Hobgoblin Commander

Kreagor's page

263 posts. Alias of Rostam.


Full Name

Kreagor

Race

Hobgoblin Hero Points 1

Classes/Levels

SW Skald 2/URanger 1 HP 21/21 | AC 17| T 11| FF 16| Fort +6| Ref +3| Will +3| Init +1 Perc +6 Dark Vision 60 ft | Concentration +5 | RS 8/8 | L1 3/3

Gender

Male

Size

Medium

Age

19

Alignment

NG

Location

Trunau

Languages

Common, Goblin, Giant

Strength 16
Dexterity 13
Constitution 12
Intelligence 12
Wisdom 10
Charisma 16

About Kreagor

Background

Either orphaned or abandoned near birth, Kreagor was found outside of Trunau by its residents and adopted by the community. His adoptive parents, Melissa and Alric, both human, named him Kreagor after Alric's deceased grandfather.

As he grew, he learned to work hard and to inspire others to greater effectiveness through kind words, chants and stories. He even began to write some down, and as his writing improved others sought him out to write for them, and thus he became a scribe when he was not helping others doing menial labor.

As fascinated as he was with stories, Kreagor was always setting out to find interesting places in the wilderness surrounding Trunau to investigate,and became adept at knowling the lay of the land and some of the small caves/ruins around the town. Eventually, he desired to go so far a field that he carefully saved his money to purchase his gear to help him in his exploration, as well as to aid in the towns defense.

Among all the things that Kreagor saw while exploring, the occasional and distance glimpse of a giant inspired in him the most awe, and thus he has set about trying to learn all he can of them, going so far as to learn their language and culture in the area in his free time.

General World View

Kreagor has been raised in the some what accepting world view of Trunau, and sees all others as worthy of respect and aid. He goes out of his way to help others, even if it should endanger himself and never turns away a person in need.

Party Contribution

Kreagor contributes to the party by supporting the front line with his Enhance Weapons performance, his spells and by swinging a blade when he can. He also does his best to counterspell if needed.

Also, he knows a lot of stuff and can roll any knowledge check needed, even though he is not an expert. He also does his best to be prepared to scout and disable traps.

Statistics:

Male Hobgoblin Skald (Spell Warrior) 2
NG Medium Humanoid (Goblinoid)
Init +1; Senses Perception +4
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DEFENSE
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AC 19, touch 11, flat-footed 18 (+6 armor, +1 dex, +2 shield)
hp 27
Fort +7, Ref +3, Will +3
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OFFENSE
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Speed 30 ft.

Melee MWK Battle Axe +7 [1d8+3 /x3] or Morningstar +6[1d8+3 /x2] or Dagger +6[1d4+3 19-20/x2] or Guisarme +6 [2d4+4 /x3]Reach,Trip

Ranged sling +4 [1d4+2 /x2] 50 ft or Dagger +4 [1d4+2 19-20/x2] 10ft or Light Crossbow +4[1d8/19-20]80 ft or Composite Shortbow (x3) [1d6+3/x3]60ft
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STATISTICS
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Str 16, Dex 13, Con 12, Int 12, Wis 10, Cha 16
Base Atk +3; CMB +6; CMD 17
FCB - Level 1-4:Skill point
Traits - Student of Giantkind, Adopted(Scholar of Ruins)
Feats - Scribe Scroll, Arcane Strike, Truth-Seeker
Rage Powers - Lesser Spirit Totem (1d4+Cha mod attack to adjacent enemy at BaB+Cha to hit)
SQ - Well-versed (+4 ST vs BP, Sonic, lAnguage dependent effects)

Well-Versed (Ex): At 2nd level, the skald becomes less susceptible to sonic effects. The skald gains a +4 bonus on saving throws against bardic performance, as well as all sonic or language-dependent effects


Traits:

Traits

Student of Giantkind: You’ve always been fascinated by the giant races, and have devoted a considerable amount of time to studying their history and societies, gaining insight into the way they think and use their abilities. You gain a +1 trait bonus on Diplomacy checks against creatures with the giant subtype and a +1 trait bonus on Knowledge (local) checks regarding creatures with the giant subtype, and one of these skills (your choice) becomes a class skill for you. In addition, you know the Giant language (this does not count toward your number of languages).

