Hobgoblin Lieutenant

Gruskorb's page

608 posts. Alias of Stratos.


Full Name

Gruskorb

Race

Aegean

Classes/Levels

Unchained Rogue 7 {Nature Fang 1}

Gender

HP 80/80 | AC 21/16/15 | CMD 21 | Fort +7 Ref +12 Will +6 | Per +12, Dark Vision 60' | Init +6

Size

6'1 - 233 lbs.

Age

23

Special Abilities

Darkvision 60'

Alignment

N

Deity

-

Location

The Bright Tower

Languages

Common, Goblin, Dwarven, Orcish, Druidic, Elven

Occupation

Thief

Strength 12
Dexterity 22
Constitution 14
Intelligence 14
Wisdom 12
Charisma 12

About Gruskorb

Statistics:
Male Aegean rogue 7 (Bound: half-elf nature fang 1)
N Medium Humanoid (Goblinoid)
Initiative +6; Senses Perception +10; Darkvision 60’.
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DEFENSE
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AC 21, touch 16, flat-footed 15 (+6 dex)
HP: 80/80 (1d8+2/lvl = 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10)
Fort +7, Ref +12, Will +6 (1 from divine boon)
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OFFENSE

Sneak Attack: 4d6

Masterwork +2 Scorpion Whip: +13, 1d4 + 7
Scorpion whip: +12, 1d4 + 6 ; +1 to trip/disarm
x2

TWF with whips: +12/+10 ; +1 to trip/disarm

Dagger: +11, 1d4+1 x2

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Speed 30 ft.

Racial Modifiers: +2 Dex, Con, Int (bound)

Pit Boss: Slave blood fuels the hobgoblin war machine. Pit bosses extract the last breath of labor from their charges with a liberal touch of the lash. Hobgoblins with this racial trait gain proficiency with whips and a +1 racial bonus on combat maneuver checks made to disarm or trip with a whip.
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STATISTICS
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Str 12, Dex 22, Con 14, Int 14, Wis 12, Cha 12
Base Atk +5; CMB +8; CMD 22
Traits Pillager, Smuggler
Feats Skill Focus (sleight of hand), Piranha Strike, Combat Reflexes, Two-Weapon Fighting, Combat Expertise

Skills (13 points; 8 Rogue, 2 INT, 2 background, 1 knowledge, 1 favored class) + (9 points; 4 Druid, 2 INT, 2 background, 1 Knowledge)
ACP -1
(8) Acrobatics +17
(1) Appraise +6
(8) Bluff +13
(1) Craft (Leatherworking) +6
(8) Craft(Traps) +13
(1) Climb +5
(1) Diplomacy +5
(1) Disguise +5
(8) Escape Artist +17
(8) Disable Device +18
(1) Handle Animal +5
(1) Heal +5
(8) Intimidate +12
(0) Know(Arcana) +2
(1) Know(Dungeoneering) +6
(1) Know(Engineering) +6
(1) Know(Geography) +6
(0) Know(History) +2
(1) Know(Local) +6
(3) Know(Nature) +8
(0) Know(Nobility) +2
(0) Know(Planes) +2
(0) Know(Religion) +2
(1) Linguistics +6
(8) Perception +12
(8) Ride +16
(1) Sense Motive +5
(8) Sleight of Hand +22
(1) Spellcraft +6
(8) Stealth +17
(1) Survival +5
(1) Swim +5
(1) Use Magic Device +5

Non-Standard Skill Bonuses
+3 Sleight of hand, Skill Focus
+2 Sleight of hand, Deft Hands
+2 Disable Device, Deft Hands
Greed: Hobgoblins gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
+2 Intimidating: Hobgoblins receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
+1 trait bonus on Bluff and Sleight of Hand checks.

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SPECIAL ABILITIES
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Sneak Attack:
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding:
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Studied Target:
A nature fang can study an opponent he can see as a move action as a slayer. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

Finesse Training:
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Level 1 Feat:
Skill Focus (Sleight of Hand): +3 on Sleight of Hand (+3 more at level 10+).

Evasion (Ex):
A rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talent (@ lvl 2):
Weapon Training (Scorpion Whip) (acts as weapon focus)

Danger Sense +2

Level 3 Feat:
Two-weapon Fighting: https://www.d20pfsrd.com/feats/combat-feats/two-weapon-fighting-combat-fina l

Uncanny Dodge:
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Debilitating Injury:
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Rogue Talent (@ lvl 4):
Ninja Trick --> Combat Trick Whip Master (no AoO when attacking with whip)

Rogue's Edge (Skill Unlock):

Level 5 Feat:
Deft Hands: +2 to Disable Device and Sleight of Hand checks

Rogue Talent (@ lvl 6):
Ninja Trick --> Pressure Points: Sneak attacks also deal 1 strength or dexterity damage.

Level 7 Feat:
Improved Whip Mastery: While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within your whip’s reach and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack. Further, you can use the whip to grasp onto an object within your whip’s reach, using 5 feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope. As a free action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is grasping an object.[/url]
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried 68 lb.

