Jump to content

Captain Roken Shock - Militia Commander


r0llcage

Recommended Posts

Captain Roken Shock


Hobgoblin02.png.0a2ab53c842fb072054e9fe13c6949fe.png

 

 

Game Stuff

Class: Investigator (Alchemical Sciences)

Archetype: Alchemist and Marshal

Background: Field Medic

Alignment: LN

Party Roll: Skills; Face, healing

Combat Roll: Buffs; Debuffs, Trip; Healing

Preferred Charter: Expansion

Preferred Heartlands: Mountain or Ruin

Preferred Government: Republic

Preferred Leadership Roll: General


 

 

Pathbuilder Statblock

Captain Roken Shock Investigator 1


LN | Medium | Hobgoblin | Elfbane Hobgoblin | Humanoid

Perception +6; Darkvision
Languages None selected
Skills Acrobatics +5, Arcana +7, Athletics +3, Crafting +7, Intimidation +4, Lore: Warfare +7, Medicine +4, Nature +4, Occultism +7, Religion +4, Society +7, Stealth +5
Str +0, Dex +2, Con +1, Int +4, Wis +1, Cha +1
Items Unarmored, Alchemist's Tools, Backpack, Bedroll, Caltrops, Clothing (Explorer's), Formula Book (Blank), Grappling Hook, Healer's Tools, Rations (7), Rope (2), Flint and Steel, Waterskin (2), Signal Whistle, Buckler (Hardness 3, HP 6, BT 3)


AC 15 (+16 with shield raised); Fort +4, Ref +7, Will +6
HP 17
Resist Elf Magic action_reaction_black.pngResist Elf Magic Trigger You attempt a saving throw against a magical effect but haven’t rolled yet. Your ancestral resistance to magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. If the triggering effect is arcane, you gain a +2 circumstance bonus instead.
Clue In action_reaction_black.pngFrequency once per 10 minutes
Trigger Another creature attempts a check to investigate a lead you're pursuing. You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.


Speed 25 feet
Melee Dagger +5 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Melee Rapier +5 (Deadly d8, Disarm, Finesse), Damage 1d6 P
Melee Whip +5 (Disarm, Finesse, Nonlethal, Reach, Trip), Damage 1d4 S
Battle Medicine action_single_black.png (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You are holding or wearing healer's tools. 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.
Quick Tincture action_single_black.png (Investigator, Manipulate) Cost 1 versatile vial
Requirements You know the formula for the alchemical item you're creating, you are holding or wearing alchemist's tools, and you have a free hand.
You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the end of the current turn.
Devise a Stratagem action_single_black.png (Concentrate, Fortune, Investigator) Frequency once per round
You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.

When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.

If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.
Precision Damage Strategic Strike 1d6
Formula Book Cognitive Mutagen (Lesser), Acid Flask (Lesser), Antidote (Lesser), Silvertongue Mutagen (Lesser), Elixir of Life (Minor), Drakeheart Mutagen (Lesser), Bestial Mutagen (Lesser), Eagle Eye Elixir (Lesser), Smokestick (Lesser), Bottled Lightning (Lesser)
Additional Feats Alchemical Crafting, Alchemical Scholar, Elfbane Hobgoblin, Known Weaknesses, Remorseless Lash
Additional Specials Methodology (Alchemical Sciences), On the Case, Pursue a Lead, Strategic Strike


Weapons

Weapons

icon_prof_trained.png?v=dm-4
Dagger
icon_d20.png?v=dm-1
Hit: +5
icon_d4.png?v=4Damage: 1d4Piercing
AgileFinesseThrown 10 ft.Versatile S
 
 
Strategic Strike: 1d6
icon_prof_trained.png?v=dm-4
Rapier
icon_d20.png?v=dm-1
Hit: +5
icon_d6.png?v=4Damage: 1d6Piercing
Deadly d8DisarmFinesse
 
 
Strategic Strike: 1d6
icon_prof_trained.png?v=dm-4 Whip icon_d20.png?v=dm-1 Hit: +5 icon_d4.png?v=4Damage: 1d4Slashing
DisarmFinesseNonlethalReachTrip
 
 
Strategic Strike: 1d6

Weapon Traits

Agile
The multiple attack penalty you take with this weapon on the second attack on your turn is -4 instead of -5, and -8 instead of -10 on the third and subsequent attacks in the turn.
Deadly
On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.
Disarm
You can use this weapon to Disarm with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
Finesse
You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.
Nonlethal
Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a -2 circumstance penalty.
Reach
Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures.Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.
Thrown
You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment specified in the weapon's Range entry.
Trip
You can use this weapon to Trip with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Versatile
A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

Weapon Descriptions

 

Whip
Price 1sp; Bulk 1; Hands 1; Group Flail
Proficiency: Martial Weapons

This long strand of thick leather, often braided, delivers a painful but nonlethal slash at a distance, usually accompanied by a distinctive cracking sound.

