Hobgoblin Commander

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Janet's staff has the flaming rune--magic staves can't have property runes (GM Core page 278, or here: https://2e.aonprd.com/Rules.aspx?ID=3211)


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well, Our Lord In Iron will at least go down swinging!

my main question is

:
Achaekek is an assassin. So, who hired him to kill the god of war?
He's also not supposed to be able to kill gods... I sense shenanigans


Szuriel, huh? makes sense if the god of battle dies, the Horseman of War is going to take a chance to become a full god


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Szuriel, huh? makes sense if the god of battle dies, the Horseman of War is going to take a chance to become a full god


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logic_poet wrote:
Blood Lords: There's not a town in the world I haven't run amok in.

Joe Strummer!


Question, how exactly do the NPC creation rules work? Been wondering that since they got rid of hit dice.


Are there any stat blocks in this book?


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Delightful wrote:
Mark Moreland wrote:
Nope. They get micro stat blocks (ie. we list their alignment and class levels) but not full stats. Those appear in the War for the Crown AP, however, where both NPCs make prominent appearances.

Thanks for the info, Mr. Moreland!

Think you could spoil what classes and alignments they have? Pretty please.

Stavian III was said to be an aristocrat/wizard in Inner Sea Magic. I don't know if this changed or not


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If/when the Pathfinder Tales line returns, would you be interested in writing a fiction novel, provided you have time?
And even if you think you'll never have time, what would your dream novel be?


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I have to say, I think the "masked man with a nice hat" works better as a look for Charon than "extremely grumpy old man".


Hi RD, thanks for all your work! I can't seem to be able to access the galery today, OneDrive won't load the files and says "error code 6" after a while. Any idea what happened?


Holy crap, if there's one monster I didn't expect, it would be the Horla! But it fits perfectly: always invisible, but always right at the corner of your eye, always following you, but no one else can see it, so you don't know if you're going crazy or not...


James Jacobs wrote:
3 of its most important NPC members,

Do the NPC members of each organization get stat blocks, or are these just descrpitions of who they are and what they do in the organization? Or perhaps does it depend on the organization?


Deadmanwalking wrote:
Well, he also has javelins (you can even see them in the picture).

Don't think those are javelins; they're probably Large crossbow bolts, since he uses an oversized heavy crossbow.


I parsed the thread and found no love for our iconic samurai, so I thought I'd give it a try. So here's a version of Hayato who pushed "to be lawful or good" a little bit too far.

Mirror universe Hayato:
Mirror Universe Hayato  CR 3
XP 9000
Human (Tian-Min) Samurai (Order of the Black Daimyo) 4
Lawful Evil Medium Humanoid (Human)
Init +3; Senses Perception +5

----- Defense -----
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 42 (4d10+12)
Fort +6, Ref +5, Will +2

----- Offense -----
Speed 20 ft.
Melee mwk katana +10 (1d8+6), mwk naginata +9 (1d8+6)
Ranged composite longbow +5 (1d8+4)
Space 5 ft.; Reach 5 ft.
Special Attacks Challenge 2/day, +6 damage against target of the challenge, DR 2/- against attacks made by the target of the challenge, -2 AC against other targets.

----- Tactics -----
Before Combat Hayato mounts his black steed Kuro and challenges the enemy who appears to be the most dangerous.
During Combat Hayato charges on the first round of combat and attacks with his naginata, then dismounts and switches to his katana, while Kuro gets in position to flank. He focuses solely on the target of his challenge and doesn't stop until they're dead.
Morale If ordered to do so, Hayato will fight to the death. If that's not the case, Hayato knows that it is foolish to continue a fight if he knows he is outmatched, and will attempt to retreat.