Money 0 PP 155 GP 0 SP 0 CP (~3 pounds)
Masterwork Scorpion Whip (155 GP) (3 lb.) (looped through belt on left hip)
Scorpion Whip (5 GP) (3 lb.) (looped through belt on right hip)
Dagger x6 (12 GP) (6 lb.) (one on right side of belt, one in pocked on right side of torso, one on left boot, three in top pack)
Leather Armor (10 GP) (15 lb.)
Hot Weather Outfit (8 GP) (1 lb.)
Rogue's Kit (50 GP) (37 lb.) (includes "top" pack worn as backpack)
Pack (1 GP) (1 lb.) (worn around lumbar).

[spoiler=Background]

CLACK! CLACK!

The sound of rocks chunked in the quarry reverberated throughout Gruskorb's tier. A recent set of lashings was lingering in its pain, making the labor steadily more agonizing. It was nearly dusk, and the slaves had been working before dawn. They must let us stop soon...

The month prior, Gruskorb's tribe had been the victims of an ambush from a large band of raiders from a hostile tribe. Their warlord and all of their soldiers had been killed or routed, and the rest of the town was captured. Most of these captives fought back and were killed outright, and some were slaughtered for sport that evening, but the rest were marched to the enemy's quarry. Layer upon layer of rock pathways spiraled down into the earth. Whispers around the workers rumored some magical gem was the reason they were mining. And they were clever enough to take us by surprise? What a waste of time.

In his town, Grus - as he was known - he a relatively quiet life for an Aegean. His farm had enough crops and cattle, and hunting was plentiful. He had been trying to construct a trap to catch the local fauna, but for some reason, his designs wouldn't work. A waste of my time to be there when I could be profiting in the shop. Twice a week, he traded in the town center, and he had a knack for ending-up with a lion's share of the good deals.

Overnight, his wealth, status, and security were eliminated.

All of the slaves were whipped repeatedly until they could do nothing but collapse or obey. Those that couldn't survive the march were left for dead on the side of the path, and those that couldn't work until evening on any day were deprived of food and water, often feeding a vicious cycle until they starved. It is only a matter of time until I die. Every so often, small clusters of workers would rebel, but each time they were crushed. Some were lucky enough to take a taskmaster with them, but they all died in the end.

One day, his pickaxe struck something paricularly hard. The captive made strikes around the exceptionally-resilient area, and after a few minutes, it was clear an orange gem of some sort was within the rocks. It almost seemed to glow. Knowing he'd come across what he sought, Gruskorb didn't know what to do. They do not deserve this gem, but if I call attention to it, I may be relieved for a short time. He had no hope of being released, and his ire was stubborn enough to side with the former thought. He began to push some pebbles in the cavity to cover his finding...

A flash of pain came from behind.

"You will knock that jewel out for me, or this arm will almost get as much use as yours today." The cruel taskmaster behind him laughed, snapping the barbed whip once more. Gruskorb couldn't take it. He made like the pikeaxe was to strike stone again, but spun and struck the taskmaster in the shoulder. The narrow end plunged into his collar, and he grabbed his whip arm. "SLAVE!.."

The scuffle was short, and before long, other taskmasters were running towards them, other slaves rioting. He personal overseer laid dying, but he wanted to have a more lasting vengeance before his inevitable demise came. With a powerful swing, he knocked-out the jewel and hefted it in his hands. Strange. The orange almost seems to glow in the sun...

A strange feeling came over him, and he felt a wave of calm take hold briefly.

Not today.

Mist began to emanate from the gem. Then darkness.

When Gruskorb was able to see again, he was in a different place altogether...

Appearance and Personality:

Coarse and worn, the deep gray-green skin of Gruskorb has seen many a harsh day and night. Even at his young age, splotches of discoloration and lines show, and not only from the sun and elements; his back is scored with scars from myriad lashes during his time as a slave. The toughness of his skin is a counterpoint to his voice though, which is not-as-gravelly of a baritone as one might expect. A survivor's dark eyes gaze out of his fit body's visage.

More than a few of his acts may have been considered dastardly, but the Aegean is forthcoming enough with his speech in most cases; his terseness is often misunderstood as distaste, but that is only true until the thief makes threats in earnest - they are ones he keeps. His interactions in town are businesslike, and Gruskorb has developed the speeches of some of the races he respects (Dwarves, Orcs) or despises (humans, elves) enough to make his dealings swift and effective. Perhaps counter-intuitively, Gruskorb doesn't mind doing a job with a partner or two; as long as they are competent, he approves of the greater gains to be reaped.

For passtimes, he falls to the vice of dice; gambling is something he sees as within his grasp of "smart", for his lack of any sort of formal learning in the quarry has pushed him down the less-literate path. Though he doesn't dislike those he recognizes as bright, they highlight an ever-increasingly evident weakness he has compared to the more "civilized" folks. This sore spot is in no small part one of the reasons he dislikes elves and humans.

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SPELLCASTING
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0th: Create Water, Mending, Spark
1st: Endure Elements, Obscuring Mist