Critical Specialization: The target is knocked prone.

 

Dagger
Price 2sp; Bulk 0.1; Hands 1; Group Knife
Proficiency: Simple Weapons

This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.

Critical Specialization: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon’s item bonus to attack rolls.

 

Rapier
Price 2gp; Bulk 1; Hands 1; Group Sword
Proficiency: Martial Weapons

The rapier is a long and thin piercing blade with a basket hilt. It is prized among many as a dueling weapon.

Critical Specialization: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.

Armor

Armor and Shields

 
icon_prof_trained.png?v=dm-4
Unarmored
icon_ac_small.png
Item Bonus +0
icon_dex_cap.png
Dex Cap  -1
 
 
 
Buckler
icon_shield.png
Raised AC +1
icon_shield_hardness.png
Hardness 3
icon_shield_health.png
HP (BT) 6 (3)
 

Armor Descriptions

Unarmored
Wearing no armor.
Buckler
AC +1
Hardness: 3
Hit Points: 6
Price: 1 gp
Bulk: L

This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand.

Feats

Feats by Category

HOBGOBLIN FEATs
Alchemical Scholar
Remorseless Lash
INVESTIGATOR FEATs
Known Weaknesses
SKILL FEATs
Alchemical Crafting
Battle Medicine

 

 

Feats A-Z

Alchemical Crafting 
 
Feat 1

General
Skill
Prerequisites trained in Crafting
You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
CRB

 

 

 

Alchemical Scholar 
 
Feat 1

Hobgoblin
You learn formulas more easily. You gain four common 1st-level alchemical formulas when you take this feat, and each time you gain a level, you gain a common alchemical formula of that level. You still need Alchemical Crafting to Craft alchemical items.

Special You can take this feat only at 1st level, and you can’t retrain into or out of this feat.
LO: CG

 

 

 

Battle Medicine 
action_single_black.png?v=dm-1
Feat 1

General
Healing
Manipulate
Skill
Prerequisites trained in Medicine
Requirements You are holding or wearing healer's tools.
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.
CRB

 

 

 

Known Weaknesses 
 
Feat 1

Investigator
Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from Devise a Stratagem. If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn.
APG

 

 

 

Remorseless Lash 
 
Feat 1

Hobgoblin
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.
LO: CG


 

Special Abilities

Specials

Clue In 
action_reaction_black.png?v=dm-1
Special 1

Concentrate
Investigator
Frequency once per 10 minutes
Trigger Another creature attempts a check to investigate a lead you're pursuing.
You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.
APG

 

 

 

 
Darkvision 
 
Special 1

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.
CRB

 

 

 

 
Devise a Stratagem 
action_single_black.png?v=dm-1
Special 1

Concentrate
Fortune
Investigator
Frequency once per round
You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.

When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.

If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.
APG

 

 

 

 
Heritage 
 
Special 1

You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.
CRB
Elfbane Hobgoblin 
 
Special 1

Hobgoblins were engineered long ago from the unreliable and fecund goblins, to be used as an army against the elves. Although the elves ultimately freed the hobgoblins from their bondage, some hobgoblins retain ancestral resistance to magic, which they refer to as elf magic. You gain the Resist Elf Magic reaction.
LO: CG


 
Methodology 
 
Special 1

Your studies have made you savvy in many areas, but one in particular drew your intense interest. Choose a methodology. The methodologies presented in this book are as follows.
APG
Alchemical Sciences 
 
Special 1

Your methodology emphasizes chemical and alchemical analysis, collecting information from unusual particles and fluids found on the scene. You possess enough alchemical know-how to whip up a few tinctures to help you with your cases.

