About KarvalCombat Figures:
Attacks:
CMB: +2 Scimitar: +2 attack, 1d6+3 slashing damage (18-20/x2) Sling: +1 attack, 1d3+2 bludgeoning damage, range 50 ft. (x2) Acid Flask: +2 ranged touch, 1d6 acid damage, 1 splash, range 10 ft. (x2) Other:
Skills:
Acrobatics +6 (+1 rank, +3 class, +2 Dex)
Knowledge (nobility) +7 (+1 rank, +3 class, +3 Int) Profession (sailor) +6 (+1 rank, +3 class, +2 Wis) Sense Motive +7 (+1 rank, +3 class, +2 Wis, +1 trait) Spellcraft +7 (+1 rank, +3 class, +3 Int) Perform (sing) +1 (+1 rank) Stealth +6 (+2 Dex, +4 race) Current Situation::
Spells: Cantrips: Resistance, Prestidigitation, Acid Splash 1st Level: Shield, Flare Burst, Protection From Evil Arcane Bond: Unused Resistance:
Hit Points:
Protective Ward:
Feats and Traits:
Feats:
Armor Proficiency (light): No penalty with light armor. Martial Weapon Proficiency (scimitar): No penalty with scimitar. Scribe Scroll: Can scribe spells into scrolls. Traits:
Equipment:
Leather Armor: +2 AC, 10% Spell Failure Chance, 15 lb. Tidy, well-maintained leather armor, with shallow runes cut into it along the arms. Scimitar: 4 lb. Carefully kept sharp, this curved sword is treasured by its owner. Runes were scratched along the blade, but constant use has worn them away to the point of illegibility. Sling: Worn around Karval's neck to conceal his amulet, this ratty old sling is rarely used. He's even stopped keeping sling bullets for it. Spellbook: 3lb. This heavy book is bound with the hide of a yrthak, according to Karval. The hobgoblin eyes the book with distrust, and generally keeps it at arms-length when he uses it. Waterproof Spell Components Pouch: 2 lb. Always attached to Karval's belt. Whetstone: 1 lb. Buckler: 5 lb. This simple wooden buckler is kept strapped to Karval's back, and he rarely wields it--he's not actually trained in its use. Amulet: 1 lb. This simple cold iron amulet features a tiny arrangement of garnets. Karval does his best to obscure his spellcasting focus, tucking it under his armor and covering it with a cloth sling. Five Flasks of Acid: 5lb. Karval loves using alchemical weapons, though he brandishes them sparingly. One of these flasks is tucked in his pocket (rather dangerously), and the rest are in his pack. Many accidents have taught him caution, and he's learned enchantments to guard him from the burns he often acquires. Backpack: 2 lb. Waterproof Bag: 1/2 lb. This leather sack is kept at the very bottom of Karval's pack, and contains the hobgoblin's spellbook. Runes of dryness and quiet are drawn on it in black ink. Vial of Ink: This vial is kept in Karval's spell component pouch. Inkpen Karval has 13 gold, 8 silver, and 8 copper. Spellbook:
1st Level:
Shield: +4 shield bonus, 1 minute/level. "Fly, force, fly, don't let me die, dance about and keep harm out." Protection from Evil: +2 to AC and saves, extra Will saves, keeps evil summoned creatures away, 1 minute/level. "Shades and trickers, flinch like flickers, keep foul things back, ward my mind from attack." Touch of Gracelessness: Touch attack for 1d6 Dex damage and chance to fall over, Fort save halves, 1 round/level. "Tremble and shudder, fingers of butter, stumble, trip, lose your grip." Flare Burst: 10 foot burst, Fort save or dazzled for 1 minute. "Look straight at the sun, tears start to run, start to squint, vision's tint, look to the floor or see no more." Unerring Weapon: +2 bonus to confirm critical hits for 1 round/level. Blood shall pour and it will spill, I ask my sword to help me kill. Touch of the Sea: Gain 30 foot swim speed. Ocean's roar beyond the shore, this fish scale shall tell its tale. Misc:
Racial Abilities:
Sneaky: +4 to Stealth checks Darkvision: 60 feet Class Abilities:
Resistance: Karval gains resistance 5 to an energy type of his choice, selected each day when he prepares his spells. He generally chooses acid. Protective Ward: As a standard action, Karval can create a 10-foot-radius field of protective magic centered on him, that lasts for 3 rounds. All allies in this area (including Karval) receive a +1 deflection bonus to their AC. He can use this ability 6/day. Schools: Karval has blocked the Enchantment and Divination schools. He has no interest in the former and no talent in the latter.
Appearance and Personality:
Karval is thick and stocky, and wears polished leather armor over his dark clothes. He has a well-treated backpack, with a small buckler strapped to it. A scimitar hangs from his belt, next to an oily pouch. He wears an ugly old sling around his neck, which seems to be covering some sort of silvery necklace. Karval himself has beady black eyes, long pointed ears and gray skin.
Karval is polite, but seems to be in a perpetual sour mood. He's more than a little narcissistic, but seems to place little value on his own life 'in the grand scheme of things'. He doesn't like to talk about himself, and quickly loses his temper if asked too many questions. He thinks very little of healing magic, and very little of those afraid to fight. Though he hates to talk about himself, he seems quite eager to learn of others. He holds much respect for offensive mages, warriors, and even sneaks, but healers and noncombatant 'intellectuals' annoy him. The hobgoblin feels no kinship with others of his race, nor with other soldiers. Secret Stuff:
Talent:
Like many hobgoblins, Karval is gifted with a Talent beyond his power: a potent spell to bring back the recently departed. Breath of Life. This spell will doubtless kill him if it is ever used--and the fate-obsessed hobgoblin is certain the day will come when it is needed. Backstory:
The Amulet:
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