Hobgoblin Sergeant

Jasper Smoot's page

3 posts. Alias of Truin.


About Jasper Smoot

Jasper Smoot :

Race Hobgoblin
Classes/Level Paladin 2, Rogue 1, Witch 1 .....Gender Male
Campaign .....................................Homeland
Alignment Lawful Good .....................Deity Andoletta
Size Medium ........................................Age 24
Hair Brown .....................................Eyes Brown
Height 4'9" ................................Weight 200 lb.
Skin Tan
Languages Common, Dwarven, Goblin

Character Traits:

Offense:

Init +1 Base Attack: +2 CMB: +3
Weapon Masterwork Armor Spike Attack Bonus +3 Critical *2 Type P Damage 1d6
Weapon Masterwork Shield Spike Attack Bonus +3 Critical *2 Type P Damage 1d4
Weapon Masterwork Sawback Rapier Attack Bonus +3 Critical 18-20/*2 Type P Damage 1d6
Weapon Masterwork Heavy Crossbow Attack Bonus +4 Critical 19-20/*2 Type P Range 120 ft. Ammunition 10 Bolts Damage 1d10
Weapon Masterwork Locked Gauntlet Attack Bonus +3 Critical *2 Type B Damage 1d3

Defense:

HP: 36/36
AC: 10+04+01+01+00+01+01+00=18
Touch: 13
Flat-Footed: 15
Fortitude: +5
Reflex: +4
Will: +7
All OTHER: +2
CMD: 14 (16 vs Bull Rush & Trip)

Feat:

Dodge
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Mobility
You can easily move through a dangerous melee.
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.

Paladin Class Features:

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid his in his struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Rogue Class Features:

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.

Frightening (Ex): Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.

Witch Class Features:

Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.

Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.

To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier.

A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.

Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.

Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Witch's Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).

Statistics:

Ability Scores: STR 11(+0), DEX 13(+1), CON 13(+1), INT 12(+1), WIS 16(+3),CHA 14(+2)
Skills:
............Total.....Ability..Ranks..Misc.

  • Acrobatics ......................+04=DEX+1+2+3-2
  • Appraise ........................+01=INT+1+1+3
  • Bluff ...........................+02=CHA+2+1+3
  • Climb ...........................-01=STR+0+0+0-2
  • Craft (Alchemy) .................+05=INT+1+1+3
  • Craft (Carpentry) ...............+05=INT+1+1+3
  • Craft (Leather) .................+05=INT+1+1+3
  • Diplomacy .......................+02=CHA+2+0+0
  • Disable Device ..................+--=DEX+1+0+0-2
  • Disguise ........................+02=CHA+2+0+0
  • Escape Artist ...................+03=DEX+1+1+3-2
  • Fly .............................+03=DEX+1+1+3-2
  • Handle Animal ...................+06=CHA+2+1+3
  • Heal ............................+07=WIS+3+1+3
  • Intimidate ......................+02=CHA+2+0+0
  • Knowledge (Arcana) ..............+--=INT+2+0+0
  • Knowledge (Dungeoneering) .......+--=INT+2+0+0
    []Knowledge (Engineering) ..........+--=INT+2+0+0
    []Knowledge (Geography) ............+--=INT+2+0+0
  • Knowledge (History) .............+--=INT+2+0+0
  • Knowledge (Local) ...............+06=INT+2+1+3
  • Knowledge (Nature) ..............+--=INT+2+0+0
  • Knowledge (Nobility) ............+06=INT+2+1+3
  • Knowledge (Planes) ..............+--=INT+2+0+0
  • Knowledge (Religion) ............+06=INT+2+1+3
  • Linguistics .....................+--=INT+2+0+0
  • Perception ......................+07=WIS+3+1+3
  • Perform (String Instrument) .....+06=CHA+2+1+3
  • Perform (Wind Instrument) .......+07=CHA+2+2+3
  • Profession (Soldier) ............+07=WIS+3+1+3
  • Profession (Trapper) ............+07=WIS+3+1+3
  • Ride ............................+03=DEX+1+1+3-2
  • Sense Motive ....................+07=WIS+3+1+3
  • Sleight of Hand .................+--=DEX+1+0+0-2
  • Spellcraft ......................+05=INT+1+1+3
  • Stealth .........................+03=DEX+1+1+3-2
    []Survival .........................+03=WIS+3+0+0
  • Swim ............................+02=STR+0+1+3-2
  • Use Magic Device ................+--=CHA+2+0+0

  • Racial Abilities:

    +2 Dexterity, +2 Constitution: Hobgoblins are fast and hardy.
    Goblinoid: Hobgoblins are humanoids with the goblinoid subtype.
    Medium: Hobgoblins are Medium creatures and have no bonuses or penalties due to their size.
    Slow Speed: Hobgoblin have a base speed of 20 feet.
    Bandy-Legged: Bandy-legged hobgoblins have an even more exaggerated stature than other hobgoblins, with bowed legs and massive shoulders. Hobgoblins with this racial trait gain a +2 racial bonus on Climb and Ride checks, and a +2 racial bonus to their CMD against bull rush or trip attempts while on solid ground.
    Scarred: A hobgoblin can scar himself with both blade and fire to toughen his hide into a mass of horny scars. Hobgoblins with this racial trait gain a +1 natural armor bonus to Armor Class. However, the repeated exposure to fire permanently damages their eyes.
    Battle-Hardened: Incessant drills make defense second nature to some hobgoblins. Hobgoblins with this racial trait gain a +1 bonus to CMD.
    Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.

