Hobgoblin Lieutenant

Zerblag R`Lyeh's page

45 posts. Alias of Zorblag.


Race

Unchained Monk 1 | HP: 14/14 | AC: 15 TAC: 15 FF: 12 | Fort +5, Ref +5, Wil +1 | Init: +3 | Perception: +5

About Zerblag R`Lyeh

Name: Zerblag
Race: Hobgoblin
Class: Unchained Monk 1
Sex: Female
Alignment: Lawful Neutral
Initiative +3
Perception +5

Background:
Zerblag was born a member of the Black Heels Warband, a fairly typical hobgoblin tribe of around 200 warriors and slaves. The leader of the warband had learned of mystic scrolls being held in a local monastery, and judging the defenses to be weak, lead a full assault on the nearby mountain stronghold. It was Zerblag’s first campaign after she came of age at 14, and it was the last that the Black Heels ever waged. The intelligence reports were dead wrong, the Air Dragon Temple was very well defended indeed, and after the drastically failed assault, the warband was destroyed and scattered through the region.

Zerblag was one of the few to have been in the front lines who was not killed immediately. The monks, seeing her young age and not being the sorts to hold grudges against those not responsible for the attack, brought her into the monastery and nursed her back to health. After she had fully recovered she was given the option to leave and make her way in the world, or stay at the Air Dragon Temple as a student. Given how easily the disciples of the temple had defeated her former tribe, Zerblag chose to stay and learn. Clearly this was a better path to strength than her warband had followed, so it was as easy choice.

Zerblag was an apt student. She already had the harsh training of growing up in a hobgoblin warband behind her, and the austere lifestyle of the monks in the temple wasn’t so big a change. She paid attention to her lessons as though her life depended upon it, and was soon counted among the top students by the masters. Eventually she even gained access to the very mystic scrolls her tribe had thrown away it’s existence to try to obtain.

Having learned much at the Air Dragon Temple Zerblag has now set out on a journey. Her instructors have given their blessing to her to go and find her place in the world. Her homeland has nothing to tie her to it, so it’s Dusst that she’s set her eyes on. She is going to learn, to get stronger, to , well, she doesn’t really know. Perhaps she’ll start her own temple in the strange new lands, or perhaps she’ll one day return to the Air Dragon Temple with new wisdom to share with her old masters. In any case, it’s the start of an adventure.


Experience and Accomplishments:

Current XP: 200
Lifetime XP: 200
Accomplishments: Friend of Dunloch (10% discount on good purchased in Dunloch.)

Daily Resources:

Stunning Fist: 1/1, DC 11

Defense:

AC 10 + 3 Dex +1 Wis +1 Dodge = 15
TAC 15
FF 12
HP 14 = 14
Fort +5 Ref +5 Will +1
Special Defenses: None

Offense:

Melee
Unarmed Strike (B) +4 (1d6 +1/x2), +2 to confirm critical hits, +1 damage if no one else threatens foe
Waveblade (P or S) +4 (1d6 +1/18-20 x2) +2 to confirm critical hits, +1 damage if no one else threatens foe
Sansetsukon (B) +2 (1d10 +1/19-20 x2) +2 to confirm critical hits, +1 damage if no one else threatens
Ranged
Shuriken (P) +4 (1d2 +1/x2, range 10 ft.) +2 to confirm critical hits, +1 damage if threatening foe and no one else is

Statistics:

--------------------
STR 13 (+1)
DEX 14 +2 R = 16 (+3)
CON 15 +2 R = 17 (+3)
INT 10 (+0)
WIS 12 (+1)
CHA 8 (-1)
BAB +1 CMB +2 CMD 15
Move 30 feet

Powers and Abilities:

Flurry of Blows: Full Attack Action with unarmed attacks/monk weapons gets 1 extra attack at highest BAB
Stunning Fist: Unarmed attack can be made as a stunning attack (DC 11)

Feats:

Improved Unarmed Strike Monk Class Feature (1): Unarmed strikes can be lethal, get full strength bonus, have scaling damage with levels
Stunning Fist Monk Class Feature (1): Unarmed Strikes can Stun once per day per level.
Dodge Monk Bonus Feat Level One (1): +1 Dodge Bonus to AC
Weapon Finesse Level One (1): Light and finesse weapons can use Dex bonus to hit instead of Str

Traits:

Axe to Grind Combat: There is a fire in your heart that can’t be quenched.
Benefit: You gain a +1 trait bonus on damage against foes who are threatened by only you.

Martial Manuscript Faith: You either carry or have memorized a sacred text from your school, temple, or monastery, and its wisdom gives you insight that makes your attacks more devastating.

Benefit: You gain a +2 trait bonus on rolls to confirm critical hits when you’re using an unarmed strike or monk weapon.


Skills:
4 ranks + 2 Background = 6
*Acrobatics +3 Dex +3 Class +1 Rank = +7 (1)
Appraise +0 int = +0
Bluff -1 Cha = -1
*Climb +1 Str = +1
*Craft +0 Int = +0
Diplomacy -1 Cha = -1
Disable Device NA
Disguise -1 Cha = -1
*Escape Artist +3 Dex = +3
Fly NA
Handle Animal NA
Heal +0 Wis = +0
*Intimidate -1 Cha = -1
Knowledge (Arcana) NA
Knowledge (Dungeoneering) NA
Knowledge (Engineering) NA
Knowledge (Geography) NA
*Knowledge (History) +0 Int + 3 Class +1 Rank = +4 (1)
Knowledge (Local) NA
Knowledge (Nature) NA
Knowledge (Nobility) NA
Knowledge (Planes) NA
*Knowledge (Religion) +0 Int + 3 Class +1 Rank = +4 (1)
Linguistics NA
*Perception +1 Wis +3 Class +1 Rank = +5 (1)
*Perform -1 Cha = -1
*Profession NA
*Ride +3 Dex = +3
*Sense Motive +1 Wis = +1
Sleight of Hand +3 Dex = +3
Spellcraft +0 Int = +0
*Stealth +3 Dex +3 Class + 1 Rank +4 Race = +11 (1)
Survival +1 wis = +1
*Swim +1 Str = +1
Use Magic Device -1 Cha = -1

Languages:

Common, Goblin

Racial Traits:

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

Darkvision: Hobgoblins can see perfectly in the dark up to 60 feet.


Unchained Monk Class Features:

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.

At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows: At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist: At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, the monk can choose to make the target fatigued.

At 8th level, he can make the target sickened for 1 minute.

At 12th level, he can make the target staggered for 1d6+1 rounds.

At 16th level, he can permanently blind or deafen the target.

At 20th level, he can paralyze the target for 1d6+1 rounds.

The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table: Monk Unchained. The damage listed is for Medium monks.

Favored Class Bonus: +1 HP.


Equipment:

ENC: 27 lbs ; Light: 0-50, Medium: 51-100, Heavy: 101 - 150
Weapons: Waveblade (2 lbs), Sansetsuken (3lbs), Shuriken (x20) (2 lbs)
Mundane Gear: Monk’s Kit (a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.) (50 gp, 22 lbs)
Magic Gear: Potion of Cure Light Wounds (x2)
Treasure: 33 gp