I present Zar Hedrroth Throh, Hobgoblin monk
Starting Wealth: 1d6 ⇒ 6 x10 = 60 gp
Lawful Neutral Medium Humanoid (goblinoid)
Init +5; Senses Perception +5, Darkvision 30 ft
AC 14, touch 13, flat-footed 11 (+1 nat. armor, +3 dex)
AC 16, touch 13, flat-footed 13 (+1 nat. armor, +2 armor, +3 dex)
HP 12 (1d8 + 3 con + 1 FCB)
Fort +5, Ref +5, Will +4
Speed 30 ft.
Melee Unarmed Strike +3 or +2/+2 1d6+3 ×2 (-1/+2 Power Attack)
Melee Temple Sword +3 or +2/+2 1d8+4 19-20/×2 (-1/+3 Power Attack)
Str 16, Dex 16, Con 16, Int 10, Wis 12, Cha 8
Base Attack +0; CMB +3; CMD 16 Feats Deflect Arrows, Power Attack (Ironskin monk bonus feat), Punishing Kick (Hungry Ghost monk bonus feat)
Armor Check Penalty +0
Favored Class Monk (+1 hit point)
Skills Acrobatics +7 (1), Intimidate +7 (1), Perception +5 (1), Stealth +7 (1)
Reactionary (+2 to Initiative), Indomitable Faith (+1 trait bonus on Will saves)
Temple Sword 30 gp 3 lb
Leather Armor 10 gp 15 lb
Load 18 lb (Light, 76 lb)
Darkvision: Hobgoblins can see in the dark up to 60 feet.
Fearsome: Some hobgoblins scorn caution and subtlety for swagger and bluster. Hobgoblins with this racial trait gain a +4 racial bonus on Intimidate checks. This racial trait replaces sneaky.
Languages: Hobgoblins begin play speaking Common and Goblin.
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks.
Iron Skin (Ex): At 1st level, an ironskin monk gains a +1 bonus to his natural armor. This bonus stacks with any existing natural armor the ironskin monk already has. At 4th level, and every 4 levels thereafter, this bonus increases by +1. This ability replaces the monk's AC bonus ability and the ability to add his Wisdom bonus to his AC.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Bonus Feat: At 1st level, an ironskin monk adds Power Attack to his list of bonus feats. At 6th level, he adds Improved Sunder to the list. At 10th level, he adds Greater Sunder to the list. These bonus feat choices replace Dodge, Mobility, and Spring Attack on his bonus feat list.
Punishing Kick (Ex): At 1st level, a hungry ghost monk gains Punishing Kick as a bonus feat, even if he does not meet the prerequisites. At 10th level, and every five levels thereafter, the monk can push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone. This ability replaces Stunning Fist.
If my hobgoblin names don't fit, just tell me. Also, I realize he can't flurry in armor - I'm planning on it being a temporary AC fix until he can find a cheap means of getting mage armor. (I may swap some stuff around for more unarmored AC if it sounds like that isn't going to be the case.)
What's the Martial Way's opinion on magic?
Your good to go. Ill try to get hobgoblin info on the campaign tab later for you. The name and story fit.
As for magic, hobgoblins scorn arcane magic as a sign of weakness. Magic Items are fine, but actual arcane casters are exiles and outcasts. The only spellcasting allowed to Hobgoblins is divine.
|"Old Man" Ojian|
ok the role im visualizing for my magister is a summoner/debuffer lets see if I can pull it off(note gm that if you feel he is too strong you can always send in the beholder).
He was throne into a torture chamber and subjecct to things unspeakable, the Inquisitors torturing him until they got the nswers they wanted. Then he was thrown into a salt mine and was nearly worked to death, however his salvation and revenge would manifest itself on his 15th birthday. A riot started and it was time for revenge, he plunged a make shift dagger into the foremans gut and then began to torture him.
The riot was over at that night all the guards either killed or in the process of being tortured. He escaped and went deep into the desert that housed the salt mine for the mark was urging him on to a unknown desination and anything was better then the salt mine. He wandered through the desert until he found the library of Abraxas, Demon lord of forbidden knowledge and secrets.
The library was deserted, however its collection of books and scrolls were pristine and it was time to indulge himself. He spent years at the library reading whatever he wished, the secrets he learned ranged from the mundane to the horrible. He drank all of it and celebrated the feeling of freedom. Eventually the mark urged him to perform a ritual one that would solidify his connection to Abraxas and start him off in on his journey to uncover knowledge that is forbidden and secrets not meant for mortal ears.
ok do you like his backstory gm?
Rinari, sorry to see you go. If anything changes PM me and ill see if I can work you in or something.
Viluki, interesting backstory. Just keep in mind that if you play evil, I except it to be smart evil, and you need a reason to work with the party, no PVP! Get me some crunch going and work on the story some more. Remember everyone, selections are tomorrow, or later today if all my candidates are ready. Almost go time, so lets get these characters finished!
Oceanshielfwolf-S'koth Kaa, Vos Drakos Lizardfolk Dreadnaught, Front Line fighter.
Gilthanis- Rafiki, Drow Rogue, Stealth and Skill Monkey.
Nightskies- Human Wizard, Arcane?
Clothyard Shaft- Melisaria, Elven Cleric of Eloria, Divine healing and stuff?
Lecky- Yenli, Human Scarred Witch Doctor from Vos Drakos, arcane stuff.
