Remnants of the Horde:Back to Myrach...

Hey Uriel - am moving house over the next couple sayd or so and don't think I'll have my PC up and running to post. Stick Vespazian on auto-pilot for us will ya?
 

log in or register to remove this ad

deadestdai said:
Hey Uriel - am moving house over the next couple sayd or so and don't think I'll have my PC up and running to post. Stick Vespazian on auto-pilot for us will ya?


No problem, I'll hold off on any big moves in that thread (sorry mithreander).
Soon I shall link the two and then Mwuahahaha!
 


OK, Updated and corrected.
1: HP = 62
2: Spells Known corrected and changed a bit (although I don't think he can use the level 4 spells yet).
3: Final feats added.
4: BABs corrected.
5: Final skill points spent + 3 on Perform (Sing).
6: CLW wands added and a few other things.
7: Took the Dire Wolf. Just a bog standard one. Called it Rip.

Background

Song Speakers begin life riding with the troops, inspiring courage and motivating the flagging with their chants and music, and their lash. During the nights they prowl the camps reciting the stories of the great warriors and rooting out weakness. Gather Info, Intimidate, Move Silently, Listen and Perform skills are most valued amoung the young Song Speakers, as are healing and psycological spells.

Song Speakers who survive long enough usually find themselve the war lords' messenger, negotiator and spy. Bluff, Diplomacy, Sense Motive as well as the sneaking and info gathering skills all become important.

Song Speakers are usually a little more pragmatic than most, seeing the laws and codes as tools rather than restrictions.

Life has not been good to D. recently. His lords army is in tatters, his own unit has been scattered and the stinking elves are breathing down all of their throats. Just as it looked as if he stood to take a place amoung his lord's retinue.

And now he prowls with his mount through the darkened forests, looking for someway to escape. Once more he carefully checks the shadows, listens intently to the noises of the forest. Bloody elves can hide up a rats arse. Unable to see or hear anything, they move out of the shadows and carefully continue on their way.

Character

Tsu'koka, male Hobgoblin Brd10: Medium-size humaniod (goblinoid), HD 10d6+20, HP 62, Init +3, Spd 30 ft, AC +9 (+2 Studded Lthr, DarkWood Buckler, +3 Dex), Melee +9/+4 Ranged +10/+5; SA n/a; SQ DarkVision 60', Bardic Knowledge, Inspire Courage (+2), Bardic Music; AL NE; SV Fort +7, Ref +10, Will +9; Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 16 (+3).


Skills (91 Points)
Class
Bluff 5/+8 (Cha), Concentration 5/+7 (Con), Decipher Script 3/+4 (Int), Diplomacy 3/+6 (Cha), Gather Information 5/+8 (Cha), Hide 5/+8 (Dex), Knowledge (History) 5/+6 (Int), Listen 8/+10 (Wis), Move Silently 5/+12 (+4 Racial, Dex), Perform (Sing) 12/+15 (Cha), Perform (Oration) 4/+7 (Cha), Sense Motive 5/+7 (Wis), Sleight of Hand 3/+6 (Dex), Speak Language 4 (n/a), Spellcraft 5/+6 (Int).
Cross Class
Intimidate 4/+7 (Cha), Ride 3/+6 (Dex).

Feats (1st, 3rd, 5th, 7th, 9th)
Combat Casting, Mounted Combat, Power Attack, Point Blank Shot, Spell Focus (Enchantment).

Languages:
Goblin, Common, Draconic, Dwarven, Giant, Infernal, Orc.

Spells Known (+ Cha Bonus)
6 x 0th: Detect Magic, Flare, Light, Lullaby, Message, Read Magic.
4 x 1st: Alarm, Cause Fear, Cure Light Wounds, Remove Fear,
4 x 2nd: Blur, Cure Moderate Wounds, GlitterDust, Scare.
4 x 3rd: Cure Serious Wounds, Dispel Magic, Good Hope, Haste.
2 x 4th: Neutralise Poison, Summon Monster IV.

Equipment
Darkwood Buckler (205gp), Dire Wolf + Military Saddle & Saddlebags (215gp), two big daggars (5gp), short sword (10gp), 20 arrows (1gp), 4 x Smokestick (80gp), 2 x Thunderstone (60gp), the usual crap that soldiers carry around (200gp).

