Shasthaak

Jin Goei's page

588 posts. Alias of The Ragi.


Race

| SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft.

Classes/Levels

| Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

Gender

Male NG Kanabo Guard Soldier 7

Strength 21
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 12
Charisma 10

About Jin Goei

Jin Goei
Male kanabo guard soldier 7
NG Medium outsider (goblinoid and native)
Init +2; Perception +11
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Defense
SP 63 HP 55 RP 8
EAC 16; KAC 18
Fort +7; Ref +4; Will +6
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Offense
Speed 25 ft.
Melee Aurora Storm Doshko +13 (2d8+14 electricity damage, powered, capacity 20, usage 1, staggered critical, called fusion); Basic Vibrogarrote +13 (1d3+10 sonic damage, conceal, grapple, operative, powered, capacity 20, usage 1, throttle)
Ranged Sopranino singing disk +13 (1d4+12 So; Crit Confuse; Analog, Thrown 20 ft.; Returning)
Offensive Abilities Graple +19 with the vibrogarrote; Frenzied Fighting: +3 melee dmg and will, -1 AC, +6 temp HP for 1d4+4 rounds
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Statistics
Str 21 (+5); Dex 15 (+2); Con 14 (+2); Int 10 (0); Wis 12 (+1); Cha 10 (0)
Skills Acrobatics +12, Athletics +15, Bluff +0, Diplomacy +0, Disguise +0, Intimidate +0, Perception +11, Piloting +6, Sense Motive +1, Stealth +2, Survival +10
Feats Improved Combat Maneuver (Grapple), Diehard, Coordinated Shot, Enhanced Resistance (Fire), Lunge, Enhance Resistance (Piercing)
Languages Common, Goblin
Other Abilities Kanabo Magic (sp): 1/day — disguise self, supercharge weapon; Melee striker gear boost
Gear Hidden soldier armor (broken), aurora storm doshko (called fusion), basic vibrogarrote, sopranino singing disk (returning fusion), mk 1 serum of healing (0), binders restraints (4), clothing (formal, party, travel, uniform), industrial backpack, hygiene kit, standard perfume, standard umbrella, mk 1 revitilate (1), mk 1 antitoxin, personal upgrade mk 1 (Strength), mk 1 mnemonic editor, 1988 credits

Character sheet

Background
Jin Goei is the eldest son of a hobgoblin diplomat that rose to power by standing with the military government currently ruling the Gideron Authority. He never had much contact with his ja noi mother, since his parents are divorced and she dedicates herself fully to a role as a spiritual leader. He's the only Kanabo in his immediate family, all his other siblings being regular hobgoblins, born from his father's second wife.

Although not cut out for diplomacy itself, Jin's family influence helped him land a position in the security detail of such missions, far away from the militaristic endeavors of the Authority in neighboring systems.

Grapple rules:

Grapple

You hold the target in place. You must have at least one hand free to perform a grapple combat maneuver. Your target has the grappled condition, meaning she can’t move from her current space and takes further penalties until she either uses a standard action to attempt a grapple combat maneuver to grapple you (giving you the grappled condition) or uses the escape task of the Acrobatics skill to break free. If the result of your attack roll equals or exceeds the target’s KAC + 13, the target is instead pinned for the same duration, and she can’t take any actions that involve moving her limbs other than to attempt to escape.

The grappled or pinned condition lasts until the end of your next turn, unless you renew it on your next turn with another grapple combat maneuver. The condition ends immediately if you move away. As long as you have one target grappled or pinned, you cannot attempt to grapple another. The grappled and pinned conditions are further detailed in Conditions on pages 276–277.

When you renew a grapple, you can remove one item from the target’s body that can be easily accessed, including most weapons and equipment (but not worn armor). Doing so immediately ends the grapple.

Grappled condition

You are restrained by a creature, effect, or trap. You can’t move, and you take a –2 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks, except those made to grapple your opponent in turn or to escape a grapple (see Grapple on page 246). In addition, you can’t take actions that require two hands (or other limbs) to perform. You can’t make attacks of opportunity.

You can’t use Stealth to hide from the creature grappling you, even if a special ability allows you to hide when you normally couldn’t. If you become invisible, through a spell or other ability, you gain a +2 circumstance bonus to your check to escape being grappled, but you receive no other benefit.

Pinned condition

You are tightly bound and can take few actions. While you are pinned, you can’t move and are flat-footed. You also take an additional –4 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks (these penalties replace those from the grappled condition and also apply to attempts to grapple your opponent or free yourself; see Grapple on page 246). You are limited in the actions that you can take. You cannot take any action that requires the use of any of your limbs, but you can always attempt to free yourself, usually through an attack roll or Acrobatics check. You can’t make attacks of opportunity while you are pinned, but you can still take verbal and mental actions, such as spellcasting.

Restraints

Binders are simple, single-use, resin-cord restraints that can be placed only on helpless, pinned, or willing creatures (a standard action). A pair of binders immobilizes two limbs of your choice. A creature can escape binders with a successful Acrobatics check (DC = 20 + 1-1/2 × your level).

Grapple Weapon Special Property

When wielding a grapple weapon, you can use it to perform a grapple combat maneuver without having your hands free. When you do so, you gain a +2 bonus to the attack roll, and if you roll a natural 20 on the attack roll, you apply the weapon’s critical hit effect (if any) to the target.

Using the Acrobatics skill to Escape

You can use Acrobatics to escape from grapples, pins, and restraints. Attempting to escape from a grapple or pin is a standard action. On a success, you free yourself from the grapple or pin and no longer have the grappled or pinned condition. The DC to escape a grapple or pin is typically 10 + the grappler’s Kinetic Armor Class. Escaping from restraints can take 1 minute or more, depending on the type of restraint. The DC to escape from restraints is based on the nature of the restraints and sometimes the CR of the creature that did the binding (see the table below). You can take 20 on Acrobatics checks to escape from most restraints, but not on checks to escape grapples.

Grappled or pinned: DC 10 + grappler’s KAC

Restrained by bindings/rope: DC 20 + 1-1/2 × opponent’s CR

Restrained by manacles: DC 30