You're trained in Crafting and gain the Alchemical Crafting skill feat. In addition, you gain a standard formula book for free and learn the formulas for two additional common 1st-level alchemical items, which must be elixirs or tools. Each time you gain a level, you learn the formula for one common alchemical elixir or alchemical tool of any level of item you can create.

During your daily preparations, you can create a number of versatile vials-alchemical concoctions that can quickly be turned into elixirs and tools— equal to your Intelligence modifier. You can use the Quick Tincture action to turn one of these vials into an elixir or alchemical tool for which you know the formula.
APG


 
On the Case 
 
Special 1

As an investigator, you think of your adventures as cases waiting to be solved. You gain one activity and one reaction you can use to investigate cases: Pursue a Lead and Clue In.
APG

 

 

 

 
Pursue a Lead 
 
Special 1

Concentrate
Exploration
Investigator
Frequency once per 10 minutes
You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.

Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.

You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.
APG

 

 

 

 
Quick Tincture 
action_single_black.png?v=dm-1
Special 1

Investigator
Manipulate
Cost 1 versatile vial
Requirements You know the formula for the alchemical item you're creating, you are holding or wearing alchemist's tools, and you have a free hand.
You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the end of the current turn.
APG

 

 

 

 
Resist Elf Magic 
action_reaction_black.png?v=dm-1
Special 1

Resist Elf Magic
Trigger You attempt a saving throw against a magical effect but haven’t rolled yet.

Your ancestral resistance to magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. If the triggering effect is arcane, you gain a +2 circumstance bonus instead.

LO: CG

 

 

 

 
Strategic Strike 
 
Special 1

When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage.

As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.

Gear

Equipment

Main Inventory
Qty 1
Alchemist's Tools
Qty 1
Backpack
Qty 1
Bedroll
Qty 1
Caltrops
Qty 1
Clothing (Explorer's)
Qty 1
Flint and Steel
Qty 1
Formula Book (Blank)
Qty 1
Grappling Hook
Qty 1
Healer's Tools
Qty 7
Rations
Qty 2
Rope
Qty 1
Signal Whistle
Qty 2
Waterskin
 
Alchemist's Tools
 
 
 
PRICE: 3gp; BULK: 1
This mobile collection of vials and chemicals can be used for simple alchemical tasks.
 
Backpack
 
 
 
PRICE: 1sp
A backpack holds up to 4 Bulk of items. If you're carrying or stowing the pack rather than wearing it on your back, its bulk is light instead of negligible. The first 2 Bulk of items in your backpack don't count against your Bulk limits.
 
Bedroll
 
 
 
PRICE: 2cp; BULK: L
No description
 
Caltrops
 
 
 
PRICE: 3sp; BULK: L
These four-pronged metal spikes can cause damage to a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 Acrobatics check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a -5-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough caltrops are ruined that other creatures moving into the square are safe.

Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough caltrops are ruined that they can't be salvaged.
 
Clothing (Explorer's)
 
 
 
PRICE: 1sp; BULK: L
Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category.
 
Flint and Steel
 
 
 
PRICE: 5cp; HANDS: 2
Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.
 
Formula Book (Blank)
 
 
 
PRICE: 1gp; BULK: L
A formula book holds the formulas necessary to make items other than the common equipment from this chapter; alchemists typically get one for free. Each formula book can hold the formulas for up to 100 different items. Formulas can also appear on parchment sheets, tablets, and almost any other medium; there's no need for you to copy them into a specific book as long as you can keep them on hand to reference them.
 
Grappling Hook
 
 
 
PRICE: 1sp; BULK: L
You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up.
 
Healer's Tools
 
 
 
PRICE: 5gp; BULK: 1
This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer’s tools, you can draw and replace them as part of the action that uses them.
 
Rations
 
 
 
PRICE: 4sp; BULK: L
Rations for 1 week
 
Rope
 
 
 
PRICE: 5sp; BULK: L
No description
 
Signal Whistle
 
 
 
PRICE: 8cp; HANDS: 1
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
 
Waterskin
 
 
 
PRICE: 5cp; BULK: L
When it's full, a waterskin has roughly 1 day's worth of water for a Small or Medium creature.

 

 

 

 

Story

In the heart of the forbidding Branthlend Mountains where Brevoy, Numeria, and the River Kingdoms meet, where relentless winds sculpt the mountain sides, there rose the hobgoblin Roken Shock.

