2013-02-08

Character Journal - Nailz the Backbitter

Hobgoblin
Standing as tall as a human, this muscular, gray-skinned creature peers about with tiny, observant eyes.
Hobgoblin CR 1/2
XP 200
Hobgoblin fighter 1
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
hp 17 (1d10+6)
Fort +5, Ref +2, Will +1
OFFENSE
Speed 30 ft.
Melee longsword +4 (1d8+2/19–20)
Ranged longbow +3 (1d8/×3)
STATISTICS
Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Toughness, Weapon Focus (longsword)
Skills Perception +2, Stealth +5; Racial Modifiers +4 Stealth
Languages Common, Goblin

ECOLOGY
Environment temperate hills
Organization gang (4–9), warband (10–24), or tribe (25+ plus 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 6–12 leopards, and 1–4 ogres or 1–2 trolls)
Treasure NPC Gear (studded leather armor, light steel shield, longsword, longbow with 20 arrows, other treasure)
Hobgoblins are militaristic and fecund, a combination that makes them quite dangerous in some regions. They breed quickly, replacing fallen members with new soldiers and keeping up their numbers despite the fortunes of war. They generally need little reason to declare war, but more often than not that reason is to capture new slaves—life as a slave in a hobgoblin lair is brutal and short, and new slaves are always needed to replace those who fall or are eaten.

Of all the goblinoid races, the hobgoblin is by far the most civilized. They see the larger and more solitary bugbears as tools to be hired and used where appropriate, usually for specific missions involving assassination and stealth, and look upon their smaller goblin kin with a mix of shame and frustration. Hobgoblins admire goblin tenacity, yet their miniscule kindred's unpredictable nature and fondness for fire make them unwelcome additions to hobgoblin tribes or settlements. Nonetheless, most hobgoblin tribes include a small group of goblins, typically squatting in the most undesirable corners of the settlement.

Many hobgoblin tribes combine their love of warfare with keen intellects. The science of siege engines, alchemy, and complex feats of engineering fascinate most hobgoblins, and those who are particularly skilled are treated as heroes and invariably secure high-ranking positions in the tribe. Slaves with analytical minds are quite valued, and as such raids on dwarven cities are commonplace.

It is well known that hobgoblins mistrust and even despise magic, particularly arcane magic. Their shamans are treated with a mix of fear and respect, and are usually forced to live alone on the fringes of the tribe's lair. It is all but unheard of to find a hobgoblin practicing arcane magic, or as hobgoblins call it, “elf magic.” This is the root of their hatred of magic—the hobgoblins' hatred of elves.

A hobgoblin stands 5 feet tall and weighs 160 pounds.

Hobgoblin Characters: Hobgoblins are defined by their class levels—they do not possess racial Hit Dice. All hobgoblins have the following racial traits.

- +2 Dexterity, +2 Constitution: Hobgoblins are fast and hearty.

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

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

- Languages: All hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Infernal, Giant, Orc.

Genie, Shaitan
This being resembles a towering human with skin of polished stone and glittering agate eyes.
Shaitan CR 7
XP 3,200
LN Large outsider (earth, extraplanar)
Init +5; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +14

DEFENSE
AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
hp 85 (9d10+36)
Fort +10, Ref +4, Will +8
Immune electricity

OFFENSE
Speed 20 ft., burrow 60 ft., climb 20 ft.
Melee 2 slams +13 (2d6+5) or mwk scimitar +14/+9 (1d8+7/18–20)
Space 10 ft.; Reach 10 ft.
Special Attacks earth mastery, metalmorph, stone curse
Spell-Like Abilities (CL 9th)

At will — meld into stone, plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), soften earth and stone, stone shape, veil (self only)
3/day — quickened glitterdust (DC 14), stoneskin, rusting grasp, stone tell, wall of stone
1/day — transmute mud to rock, transmute rock to mud