    Equipment:

    Masterwork Chain Shirt Armor Spike .................35 lb.
    Masterwork Light Steel Quickdraw Shield Spike ......12 lb.
    Masterwork Sawback Rapier ...........................2 lb.
    Masterwork Heavy Crossbow ...........................8 lb.
    Masterwork Crossbow Bolt (10) .......................1 lb.
    Masterwork Locked Gauntlet (2) .....................10 lb.
    Masterwork Backpack .................................4 lb.
    Masterwork Thieve's Tools ...........................2 lb.
    Bedroll .............................................5 lb.
    Belt Pouch ........................................0.5 lb.
    Bullseye Waterproof Lantern .........................2 lb.
    Caltrops ............................................2 lb.
    Canteen .............................................1 lb.
    Chalk (10) ..........................................0 lb.
    Cleric's Tear-Away Vestments ........................6 lb.
    Everburning Torch ...................................1 lb.
    Flint And Steel .....................................0 lb.
    Holy Text ..........................................20 lb.
    Ink .................................................0 lb.
    Inkpen ..............................................0 lb.
    Mess Kit ............................................1 lb.
    Mirror ............................................0.5 lb.
    Mithril Grappling Hook ..............................2 lb.
    Mithral Pot .........................................2 lb.
    Piton (10) ..........................................5 lb.
    Platinum Compartment Flask Holy Symbol ..............1 lb.
    Signet Poison Pill Ring .............................0 lb.
    Soap ..............................................0.5 lb.
    Spell Component Pouch ...............................2 lb.
    Spider's Silk Rope ..................................4 lb.
    Trail Ration (10) ..................................10 lb.

    Coins ............................................3.12 lb.

    Total .......................................142.62 lb.

    Light Load 40 lb. Medium Load 80 lbs. Heavy Load 120 lb. Lift Over Head 110 lb. Lift Off Ground 220 lb. Drag Or Push 550 lb.

    Money

    CP 4
    SP 2
    GP 150
    PP

    Witch Cantrops:

    DANCING LIGHTS
    School evocation [light]; Level bard 0, sorcerer/wizard 0
    Casting Time 1 standard action
    Components V, S
    Range medium (100 ft. + 10 ft./level)
    Effect Up to four lights, all within a 10-ft.-radius area
    Duration 1 minute (D)
    Saving Throw none; Spell Resistance no
    Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

    You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

    Dancing lights can be made permanent with a permanency spell.

    DAZE
    School enchantment (compulsion) [mind-affecting]; Level bard 0, sorcerer/wizard 0
    Casting Time 1 standard action
    Components V, S, M (a pinch of wool or similar substance)
    Range close (25 ft. + 5 ft./2 levels)
    Target one humanoid creature of 4 HD or less
    Duration 1 round
    Saving Throw Will negates; Spell Resistance yes
    This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

    DETECT POISON
    School divination; Level cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0
    Casting Time 1 standard action
    Components V, S
    Range close (25 ft. + 5 ft./2 levels)
    Target or Area one creature, one object, or a 5-ft. cube
    Duration instantaneous
    Saving Throw none; Spell Resistance no
    You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

    RESISTANCE
    School abjuration; Level bard 0, cleric 0, druid 0, paladin 1, sorcerer/wizard 0
    Casting Time 1 standard action
    Components V, S, M/DF (a miniature cloak)
    Range touch
    Target creature touched
    Duration 1 minute
    Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
    You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

    Resistance can be made permanent with a permanency spell.

    Witch 1st-Level Spell:

    DANCING LIGHTS
    School evocation [light]; Level bard 0, sorcerer/wizard 0
    Casting Time 1 standard action
    Components V, S
    Range medium (100 ft. + 10 ft./level)
    Effect Up to four lights, all within a 10-ft.-radius area
    Duration 1 minute (D)
    Saving Throw none; Spell Resistance no
    Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

    You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

    Dancing lights can be made permanent with a permanency spell.

    IDENTIFY
    School divination; Level bard 1, sorcerer/wizard 1
    Casting Time 1 standard action
    Components V, S, M (wine stirred with an owl's feather)
    Range 60 ft.
    Area cone-shaped emanation
    Duration 3 rounds/level (D)
    Saving Throw: none; Spell Resistance: no
    This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.

    Mount:

    Heavy Warhorse
    Large Animal
    44/44 HP
    Init: +1
    Speed: 50 ft
    Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
    Base Attack/Grapple: +3/+11
    Attack: Hoof +6 melee (1d6+4)
    Bite +6 Melee (1d4+4)
    Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
    Space/Reach: 10 ft./5 ft.
    Special Qualities: Low-light vision, scent
    Saves: Fort +7, Ref +5, Will +2
    Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
    Skills: Listen +5, Spot +4
    Feats: Endurance, Run
    These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

    Animal Feed (5) .....100 lb.
    Bit And Bridle ........1 lb.
    Military Saddle ......30 lb.
    Saddle Bag ............8 lb.

    Carrying Capacity
    Light Load 300 pounds; Medium Load, 600 pounds; Heavy Load, 601-900 pounds. Drag 4,500 pounds.