Ugmitok

Histrok's page

140 posts. Alias of Zorblag.


Race

Hobgoblin Shaman 5 | HP 36/36 | AC 12, Touch 9, Flat Footed 12 | Fort +2 Ref +0 Will +7 | Initiative -1, Perception +11 (+13 for Surprise)

About Histrok

Background:
When the Mantids first emerged, one of the dispersed communities was mainly populated by a small Hobgoblin tribe that had, in isolation, worked the iron into weapons to sell to other, larger war bands, or anyone in the region who would buy them. Skilled artisans, they were mainly left to their ways by their neighbors as an asset to the region. The Mantids, of course, had no respect for their skill at all, and so when they appeared, the tribe fled to the East to find what shelter from the mindless assault they could.

The tribe wandered for some time before being taken in by the community which had formed around a monastery of worshipers of Finn. These mostly human warrior priests and their supporting villagers welcomed the arrival of the Hobgoblins who could smith the arms and armaments that would help bring them glory in their quests for their God. The transition wasn’t seamless of course, as different cultures will always clash some, but the two groups quickly found an equilibrium which left both better off than they had been before.

Histrok was the first Hobgoblin born into the tribe after this move, and was never told by ones tribe why they were in this community they obviously didn’t quite fit into yet. Being young, Histrok didn’t have the context to realize that anything was off. Raised among both Hobgoblins and Human, this one learned the traditions of ones tribe as well as the new ways of their hosts. The strange bifurcated nature of the humans and their sexes wasn’t a mystery for the one who grew up seeing its implications from birth, so Histrok was often the one to explain implications that ones tribe would have merely dismissed as irrelevant or nonsensical. The tribe leaned on Histrok’s understanding to get by even before the spirits appeared.

It was in Histrok’s 13th year that the sprits of ones ancestors first began to appear to one. It was subtle at first, and Histrok took it in stride. Already used to being asked more than ones years would normally justify, Histrok simply passed on what the spirits had to say as part of ones duty to the tribe. The wisdom displayed far exceeded that of a typical youth, but as the tribe had already been seeking it, Histrok’s source of knowledge wasn’t questioned.

It was also the spirits that explained to Histrok why the tribe was where it was. The knowledge of a homeland lost came as a blow to the still young Hobgoblin who couldn’t explain why ones tribe had kept it from them. It made Histrok suspicious of the motives of even those closest to them.

When the Orc raiding party swept through the region and killed or enslaved the entire joint community, Histrok was gone. The spirits had led one away to a secluded spring to share their wisdom, and when Histrok returned to the village there were only ashes and bodies. Without any living tribe to show the way, Histrok followed the advice of the spirits and moved further to the East.

It was the Sprits that guided Histrok into the Dragon’s territory. It was the spirits that helped Histrok settle outside of Twinford, the large, diverse community that Histrok would eventually come to think of as home. It was the spirits that guided Histrok to contact the local judge Torm “The Fair” Wilthrop and offer ones services as a truth teller. With the help of the sprits Histrok was able to provide evidence in cases brought to Torm which allowed just settlements that would have otherwise been arbitrary. Histrok could hear the “truth,” and this, once verified, was recognized as a useful talent.

Twinford residents who Histrok spoke against didn’t always take the truth kindly, and there were times when Torm had to assign deputies as a protective escort, but Histrok was soon established as a valuable asset to justice in the region. When Torm’s Magistrate, Malcolm Syllistrum needed to review a major case from a neighboring territory, Torm sent Histrok as his representative to help. Malcom, seeing Histrok’s skill first hand, held the Hobgoblin close after that.

It has been 2 years since Histrok joined Magistrate Syllistrum’s staff. They have toured the region, hearing and sharing the “truth” and gaining the trust of those in the Dragon’s hierarchy of command. Now Histrok has been summoned to an audience with the Dragon herself. Histrok knows not the reason, but the spirits have given their assurance that this is the path to take. A path which might eventually lead to their goal of reclaiming a home that their people once populated, driving out the Mantids and making the Gelkrosh region again safe for Hobgoblins to inhabit.

Histrok knows that the Spirits don’t show quick paths, but has developed patience in the years that one has been alive, so to the dragon one goes.