Bearded Ben-Hedrroth Throh, Hobgoblin Monk, Melee
Viluki-Magister, Arcane and or Divine?
Updated candidate list is up, working on Major Gods now.
His other favorite hobby is disrupting the interests of the Dawnstar empire and its clergy. Note he doesn't have a big conspiracy setup against the Dawnstar empire he just will if conveniant (or if it will really damage the empire) take actions that harm it. For instance if he needs a live sacrifice he is going to inevitably choose a cleric, paladin or lay worshipper of the Lightbringer if available.
Note i'll be playing him as CE, but more in the vein or pursueing any knowledge no matter the cost and of course inflicting damage to the Lightbringer's cause. If you GM feel I should switch the alignment out to NE or CE (the other 2 alignments besides CE for Abraxas worshippers) tell me.
Hobgoblin info is up. I believe I now have all relavant info for all possible candidates. The only one I havent done is Humans, Goblins, Halfings, Dwarves, and Half-Orcs. If anyone expressed an interest in those I will post them, and Nightskies, if you need more Human info let me know. Humans are straight out of the book, and molded more by what nation they belong to than anything else, so I didnt think it would be relevant. Will be posting updated blurbs about each of the major nations in the campaign tab as well later today or tomorrow.
Working on Oakhurst now, I will be using the settlement rules from the GMG. I will keep the crunch to myself and modify your rolls as needed, but the blurb I post should have info you need.
Just so we all know, magic items are available for purchase and crafting, though limited by the settlement you are in.
hp 6, ac 10, Initative 4+
wis 18 (16+2)
skills knowledge religion, knowledge arcana, knowledge the planes, use magic device, bluff and Intimidate
spells cantrips/orisons detect magic, create water, guidance, mage hand and message, lvl 1 spells Grease and Cause Fear.
favored class reward is one spell per lvl below the maxiumim lvl you can cast (hence 5 cantrips/orisons instead of four)
traits fast talker and Fiendish Confidence
mystic bond Metamagic Pool
feats metamagic feat from mystic bond extend spell, skill focus bluff and Improved Initative.
equipment gp 4d4 ⇒ (3, 4, 2, 2) = 11x 10 so 110 gp, Equipment is Lamellar (leather, costs 60 gp) and a quarterstaff (free).
Thanks for all the posts related to history etc of Verdan. Makes fitting in more natural.
Here is Melisaria's background & appearance. Let me know if you need more, or if there's a good adventure hook I'm missing.
Melisaria, who had grown up revering and honoring the Earth Mother, chose to enter her service and dedicated her life as a priestess of Eloria, giving up her family's wealth and status for vows of poverty and service. Part of her initiation into the church includes a "walk-about" in order to see the glories of Verdan and to enrich her love and wonder of the Earth.
Needless to say, her decision to renounce her engagement has not set well with jilted Galfindor who has taken her rejection as a personal affront and vowed to bring her back, break her spirit and make her his wife and slave. Soon after she snuck off on her journey (after pilfering some coin, weapons, armor and gear from her castle), he also left to find and re-capture her.
Melisaria's evasion has led her to Mortalia, the lands of men, and from there it was a natural progression to Four Winds, the commerical center of this continent. However, her in-born revulsion of the Drow made her stay in that city uncomfortable at best. She chose to leave and make her way to Oakhurst, a much smaller town with more land and wilderness surrounding. This pastoral setting put her much more in touch with Eloria than any city could.
She has recently arrived, taken a room at the Ol'Boar Inn, such as it is ("I can't believe this place passes as an Inn"), and has started to explore the wild areas in search of a deeper connection with her goddess. Her coins, taken from her father's treasury, have started to run out, and she has worries about how she will support herself once the money runs out. She has taken to the belief that "Eloria will provide" but isn't quite certain of that.
Mel is quite aloof from even ordinary elves. Her contempt for half-elves and downright antipathy of Drow is not easy for her to hide. (She never had to develop those skills in her noble household). She also has a tendency to act imperiously towards those she believes of lower-class (which is nearly everyone). She does have deep reverence for nature and the earth, and all living things are treasures to her. She has not had much experience in battle, and is still learning and understanding her divine relationship with her protector Eloria.
Melisaria is a classic elven beauty. Tall and slender to the point of frailty, she has golden blond hair that falls in ringlets around her face and down her back. Her skin is quite pale and nearly luminous. Her grey eyes are large and liquid. While it appears she belongs in costly gowns, she travels in the simple earth-colored homespun robes of Eloria. Keeping her beauty masked and her hair tied up, she tries to appear to be nothing more than Eloria's pilgrim, but her manner and lack of subtlety often trip her up.
The following are changes I'll probably make to boost Zar Hedrroth Throh's AC.
AC 16, touch 14, flat-footed 12 (+2 nat. armor, +3 dex, +1 dodge)
AC 18, touch 14, flat-footed 14 (+2 nat. armor, +2 armor, +3 dex, +1 dodge)
Feats Dodge, Power Attack (Ironskin monk bonus feat), Punishing Kick (Hungry Ghost monk bonus feat)
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. This racial trait replaces the darkvision racial trait.
Discussion thread is open.
Everyone I appreciate your time! To those not chosen, if I have an opening or decide to go with 6 players you will be my first candidates.
So to those chosen, finish chatacters, give me reasons why you are in Oakhurst, who you know, describe yourself, and let the adventure begin!