Ironfang Forest Soldier

KaLang's page

151 posts. Organized Play character for BretI.


| HP 30/52 +0 Temp HP | AC 20 (21 w/shield spell) | F +10 R +6 W +8 resist fire 2


| Arcane Cascade +1 A Spellstrike charged | Conditions: Haste, stance, shield


M Hobgoblin Magus 4 | 25’

About KaLang


Male Hobgoblin LN Magus 4
LN medium humanoid (goblin)
Senses Perception +6 T; Darkvision

HP 52 (8 +8+2 +8+2 +8+2 +8+2 +4 Toughness)
AC 20; (10 +0 Dex cap +4 armor +2 Trained +4 Level)
Speed 25’
Fort +10 E Reflex +6 T Will +8 E
Fire Resist 2

Arcane Spell DC 19 T
Arcane Spell Attack +9 T

+1 Striking Halberd +11 (2d10+4 P) Reach, versatile S
Arcane Fists +10 (d6+4 B) Agile, arcane, finesse, nonlethal, unarmed
Dagger +10 (d4+4 P) Agile, Finesse, thrown 10’, versatile S

Composite Shortbow +6 (d6+2 P) Deadly d10, propulsive

Specialization effects:

Arcane Abilities:

Arcane Cascade

Focus points: 1
thunderous strike 1 action, evocation

0: Acid Splash, Detect Magic, Gouging Claw, Produce Flame, Ray of Frost, Shield

1: Shocking Grasp, Snowball

2: Acid Arrow, Scorching Ray



Str 18 Dex 10 Con 14 Int 16 Wis 10 Cha 10


Acrobatics T +6
Arcana E +11
Athletics T +11 includes item bonus from Lifting Belt
Crafting T +9 +1 Blacksmithing
Diplomacy T +6
Medicine T +6
Nature T +6
Society T +9
Survival T +6

Hobgoblin Lore T +9 Ancestry
Pathfinder Society Lore T +9 Pathfinder Training
Warfare Lore T +9 Background

Languages: Common, Goblin, Hallit, Jorun, Orcish, Draconic
Background: Iolite Trainee Hobgoblin
Pathfinder Training: Swords
Patron Deity: Irori
Home Region: Oprak, Eye of Dread


+1 Striking Halberd
Composite Shortbow
adventurer's pack
grappling hook
Explorer's Clothing
Repair kit
Climbing Kit
Winter Clothes
Pup Tent
Aeon Stone (Pearly White Spindle)
Silver Religious Symbol Irori
Religious Text Irori
Lifting Belt

Healing Potion, minor
Scroll of Snowball
Arrows, 20

Invested items:
Wayfinder plus Pearly White Spindle
Lifting Belt

School item:
Minor healing potion x2 (restore 1d8 HP)


Acid Splash, 2 actions, evocation
1d6 acid + 1 splash acid, CS 1 persistent acid

Ray of Frost, 2 actions, evocation
2d4+3 cold, CS double damage and -10 speed

Detect Magic

Gouging Claw, 2 actions, transmutation
2d6+3 S or P, CS double damage and 2d4 persistent bleed

Produce Flame, 2 actions, evocation
2d4+3 F, CS double damage and 2d4 persistent fire

Read Aura
Scatter Scree, 2 actions, evocation, not eligible for spellstrike
Shield, 1 action, abjuration

Telekinetic Projectile, 2 actions, evocation
2d6 +3 B or P, CS double damage

Goblin Pox, 2 actions, necromancy, not eligible for spellstrike

Hydraulic Push, 2 actions, evocation
Magic Weapon, 2 actions, transmutation
Ray of Enfeeblement, 2 actions, necromancy
Shocking Grasp, 2 actions, evocation
Snowball, 2 actions, evocation
Spider Sting, 2 actions, necromancy, not eligible for spellstrike
True Strike, 1 action, divination

Acid Arrow
Dispel Magic
Flame Wisp
Ignite Fireworks
Scorching Ray, 1 to 3 actions, evocation

Feat and Class Abilities

DARKVISION You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

SPELLSTRIKE You've learned the fundamental magus technique that lets you combine magical and physical attacks together. You gain the Spellstrike activity.

SPELLSTRIKE [two-actions]
Frequency until recharged (see below)
You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical.

After you use Spellstrike, you can't do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn't recharge your Spellstrike.

ARCANE CASCADE After you wield magic, you can enter a special stance to make your attacks more effective.

Arcane Cascade [one-action]

Requirements You used your most recent action to Cast a Spell or make a Spellstrike.

You divert a portion of the spell's magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you're in the stance, your melee Strikes deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.

If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage).

If the spell couldn't deal damage, this stance's bonus damage depends on the spell's school.
• Abjuration or Evocation force
• Conjuration or Transmutation same type as your weapon or unarmed attack
• Divination, Enchantment, or Illusion mental
• Necromancy negative

HYBRID STUDY Inexorable Iron
Once you begin along a path, nothing can stop you from reaching its end. You transform the mass of a greataxe, greatsword, or polearm into an unstoppable force to augment your own striking power or keep you standing on the battlefield. When you enter Arcane Cascade stance and at the start of each of your turns while you're in that stance, if you're wielding a melee weapon in two hands, you gain temporary Hit Points equal to half your level (minimum 1 temporary HP).
Conflux Spell thunderous strike

Cantrip Expansion Feat 2

Dedicated study allows you to prepare a wider range of simple spells. You can prepare two additional cantrips each day.

