Bugbear Strangler

Ametist's page

126 posts. Alias of Jereru.


Race

Stats:
AC 31 (T 20, FF 23) Mobility | CMB +14, CMD 27 | Init +8 | Speed 40ft Climb 30ft | F +18, R +17, W +13 +2 vs Poison, +4 vs Spells&Spell-likes| Perc +17, SM +5 (Darkvision, Tremorsense)

Classes/Levels

HP 180/180(190) | Effort 2/2 | Burn 0/11 | Burn Damage 0

Gender

N Hobgoblin Geokineticist 10 | Status:

About Ametist

Intro, Defense & Offense:

Ametist
Male Tass Hobgoblin
Geokineticist 10

N Medium Humanoid (Goblinoid, Dwarf)

Languages:
-Common
-Goblin
-Terran
-Dwarven

Speed: 40 ft / Climb 30 ft
Initiative: +8

STR 10 (+0)
DEX 24 (+7) (16 Base +2 Race +2 Enhancement +2 Level +2 Excellence of the Word)
CON 26 (+8) (14 Base +4 Race +2 Enhancement +2 Level +2 Earth Word +2 Endurance Word)
INT 14 (+2)
WIS 18 (+4) (14 Base +2 Race +2 Enhancement)
CHA 10 (+0)

DEFENSE
AC 31, Touch 10, Flat-Footed 23
(10 +9 Armor +7 Dex +2 Deflection +2 Natural +1 Dodge)
+4 vs AoO for moving
HP 180
(10x(8 +8 Con +1 FCB +1 Toughness)
Fort +18, Ref +17, Will +13
(+7/+7/+3 Base +8/+7/+4 Stat +3 Resistance +2 Iron Will +1 Indomitable Faith)
+4 vs Spells & Spell-Likes
+2 vs Poison
CMD: 27
(10 +7 BAB +0 Str +7 Dex +2 Deflection)
DR 5/Adamantine

OFFENSE
BAB: +7

Melee
Earth Blade: +17 5d6+14 B, P or S x2 Burn: 1
Metal Blade: +17 10d6+19 B, P or S x2 Burn: 3
-Entangling Infusion (Substance): Entangle target hit for 1 minute (Ref negates DC 22) Burn: 2
-Magnetic Infusion (Substance, Metal only): If Metal Blast deals damage, attacks with metal vs that foe gain +4 to Hit & +4 DC for 1 round. Burn: 2
-Metakinesis (Empower) Burn: 1
-Metakinesis (Disrupt) Burn: 1
-Metakinesis (Maximize) Burn: 2
vs Giants +1 to Hit & Damage
Power Attack: -2 to Hit, +4 Damage
If opponent has Dodge bonus: up to +2 to Hit

Ranged
Earth Blast: +17 5d6+14 B, P or S x2 30ft. Burn: 0
Metal Blast: +17 10d6+19 B, P or S x2 30ft. Burn: 2
-Entangling Infusion (Substance): Entangle target hit for 1 minute (Ref negates DC 22) Burn: 2
-Magnetic Infusion (Substance, Metal only): If Metal Blast deals damage, attacks with metal vs that foe gain +4 to Hit & +4 DC for 1 round. Burn: 2
-Impale (Form): Convert the attack into a 30-ft line. Roll to Hit only once and apply to everyone. If one foe doesn't receive any damage, the blast stops. Burn: 2
-Extended Range (Form): Augment range of blast to 120ft. Burn: 1
-Metakinesis (Empower) Burn: 1
-Metakinesis (Disrupt) Burn: 1
-Metakinesis (Maximize) Burn: 2
vs Giants +1 to Hit & Damage
Deadly Aim: -2 to Hit, +4 Damage
Elemental Overflow: Up to +3 to Hit (+6 to Damage) when equivalent burn accumulated
If opponent has Dodge bonus: up to +2 to Hit
Point Blank: +1 to Hit & Damage

CMB: +14

(To Hit breakdown: +7 BAB +7 Dex +1 Wp Focus +1 Enhancement +1 Competence)
(Damage breakdown: 5d6+5/10d6+10 +8 Con +1 Enhancement)


Class & Race Features:

