Moose Man
2010-11-15, 05:39 PM
Mira, A Customized Hobgoblin
Hobgoblin Race
+2 Dex, +2 Con, +2 Int
Medium Size Humanoid (Goblinoid)
Base Land Speed: 40 ft
Bonus Feat: At first, third and sixth level, hobgoblins can choose one feat from the following list (provided that they meet the prerequisites) as a bonus feat. This feat represents their specific style of combat training, but does not affect what classes or other feats they can take.
•Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Combat Reflexes, Dodge, Mobility, Spring Attack, Exotic Weapon Proficiency, Improved Initiative, Improved Unarmed Strike, Deflect Arrows, Improved Grapple, Snatch Arrows, Lightning Reflexes, Martial Weapon Proficiency, Point Blank Shot, Far Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Shot On the Run, Power Attack, Leap Attack, Shock Trooper, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Quick Draw, Rapid Reload, Shield Proficiency, Improved Shield Bash, Tower Shield Proficiency, Simple Weapon Proficiency, Toughness, Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Weapon Finesse, Weapon Focus
Racial Bonuses:
•+4 to move silently
•+1 on attacks vs. creatures with the
(water) subtype.
•–2 penalty on all saving throws vs. the spell, spell-like
abilities, & supernatural abilities that have the
(water) subtype or are generated by creatures with
the (water) subtype.
• Resistance to Fire 5.
Improved Flanking: Due to extensive combat formation training, hobgoblins are very effective at flanking opponents. They receive a +4 attack bonus when flanking instead of a +2 bonus.
Keen Vision: A hobgoblin can see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Military Training: Hobgoblins automatically have proficiency in light & medium armor, and shields (except tower shields).
Dwarf Hatred: Like all Goblins, Hobgoblins and Dwarves have a relationship of hate and war. They gain a +1 racial attack bonus against Dwarves.
LA: +1
Mira's Character Sheet:
Crusader/Warblade 1, Unarmed Swordsage/Warblade 5
{table=head]Ability|Score|Modifier
Str|19|4
Dex|20|5
Con|20|5
Int|20|5
Wis|18|4
Cha|16|3[/table]
{table=head] |Amount
HP|102
AC|21
Speed|40'
Initiative|+11[/table]
Saves: Fortitude 10, Reflex 15, Will 9
Skills: Balance 14, Climb 13, Concentration 14, Diplomacy 12, Hide 14, Jump 13, Listen 13, Move Silently 18, Tumble 14, Speak Language 9
Languages:Abyssal, Auran, Aquan, Celestial, Draconic, Common, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc
Feats (can be changed):
Power Attack [Racial], Improved Bull Rush, Weapon Focus (greatsword) [Swordsage], Superior Unarmed Strike, Cleave [Racial], Leap Attack, Shock Trooper [Racial]
Maneuvers (Crusader):
{table=head]Name|Effect
Crusader's Strike|Attack Heals 1d6 Dmg/Initiator Level
Vanguard Strike|If your attack hits, allies gain +4 to target
Douse the Flames|If your attack hits, Target can’t make AoO for 1 Round
Leading the Attack|If your attack hits, allies gain +4 to target
Stone Bones|If your attack hits, gain DR 5/Adamantine[/table]
Maneuvers (Warblade):
{table=head]Name|Effect
Sudden Jump|Jump as a Swift Action
Steel Wind|Attack 2 Opponents
Steely Strike|+4 to Attack Roll, Other Opponents gain a +4 on Attack Rolls against you
Stone Vise|+1d6 Dmg, Target’s Speed Drops to 0 feet
Mountain Hammer|+2d6 Dmg, Ignores DR and Hardness
Iron Heart Surge|End 1 Effect, +2 to Attacks[/table]
Maneuvers (Swordsage)
{table=head]Name|Effect
Blistering Florish (Su)|All creatures in a 30’ area must make a Fort save (DC 11 + Wis Modifier) or be dazzled for 1 minute.
Burning Blade (Su)|Extra 1d6 +1/Initiator Level Fire Dmg for the Turn
Charging Minotaur|2d6 Dmg on a Bull Rush
Clinging Shadow Strike (Su)|+1d6 Dmg, and Target Must Make a Fort Save (DC 11 + Wis Modifier) or suffer a 20% Miss Chance to Melee and Ranged attacks
Death Mark (Su)|Attack sets opponent on fire. 6d6 Fire Dmg, and the fire Spreads. DC 17 Reflex save. to see the spread table*
Emerald Razor|Turn Melee Strike into Touch Attack
Flashing Sun|Additional Melee Attack, -2 Penalty
Shadow Blade Technique|Roll 2d20. Pick the higher; resolve as normal. Pick the lower; add 1d6 Extra Cold Dmg.
Strength Draining Strike (Su)|Extra 4 Str Dmg, Fort Save (DC 13 + Wis Modifier) halves Str Dmg[/table]
*Spread Table
{table=head]Size|Range
Small or Smaller|5'
Medium|10'
Large|20'
Huge|30'
Gargantuan|40'
Colossal|50'[/table]
Stances:
{table=head]Name|Effect
Stonefoot|+2 to Str checks, +2 AC larger opponents
Punishing|+1d6 DMG, -2 AC
Martial Spirit|+2 Hp/Melee Attack
Island Of Blades|If adjacent to the same creature, automatic flank
Child of Shadow (Su)|Move 10 ft, Gain Concealment
Pearl Of Black Doubt|Gain +2 AC Each time a foe misses you[/table]
Need to be able to destroy up to CR 20's.