----- Statistics -----
Str 19, Dex 13, Con 14, Int 12, Wis 12, Cha 8
Base Atk +4; CMB +8; CMD 19
Feats Mounted Combat, Power Attack, Weapon Focus (Katana)
Skills Climb +6, Handle Animal +6, Intimidate +6, Perception +5, Ride +3 (+5 when riding Kuro), Sense Motive +8;
Traits Reactionary, Hellknight Aspirant (order of the Nail)
Languages  Common, Infernal, Minkaian, Tien
SQ Challenge 2/day, Mount (horse named Kuro), Resolve 3/day
Other gear mwk katana, o-yoroi +1, cloak of resistance +1, composite longbow (STR +4) with 20 arrows, 10 trail rations, mwk naginata, mount (combat trained horse named Kuro), leather lamellar barding, bit and bridle, military saddle (on Kuro).

----- Special Abilities -----
Challenge (Ex)Twice per day, Hayato can challenge a foe to combat. As a swift action, he choses one target within sight to challenge. Hayato's attacks deal extra damage when made against the target of the challenge. This extra damage is equal to Hayato's samurai level. Hayato can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of Hayato's concentration. He takes a -2 penalty to his Armor Class, except against attacks made by the target of the challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends.
Mount (Ex)  Hayato gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the samurai's level as his effective druid level. The creature must be one that he is capable of riding and that is suitable as a mount. A Medium samurai can select a camel or a horse. Hayato does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. Hayato's mount does not gain the share spells special ability. Hayato's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should Hayato's mount die, he may find another mount to serve him after 1 week of mourning. The new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time Hayato gains a level.
Mounted Archer (Ex)  At 4th level, Hayato becomes skilled at firing ranged weapons while mounted. He only takes a -2 penalty on attack rolls with ranged weapons while his mount takes a double move. This penalty increases to -4 while his mount is running.
Order (Ex   At 1st level, Hayato must pledge himself to a specific order. The order grants him a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts he must follow. If he violates these edicts, he loses the benefits of his order's challenge ability for 24 hours.
Order of the Black Daimyo (Ex) While samurai who follow the order of the warrior typically adhere to the principles of bravery and duty in order to live a life that emphasizes honor, there exist others who are motivated by more selfish goals. These evil samurai follow the order of the Black Daimyo, and may be vicious warlords or warriors in the service to some ruthless lord.
They usually worship General Susumu, the patron god of sadistic samurai, and they uphold the virtues of violence and pride above all other things.
Challenge - Whenever an order of the Black Daimyo samurai declares a challenge, he receives damage reduction 1/- against attacks made by the target of his challenge. This DR increases by +1 for every four levels the samurai possesses.
Skills - An order of the Black Daimyo samurai adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list ofclass skills. An order of the Black Daimyo samurai can make Knowledge (nobility) checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his samurai level (minimum +1) as long as the check involves the nobles or politics of his land.
Honor in All Things (Ex) At 2nd level, the order of the Black Daimyo samurai draws strength from his sense of honor. Whenever the samurai makes a skill check or saving throw, he can call upon his honor as a free action to grant him a +4 morale bonus on the roll. He can use this ability once per day at 2nd level, plus one additional time per day for every four levels beyond 2nd (maximum of five times per day at 18th level).
Resolve (Ex)  Starting at 1st level, Hayato gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever Hayato defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.
Determined As a standard action, Hayato can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute  Whenever Hayato is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable   When Hayto is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
Weapon Expertise (Ex)  At 3rd level, Hayato gains an unparalleled expertise with his chosen weapons. At 3rd level, Hayato selected the katana. He can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization.

