Hobgoblin Fighter (Mobile Fighter) 2/Rogue 3
CG Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 natural, +1 dodge)
hp 56
Fort +7, Ref +6 (+1 bonus vs. traps), Will +5; +1 bonus vs. effects that cause paralyzed, slowed, or entangled conditions
Defensive Abilities agility, evasion, trap sense +1
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Offense
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Speed 30 ft.
Melee +1 silver kukri +9 (1d4+2/18-20) and
masterwork kukri +9 (1d4+2/18-20) and
sap +7 (1d6+2 nonlethal) and
sap +7 (1d6+2 nonlethal)
Special Attacks sneak attack +2d6
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Statistics
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Str 14, Dex 16, Con 16, Int 12, Wis 14, Cha 10
Base Atk +4; CMB +6; CMD 20
Feats Combat Reflexes, Dodge, Double Slice, Iron Will, Two-weapon Fighting, Weapon Finesse, Weapon Focus (kukri)
Skills Acrobatics +11, Disable Device +14, Disguise +14, Escape Artist +11, Knowledge (geography) +2, Knowledge (nature) +2, Perception +10 (+11 to locate traps), Profession (tanner) +6, Profession (trapper) +6, Sense Motive +6, Sleight of Hand +7, Stealth +23, Survival +6, Swim +6, Use Magic Device +5; Racial Modifiers +4 Stealth
Languages Common, Goblin, Sylvan
SQ rogue talents (combat trick), trapfinding +1
Combat Gear potion of cure light wounds (5), snapleaf (5); Other Gear mithral chain shirt, +1 silver kukri, masterwork kukri, sap, sap, amulet of natural armor +1, handy haversack, hat of disguise, sleeves of many garments, thieves' tools, masterwork, Carver Deadmaker's Ring (+(CL+3)to Stealth), 164 gp
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Special Abilities
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Agility +1 (Ex) +1 save vs. Paralyzation, slowing, or entangling
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Sleeves of many garments Transform current clothes into any non-magical new form.
Sneak Attack +2d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Backstory:
Greith was a typical member of the tribe. He grew up and learned his father's skill. Trapping. He would go through the woods, learning the land and setting traps, maybe hunting as well some time. The meat was used for meals, the organs to the shaman, and the skins to the tanner. He enjoyed his life. There was work, sport, food, and ale.
Then the damn heathens with their mind powers had to go and rile things up. Disturb the way of things. Sure, they had been pushing out further and further recently. But fighting was expected. All males in the tribe (really, the whole Convocation) were expected to aid the war parties. Auronis favored the strong and strong is what the tribe was. Killing the Aeonites was even fun sometimes. But to capture members of the Convocation? To enslave them? That was the greatest insult. Tales had been coming in from many tribes of the kidnapping of the Great Skyreaver's brood. And other young ones.
It was not the first time one of the Wise had been taken, but never in coordination. Not like this. It reminded Greith of when his brother had been taken when they were young. The rage began to return. He journeyed with the war party to the great Gathering. And then the high priest Kathandrax gave his speech. All were eager, especially Greith. Time to spill heathen blood! Greith would hunt the psions, he would trap them, and then their skins would make fine leather indeed.