Edit: changed feats, and added some maneuvers (swordsage).
Hobgoblin Race
+2 Dex, +2 Con, +2 Int
Medium Size Humanoid (Goblinoid)
Base Land Speed: 40 ft
Bonus Feat: At first, third and sixth level, hobgoblins can choose one feat from the following list (provided that they meet the prerequisites) as a bonus feat. This feat represents their specific style of combat training, but does not affect what classes or other feats they can take.
•Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Combat Reflexes, Dodge, Mobility, Spring Attack, Exotic Weapon Proficiency, Improved Initiative, Improved Unarmed Strike, Deflect Arrows, Improved Grapple, Snatch Arrows, Lightning Reflexes, Martial Weapon Proficiency, Point Blank Shot, Far Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Shot On the Run, Power Attack, Leap Attack, Shock Trooper, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Quick Draw, Rapid Reload, Shield Proficiency, Improved Shield Bash, Tower Shield Proficiency, Simple Weapon Proficiency, Toughness, Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Weapon Finesse, Weapon Focus
Racial Bonuses:
•+4 to move silently
•+1 on attacks vs. creatures with the
(water) subtype.
•–2 penalty on all saving throws vs. the spell, spell-like
abilities, & supernatural abilities that have the
(water) subtype or are generated by creatures with
the (water) subtype.
• Resistance to Fire 5.
Improved Flanking: Due to extensive combat formation training, hobgoblins are very effective at flanking opponents. They receive a +4 attack bonus when flanking instead of a +2 bonus.
Keen Vision: A hobgoblin can see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Military Training: Hobgoblins automatically have proficiency in light & medium armor, and shields (except tower shields).
Dwarf Hatred: Like all Goblins, Hobgoblins and Dwarves have a relationship of hate and war. They gain a +1 racial attack bonus against Dwarves.
LA: +1
Mira's Character Sheet:
Crusader/Warblade 1, Unarmed Swordsage/Warblade 5
{table=head]Ability|Score|Modifier
Str|19|4
Dex|20|5
Con|20|5
Int|20|5
Wis|18|4
Cha|16|3[/table]
{table=head] |Amount
HP|102
AC|21
Speed|40'
Initiative|+11[/table]
Saves: Fortitude 10, Reflex 15, Will 9
Skills: Balance 14, Climb 13, Concentration 14, Diplomacy 12, Hide 14, Jump 13, Listen 13, Move Silently 18, Tumble 14, Speak Language 9
Languages:Abyssal, Auran, Aquan, Celestial, Draconic, Common, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc
Feats (can be changed):
Power Attack [Racial], Improved Bull Rush, Weapon Focus (greatsword) [Swordsage], Superior Unarmed Strike, Cleave [Racial], Leap Attack, Shock Trooper [Racial]
Maneuvers (Crusader):
{table=head]Name|Effect
Crusader's Strike|Attack Heals 1d6 Dmg/Initiator Level
Vanguard Strike|If your attack hits, allies gain +4 to target
Douse the Flames|If your attack hits, Target can’t make AoO for 1 Round
Leading the Attack|If your attack hits, allies gain +4 to target
Stone Bones|If your attack hits, gain DR 5/Adamantine[/table]
Maneuvers (Warblade):
{table=head]Name|Effect
Sudden Jump|Jump as a Swift Action
Steel Wind|Attack 2 Opponents
Steely Strike|+4 to Attack Roll, Other Opponents gain a +4 on Attack Rolls against you
Stone Vise|+1d6 Dmg, Target’s Speed Drops to 0 feet
Mountain Hammer|+2d6 Dmg, Ignores DR and Hardness
Iron Heart Surge|End 1 Effect, +2 to Attacks[/table]
Maneuvers (Swordsage)
{table=head]Name|Effect
Blistering Florish (Su)|All creatures in a 30’ area must make a Fort save (DC 11 + Wis Modifier) or be dazzled for 1 minute.
Burning Blade (Su)|Extra 1d6 +1/Initiator Level Fire Dmg for the Turn
Charging Minotaur|2d6 Dmg on a Bull Rush
Clinging Shadow Strike (Su)|+1d6 Dmg, and Target Must Make a Fort Save (DC 11 + Wis Modifier) or suffer a 20% Miss Chance to Melee and Ranged attacks
Death Mark (Su)|Attack sets opponent on fire. 6d6 Fire Dmg, and the fire Spreads. DC 17 Reflex save. to see the spread table*
Emerald Razor|Turn Melee Strike into Touch Attack
Flashing Sun|Additional Melee Attack, -2 Penalty
Shadow Blade Technique|Roll 2d20. Pick the higher; resolve as normal. Pick the lower; add 1d6 Extra Cold Dmg.
Strength Draining Strike (Su)|Extra 4 Str Dmg, Fort Save (DC 13 + Wis Modifier) halves Str Dmg[/table]
*Spread Table
{table=head]Size|Range
Small or Smaller|5'
Medium|10'
Large|20'
Huge|30'
Gargantuan|40'
Colossal|50'[/table]
Stances:
{table=head]Name|Effect
Stonefoot|+2 to Str checks, +2 AC larger opponents
Punishing|+1d6 DMG, -2 AC
Martial Spirit|+2 Hp/Melee Attack
Island Of Blades|If adjacent to the same creature, automatic flank
Child of Shadow (Su)|Move 10 ft, Gain Concealment
Pearl Of Black Doubt|Gain +2 AC Each time a foe misses you[/table]
Need to be able to destroy up to CR 20's.
Edit: changed feats, and added some maneuvers (swordsage).