Backstory:
Honor is strength. It is a maxim that Nakayama Hayato has known since birth, and one whose barbs he still feels deep in his flesh. But Hayato learned the hard way that honor has a price, and that you must be willing to pay for it. Hayato did.
Hayato was once a vassal of Lord Nakayama, a noble and just master of a province in Minkai. But an arrogant rival noble arrived one day and, after provoking him, killed Lord Nakayama and took possession of his holdings as well as his wife. Hayato knew he had to avenge his lord, even though he was now the vassal of this pig. He sneaked into his bedchambers one night and challenged him to single combat. The usurper tried to call the guards, but had no choice but to fight for his life. He fought well, but still fell until Hayato's blade.
Hayato knew that he had broken the law by killing his new master, even if his cause was noble. He took off his armor and prepared to kill himself, but his blade was stopped by Lord Nakayama's widow. Lady Nakayama thanked Hayato for avenging her husband, and, spitting on the usurper's corpse, said that she was now Hayato's master and he was to obey him. She ordered him to live, and to become her soldier. Hayato, bound by honor, accepted.
But after a while, Hayato noticed that his new master was not as benevolent as she seemed. In fact, one of her first actions was to declare one on the neighboring clan, with Hayato as her general, despite the peaceful relations they previously had. Hayato watched as his master's ambitions grew larger and larger, and as he was sent burning and pillaging her rivals' territories. Hayato felt conflicted : he was bound by honor to follow his new master's commands, but he started to feel that he had only traded one evil for another.

One day, Hayato was told by his master to come to her side. Her soldiers had captured a would-be assassin : a young boy, no more than fourteen years old, who had sneaked into the palace with a dagger to get revenge for his family's murder. Lady Nakayma, as a mean of proving his loyalty, ordered Hayato to bring her his head.
Hayato stared into the eyes of the boy. He was full of rage, fueled by vengeance, but at heart, he was still a frightened young boy. Hayato made his decision.

He raised his blade, and the boy's head fell to the floor.

Full Name

Pava / Ayotah / Nips at Heels

Race

Shoanti

Classes/Levels

Rogue (Unchained, Scout, Thug)/Brawler (Snakebite Striker) 3/5 | HP 72/72 | AC 24, T 17, FF 17 CMD 24 | F +8, R +14, W +5 | Init +8 | Perc +7 | SM +6 | Long-term buffs:

Gender

Nonbinary (They/them)

Size

Medium (6'2", 145)

Age

22

Alignment

CG

Deity

Animism (inconsistent), Milani (non devout)

Location

Old Korvosa

Languages

Shoanti, Taldan, Varisian

Strength 10
Dexterity 22
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About Pava / Nips at Heels

Appearance:
Pava is a rangy beanpole as soft and comforting as rawhide. The sloping linework where their tattoos emerge only further emphasizes the straight lines of their long, lean limbs. Their clothing is cheap, roomy, and functional, dyed only with what was leftover, and muffling the slight clink of the armor beneath it. They carry something reminiscent of a klar strapped to one hand, but the chosen bones are small, and the normal spikes have been sawn off or replaced with cold iron - a better fit for the alleys of Korvosa than the broad steppes of the plateau. Their expressions move as fast as the rest of them - easily flickering between sardonic disdain, protective warmth, and cold anger, but they're not great at looking relaxed.

Defense:
HP 72
AC 24 (+5 armor, +6 Dex, +1 shield, +1 dodge, +1 Natural Armor)
FF 17 (+5 armor, +1 shield)
TAC 17 (+6 Dex, +1 dodge)

CMD 24 (+7 BAB, +0 Str, +6 Dex, +1 dodge) (+2 vs. Grapple, Trip, Disarm, Dirty Trick, Reposition, Steal)

Fort +8 (+5 Base, +2 Con, +1 Res)
Ref +14 (+7 Base, +6 Dex, +1 Res)
Will +5 (+2 Base, +0 Wis, +2 Feat, +1 Res)
Evasion

Offense:
Speed 40'
Initiative +8
BAB +7/2
CMB +13 (+2 to Trip, Disarm, Dirty Trick, Reposition, Steal)

