deadestdai
First Post
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?
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?
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
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.
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.
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).