Ranged Sling +4(1d4+5/x2/50)
Special Attacks favored enemy (humans +2)
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Statistics
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Str 20, Dex 16, Con 16, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +6 (+1 to trip aznd disarm with whips); CMD 19
Feats Two-weapon Fighting
Traits Armor Expert, Prehensile Whip, Shield Bearer
Skills Acrobatics +6*, Bluff +0 (+2 vs. humans), Climb +8*, Escape Artist +3, Handle Animal +4, Intimidate +8*,Kn Dungeonering +4* Perception +6* (+8 vs. humans), Ride +3, Sense Motive +2 (+4 vs. humans), Stealth +10*, Survival +6* (+8 vs. humans, +7 to track), Swim +6;
Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ track, wild empathy
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Special Abilities
Shield bearer +1 shield bash damage, 1/day, give +2 shield bonus to adjacent character
Armor Expert -1 Armor check penalty.
Prehensile Whip You can use a whip as if it were a rope with a grappling hook at the end. Attaching your whip is a standard action, but detaching it is a full-round action.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Carrying weight (light 133 lbs, medium 266 lbs, heavy 400 lbs)
Appearance:
At first glance, Karak looks like a cross between a goblin and an ork, but a better look reveals clear hobgoblin traits, from the smaller fangs, the long pointed ears, the lack of facial hairs and the foxlike face. However, Karak is taller and broader than his fellow hobgoblins, towering at 6'5 for 250 Lbs. Heavily muscled, his greenish skin is so pale it looks almost white, and his eyes are pure rubis. Despite his size, he moves silently with a feral grin that makes every one thinks twice before crossing his path.
Background:
The birth of an old blooded hobgoblin is more often than not a curse for a hobgoblin tribe as all the neighboring ones will do everything to get hold of the child. Karak's tribe, counting only thirty individuals did not succed in hiding his birth and were quickly exterminated. As most of the remaining tribes were of similar strength, a general war was declared and ended with the disparition of four tribes and more than ninety percent of the Fenwall Mountains' hobgoblin population. When the queen of Korvosa got wind of the situation, she sent a wing of the sable guard to secure the child and bring it back to be a tool for uniting a hobgoblin army if the need ever arised.
The misson was an easy one and the hobgoblin baby was given to a retired mercenary couple with the mission of raising and trainig him in the depth of the royal palace, forging him into a tool for her plans. However, before he was ten, the queen was killed by the actual leaders of Korvosa and the mercenary couple killed in the fray.
Freed amongst many others, in a city overrun by chaos, Karak managed to escape detection. His stength and training proved a decisive advantage for survival and despite his young age, he found a hide-out in one of the numerous decrepit buildings, coming out at night to steal food. When the order slowly returned to the city, he had to take increasing risks to find food until he finally got caught.
Unable to point out exactly what creature he was but realizing it was just out of childhood, the blackguard captain dug into the reports of the late queen's guad and located the sable marine report of the raid on the hobgoblin tribe. Realizing the potential of Karak and the strategic advantage of keeping him bound to the new regime, he proposed and obtained his grace in exchange for his enlisting into the Blackguard.
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