Cut-Down Klar (Cestus) +15/10 or +13/+13/+8 1d6+6 Cold-Iron B/P 19-20/x2
Cut-Down Klar (Tekko-kagi) +14/9 or +12/+12/+7 d6+5 Silver P +2 circ to disarm or sunder swords or slender-bladed weapons.
Unarmed +14/9 or +12/+12/+7 d8+6 B
Sap +14/9 or +12/+12/+7 d6+6 B nonlethal
Dagger +14/+9 or +12/+12/+7 1d6+6 P/S 19-20/x2 10' Thrown

Crossbow +13 1d8 P 19-20/x2

Skills:
Acrobatics +17 (8 ranks, +6 Dex, +3 misc) +2 circ to avoid AoO until a test is failed that day, +5 comp to jump
*Bluff +13 (8 ranks, +2 Cha, +3 misc)
Climb +10 (5 ranks, +3 misc, +2 circ.)
Intimidate +13 (8 ranks, +2 Cha, +3 misc)
*Knowledge (Local) +7 (4 ranks, +3 misc)
Linguistics +4 (1 rank, +3 misc)
*Perception +7 (4 ranks, +3 misc)
Profession (Community Organizer) +10 (7 ranks, +3 misc)
*Sense Motive +6 (3 ranks, +3 misc)
Sleight of Hand +15 (6 ranks, +6 Dex, +3 misc)
Stealth +17(8 ranks +6 Dex, +3 misc)
*Survival +5 (2 ranks, +3 misc)
Swim +5 (2 ranks, +3 misc)
Use Magic Device +8 (3 ranks, +2 Cha, +3 Misc

Special Abilities:
Favored Class: Brawler (+5 hp)

Finesse Training: Pava gains Deft Maneuvers as a bonus feat. Whenever they make a melee attack with close weapons they add their Dexterity modifer instead of their Strength modifer to the damage roll.

Sneak Attack: If Pava can catch an opponent when they are unable to defend themselves effectively from their attack, they can strike a vital spot for extra damage.

Pava’s attack deals extra damage anytime their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks their target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter (3d6). Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. They cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

Pava must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. They cannot sneak attack while striking a creature with total concealment.

Frightening: Whenever Pava successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, Pava can instead decide to make the target frightened for 1 round.

Brutal Beating: Whenever Pava deals sneak attack damage, they can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 their rogue level (1). This ability does not stack with itself—only the most recent duration applies.

Evasion: Pava can avoid even magical and unusual attacks with great agility. If they succeed at a Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the are wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Weapon Training: Pava gains Weapon Focus (close) as a bonus feat

Brawler's Cunning: Pava's Intelligence score counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Training: Pava counts their total brawler levels as both fighter levels and monk levels for the purpose of qualifying or using feats and magic items.

Brawler's Flurry: Pava can make a brawler’s flurry as a full-attack action. When doing so, they have the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. They do not need to use two different weapons to use this ability.

Pava applies their full Strength modifier to their damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. Pava can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry.

Snake Feint: Pava can combine a move action to move with a feint.

AC Bonus: when Pava wears light or no armor, they gain a +1 dodge bonus to AC and CMD.

Knockout: Once per day Pava can unleash a devastating attack that can instantly knock a target unconscious. They must announce this intent before making their attack roll. If Pava hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier) (17) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a fullround action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability.

Brawler's Strike (Ex): Pava's unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction.

Close Weapon Mastery (Ex): Pava's damage with close weapons increases. When wielding a close weapon, they use the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon.

Feats:
Deft Maneuvers: Pava is skilled at a variety of dextrous combat maneuvers. They do not provoke an attack of opportunity when performing a trip or disarm combat maneuver. In addition, they receive a +2 bonus on checks with trip and disarm combat maneuvers, and they can make a Bluff check to feint in combat as a move action. They also receives a +2 bonus to their Combat Maneuver Defense whenever an opponent tries to trip or disarm them

Dirty Fighting: Pava can take advantage of a distracted foe. When they attempt a combat maneuver check against a foe they are flanking, they can forgo the +2 bonus on their attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If they would not provoke an attack of opportunity, they can instead increase the bonus on their attack roll for flanking to +4 for the combat maneuver check.