Adopted: You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race.
[Took the Human Race Trait Scholar of Ruins below]

Scholar of Ruins: From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you


Feats:

Feats

Scribe Scroll (Item Creation)
You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

Arcane Strike

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Truth-Seeker (Story)
A tantalizing secret from the past calls to you, and you intend to discover it.
Prerequisite(s): You must have visited a ruin or forgotten place that has been abandoned for at least five times as long as you've been alive.
Benefit(s): You gain a +2 bonus on all Knowledge (history) checks. If you have 10 or more ranks in Knowledge (history), this bonus increases to +4.
Goal: You must discover, explore, and publicly reveal an important secret that has been unknown to the world for at least 100 years.
Completion Benefit(s): Whenever you pass within 10 feet of a secret door, you receive an immediate Perception check to notice the passage. This check should be made in secret by the GM. In addition, whenever you attempt a Will save to disbelieve an illusion, you may roll twice and take the better result.


Skills:

Skills (18 class, 4 int, 4 favored class bonus, 2 Profession)
ACP -2 armor -2 shield

Acrobatics†* +1 = DEX 1+0+0
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Appraise† +1 = INT 1+0+0
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Bluff† +3 = CHA 3+0+0
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Climb†* +2 = STR 2+0+0
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Craft†() +1 = INT 1+0+0
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Diplomacy† +7 = CHA 3+1+3
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Disable Device†* +8 = DEX 1+3+3
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Disguise +3 = CHA 3+0+0
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Escape Artist†* +2 = DEX 2+0+0
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Fly* +1 = DEX 1+0+0
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Handle Animal† +3 = CHA 3+0+0
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Heal† +0 = WIS 0+0+0
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Intimidate† +3 = CHA 3+0+0
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K (Arcana)† +2 = INT 1+0+0+1 (Bardic Knowledge)
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K (Dungeoneering)† +2 = INT 1+0+1+1 (Bardic Knowledge and trait)
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K (Engineering)† +2 = INT 1+0+0+1 (Bardic Knowledge)
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K (Geography)† +2 = INT 1+0+1+1 (Bardic Knowledge and trait)
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K (History)† +2 = INT 1+0+0+1 (Bardic Knowledge)
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K (Local)† +7 = INT 1+2+3+1 (Bardic Knowledge)
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K (Nature)† +2 = INT 1+0+0+1 (Bardic Knowledge)
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K (Nobility)† +2 = INT 1+0+0+1 (Bardic Knowledge)
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K (Planes)† +2 = INT 1+0+0+1 (Bardic Knowledge)
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K (Religion)† +2 = INT 1+0+0+1 (Bardic Knowledge)
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Linguistics† +1 = INT 1+0+0
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Perception† +7 = WIS 0+4+3
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Perform†(Oratory) +10 = CHA 3+4+3
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Profession†(scribe)+5 = WIS 0+2+3
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Ride† +1 = DEX 1+0+0
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Sense Motive† +0 = WIS 0+0+0
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Sleight of Hand* +1 = DEX 1+0+0
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Spellcraft† +8 = INT 1+4+3
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Stealth†* +12 = DEX 1+4+7
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Survival† +6 = WIS 0+3+3
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Swim†* +2 = STR 2+0+0
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Use Magic Device† +7 = CHA 3+1+3
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*ACP applies to these skills
† Class Skills
Non-Standard Skill Bonuses

Sneaky: Hobgoblins receive a +4 racial bonus on Stealth checks

Versatile Performance (Ex): Oratory (Diplomacy, Sense Motive)


Languages:

Languages Common, Goblin, Giant

Special Abilities:

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SPECIAL ABILITIES
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Bardic Knowledge (Ex): A skald adds 1/2 his class level (minimum 1) on all Knowledge checks, and can attempt all Knowledge checks untrained.

Improved Counterspell: At 1st level, the spell warrior receives Improved Counterspell as a bonus feat. This ability replaces scribe scroll.

