Oz Aak

Build:
Hobgoblin
Warrior
Rogue {Fighter} (10th)

Description:

Backstory:



AC HP Initiative
{} () +
Strength: 16 (+3)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 19 (+4)
Fort Reflex Will Perception
+() Expert +() Master +() Trained +() Master


Skill Proficiencies

Traits:
Type Humanoid
Goblin
Ancestry Hobgoblin
Ancestral HP [8]
Alignment
Speed (25)ft
Size [M]
Bulk ()/10
Hero Points [1]
Languages Common (Taldane)
Goblin
Trained Expert Master Legendary
Acrobatics +() Athletics +() Intimidation +()
Crafting +() Diplomacy +() Medicine +()
Lore (Mercantile) +() Stealth +() Deception +()
Lore (Warfare) +()
Nature +()
Society +()
Thievery +()

Skill Feats

Quick Coercion You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation. Skill, Rogue, 1st
Group Coercion When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary. Skill, Ancestry, 1st
Intimidating Glare You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. Skill, Background, 1st
Battle Medicine [>] You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. Skill, Rogue, 2nd
Assurance (Medicine) Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). Special: You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill. Skill, Rogue, 3rd
Intimidating Prowess In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength score is 20 or higher and you are a master in Intimidation, this bonus increases to +2. Skill, Rogue, 4th
Assurance (Athletics) Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). Special: You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill. Skill, Rogue, 5th
Lasting Coercion When you successfully Coerce someone, the maximum time they comply increases to a week, still determined by the GM. If you’re legendary, the maximum increases to a month. Skill, Rogue, 6th
Battle Cry When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll. Skill, Rogue, 7th
Terrified Retreat When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target is fleeing for 1 round. Skill, Rogue, 8th
?? Skill, Rogue, 9th
?? Skill, Rogue, 10th


Ancestry Features

Hobgoblin Runtboss Hobgoblin
Ability Boosts - [Constitution, Intelligence, & Charisma]:
Ability Flaw - [Wisdom]
Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
Languages: Common, Goblin, & Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Draconic, Dwarven, Gnoll, Jotun, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
Runtboss
Heritage: You come from a long line of hobgoblins who commanded goblins. You are smaller than other hobgoblins, but goblins still listen to any commands you bellow. You gain the Group Coercion skill feat. If you roll a success on an Intimidation check to Coerce a goblin (but not other creatures with the goblin trait), you get a critical success instead; if you roll a critical failure, you get a failure instead.

Ancestry Feats

Remorseless Lash You’re skilled at beating a foe when their morale is already breaking. When you succeed at a melee weapon Strike against a frightened foe, that foe can’t reduce their frightened condition below 1 until the beginning of your next turn. Hobgoblin, 1st
Agonizing Rebuke When you terrorize your enemies, you also cause them painful mental distress. When you successfully Demoralize a foe, that foe takes 1d4 mental damage at the start of each of its turns as long as it remains frightened and continues to engage in combat with you. If you have master proficiency in Intimidation, the damage increases to 2d4, and if you have legendary proficiency, the damage increases to 3d4. Hobgoblin, 5th
?? Hobgoblin, 9th


General Feats

Incredible Initiative You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls. General, 3rd
?? General, 7th


Background Features

Warrior
Ability Boosts - [Strength & Charisma]: Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.
Training: You're trained in the Intimidation skill and the Warfare Lore skill
Background feat: You gain the Intimidating Glare skill feat.


Class Features

Rogue Scoundrel
Key Ability - {Charisma}: At 1st level, your class gives you an ability boost to Dexterity or an option from rogue's racket
Hit Points: 8 plus your Constitution modifier - You increase your maximum number of HP by this number at 1st level and every level thereafter.
Initial Proficiencies: At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Rogue Feats: At 1st level and every even-numbered level, you gain a rogue class feat.
Rogue's Racket: As you started on the path of the rogue, you began to develop your own style to pursue your illicit activities. Your racket shapes your rogue techniques and the way you approach a job, while building your reputation in the criminal underworld for a certain type of work. A client with deep pockets might even hire a team of rogues for a particular heist, each specializing in a different racket, in order to cover all the bases. Choose a rogue’s racket.
Skill Feats: You gain skill feats more often than others. At 1st level and every level thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait.
Sneak Attack: When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition (page 620) with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
Surprise Attack: You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Skill Increases: You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or to become an expert in one skill in which you’re already trained. At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master.
Deny Advantage: As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
General Feats: At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.
Ability Boosts: At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats: In addition to the initial ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.
Weapon Tricks: You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons and unarmed attacks, as well as the rapier, sap, shortbow, and shortsword. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you’re wielding.
Evasion: You’ve learned to move quickly to avoid explosions, dragons’ breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Vigilant Senses: Through your adventures, you’ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.
Weapon Specialization: You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you’re a master, and 4 damage if you’re legendary.
Debilitating Strikes: When taking advantage of an opening, you both hinder and harm your foe. You gain the Debilitating Strike free action.
Great Fortitude: Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.
Scoundrel Racket
You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, traveling from place to place with a new story or scheme. Your racket is also ideal for certain reputable professions, like barrister, diplomat, or politician.
Training: You’re trained in Deception and Diplomacy
Special: You can choose Charisma as your key ability score.
Racket Bonus: When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.

Class Feats

You're Next [R] Trigger: You reduce an enemy to 0 hit points. Effect: After downing a foe, you menacingly remind another foe that you’re coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger. Rogue, 1st
Fighter Dedication You become trained in simple weapons and martial weapons. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter class DC. Special: You cannot select another dedication feat until you have gained two other feats from the fighter archetype. Rogue, Fighter, Dedication, 2nd
Basic Maneuver You gain a 1st- or 2nd-level fighter feat. Rogue, Fighter, Archetype, 4th
Intimidating Strike [»] Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit. Fighter, Archetype Bonus, 4th
Opportunist You gain the Attack of Opportunity reaction. Rogue, Fighter, Archetype, 6th
?? Rogue, 8th
Tactical Debilitations You learn new debilitations that grant you tactical advantages against your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike. Debilitation: The target can’t use reactions. Debilitation: The target can’t flank or contribute to allies’ flanking. Rogue, 10th


Special Abilities & Actions



Weapon Proficiencies

Trained Expert Master Legendary

Armour Proficiencies

Trained Expert Master Legendary

Weapons

Armour


Items, gear and equipment

Coin Pouch
0gp, 0sp

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