STATISTICS
Str 20, Dex 13, Con 19, Int 14, Wis 14, Cha 15
Base Atk +9; CMB +15; CMD 26
Feats Combat Casting, Improved Bull Rush, Improved InitiativeB, Greater Bull Rush, Power Attack, Quicken Spell-Like Ability (glitterdust)
Skills Appraise +14, Bluff +14, Climb +25, Craft (gemcutting) +14, Knowledge (engineering) +14, Perception +14, Sense Motive +14, Spellcraft +14
Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
SQ stone glide

SPECIAL ABILITIES

Earth Mastery (Ex)
A shaitan gains a +1 bonus on attack and damage rolls and a +2 bonus on opposed Strength-based checks if both it and its foe are touching the ground. It takes a –4 penalty on attack and damage rolls against airborne or waterborne opponents.

Metalmorph (Su)
As a standard action, a shaitan may touch a single metal object of no more than 10 pounds and transform it into any other metal for 1 day.

Stone Curse (Su)
If a shaitan wins a bull rush check by 5 or more and pushes its target into a stone barrier, the target must make a DC 19 Reflex save or be forced into the barrier as if the target had cast meld into stone until the victim makes a successful DC 19 Fortitude save as a full-round action to exit the stone. The save DCs are Strength-based.

Stone Glide (Su)
This functions as the earth elemental's earth glide ability, except the shaitan can move through stone, dirt, crystal, or metal.

ECOLOGY
Environment any (Plane of Earth)
Organization solitary, pair, company (3–6), or band (7–12)
Treasure standard (masterwork scimitar, other treasure)

Shaitans are boastful and proud genies from the Plane of Earth with flesh of metal, gems, or stone. A shaitan stands about 11 feet tall and weighs roughly 5,000 pounds.

Earth Genasi
Earth Genasi are planners, practical in thought, and set in their ways and can be stubborn. They prefer the day to day routine rather then a life of excitement and adventure. They are most often neutral. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as tough skin, thick builds, or strange coloring. When a Earth Genasi makes up their mind, its like trying to move a mountain. They favor earth tone color especially green and browns and simple clothing, and while some appear to truly enjoy domestic living, others keep a very well structured and practical government moving.

Earth Genasi are patient, stubborn, and contemplative in their decision making. Their physical gifts make them able to defend themselves against most attackers.

Earth Genasi are obviously not human, but have mostly human features except for one or two distinguishing traits related to their elemental ancestor. Some example of these features are:

· Dark bronze earth tone skin

· Eyes like black pits

· Eyes like gems

· Gravelly voice

· Metallic colored hair

· Metallic sheen to skin

Earth Genasi Racial Traits
· +2 Strength, +2 Constitution, -2 Dexterity: Earth Genasi are strong and tough, but are not the quickest on their feat

· Medium size.

· Earth Genasi base speed is 30 ft.

· Low Light up to 60 feet.

One With The Earth
Earth Genasi can use Earth Glide, Stone Shape, Stone Fist once per day cast at their HD. +1 use / day per 5 HD.

Gain feat Great Fortitude

Earth Resistance (ex): +4 racial bonus on saving throws against earth spells and effects. This bonus increases by +1 for every 3 class levels the Genasi attains.

Elemental Bloodline (ex): You have taken on some aspects of the type of element that infuses your flesh. In this case, you have a resistance to all kinds of acid. DR/1 Acid. +1 / 5 HD

Tough Skin: +1 natural armor

Automatic Languages:
Terran, Common Bonus Language: Any

Age: 17+1d6

Favored Class: Fighter
Racial Feats

Stone Colossus
You can focus a part of your power to increase the toughness of your skin. +3 defense to ac during combat, lasts for one round per con bonus modifier. Can only be used once per day.

Hear the Earth
This feat gives you Tremor Sense.

Divine Focus
Earth Genasi who cast divine spells are allowed to choose the Earth domain, in addition to any other allowed domain. This allows a Genasi to exceed the one domain limit.

Nailz the Backbitter

SOURCE MATERIAL
Pathfinder Wiki: Hobgoblin
Pathfinder Wiki: Shaitan
D20 Pathfinder SDC: Genie, Shaitan
Dragonarmyone: Earth Genasi


















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