Raging Song (Su): A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level beyond 1st, he can use raging song for 2 additional rounds per day.

Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.

A raging song has audible components, but not visual components. Allies must be able to hear the skald for the song to have any effect on them. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit.

When the skald begins a raging song and then on each ally's turn, if the ally can hear the raging song, that ally must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects on that ally last for that ally's turn or until the song ends, whichever comes first.

At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead.
Weapon Song (Su): A spell warrior gains the following raging song, allowing him to grant enhancement bonuses and special powers to his ally's weapons.

Enhance Weapons (Su): At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 for one weapon, +4 for two weapons, +3 for three weapons, or +2 for four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose. The wielder of a weapon enhanced by this raging song counts as if she were under the effect of an inspired rage raging song for all purposes involving the skald's rage powers.

These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed. Adding any of these special abilities consumes an amount of bonus equal to the special ability's base price modifier. These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, and duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be.

The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon. This ability replaces the inspired rage raging song.

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

FE 1 - Orcs

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Spells:

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Spells Known
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Concentration +5

0th (at will) DC 13
Light: Object shines like a torch.
Detect Magic: Detects spells and magic items within 60 ft.
Know Direction: You discern north.
Message: Whisper conversation at distance.
Read Magic: Read scrolls and spellbooks.
Dancing Lights: Creates torches or other lights.

1st (4/day) DC 14
Ear-Piercing Scream: Deal sonic damage and daze target.
Grease: Makes 10-ft. square or one object slippery.
Vanish: As invisibility for 1 round/level (5 max)
Silent Image: Creates minor illusion of your design.

Spells/Rage powers on my short list:

I don't have these spells, just keeping them handy for when I want to pick them at leveling up/buying scrolls

Chord of Shards: Performance deals 2d6 piercing damage.
(Level 1)Hideous Laughter
(Level 1)Alarm/Invisibility Alarm
(level 2)Glitterdust: Blinds creatures, outlines invisible creatures.
(Level 2)Heroism: Gives +2 on attack rolls, saves, skill checks.
(Level 3)Haste
(Level 3)Invisibility Sphere

Spells to replace at Skald level 5 - EPS

RP

Spirit Totem

Elemental Rage, Lesser (Su): As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round. A barbarian must be at least 4th level to select this rage power. This power can only be used once per rage

Gear/Possessions:

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GEAR/POSSESSIONS
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Money
Platinum: 11 Gold: 8 Silver: 9 Copper:

Carrying Capacity
Light 0-66 lb. Medium 67-133 lb. Heavy 134-200 lb.
Equipment [Total Weight = 87.5 lbs]

Lamellar(Leather) Armour [25 lbs]
MWK Breast Plate [30 lbs]
Heavy Steel Shield [15 lbs]
MWK Battle Axe[6 lbs]
Morningstar [6lbs]
Dagger [1 lbs]
Guisarme [12 lbs]
Light crossbow [4 lbs] x 17 bolts [2 lbs]
Sling Bullets x 10 [5] [pouch on right hip]
Composite Shortbow (x3)
Arrows x 60

Backpack [2 lbs]
-mess kit [1 lb]
-waterskin [4lbs]
-flint and steel [0 lbs]
-Bedroll [5 lbs]
-trail rations x 5 [5 lbs]
-Ink [0 lbs]
-Ink Pen [0 lbs]
-Parchment x 46 [0 lbs]
-MWK Thieves Tools [1 lb]
-Campfire Bead
-Tangleburn Bag
-Potion of Pass without Trace
-Potion of Vanish
-Scroll Case [1/2 lb]
-Thunderstone
-Fuse Grenade

Bandolier [Left Shoulder to right hip]
-Slot 1 - Fuse Grenade
-Slot 2 - Scroll Case [1/2 lb]
--- 2 x Scroll of Grease
--- 2 x Scroll of Ear Piercing Scream
-Slot 3 - Potion of Cure Light Wounds
-Slot 4 - Tangleburn Bag

Spell Component Pouch [2 lbs] [on left hip]