Hobgoblin Commander

Saffron.'s page

1 post. Alias of Reckless.


Race

Speed 60 ft. (40 ft. in armor) AC 28, touch 15, flat-footed 23 hp 89 Fort +11, Ref +7, Will +7

About Saffron.

Saffron CR 16/MR 1
XP 76,800
Male agile ghoran warder (sworn protector) 5/unchained rogue (knife master) 5/gestalt 5 (Path of War 10, Pathfinder RPG Mythic Adventures 224, Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20, Ultimate Wilderness 15)
LN Medium plant
Init +23/+3, dual initiative; Senses low-light vision; Perception +11
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Defense
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AC 28, touch 15, flat-footed 23 (+8 armor, +3 Dex, +2 dodge, +2 natural, +3 shield)
hp 89 (5d12+48)
Fort +11, Ref +7, Will +7
Defensive Abilities blade sense +1, uncanny dodge
Weaknesses delicious, light dependent
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Offense
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Speed 60 ft. (40 ft. in armor)
Melee mwk kukri +12 (1d4+7/18-20 plus 3d8 sneak attack)
Ranged mwk composite longbow +7 (1d8+7/×3 plus 3d4 sneak attack)
Special Attacks 1 flurry strike, 1 hunting party, 1 iron shell, 1 running hunter's stance, 1 stance of the defending shell, 2 defensive shell, 2 distracting strike, 2 enduring shell, 3 broken blade stance, 3 steel flurry strike, 3 tortoise defense, sneak attack (unchained) +3d4 (+3d8 with dagger)
Spell-Like Abilities (CL 5th; concentration +6)
. . 1/day—detect poison, goodberry (sprout from own body), purify food and drink (DC 11)
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Statistics
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Str 24, Dex 17, Con 24, Int 14, Wis 16, Cha 13
Base Atk +5; CMB +12; CMD 27
Feats Combat Reflexes, Prodigious Two-weapon Fighting, Shield Focus, Weapon Finesse, Weapon Focus (kukri), Weapon Group Adaptation
Skills Acrobatics +4 (+8 to jump), Climb +4, Craft (armor) +10, Diplomacy +5, Disable Device +6, Disguise +5, Escape Artist +0, Intimidate +9, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (local) +6, Knowledge (martial) +7, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +11, Sense Motive +11, Sleight of Hand +4 (+6 to conceal a light blade), Stealth +4, Survival +11, Swim +4, Use Magic Device +6
Languages Common, Necril, Sylvan, Undercommon
SQ Armiger's Mark, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, Defensive Focus, defensive intercept, extended defense, ghorus seed, Guardianship, hidden blade, past-life knowledge, rogue talents (fast stealth, poison use), shared counter, tactical acumen
Combat Gear durable arrow (15); Other Gear +1 tatami-do armor[UC], heavy steel shield, mwk composite longbow (+9 Str), mwk kukri, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork thieves' tools, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin
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Special Abilities
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1 Flurry Strike (Readied, 1/Encounter) (Ex) Make two quick attacks on a target enemy.
1 Hunting Party (Readied, 1/Encounter) (Ex) Strike: Make an attack, grant an adjacent ally an attack of opportunity against the same enemy.
1 Iron Shell (Readied, 1/Encounter) (Ex) Successful shield bash attack negates incoming attack
1 Running Hunter's Stance (Ex) Stance - While in this stance, the disciple gains the scent special ability and a +10 ft. enhancement bonus to movement speed.
1 Stance of the Defending Shell (Ex) +3 to shield AC bonus
2 Defensive Shell (Readied, 1/Encounter) (Ex) Successful shield bash vs attack roll negates attack on adjacent ally
2 Distracting Strike (Readied, 1/Encounter) (Ex) Strike: Make attack against a target, inflicting an additional 2d6 points of damage and leave the foe flatfooted until his next turn.
2 Enduring Shell (Readied, 1/Encounter) (Ex) Add shield bonus to a single Fort or Ref save
3 Broken Blade Stance (Ex) +IL to Acro checks to avoid AoOs, extra attack when full-attacking
3 Steel Flurry Strike (Readied, 1/Encounter) (Ex) Three attacks at -2 to hit, +3d6 damage
3 Tortoise Defense (Readied, 1/Encounter) (Ex) Gain DR 20/- vs. one attack, reduce speed by 10 ft next turn
Armiger's Mark -4 (2 rounds, 4/day) (Ex) Marked enemies get -4 to hit creatures other than you and suffer +15% to ASF for 2 rounds
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Defensive Focus (15ft) (Ex) Increased threatened area, can move when making AoO, +7 to CMD vs. Acro to avoid AoO
Defensive Intercept (3/day) (Ex) Move to defend your ward as an immediate action
Delicious (Ex) -2 penalty on Escape Artist and combat maneuver checks to escape bite grapples.
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Extended Defense (1/day) (Ex) Choose a counter and use it as a free action until your next turn.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Ghorus Seed (Ex) As a full-rd action, create a seed which will grow new you in 2d6 days, but die when it sprouts.
Guardianship +2 (feet) (1 ward) (Ex) +2 morale bonus to AC and saves for ward(s) within feet
Hidden Blade +2 +2 bonus on Sleight of Hand checks to conceal a light blade.
Light Dependent (Ex) 1d4 Constitution damage per day without exposure to sunlight.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Past-Life Knowledge (Ex) Treat all Knowledge skills as class skills.
Poison Use (Ex) Can't accidently poison self when applying poison to a weapon.
Prodigious Two-Weapon Fighting Treat a 1-handed offhand weapon as light; use STR instead of DEX to qualify for TWF feats
Shared Counter (3/day) (Ex) Use a personal counter to defend an adjacent ally
Sneak Attack (Unchained) +3d4/+3d8 +3d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Tactical Acumen (Ex) Use INT for Ref save and Initiative, if higher than DEX
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

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