Kloth IronTongue
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Picture: http://i.imgur.com/9ukOwrg.jpg
Contents
Personal Data
Name: Kloth IronTongue
Gender: Male
Race: Hobgoblin (http://www.d20pfsrd.com/races/other-races/featured-races/arg-hobgoblin)
Class/Level: Shaman 1 (http://www.d20pfsrd.com/classes/hybrid-classes/shaman)
Alignment: True Neutral
Description/Background: Forsworn of the First, Warden of the Battlesoul
Abilities
Strength 14/+2
Dexterity 14/+2
Constitution 12/+1
Intelligence 12/+1
Wisdom 16/+3
Charisma 11/+0
Combat
Init: +6 (+2 Dex; +4 Familiar)
HD: 1D8+1
HP: 10
AC: 15
CMB: +2
CMD: +4(+6 vs Disarm)
Fort: +1 (+1 con)
Ref: +2 (+2 dex)
Will: +5 (+3 wis +2 class)
Glaive: Attack Bonus +4 DMG 1d8+3
Skills
Intimidate +5 (+7 to Demoralize Foes)
Perception +4(+7)
Sense Motive +4
Spellcraft +5
Know (Religion) +5
Feats
Level 1: Weapon Focus: Glaive
Familiar: Alertness(When Familiar is in Arms Length)
Traits
Heirloom Weapon: You carry a weapon that has been passed down from generation to generation in your family; Gain Proficiency with chosen weapon (Glaive)
Iron Grip: You gain a +2 Trait bonus to your CMD against disarm attempts
Guild Features
Bonus Weapon:+1 Glaive
Class Features
Weapon Proficiencies: All simple weapons
Armor Proficiencies: Light Armor and Medium Armor
Osirions (Shaman)
Racial Features
Type: Humanoid (Goblinoid)
Size: Medium
Speed: 30 feet
Darkvision: Hobgoblins can see perfectly in the dark up to 60 feet.
Fearsome: Some hobgoblins scorn caution and subtlety for swagger and bluster. Hobgoblins with this racial trait gain a +4 racial bonus on Intimidate checks.
Magic
0th: 3
1st: 2
Spirit: 1st
Spirit
Battle (General Saubal IceHeart, First among Heroes)
Spirit Magic Spells
Enlarge Person (1st), Fog Cloud (2nd), Magic Vestment (3rd)
Bonus Hexes
Battle Master, Battle Ward, Curse of Suffering, Eyes of Battle, Hampering Hex
Spirit Animal Modifier
Increase Natural armor bonus +2
Spirit Ability
Battle Spirit (Su): A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.
Spirit Animal
Compsognathus: Tiny Animal
Init +6; Senses low-light vision, scent; Perception +4
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 6 (1d8+2)
Fort +4, Ref +4, Will +0
Speed 40 ft., swim 20 ft.
Melee bite +1 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 9
Feats Improved Initiative
Skills Perception +4, Swim +10
Familiar: The master of a compsognathus familiar gains a +4 bonus on Initiative checks.
Poison (Ex): Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Gear
Explorer's Outfit (free)
+1 Glaive(free)
Armored Kilt 20gh
Leather Armor 10gh
Sickle 6gh
Shaman's Kit (Backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.) 9gh
Familiar Satchel 25gh
Hobgoblin War Draught x3 30gh
Available: 80gh
Spent: 100gh