Magic.
+1 Unholy Mace, heavy (12gp, +312gp, +18000gp).
+1 Shortbow, composite (+2 Str) (Elf Bane, 75gp, +525 gp, +8000gp).
+2 Studded Leather Armour (25 gp, +175gp, +4000gp).
+2 Ring of Protection (8000gp).
Wand of CMW (50 charges, 4500gp) "Inspirational Lash".
4 x Wand of CLW (50 charges, freebie).

Money (50,000 gp; max 25k on one item)
about 5,000gp
 
Last edited:

doghead said:
OK. This is it so far. I though I would put it up:
1) to make sure it was OK to go down this path (can you have a hobgoblin bard?), and
2) assuming it was OK, get some suggestions (I don't play spell casters much)

I realise that he doesn't have the spell casting power of a cleric of the same level, but Vespazian has some healing and good guy smiting stuff. If its a problem, I'll get to work on a cleric.

Start ...

Song Speakers begin life riding with the troops, inspiring courage and motivating the flagging with their chants and music, and their lash. During the nights they prowl the camps reciting the stories of the great warriors and rooting out weakness. Gather Info, Intimidate, Move Silently, Listen and Perform skills are most valued amoung the young Song Speakers, as are healing and psycological spells.

Song Speakers who survive long enough usually find themselve the war lords' messenger, negotiator and spy. Bluff, Diplomacy, Sense Motive as well as the sneaking and info gathering skills all become important.

Song Speakers are usually a little more pragmatic than most, seeing the laws and codes as tools rather than restrictions.

Life has not been good to D. recently. His lords army is in tatters, his own unit has been scattered and the stinking elves are breathing down all of their throats. Just as it looked as if he stood to take a place amoung his lord's retinue.

And now he prowls with his mount through the darkened forests, looking for someway to escape. Once more he carefully checks the shadows, listens intently to the noises of the forest. Bloody elves can hide up a rats arse. Unable to see or hear anything, they move out of the shadows and carefully continue on their way.

??, male Hobgoblin Brd10: Medium-size Humaniod (Hobgoblin), HD 10d6+13, HP 60, Init +3, Spd 30 ft, AC +9 (+2 Studded Lthr, DarkWood Buckler, +3 Dex), Melee +10/+5 Ranged +10/+5; SA n/a; SQ DarkVision 60', Bardic Knowledge, Inspire Courage (+2), Bardic Music; AL NE; SV Fort +7, Ref +10, Will +9; Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 16 (+3).


Skills (91 Points)
Class
Bluff 5/+8 (Cha), Concentration 5/+7 (Con), Decipher Script 3/+4 (Int), Diplomacy 3/+6 (Cha), Gather Information 5/+8 (Cha), Hide 5/+8 (Dex), Knowledge (History) 5/+6 (Int), Listen 8/+10 (Wis), Move Silently 5/+12 (+4 Racial, Dex), Perform (Sing) 9/+12 (Cha), Perform (Oration) 4/+7 (Cha), Sense Motive 5/+7 (Wis), Sleight of Hand 3/+6 (Dex), Speak Language 4 (n/a), Spellcraft 5/+6 (Int).
Cross Class
Intimidate 4/+7 (Cha), Ride 3/+6 (Dex).

Feats (1st, 3rd, 5th, 7th, 9th)
Combat Casting, Mounted Combat, Power Attack, ??, ??.

Languages:
Goblin, Common, Draconic, Dwarven, Giant, Infernal, Orc.

Spells Known (+ Cha Bonus)
3 x 0th: Detect magic, Lullaby, Read magic
3 x 1st +1: Cause Fear, Cure Light Wounds, Remove Fear, Indentify.
3 x 2nd +1: Calm Emotions, Cure Moderate wounds, Heroism, Scare
2 x 3rd +1: Cure Serious Wounds, Good Hope, Haste.
0 x 4th:

Equipment
Darkwood Buckler (205gp), Worg (150gp), the usual crap that soldiers carry around.

Magic.
+1 Unholy Mace, heavy (12gp, +312gp, +18000gp).
+1 Shortbow, composite (+2 Str) (Elf Bane, 75gp, +525 gp, +8000gp).
+2 Studded Leather Armour (25 gp, +175gp, +4000gp).
+2 Ring of Protection (8000gp).
Inspirational Lash (Wand of Cure Moderate Wounds, 50 charges, 4500gp).