Iron Will: Pava is more resistant to mental effects. They get a +2 bonus on all Will saving throws.

Weapon Focus (close): Pava gets a +1 bonus to attack with close weapons.

Dazzling Display: Pava's skill with their favored weapons can frighten enemies. While wielding a weapon in which they have Weapon Focus, Pava can perform a bewildering show of prowess as a full-round action. They make an Intimidate check to demoralize all foes within 30' who can see their display.

Unarmed Combatant: Pava is skilled at grappling and fighting while unarmed. Pava is considered to be armed even when unarmed - they don't provoke attacks of opportunity when they attack foes while unarmed. They do not provoke an attack of opporunity when performing a grapple combat maneuver. In addition, they receive a +2 bonus on checks made to grapple a foe. They also receive a +2 bonus to their CMD whenever a foe tries to grapple them.

Pummeling Style. Pava's unarmed strikes weave together in an effortless combo, focusing on the spots they've weakened with the last hit. Whenever Pava uses a full-attack action to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction.

Motivating Display: Pava can empower their allies through their fear of them. Whenever Pava uses Dazzling Display to demoralize foes, they can motivate their allies to better serve them. In addition to possibly demoralizing foes within 30', their Intimidate check while using Dazzling Display also applies to allies within 30' that can see them. The DC is the same as it would be to demoralize them. Each ally so affected gains a +1 morale bonus to attack rolls and skill checks for the duration that they would normally be shaken.

Violent Display: Pava never misses an opportunity to cow foes. When Pava lands a successful sneak attack or confirms a critical hit against a creature with a weapon with which they have Weapon Focus, they can use Dazzling Display as an immediate action.

Shatter Defenses: Pava's skill with close quarters combat leaves opponents unable to defend themselves if they strike them when their defenses are already compromised.

Benefit: Any shaken, frightened, or panicked opponent hit by Pava this round is flat-footed to their attacks until the end of their next turn.

Traits:
The Vessel Between: Pava ushers their victims from the kingdoms of the living to the kingdom of the dead. They gain a +1 trait bonus on attack rolls that would deal sneak attack damage on a hit.

Wary of Danger: Pava's people are beset on all sides by threats, and they have developed a keen sense for danger. they gain a +2 bonus to initiative rolls.

Equipment:
Combat Gear: Mithral Shirt +1, Masterwork Cold Iron Cestus (sawed-off Klar), Dagger, Heightened (4) Continual Flame Gray Ioun Stone (in pocket), Potion of CMW, Antivenom, 2x Antiplague, Potion of Mage Armor, Oil of Bless Weapon, Oil of Magic Weapon, Silver Tekko-kagi, Acrobat Pillar, Climbing Kit, Belt of Dexterity , Boots of Striding & Springing +2 349.06 gp
Other Gear:

Leveling Notes:
Pummeling Scout Charge -

Pummeling Style – is a Brawler
Pummeling Charge – Brawler 8 (11)

Weapon Focus
Dazzling Display
Motivating Display
Violent Display (7+)
Shatter Defenses (7+)
Disheartening Display (7+)

1 Deft Maneuvers
1 Dirty Fighting
1 Iron Will?
2 (maybe) Weapon Focus
3 Dazzling Display
3/1 IUS/Improved Grapple
3/2 Pummeling Style
3/2 Motivating Display
¾Violent Display
3/5 Shatter Defenses
3/6 Disheartening Display
3/8 Pummeling Charge
3/8Greater Dirty Trick
4/8 (maybe?) Dirty Trick Master (via Ninja Combat Training)

Acrobatics
Bluff
Intimidate
Knowledge Local
Perception
Stealth
Sleight of Hand
Profession -

Emboldening Strike?

New Antitoxin
Oil of Bless Weapon
Boots of Striding and Springing
Belt of Dex +2
Amulet of Natural Armor +1
Cloak of Resistance +1