Name: Histrok
Race: Hobgoblin
Class: Shaman (Speaker for the Past, PRPG ACG) 5
Sex: Asexual
Alignment: Lawful Neutral
Initiative -1 Perception +11
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Spells
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Level 0 (4): Detect Magic, Guidance, Mending, Purify Food and Drink
Level 1 (1/4 + 1/1): Magic Weapon, Magic Weapon, Shadow Trap, Shadow Trap + Identify
Level 2 (1/3 + 1/1): Commune with Birds, Commune with Birds, Remove Paralysis + Tongues
Level 3 (0/2 + 1/1): Haste, Spectral Scout + Locate Object
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Defense
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AC 12 TAC 9 FF 12
HP 36/36 Fort +2 Ref +0 Will +7
Special Defenses:
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Offense
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Melee
Morningstar + 2 (1d8-1/ x2)
Dagger +2 (1d4-1/19-20 x2)
Ranged
Light Crossbow +2 (1d8/19-20 x2)
Dagger +2 (1d4-1/19-20 x2, Range 10)
Space 5 ft.; Reach 5 ft.
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Statistics
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STR 8 (-1) DEX 9 (-1) CON 12 (+1) INT 14 (+2) WIS 17 (+3) CHA 14 (+2)
BAB +3 CMB +2 CMD 11
Move 30 feet
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Feats
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Scribe Scroll: Create magic scrolls.
Extra Hex (Fetish) (Level 3): Gain one additional hex.
Craft Wondrous Items (Bonus Feat from Fetish hex): Create magic wondrous items.
Extra Hex (Chant) (Level 5): Gain one additional hex.
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Traits
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Spirit Sense (Faith): You are so attuned to the spiritual world that it is hard to get the jump on you. You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.
Suspicious (Social): You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
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Skills
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Craft (Alchemy) +10 (5)
Craft (Clothing) +6 (1)
Craft (Calligraphy) +6 (1)
Diplomacy +6 (1)
Fly +3 (1)
Handle Animal +6 (1)
Heal +7 (1)
Knowledge (Arcana) +3 (1)
Knowledge (Dungeoneering) +3 (1)
Knowledge (Engineering) +3 (1)
Knowledge (Geography) +3 (1)
Knowledge (History) +6 (1)
Knowledge (Local) +6 (1)
Knowledge (Nature) +6 (1)
Knowledge (Nobility) +3 (1)
Knowledge (Planes) +6 (1)
Knowledge (Religion) +6 (1)
Linguistics +6 (2)
Perception +11 (+13 to avoid surprise and to detect invisible or incorporeal creatures) (5)
Ride +3 (1)
Sense Motive +12 (5)
Spellcraft +10 (+14 to identify Magic Items Permanently) (5)
Stealth +4 (1)
Use Magic Device +10 (5)
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Languages
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Draconic, Gelkish (Settler), Gelkish (Tribal), Hobgoblin, Human
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Racial Traits
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Sneaky: Hobgoblins receive a +4 racial bonus on Stealth checks.
Darkvision: Hobgoblins can see perfectly in the dark up to 60 feet.
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Class Features
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Spirit (Lore): A shaman who selects the lore spirit appears far wiser and knowing that ones age would suggest. Though one can seem unassuming, ones eyes give the impression one is peering deep into all one looks at, seeing the secrets of the essential merely by concentrating.
Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those one prepared ahead of time. One has one spell slot per day of each shaman spell level one can cast, not including orisons. One can choose these spells from the list of spells granted by ones spirits (see the spirit class feature and the wandering spirit class feature) at the time one casts them. One can enhance these spells using any metamagic feat that one knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).
Spirit Magic Spells: Identify (1st), tongues (2nd), locate object (3rd), legend lore (4th), contact other plane (5th), mass owl’s wisdom (6th), vision (7th), moment of prescience (8th), time stop (9th).
Spirit Ability: Monstrous Insight (Su): The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster’s type) with an insight bonus equal to ones shaman level. Whether or not the check is successful, one also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to ones AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability a number of times per day equal to 3 + ones Charisma modifier.
Mysteries of the Past: A speaker for the past gains Linguistics, Knowledge (history), Knowledge (local), Perception, and Use Magic Device as class skills. One also adds the spells from the ancestor and time oracle mysteries to ones class spell list (as the cleric level for those spells).
This ability replaces the shaman’s familiar. The speaker for the past must choose a time when one must spend 1 hour each day in quiet contemplation to regain ones daily allotment of spells, but does not need to commune with a familiar during this time. Because one has no familiar, one does not gain a spirit familiar feature from any spirit one bonds with.
Time of Contemplation: Early morning, typically just before dawn.
Revelations of the Past: At 4th, 6th, 12th, 14th, and 20th levels, the speaker for the past can select a revelation from the ancestor or time mysteries. One uses ones shaman level as ones oracle level for these revelations, and uses ones Wisdom modifier in place of ones Charisma modifier for the purposes of the revelation. This ability replaces wandering spirit and wandering hex.
Revelation (Level 4): Wisdom of the Ancestors (Su): Once per day, you can enter a trance in which you commune with the spirits of your ancestors. This trance lasts for 10 minutes, which must be uninterrupted and during which you can take no other actions. When you come out of this trance, you have gained mystical insight into the future. At 1st level, this insight acts as an augury spell with 80% effectiveness. At 5th level, the insight takes the form of a divination with 90% effectiveness. At 8th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components.
Hex (Level 2): Misfortune (Su): The shaman causes a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful Will saving throw negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
Hex (Level 3): Fetish (Su): The shaman receives Craft Wondrous Item as a bonus feat and gains a +4 insight bonus on Spellcraft checks to identify magic items permanently.
Hex (Level 4): Arcane Enlightenment (Su): The shaman’s native intelligence grants one the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to ones Charisma modifier (minimum 1) to the list of shaman spells one can prepare. To cast these spells one must have an Intelligence score equal to at least 10 + the spell’s level, but the saving throw DCs of these spells are based on ones Wisdom rather than Intelligence. When one casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, one can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list. Spells: Detect Thoughts (level 2), Haste (level 3).
Hex (Level 5): Chant (Su): A shaman can chant as a move action. Any creature that is within 30 feet that is under the effects of the shaman’s charm, evil eye, fortune, fury, or misfortune hex has that effect’s duration extended by 1 round. A shaman cannot select both this hex and the witch’s cackle hex.
Favored Class Bonus: Extra HP (5)
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Equipment
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Riding Yak:
Stats would go here!

