Hobgoblin Sergeant

Rokko's page

232 posts. Alias of Aubrey the Malformed.


Full Name

Rokko

Race

Goblin

Classes/Levels

Cleric (Evangelist) 3

Gender

M

Size

S

Age

22

Special Abilities

Darkvision 60'

Alignment

Lawful Good

Deity

Silver Flame

Strength 10
Dexterity 15
Constitution 10
Intelligence 10
Wisdom 15
Charisma 14

About Rokko

Height: 3’2”
Weight: 36 lbs
Eyes: Brown
Hair: Sparse black
Skin: Green/brown
Region of Origin: Sharn, Breland

Level: 3
Xp: -

Total Hit Points: 20 (8 + 5 + 4) + (+0 CON +3 favoured class)

Speed: 30'

Armor Class: 17 (10 +2 DEX +1 size +4 armour)
Touch AC: 13
Flat-footed: 11

Initiative modifier: +2

Fortitude save: +4 (3 base +0 CON +1 Resistance)
Reflex save: +4 (1 base + 2 DEX +1 Resistance)
Will save: +6 (3 base +2 WIS +1 trait +1 Resistance)

BAB: +2
CMB: +1 (+2 BAB +0 STR -1 size)
CMD: 13 (10 +2 BAB +0 STR +2 DEX -1 size)

Special:
Channel Energy (Positive, 5x/day, 1d6, 30' radius, DC 14)
Spontaneous Casting (1st: Command, 2nd: Enthrall)
Domain: Protection (Resistance Bonus: You receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess; Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (5))
Single-Minded: An evangelist focuses her skills and learning on proclamation rather than the fine details of the church's deeper mysteries or martial training. Thus, she may select only one domain and does not gain Medium Armor Proficiency or Shield Proficiency.
Public Speaker: An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0).
Sermonic Performance: 10 rounds/day
This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist's performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level. Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities.
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Attacks:
Spear (+4 attack, 1d6 damage, range 20', crit x3, piercing)
Longbow (+7 attack, 1d6 damage, range 100', crit x3, piercing)
Ranged Touch (+5 attack)

Feats: Point Blank Shot, Weapon Focus (Longbow)
Traits: Indomitable Faith, Seeker
Alternate Racial Trait: City Scavenger (replaces Skilled) - see Advanced Races Guide p114

Action Points: 6

Languages: Goblin, Common

Skills
Heal* +8 (1 rank +2 WIS +2 healer's kit +3 class skill)
Knowledge (Religion)* +5 (2 rank +0 INT class +3 class skill)
Perception* +10 (2 rank +2 WIS +2 racial +1 trait +3 class skill)
Perform (Oratory)* +6 (1 rank +2 CHA +3 class skill)
Stealth +5 (0 ranks +2 DEX +4 size -1 ACP)
Survival +4 (0 ranks +2 WIS +2 racial)
*class skill

Equipment: Masterwork Chain Shirt (Max Dex +4, ACP -1), Masterwork Longbow, 40 Arrows, Darkwood Spear, Silver Holy Symbol, Backpack, Bedroll, 5 Day's Rations, Waterskin, Healer's Kit (10 uses), Scroll Case
25 lbs / Light Load

Magic items: 5 scrolls of Cure Light Wounds (CL 1), Scroll of Protection From Evil (CL 1), Scroll of Magic Weapon (CL 1)

Money: 37gp

Prepared spells
Save DC: 10 + 2 (WIS) + spell level
0th level: Detect Magic, Guidance, Mending, Stabilise
1st level: (D) Sanctuary, Cure Light Wounds, Divine Favour, Shield of Faith
2nd level: (D) Shield Other, Aid, Cure Moderate Wounds,

Profile:
Rokko is a city goblin, a proud citizen of Breland born in Sharn. From an early age he was always looking for some greater purpose to give his life meaning. Eventually he found it, stealing in to a small chapel to the Silver Flame in a lowly Dura tenement, the words of the officiating priest inspiring his young mind. The tale of Tira Miron fired his soul, and he pledged himself to the Church from that moment.

The Church in Sharn took him on and he trained in a Silver Flame seminary. He became a fluent proselytiser of the faith in the goblin slums in Sharn, converting many to the faith and gaining a small following. But in the Church of the Silver Flame prejudice is alive and well, even in cosmopolitan Sharn. Rokko found his ambitions to move up through the hierarchy stifled by the anti-goblin, pro-human bias prevalent in the higher ranks of the Church, in Sharn and beyond. Lesser qualified, though taller and less green, candidates were accepted ahead of him. Goblins from the Cogs are apparently not wanted in the sanctified halls of the Silver Flame.

So Rokko has decided that he will earn his place the hard way - by taking up the life of a crusading cleric of the Flame - his deeds in smiting evil and gaining converts speaking for him. And where better than to gain those converts than the homeland of his people, Darguul. That'll show'em....

Rokko is about average size for a goblin. He is reasonably personable as goblins go, having mixed in educated circles even while not being fully accepted. He likes to show off by ostentatiously quoting scripture, and is a little bit chippy about being considered as somehow "inferior" because of his race.