3[/dice]
Senses Darkvision 60’

Perception [dice]1d20+6[/dice] +2/+2 Outdoors/versus human
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DEFENSE
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AC 17, touch 14, flat-footed 14 (+4 armor, +3 dex)
Armored Coat +4 +3 -2 20% 20 ft. 15 ft. 20 lbs. APG
hp 26 (xd10+2con+1FC) p
Fort +4, Ref +7, Will +2
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OFFENSE
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Spd 30'
Melee Greatsword [dice]1d20+5[/dice] Damage [dice]2d6+4[/dice]
Morningstar [dice]1d20+5[/dice] Damage [dice]1d8+4[/dice]
Axe, boarding [dice]1d20+5[/dice] Damage [dice]1d6+4[/dice]
Ranged Long bow [dice]1d20+6[/dice] Damage [dice]1d8+4[/dice]

Rapid shot
Ranged Long bow [dice]1d20+4[/dice] Damage [dice]1d8+4[/dice]
Ranged Long bow [dice]1d20+4[/dice] Damage [dice]1d8+4[/dice]

Favored Enemy (Humanoid, human)
Melee Greatsword [dice]1d20+7[/dice] Damage [dice]2d6+6[/dice]
Morningstar [dice]1d20+7[/dice] Damage [dice]1d8+6[/dice]
Ranged Long bow [dice]1d20+8[/dice] Damage [dice]1d8+5[/dice]

Rapid shot
Ranged Long bow [dice]1d20+6[/dice] Damage [dice]1d8+6[/dice]
Ranged Long bow [dice]1d20+6[/dice] Damage [dice]1d8+6[/dice]

Space 5'; Reach 5'
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STATISTICS
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BAB +2; CMB +3; CMD 16

Feat:
Vermin Heart
You have a special bond with things that creep, crawl, skitter, and sting.

Prerequisite: Wild empathy class feature.

Benefit: You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to influence vermin as easily as you influence animals.

Skills: 6 point
Climb 7 (+1 rank, +3 strength, +3 class)
Handle Animal 5 (+2 rank, +3 class, +0 Cha)
Heal
Intimidate 5 (+2 rank, +3 class, +0 Cha)
Knowledge (dungoeneering)
Knowledge (geography)
Knowledge (history) 2 (+1 int, +1 trait)
Knowledge (local) 6 (+1 rank, +1 int, +3 class, +1 trait)
Knowledge (nature) 6 (+2 rank, +3 class, +1 int)
Perception 6 (+2 rank, +3 class, +1 Wis)
Ride
stealth 9 (+2 rank, +3 dex, +4 racial)
survival 6 (+2 rank, +1 wis, +3 class)
swim 3

Special Abilities: favored enemy : Tracking (+7) : Wild empathy (+2)

Traits: Eyes of the Wild, Unnatural Presence, Ancient Explorer

Possessions (gp) weight:
Great sword (50 gold) 8 lbs
Morningstar, cold iron (16 gold) 6 lbs
Axe, boarding (4 gold) 3 lbs
Armored Coat (50 gold) 20 lbs
Masterwork, Composite (+3) longbow (700 gold) 3 lbs
Longbow (75 gold) spare 3 lbs
Arrows 100 (5 gold) 15 lbs
Backpack (2 gold)
Rations, 4 days (2 gold)
Holy water: aqua Sanctum (50 gold) (2)
Weapon blanch, silver (2) 10 gold
Whetstone
flint & steel
Chain 10 feet
oil 5 pints
tindertwig 2

Potions/oils
Bless weapon (oil) 1 weapon or 50 arrows
+1/+1 for 1 minute, aligns weapon and auto-confirms crits.

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Stat Math:
Str 16 (10 points)
Dex 15 (7 points +2 racial)
Con 13 (3 points +2 racial)
Int 12 (2 points)
Wis 14 (5 points)
Cha 8 (-2 points)

Traits:
Eyes of the Wild (The Green Faith)

You spend enough time in the wilderness that you are attuned to its ways.
Benefit: You gain a +2 trait bonus on Perception checks in natural settings.

Unnatural Presence (Old Cults)
Your prolonged association with alien forces leaks from your pores.

Benefit: You can use your Intimidate skill to demoralize animals and vermin; Intimidate is a class skill for you.

Campaign trait:
Ancient Explorer

You are a student of the ancient history of Golarion, and you've come to the Shackles to explore the crumbling and vine-choked ruins of the cyclops empire of Ghol-Gan, which have lain abandoned among the isles of the Shackles for thousands of years.

You went to a tavern called the Formidably Maid in Port Peril last night to meet a contact who supposedly had an old map of lost cyclops ruins to sell, but the drink was stronger than you had expected and you passed out before making the deal.

Benefit You gain a +1 trait bonus on Knowledge (history) and Knowledge (local)* checks, and one of these skills is a class skill for you. In addition, you gain Cyclops or Polyglot as a bonus language.

Axe, boarding
Basically a hand axe with a backward-pointing spike, a boarding axe is used to chop through hatches or rigging, to drag burning debris off a ship, or as a weapon. A boarding axe is a one-handed martial weapon that uses the same statistics as a handaxe, except it deals slashing or piercing damage. In addition, the spike grants a +2 circumstance bonus on Climb checks on wooden surfaces.

Grung was born into a hobgoblin tribe; he was born with a cleft palate and even named by his tribe for his deformity. He was teased unmercifully by the tribe told of his ugliness and his inability to ever mate with any of the females. Once he turned 10 years old he was sent on his quest to become an adult, but he was told to go further away. When he returned the tribe was gone. At that point he realized he was expected to never return, to him it cemented his belief that no one could ever like him.

Armored Coat
This sturdy leather coat is reinforced with metal plates sewn into the lining.

Benefit: More cumbersome than light armor but less effective than most medium armors, the advantage of an armored coat is that a person can don it or remove it as a move action (there is no “don hastily” option for an armored coat). If worn over other armor, use the better AC bonus and worse value in all other categories; an armored coat has no effect if worn with heavy armor. The only magic effects that apply are those worn on top.

Combat feat: Rapid shot

Loot:
Sold and looking for more!
20 gold
5 silver