Combat Equipment: Dagger, Morningstar, Light Crossbow (20 bolts), Lamellar Cuirass, Masterwork Buckler
Crafting Equipment/Kits: Healer’s Kit x2
Mundane Equipment: Backpack, Bedroll, Flint and Steel, Fortune Telling Sticks, Mirror(Small, Steel), Rope (silk, 100 ft.), Signal Whistle, Torch x4, Trail Rations (10 days), Waterskin x2, Whetstone
Transportation: Riding Saddle, Saddlebags
Scrolls and Related Equipment: 12 Scroll Tubes, 40 silver worth of scribing material, Scroll of Aid (P) x2, Scroll of Augury (P), Scroll of Barkskin (P) x2, Scroll of Bull’s Strength (P) x2, Scroll of Clairaudience/Clairvoyance (P), Scroll of Commune with Birds (P), Scroll of Cure Light Wounds (P) x4, Scroll of Cure Moderate Wounds (P) x4, Scroll of Cure Serious Wounds (P) x2, Scroll of Detect Thoughts (P) x2, Scroll of Dispel Magic (P) x3, Scroll of Haste (P) x2, Scroll of Fly (P) x2, Scroll of Magic Weapon (P) x4, Scroll of Owl’s Wisdom (P), Scroll of Pass Without Trace (CL 5) (P), Scroll of Read Weather (P), Scroll of Remove Curse (P), Scroll of Remove Deafnesss/Blindness (P), Scroll of Remove Paralysis (P) x2, Scroll of Restoration, Lesser (P) x3, Scroll of Speak with Dead (P), Scroll of Water Breathing (P)
Treasure: 27 silver 50 Copper