Arcane Fists Feat 1

Your physical training encompasses unarmed combat forms. The damage die for your fist changes to 1d6 instead of 1d4. You don't take the normal –2 circumstance penalty when making a lethal attack with your fist or any other unarmed attacks. Your unarmed attacks gain the arcane trait, making them magical. At 5th level, you also gain the critical specialization effects of unarmed attacks in the brawling group and weapons in the brawling group.

Smokeworker Hobgoblin Your family have been alchemists, engineers, and scientists for generations, on projects bringing smoke and fire to the field of battle. You gain fire resistance equal to half your level (minimum 1). You automatically succeed at the DC 5 flat check to target a concealed creature if that creature is concealed only by smoke.

Iolite Trainee Hobgoblin
Prerequisites Hobgoblin ancestry
The Iolite Squad was Oprak’s first foray into training hobgoblins for Pathfinder membership. You’ve added the archival and archaeological skills they sent back to Oprak into your military training.
Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. You’re trained in the Society skill and the Warfare Lore skill. You gain the Sign Language skill feat.

Hobgoblin Lore Feat 1

You've studied traditional hobgoblin exercises and fieldcraft, all of which have a militaristic bent. You become trained in Athletics and Crafting. For each of these skills in which you were already trained, you become trained in a skill of your choice. You also become trained in Hobgoblin Lore.

Sign Language Feat 1
General, Skill
Prerequisites trained in Society

You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory. Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment.

Speciality Crafting
Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.

Blacksmithing Durable metal goods, including metal armor

Quick Jump Feat 1
General Skill
Prerequisites trained in Athletics

You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don't perform the initial Stride (nor do you fail if you don't Stride 10 feet).


You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.

Spells wanted:



Perception and Saves

[dice=Perception]d20+6[/dice] Darkvision

[dice=Fort]d20+10[/dice] Expert
[dice=Reflex]d20+6[/dice] Trained
[dice=Will]d20+8[/dice] Expert

Melee Combat

Almost always uses his halberd in combat. If bludgeoning or non-lethal is required, he will switch to fists. For him, the dagger is now an eating implement.

If there is a known weakness to an energy type, he will try to match his cantrip to it. He can do any of Acid, Fire, Cold, Bludgeoning, Piercing or Slashing with cantrips.

If the monster has high resistance to both piercing and slashing, he will switch to using his fists.

[dice=+1 Striking Halberd]d20 +11[/dice] Reach, Versatile S
[dice=Piercing damage]2d10+4[/dice] plus any from Arcane Cascade

[dice=+1 Striking Halberd]d20 +11[/dice] Reach, Versatile S
[dice=Slashing damage]2d10+4[/dice] plus any from Arcane Cascade

[dice=Arcane Fists]d20 +10[/dice] Agile, arcane, finesse, unarmed
[dice=Bludgeoning damage]d6+4[/dice] plus any from Arcane Cascade

He can do either lethal or nonlethal with the fists. He does not take the -2 penalty for making them lethal.

[dice=Dagger]d20+10[/dice] Agile, Finesse, Thrown 10’, Versatile S
[dice=Piercing Damage]d4+4[/dice]

[dice=Dagger]d20+10[/dice] Agile, Finesse, Thrown 10’, Versatile S
[dice=Slashing Damage]d4+4[/dice]

Ranged Combat
[dice=Composite Shortbow]d20 +6[/dice] Deadly d10, propulsive
[dice=Piercing damage]d6+2[/dice]
[dice=Deadly on crit]d10[/dice]

Weapon specialization:
None yet.


[dice=Acrobatics T]d20+6 [/dice]
[dice=Arcana E]d20+11[/dice]
[dice=Athletics T]d20 +11[/dice] includes item bonus from lifting belt
[dice=Crafting T]d20 +9[/dice] +1 Blacksmithing
[dice=Diplomacy T]d20 +6[/dice]
[dice=Medicine T]d20 +6[/dice]
[dice=Nature T]d20 +6[/dice]
[dice=Society T]d20 +9[/dice]
[dice=Survival T]d20 +6[/dice]

[dice=Hobgoblin Lore T]d20 +9[/dice]
[dice=Pathfinder Society Lore T]d20 +9[/dice]
[dice=Warfare Lore T]d20 +9[/dice]

Character Creation:

Character Creation
Str 18 ABCF
Dex 10
Con 14 AF
Int 16 ABF
Wis 10 A-F
Cha 10

Hobgoblin (Smokeworker)

Ancestry: Hobgoblin Lore
Background: Iolite Trainee Hobgoblin: Society, warfare lore, sign language
Class: Cantrip Expansion, Arcane Fists
Skill: Speciality Crafting (Blacksmithing), Quick Jump
General: Toughness
Pathfinder Training Swords