KINETICIST FEATURES
1-
Burn (Ex) (11 max, 3/round)
Elemental Focus (Su) (Earth)
Gather Power (Su)
Infusion (Su) (Kinetic Blade)
Kinetic Blast (Sp) (Earth Blast)
2-
Elemental Defense (Su) (Flesh of Stone)
Utility Wild Talents (Earth Walk)
3-
Elemental Overflow (Ex) (1)
Infusion (Su) (Extended Range)
4-
Utility Wild Talents (Earth Climb)
5-
Infusion (Su) (Entangling Infusion)
Infusion Specialization (Ex) (1)
Metakinesis (Su) (Empower)
6-
Elemental Overflow (Ex) (2)
Internal Buffer (Su) (1)
Utility Wild Talents (Magnetism)
7-
Expanded Element (Su) (Earth)
Infusion (Su) (Impale)
8-
Infusion Specialization (Ex) (2)
Utility Wild Talents (Earthmeld)
9-
Infusion (Su) Magnetic Infusion
Elemental Overflow (Ex) (3)
Metakinesis (Su) (Maximize)
10-
Utility Wild Talents (Elemental Transmission)

Favoured Class Bonus (Kineticist): +10 HP

TASS HOBGOBLIN FEATURES
+2 Dex, +4 Con, +2 Wis
Tremorsense 30 ft.
Darkvision 60ft.
Stonecunning +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.
Hardy +2 saves vs poison, spells & spell-like abilities.


Traits & Feats:

TRAITS
Giant Slayer (Campaign)
Fiend Blood: Kn Planes (Race)
Giant Ambivalence (Region)
Know the Land: Survival (Religion)
Indomitable Faith (Faith)

FEATS
1-
Deadly Aim -2/+4 (Granted)
Power Attack -2/+4(+6) (Granted)
Combat Expertise -2/+2 (Granted)
Weapon Finesse (Granted)
Precise Shot
2-
Steel Soul
3-
Combat Stamina Pool: 14
Stamina Rules
4-
Toughness (Noncombat)
5-
Weapon Focus: Kinetic Blasts
6-
Expanded Metakinesis Disrupting (Noncombat)
7-
Point Blank Shot
8-
Skill Focus Survival (Noncombat)
9-
Dodge
Mobility (Feat Tax Granted)
10-
Iron Will (Noncombat)
Anticipate Dodge (Hellknight Training)


Infusions & Wild Talents:

1-
Flesh of Stone (Defense)
Kinetic Blade (Infusion)
Basic Geokinesis (Wild Talent)

2-
Earth Walk (Wild Talent)

3-
Extended Range (Infusion)

4-
Earth Climb (Wild Talent)

5-
Entangling Infusion (Infusion)

6-
Magnetism (Wild Talent)

7-
Impale (Infusion)

8-
Earthmeld (Wild Talent)
9-
Magnetic Infusion (Infusion)
10-
Elemental Transmission (Utility)


Godbound:

Fray Die: 1d8 Inflict this damage every round to lesser enemies

Divine Fury: Unused When killed, come back with 1/2 HP, +8 Effort and no restrains, for 8 rounds

Effort: 2

EARTH WORD +2 Con.
·Earthwalker On Turn. You and allies can pass through stone or earth with no need to breath. Can sense hollow spaces on earth at 100 ft.
·Obduracy of Stone Constant. Armor AC bonus +9. Invincible vs harm by stone, earth or burial. No need to eat, drink or breath.
·Rebellion of the Soil Action. Cause one visible non-magical stone or metal object no larger than a house to disintegrate or collapse. You can collapse larger non-magical structures a piece at a time. Can choose to harm beings inside or not.
·Stonespeaker On Turn. Commit. You can communicate with earth or stone, seeing and perceiving everything it has witnessed at a certain time of your choice. Stones have no thought as humans recognize it, but they can perfectly relay all the sounds and sights that took place in their presence.
·Excellence of the Word (Dexterity) +2 Dex. Once he fixates on a target, his precision and accuracy is unmatched.
·Builder of Mountain Peaks Greater. Action. Each round, create, modify, or destroy a stone or earth structure of up to 20 x 20 x 20 foot size within your normal line of sight. The structure can be elaborate, to the limit of your own creative skills. You can create normal earth or stone as part of this process. Creatures made entirely of earth or stone within the area may be completely controlled, with worthy foes allowed a save.