Money (50,000 gp; max 25k on one item)
about 6,000 gp


Well, a Hobgoblin bard is interesting, I'll give you that.
Perhaps the Cleric is just not feasable at this point. Tell you what, take a few full CLW wands, I'll give you 4 of them for free, call them Company Gear from your last assignment (you nicked them from a dead Cleric). 200 CLW spells should keep Bargo alive for a bit, at least, maybe even two fights...


Your HP are 6 (@1st) + 3/4 of D6, 4X9 Levels (36) +20 for Con = 62
The Worg you can have for free (I think I gave blaught a free one), although you will get 2 elite upgrade options, 1 of which must be that it is large, as you are too big for a standard one. I suggest the Large (+1),elite (+1)and extra HD options (3HD and 3BaB for +1).

You have 5 CR to play with.

11, 11, 11, 10, 10, 10, would become 15, 14, 13, 12, 10, 8 for +1 CR.
Large (necessary for a Hobgoblin) will give him a net of +1 Natural Armor, as well as better reach (correct?).

Extra HD are 3 D10 per +1CR, with the +1 Base per HD as well.

These animals really should be Cohorts, but I don't care much either way, I'm pretty easy.


Perhaps it is time for the esteemed Leader to take Leadership...a Cleric would be Durgo's personnal flunky then.


-Uriel

:D
 
Last edited:

Uhrr ... maybe even two fights? I think I am going to be over matched. Oh well, only one way to know for sure. :D

I'll check out the Worg upgrade. I was wondering about the size thing. Could always take a dire wolf instead, like the other hobgoblins.

I was thinking about taking the Leadership feat, would this cause complications (and would it matter if it did?)

Ahhh. Bloody HP calculations! I even used a calculator.

I'll get on to it now.

PS: character post updated.
 
Last edited:

doghead said:
Uhrr ... maybe even two fights? I think I am going to be over matched. Oh well, only one way to know for sure. :D

I'll check out the Worg upgrade. I was wondering about the size thing. Could always take a dire wolf instead, like the other hobgoblins.

I was thinking about taking the Leadership feat, would this cause complications (and would it matter if it did?)

Ahhh. Bloody HP calculations! I even used a calculator.

I'll get on to it now.

PS: character post updated.

I meant that 4 fully charged wands will probably keep bargo alive...look back over the thread, he gets hit a lot.

Dire Wolf is fine, as long as you keep it at CR5 total like the others.

As far as Leadership, it is my favorite Feat, period. I am the guy who wants troops, henchmen etc...If you take it, however,we will hold off on the Cohort for a bit, until you folks get somewhere 'safe' so that we can work out just what the reformatted group will be doing.
Regarding Cohorts, with me, they are DM controlled. I usually say 'very loyal to you, blah blah...' but this is an Evil Monster game.
While I won't have him/her stab you in the back, they will have their own thoughts on things. If you want another Hobgoblin or something that fits in, I can easily assure you that it will be loyal insofar as it is afraid of you or of pissing off Zuregath (or his successors...)

Let me know what sort of Cohort you want.

Your Bow is listed as +8000GP, but you have +1 written, which is only +2000.

As well, I give Hobgoblins Weapon Familiarity with their signature sword, which is a Machaera (essentially a giant Kukri, Alexander's sword)

Machaera Med 1D8 18-20 Slashing

If you want one...it's what the troopers carry.
 

I got that impression. Overmatched in that I might have difficulty keeping him alive. I have selected some spells that might help him avoid taking so much damage *crosses fingers*

The Bow is has Elf Bane (+1 bonus equivalent so +2 price mod).

I'll have whatever the other hobgblins are riding. The Dire Wolf in the SDR?

DIRE WOLF
Large Animal Hit Dice: 6d8+18 (45 hp) | Initiative: +2 | Speed: 50 ft. (10 squares) | Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 | Base Attack/Grapple: +4/+15 Attack: Bite +11 melee (1d8+10) Full Attack: Bite +11 melee (1d8+10) Space/Reach: 10 ft./5 ft. | Special Attacks: Trip | Special Qualities: Low-light vision, scent | Saves: Fort +8, Ref +7, Will +6 | Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10 | Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2* | Feats: Alertness, Run, TrackB, Weapon Focus (bite) | Challenge Rating: 3 |Alignment: Always neutral | Advancement: 7–18 HD (Large)

Dire wolves are efficient pack hunters that will kill anything they can catch. Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

*It also has a +4 racial bonus on Survival checks when tracking by scent.


