Hobgoblin Battle Priest

Throg Sophas's page

64 posts. Organized Play character for Walter Lindie.


Full Name

Throg Sophas

Race

Hobgoblin

Classes/Levels

wizard 1 HP 11/11 | Init 7 | AC 12 | T 11 | FF 11 | Fort +4 | Ref +1 | Will +5 |

Gender

male

Size

m

Strength 13
Dexterity 11
Constitution 18
Intelligence 18
Wisdom 16
Charisma 10

About Throg Sophas

Throg Sophas
Hobgoblin (void) Wizard 1
CN Medium Humanoid (goblinoid)
Init +7; Senses Perception +10
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Defense
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AC 12, touch 11 , flat-footed 11(+1 armor, +1 Dex)
hp 11 (1d6+4+1)
Fort +4, Ref +1, Will +5;+ 2 spells and spell-likes
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Offense
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Speed 30 ft.
Melee Dagger +1 (1d4)
Wizard Spells Prepared (CL 1):
1 (3/day) Mage Armor, Grease, Shield
0 (at will) Acid splash, Light, daze
Wizard Spells Known
All lvl 0 except ray of frost
Mage Armor, Grease, Detect Secret Door , Comprehend Languages, Magic Weapon, Stumble Gap, Shield.
Prohibited Schools: Prohibited Schools: Water
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Statistics
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Str 13, Dex 12, Con 14, Int 18, Wis 16, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Scribe Scroll, Spell focus Conjuration,*Alertness Familiar*
Traits Magical Knack(wizard), Seeker, Reactionary
Drawbacks Meticulous
Skills
-2 all untrained
Knowledge (arcana) +8 ( 1Rank, 3 CS, +4 Int)
Knowledge (engineering) +8 ( 1Rank, 3 CS, +4 Int)
Knowledge (nature) +8 ( 1Rank, 3 CS, +4 Int)
Knowledge (planes) +8 ( 1Rank, 3 CS, +4 Int)
Knowledge (religion) +8 ( 1Rank, 3 CS, +4 Int)
Perception +8 (1 rank, 1 Trait, 3 Wis, 3 CS, +2 feat)
Profession Scribe background +7 (1 rank, 3 wis, 3 CS)
Spellcraft +8 ( 1Rank, 3 CS, +4 Int)
Languages Common, Draconic, Dwarven, Infernal, Giant
Gear, Harimaki 1, Spellbook 3, Wizard kit: backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, trail rations (5 days), and a waterskin 11, Exporers outfit 8, Scroll Box 1, dagger 1
The Sage's monocle - This single lensed monicle can be worn by any with the arcane gifts to help their focus and concentration of researching tomes, lore, spellbooks etc. It provides a +2 bonus to any knowledge check made while worn while studying. Also if worn while studying and memorizing spells the wearer is able to complete the memorization in half the time however, this ability only works 1/day.
Gp 131
Load 25
Load 50,100, 150
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Special Abilities
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Void Magic
Add the following spells to your wizard spell list at the listed spell level:
1st—keen senses, 3rd—twilight knife*, 4th—wandering star motes, 6th—true seeing, 8th—moment of prescience.
Void Awareness (Su)
Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess.
Reveal Weakness (Su)
When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus
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Familiar
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Greensting Scorpion Snaps N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +0
Immune mind-affecting effects
OFFENSE
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Special Attacks poison
STATISTICS
Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SPECIAL ABILITIES
Familiar
A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master’s level.
Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

backstory:
Grimic was born in a Hobgoblin encampment in the great cavern of Slect in Galt. Seen as weak by his brethren both for his less than mighty muscles and his lack of excitement in learning the more tortuous arts. He was not disrespected though as his keen mind and ability's brought him to the attention of his tribes Shamans. He was interrogating human prisoners when a tall extra thin one spoke to him in his native tongue offering to trade a powerful secret his freedom. Grimic demanded the secrets first and was told if he traveled out of the village following their trail and said Ver'anis a door filled with fine weapons and armor would appear. Grimic agreed and killed the human cleanly. While his master was using divine power to question the adventures souls Grimic left to find the promised loot. Opening it and finding it filled with books filled with indecipherable script or Anti-Grey Lord propaganda and strange items. Opening a book and calling on a sliver of his divine magic (read magic) he found books of arcane lore and spells and was instantly entranced. Every few days he would find a reason to go back and try to learn more about magic even knowing his people would turn on him if he were discovered. Eventually it happened, unbeknownst to him the protections on the door had faded and he was caught by his master. His master’s rage was terrible but Grimic had prepared for such an eventuality and sealed the door from without as he burned the building down. Getting his cache of valuables he headed out without looking back even abandoning his old name to become Throg and searching for a place he could fit in eventually settling in Durma where no one cares what you are as long as you don't touch their hands.