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About KaLangKaLang Male Hobgoblin LN Magus 4
Arcane Spell DC 19 T
Melee
Ranged
Specialization effects: Arcane Abilities: Spellstrike
Focus points: 1
0: Acid Splash, Detect Magic, Gouging Claw, Produce Flame, Ray of Frost, Shield Reactions ————
Skills Acrobatics T +6
Hobgoblin Lore T +9 Ancestry
Languages: Common, Goblin, Hallit, Jorun, Orcish, Draconic
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Breastplate
Healing Potion, minor
Invested items:
School item:
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Acid Splash, 2 actions, evocation
Ray of Frost, 2 actions, evocation
Detect Magic Gouging Claw, 2 actions, transmutation
Produce Flame, 2 actions, evocation
Read Aura
Telekinetic Projectile, 2 actions, evocation
Goblin Pox, 2 actions, necromancy, not eligible for spellstrike Hydraulic Push, 2 actions, evocation
Acid Arrow
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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]
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.
HYBRID STUDY Inexorable Iron
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
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
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
Blacksmithing Durable metal goods, including metal armor Quick Jump Feat 1
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). Toughness
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: Botting:
Reaction: Perception and Saves [dice=Perception]d20+6[/dice] Darkvision [dice=Fort]d20+10[/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=+1 Striking Halberd]d20 +11[/dice] Reach, Versatile S
[dice=Arcane Fists]d20 +10[/dice] Agile, arcane, finesse, unarmed
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=Dagger]d20+10[/dice] Agile, Finesse, Thrown 10’, Versatile S
Ranged Combat
Weapon specialization:
Skills [dice=Acrobatics T]d20+6 [/dice]
[dice=Hobgoblin 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
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