ENDURANCE WORD +2 Con. Doesn't need to sleep, eat, drink or breathe.
·Defy the Iron Instant. Commit for Scene. Negate one physical attack or bodily injure.


Skills:

Armour Check Penalty: -0

ADVENTURE SKILLS
Skill Points: 10x(4 +2 Int)=60
Acrobatics: 11 (1 Rank +7 DEX +3 Class -0 ACP)
+5 to Jump
Bluff: 0 (0 Rank 0 CHA +0 Class)
+1 vs giants
Climb: 4 (1 Rank +0 STR +3 Class -0 ACP)
Diplomacy: 0 (0 Rank 0 CHA +0 Class)
Disable Device: 7 (Untr) (0 Rank +7 DEX +0 Class -0 ACP)
Escape Artist: 7 (0 Rank +7 DEX +0 Class -0 ACP)
Fly: 7 (0 Rank +7 DEX +0 Class -0 ACP)
Heal: 4 (0 Rank +4 WIS +0 Class)
Intimidate: 0 (0 Rank 0 CHA +0 Class)
Kn Arcana: 2 (Untr) (0 Rank +2 INT +0 Class)
Kn Dungeoneering: 15 (Untr) (10 Rank +2 INT +3 Class)
Kn Local: 2 (Untr) (0 Rank +2 INT +0 Class)
Kn Nature: 3 (Untr) (0 Rank +2 INT +0 Class +1 Trait)
Kn Planes: 16 (Untr) (10 Rank +2 INT +3 Class +1 Trait)
Kn Religion: 2 (Untr) (0 Rank +2 INT +0 Class)
Perception: 17 (10 Rank +4 WIS +3 Class)
+2 to avoid surprise
+1 vs giants
Ride: 7 (0 Rank +7 DEX +0 Class -0 ACP)
Sense Motive: 5 (0 Rank +4 WIS +0 Class +1 Trait)
Spellcraft: 2 (Untr) (0 Rank +2 INT +0 Class)
Stealth: 20 (10 Rank +7 DEX +3 Class -0 ACP)
Survival: 22 (8 Rank +4 WIS +3 Class +1 Trait +6 Skill Focus)
Swim: 4 (0 Rank +0 STR +0 Class -0 ACP)
Use Magic Device: 13 (Untr) (10 Rank +0 CHA +3 Class)

BACKGROUND SKILLS
Skill Points: 20
Appraise: 2 (0 Rank +2 INT +0 Class)
Craft (Jewelry): 10 (5 Rank +2 INT +3 Class)
Handle Animal: 0 (Untr) (0 Rank +0 CHA +0 Class)
Kn Engineering: 7 (Untr) [ooc](5 Rank +2 INT +0 Class)
Kn Geography: 7 (Untr) (5 Rank +2 INT +0 Class)
Kn History: 2 (Untr) (0 Rank +2 INT +0 Class)
Kn Nobility: 2 (Untr) (0 Rank +2 INT +0 Class)
Linguistics: 2 (Untr) (0 Rank +2 INT +0 Class)
Perform: 0 (0 Rank 0 CHA +0 Class)
Profession: Jeweler 12 (Untr) (5 Rank +4 WIS +3 Class)
Sleight of Hand: 7 (Untr) (0 Rank +7 DEX +0 Class -0 ACP)


Gear:

(Carried)
Crystalline Hilt +1 11200 gp (2 lb)
Belt of Physical Might +2 (Dex, Con) 10000 gp (1 lb)
Headband of Inspired Wisdom +2 4000 gp (1 lb)
Ring of Protection +2 8000 gp (- lb)
Amulet of Natural Armor +2 8000 gp (- lb)
Cloak of Resistance +3 9000 gp (1 lb)
Boots of Striding and Springing 5500 gp (1 lb)
Cracked Pale Green Ioun Stone 4000 gp (1 lb)
Dagger 2 gp (1 lb)
Canteen 2 gp (1 lb)
Belt Pouch 0 gp (.5 lb)
Flint & Steel 1 gp (- lb)

Cash: Gp:1493 Sp:10 (WBL: 59705)
Total Weight: 8.5/33 lb (Light Load)


Tass Hobgoblins:
This subspecies of hobgoblins is in reality only a small clan which dwells in caves or very high peaks in the Storval Plateau. They are stouter and a bit shorter than a common hobgoblin, and well adapted to life both under and on the surface.

