Hobgoblin Lieutenant

Gruskorb Son-of-Yish's page

13 posts. Alias of Ixos.

Full Name



Aegean Hobgoblin


Rogue 8/Druid (Nature Fang) 1 l HP: 87/90 l AC: 24/T: 18/FF: Improved Uncanny Dodge l Fort: +7, Ref: +14, W: +6 l Init: +8 l Per: +13 (+17 v. Traps); Darkvision 60'; See through Water and Earth 10' l Movement: 40'




6'1 - 233 lbs.






Common, Goblin, Dwarven, Orcish, Druidic, Elven



Strength 12
Dexterity 23
Constitution 14
Intelligence 14
Wisdom 12
Charisma 12

About Gruskorb Son-of-Yish


Male Hobgoblin Unchained Rogue 8
Bound Soul: (Querkus Windrazor) Male Half-Elf Druid (Nature Fang) 1
N Medium Humanoid (Goblin, Elf, Human)
Initiative +8; Senses Perception +13/+17 v. Traps; Darkvision 60'; See through Water and Earth 10'


AC 24, touch 18, flat-footed 17 (+6 Dex, +2 NA, +4 Armor, +1 Deflection, +1 Luck)

HP: 90 (8d8+1d8+18)

Fort +7, Ref +14, Will +6

Improved Uncanny Dodge

Danger Senses: +2

Resistances: Acid: 5, Fire: 5


Master's Whip: +2 Called, Fortuitous Scorpion Whip +17/+12 (1d4+8, 20, x2, S)

Master's Whip Ethereal Pool: 5/6

Two Weapon Fighting: +15/+14/+10

Sneak Attack: 4d6 (precision damage) +1 Str/Dex damage

Quick Reference for Maneuvers using Master's Whip

Trip: +22 (2d6 Electricity Damage -- Lightning Trip)
Disarm: +23

Speed 40 ft.

Space 5 ft., Reach 15 ft. Threaten: 10'


Druid Spells Memorized (Caster level 1, Concentration +2)

1st -- Endure Elements, Hunter's Howl (D), Windy Escape
0 -- Create Water, Mending, Spark

Domain: Wolf (Grants Deft Maneuvers)

Personal Ethereal Pool: 2/3

Fiery Weapons: As a swift action, you can imbue your weapons with the essence of flame and fire, causing 1d6 +1 per 2 character levels of fire damage from any successful hit with your weapons for 1 full round. For every Life Essence imbued subsequently the fire damage increase by another 1d6. Current: 2d6 +4. 1 EP added, Costs 1 EP to activate. (LE3: Gnoll Priest)

Seek Target: You can smell or taste a drop of blood, lock of hair, or other portion of a creature’s body as a standard action. For the duration of the effect, you constantly knows what direction that creature is located in, and gains a +20 insight bonus on all Perception checks made to locate the creature. The effect lasts 1 hour per character level. For every Earth Essence imbued subsequently, increase the EP added by this ability. 1 EP added, Costs 1 EP to activate. (Earth1: Tupilaq)

Snapping Whip: Upon a confirmed critical hit by a whip, you lash at your opponent causing intense pain. They are flat-footed until the end Gruskorb’s next turn. Alternatively, upon a successful hit, Gruskorb can choose to activate this power, as a free action, by expending an EP. 1 EP added, Costs 1 EP to activate. (LE4: Gnoll Ranger)

Chimera's Tail Ethereal Pool: 5

Fiery Breath: The necklace will grant the wearer a 20’ cone breath weapon which deals 1d6 fire damage for every 2 CL. The DC is dexterity based, 13+ your dexterity bonus. 1 EP added. Costs 1 Ethereal Point to activate. (Innate)

Hydromancer’s Cloak: Stringing a fang from the Ursikka and a large molar from the cliff giant on the necklace, the two teeth fuse together while absorbing the essences gained from the monsters. Upon command, the trinket causes a thick vapor to continuously surround its owner as per Obscuring Mist, except the mist has a 10-foot radius from the wearer and the area of effect moves with the wearer. This mist is exceedingly wet and extinguishes all non-magical fires within its area. This effect can be dismissed as a standard action. 2 EPs added. Costs 1 Ethereal Point to activate. (EE14:Ursikka, EE17:Cliff Giant)

Scrimshaw Magic: Fine engravings can be seen on the shard of bone you collected from the Tupilaq and strung on your necklace. You can cast Stricken Heart as a spell-like ability. At your option, rather than a free melee touch attack, you can make one free melee attack with your bonded whip delivering the spell upon a successful attack (along with any damage from the whip). 1 EP added. Costs 1 Ethereal Point to activate. (EE6)