Its only CR3. Are the other hobgoblins also? I'll leave it as is if they are. I'll just assume he lost his mount and snagged another from a dead rider.

I didn't take Leadership as I was having enough problems getting my little brain around this character. If I did go down that path, I would probably take a Worg or some other creature.

I'll keep the heavy mace. Not sure why, just a gut thing. But I'll take a Machaera as a back up (on the Dire Wolf).
 

doghead said:
I got that impression. Overmatched in that I might have difficulty keeping him alive. I have selected some spells that might help him avoid taking so much damage *crosses fingers*

The Bow is has Elf Bane (+1 bonus equivalent so +2 price mod).

I'll have whatever the other hobgblins are riding. The Dire Wolf in the SDR?

DIRE WOLF


Large Animal Hit Dice: 9d8+45 (95 hp) | Initiative: +4 | Speed: 50 ft. (10 squares) | Armor Class: 18 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 | Base Attack/Grapple: +4/+15 Attack: Bite +16 melee (1d8+12) Full Attack: Bite +16 melee (1d8+12) Space/Reach: 10 ft./5 ft. | Special Attacks: Trip | Special Qualities: Low-light vision, scent | Saves: Fort +10, Ref +79 Will +7 | Abilities: Str 29, Dex 19, Con 20, Int 2, Wis 14, Cha 8 | Skills: Hide +2, Listen +9, Move Silently +6, Spot +9, Survival +4* | Feats: Alertness, Run, TrackB, Weapon Focus (bite) | Challenge Rating: 5 |Alignment: Always neutral |

Dire wolves are efficient pack hunters that will kill anything they can catch. Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

*It also has a +4 racial bonus on Survival checks when tracking by scent.


Its only CR3. Are the other hobgoblins also? I'll leave it as is if they are. I'll just assume he lost his mount and snagged another from a dead rider.

I didn't take Leadership as I was having enough problems getting my little brain around this character. If I did go down that path, I would probably take a Worg or some other creature.

I'll keep the heavy mace. Not sure why, just a gut thing. But I'll take a Machaera as a back up (on the Dire Wolf).

I added the 3 HD and the Elite stats

I put the 15 on STR, the 13 on DEX, the 14 on CON the 10 on Int...since animals get a '2' anyways, I don't think it's fair to ditch the 8, so the 12 went to Wis and the 8 t oCha.

Let's just go the easy way with the CR, here's a CR5 version.


Pretty sure he's on, Mithreander, could you make sure i dotted by 'I's and crossed my 'T's?

I noticed that Growlith has quite a few feats, Mithreander, am i missing something? Does the Dire Wolf get a handful, as well?

Off to a night of boardgames, folks...
 
Last edited:

Capellan, I just made a comparison between Frostbite and the steeds of the two new players. The Elite status makes their animals far superior to Frostbite in stats, HPs etc...and I charged you 4000 GP for him ,while i gave them theirs for free.

Let's make him CR7, with you adding 3HD and the elite stat array mentioned earlier.
e will look like this

Frostbite, Male Winter Wolf
Hit Dice: (9d10)+50
Hit Points: 105
Initiative: +7
Speed: Walk 50'
AC: 17
Attacks: Bite (Natural/Primary) +14;
Damage: Bite (Natural/Primary) 1d8+8;
Special Qualities: +6 Survival when tracking by Scent, +7 Hide in snow and ice, Breath Weapon(Su),Spot +7, Hide +1,Listen +7, Move Silently +9, Survival +3
Cold Subtype(Ex), Scent(Ex), Trip(Ex)
Saves: Fortitude: +10, Reflex: +8, Will: +4
Abilities: Str 22, Dex 17, Con 20, Int 8, Wis 14, Cha 8
Alignment: Neutral Evil

Possessions: Bite (Natural/Primary); Rations (Trail/Per Day); Saddlebags; Water (Pint); Waterskin; Caltrops; Flint and Steel; Oil (1 Pt. Flask); Rope (Silk/50 Ft.); Saddle (Military); Bit and Bridle;


I think that the 3 HD give 1 extra feat to the Dire Wolf and to Frostbite.
I'm still not sure how Growlith has so many listed...
 
Last edited:

Remove ads

Top