Tass Hobgoblins lack the cruelty of their more common cousins, tending towards neutral alignments. They connect with Nature in a primeval way, worshipping things like the raw elements or the sun and moon. It is believed that this was the result of the contact with the giant races that inhabit the Storval Plateau.

Their origin is speculated to be a crossbreed with some lost clan of dwarves, or a related race like oreads, somewhere in the past. How this came to happen has never been explained, though most anthropologists believe the hobgoblins conquered a dwarven settlement and forced them into slavery, mixing with them over the years. Since probably newborns with too much dwarven resemblance were discarded or relegated to the lowest strata, the result was a natural selection of hobgoblins with an extra touch of resilience. Also, some believe this assimilation of the dwarves played a crucial part in the evolution of their society, and that it was this fact that permitted them to maintain proper relations with the giants, as opposed to the idea told above that contact with the giants was what turned them neutral.

Tass are usually governed by a council of elders, which are most of the time druids or clerics of prime nature powers like Gozreh, the Green Faith or some elemental lords. They're hunters/gatherers who have expanded all over the Plateau, always under the influence of the Stone Giants who rule the area. The fact that there's hardly no one else to interact with is probably the main reason they are mostly unknown in the rest of Golarion, with the exception of a few historians who have very few data about them that they can only speculate.

Features
Flexible Stats: +2 Dex, +2 Con (2 points)
Advanced Con [ooc](4 points)
Advanced Wis [ooc](4 points)
Tremorsense (4 point)
Hardy (3 points)
Stonecunning (1 point)
Darkvision 60’ (2 points)

For a total of 20 points, I’ve added some dwarven features (Hardy, Stonecunning and the stat bonuses) to a hobgoblin and created a crossbreed. Tremorsense is an addition post-rebirth (there was no such feature, but I figured it would be ok to take it for 4 points since that's the price of Scent and Blindsight).

Background (from RotR):
Native to a small community of hobgoblins isolated from most of the world who called themselves Clan Tass, Ametist’s life seemed very promising. He showed a mastery of the elements from a very young age, and his understanding of the necessities of his people made the elders point him out as a suitable future leader. He came from a prominent family and was respected by most.

Life in the clan was good and relaxed. No one but some stone giants inhabited the area, and they already had some deals with them. The hobgoblins were useful for the giants when a smaller size was needed to reach some specific points or caves and, in return, the giants provided passive protection to the Tass, making it unworthy for any potential enemy to roam the area.

One day, though, the fragile balance between the communities changed drastically. Earth tremors shook the hobgoblin caves, completely demolishing about half of the complex. The Tass were shocked when the explorers gave their reports - the giants were marching, and they were marching to war. They were gathering to storm a town called Sandpoint, and the Tass were just below them. The whole community was in peril, and had to be evacuated.

The wrath of the giants was something none of the hobgoblins had ever witnessed, and they didn’t know how to face the situation. The elders gathered, and decided something had to be done to restore balance. They send the boldest warriors and sages on an expedition, with the hopes to work hand in hand with the humans of Sandpoint to drive the giants back home. Ametist was put on the lead, hoping he could rise up to the expectations. But he failed.

First, the humans couldn’t be contacted. The hobgoblins were attacked on sight due to the reputation of their kin, specially at a time where Sandpoint had been threatened by goblins not long before. Working together was not an option. So the group set themselves on the task of thinning the giants’ ranks with the hopes of leaving a weaker resistance for the humans. They did well for a time, until a party of goblin hunters led by Shalelu Andosana caught them in an ambush. They fought well, but were too few and had to retire, only to fall prey to a group of stone giants who were foraging for food. The hobgoblins were bombarded with heavy rocks and buried to death. Ametist’s last thought was how ironic was to be smashed by a boulder for a worshipper of the Earth Lord.

The Rock
As a follower of the Green Faith and devout to some entity named the Earth Lord, a protector and guiding totem of the clan, Ametist received a gift when he came of age. The leders gave him a piece of olivine, a supposed proof of acceptation of the Earth Lord.

He has kept it ever since, valuing it over any other physical possession, as a representation of his position and importance in the clan. After his Second Chance, the connection with the stone has increased, and has turned it into an actual magic item. Even though Ametist doesn't know what happened to the rest of the clan (though he can figure), he keeps that stone now as a single memento of his past life.