Vital Attack: The gnoll commander’s canine along with the trinket you collected from the storm hag will imbue your attacks as a swift action with the vital strike feat for a number of rounds equal to your character level. 1 EP added. Costs 1 Ethereal Point to activate. (EE8: Gnoll Commander/EE11: Storm Hag)


Str 12, Dex 23, Con 14, Int14, Wis 12, Cha 12

Base Atk +6; CMB +12; CMD 25 (10+6 (Bab)+1 (Str)+6 (Dex)+1 (Luck)+ 1 (Def)), 29 v. Trip, 27 v Disarm, Dirty Trick, Feint, Re-position, and Steal

Traits: Pillager, Smuggler

Feats: Agile Maneuvers (b), Combat Expertise (b), Combat Reflexes (LE), Dampen Presence (RT), Deft Hands, Deft Maneuvers (DB), Greater Trip, Improved Whip Mastery (RT), Piranha Strike (b), Skill Focus (Sleight of Hand), Two Weapon Fighting, Weapon Finesse (Finesse Training Whips), Weapon Focus (Flail Group) (RT), Whip Mastery

Divine Boons:

Gift of Teysura: +1 to all saving throws. (Restoring the sacred font in the dwarven crypt.)

Gift of the Sacred Chestnut Tree: +1 NA.


Acrobatics: +18 (9 Ranks, 6 Dex, 3 TCS)
Appraise +8 (1 Rank, 2 Int, 2 Gr, 3 TCS)
Bluff: +14 (9 Ranks, 1 Cha, 1 Sm, 3 TCS)
Craft (Leather-working) + 6 (1 Rank, 2 Int, 3 TCS)
Craft (Trap-making): +14 (9 Ranks, 2 Int, 3 TCS)
Climb: +5 (1 Rank, 1 Strength, 3 TCS)
Diplomacy: +5 (1 Rank, 1 Cha, 3 TCS)
Disable Device: +24 (9 Ranks, 6 Dex, 2 DH, 4 TF, 3 TCS)
Disguise: +5 (1 Rank, 1 Cha, 3 TCS)
Escape Artist: +18 (9 Ranks, 6 Dex, 3 TCS)
Handle Animal: +5 (1 Rank, 1 Cha, 3 TCS)
Heal: +5 (1 Rank, 1 Wis, 3 TCS)
Intimidate: +15 (9 Ranks, 1 Cha, 2 In, 3 TCS)
Knowledge ( Dungeoneering): +6 (1 Rank, 2 Int, 3 TCS)
Knowledge (Engineering): + 6 (1 Rank, 2 Int, 3 TCS)
Knowledge (Geography): + 6 (1 Rank, 2 Int, 3 TCS)
Knowledge (Local): + 6 (1 Rank, 2 Int, 3 TCS)
Knowledge (Nature): +10 (5 Ranks, 2 Int, 3 TCS)
Linguistics: +6 (1 Rank, 2 Int, 3 TCS)
Perception: +13 (9 Ranks, 1 Wis, 3 TCS) (+17 v Traps)
Ride: +18 (9 Ranks, 6 Dex, 3 TCS)
Sense Motive: +5 (1 Rank, 1 Wis, 3 TCS)
Sleight of Hand: +29 (9 Ranks, 6 Dex, 3 SF, 2 DH, 1 Sm, 5 Ci, 3 TCS)
Spell Craft: + 6 (1 Rank, 2 Int, 3 TCS)
Stealth: +18 (9 Ranks, 6 Dex, 3 TCS)
Survival: +5 (1 Ranks, 1 Wis, 3 TCS)
Swim: +5 (1 Rank, 1 Strength, 3 TCS)
Use Magic Device: +5 (1 Rank, 1 Cha, 3 TCS)

Racial Modifiers:

+2 Dex, +2 Con, +2 Int

Life Essence Modifiers:

+3 Dex

Level Up Modifiers

+2 Dex

Favored Class Benefits: 1 Rogue Talent and 2/6 of a Rogue Talent


Darkvision: Hobgoblins can see in the dark up to 60 feet.

Pit Boss: Slave blood fuels the hobgoblin war machine. Pit bosses extract the last breath of labor from their charges with a liberal touch of the lash. Hobgoblins with this racial trait gain proficiency with whips and a +1 racial bonus on combat maneuver checks made to disarm or trip with a whip.

Greed: Hobgoblins gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

Intimidating: Hobgoblins receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Nature Bond Wolf Domain

Studied Target: A nature fang can study an opponent he can see as a move action as a slayer.

The slayer then gains a +3 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +3 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 3. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. Modified by the Gnoll Slayer Life Essence

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

Debilitating Injury

At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Rogue Talents

Combat Trick (Whip Mastery), Dampen Presence, Fast Stealth, Pressure Points, Weapon Training (Whips) -- Grants Weapon Focus (Flail Group)