 

Roken's lineage was one steeped in the traditions of warfare. His sire was a decorated general who perished in battle, his name echoing with reverence in the great halls of the Granite Fortress, his clan's home. His mother was a master smith who forged weapons that sang songs of death on the battlefield. It was this lineage that shaped Roken into a living, breathing testament to the hobgoblin spirit of relentless determination and martial skill. From a tender age, Roken demonstrated a mind as sharp as the swords that hung in his mother's smithy. While other sprogs engaged in petty squabbles, Roken would immerse himself in the war tomes of old, absorbing the strategies of the legendary generals of yore. Under the strict guidance of his mother and the elders of his clan, he underwent grueling training regimes, his body adapting, growing stronger, faster, a manifestation of martial might.

 

At the age of twelve, a young age for his kind, Roken stood tall as he entered the merciless world of military leadership. He proved himself a master tactician, his strategies weaving a deadly dance on the battlefield as his troops moved with a precision and discipline that was poetic in its deadly grace. Roken's name began to resonate with respect, echoing across the lands as he first followed as a soldier, then led as he quickly rose to the rank of captain. But Roken was not merely a soldier; he was a leader, a visionary with a soul forged from iron and a heart beating with the fierce flame of ambition. His leadership bore the mark of honor and integrity. He uplifted the low, cared for the wounded, and nurtured the young, creating a fellowship forged in the furnace of camaraderie and mutual respect.

 

In the years that followed, Captain Shock also began gaining a name for himself in political circles amongst his tribesmen. Years of battling the same ogre, troll, goblin, and hobgoblin tribes had dulled his desire for military conquest. He had sent countless loyal hobgoblins to their death to secure a baren mountaintop that would be lost by next spring. He could see the futility of continuing the conflicts, and he grew to resent the endless campaigns against his neighbors, the campaigns that more and more reminded him of the senseless, petty squabbling amongst his peers as a child. He saw a better way forward for hobgoblins: unity and cooperation.

 

On the barren Branthlend Mountains, dreams are fragile and easily shattered by the cold hammer of reality. His attempts to turn the tribe towards diplomacy were futile. Endless generations of hobgoblins had been born and bred to support the endless wars against their kin, and no one was interested in changing the status quo. The status quo did not appreciate his attempts to change things. Captain Shock, once heralded as an ideal for hobgoblin children to aspire to, was quietly bundled off to the most remote and dead reaches of his clan's territory to be forgotten. But he was not willing to wait quietly for a bugbear assassin to gut him in his sleep. On his exodus to the edge of his family's lands, he reached the border... and kept walking.

 

He landed in the sodden River Kingdoms, along the northeastern edge of the untamed lands that share a border with Brevoy. He quickly found a job of sorts that put his skills to good use. The near-feral folk of the River Kingdoms - mostly humans - had built small settlements that dotted the countryside. Their natural obstinance seemingly forbade them from greater organization, which left them vulnerable to bandits, mischievous fey, or even a more-intelligent-than-average bear. Roken was able to keep his belly full and good leather on his feet by training basic militia at these hardy little hamlets. A few spears and steady nerves - the latter of which the River folk had in abundance - would turn away most bandits and all but the hungriest bear without the need to actually shed any blood.

 

But much like he saw the futility in his kind's endless wars against each other, he also saw the futility in this false dream the humans of the River Kingdoms had in their far-flung settlements that hardly ever communicated with each other, never mind working together. As the fortunes of the settlers grew, so too would grow the fangs of the predators. With no form of central organization, the settlers were setting themselves up to be victims, perhaps even victims of his own people, should the deign to leave their mountain holds for more fertile lands. If he could not convince others to build his ideal, community-focused civilization, why not found his own? This thought was timely met with an invitation by a 'Swordlord', who's attention to him had been presumably drawn by his actions helping the settlers. It seems Roken Shock is not the only one who wishes to see the wildlands tamed.

Personality

"You will overcome this trial through discipline."

 

Roken Shock embodies the essence of a born leader, a visionary with an unyielding will and a spirit forged in the fires of determination and ambition. He harbors a deep respect for tradition and honor, guiding principles that shape his actions and decisions. His strategies in both war and governance are a testament to a mind sharp as the finest blade, able to dissect complex situations and carve a path to victory with meticulous precision.

Yet, beneath the hardened exterior of the military genius lies a heart that beats for his people, a leader who sees the potential for greatness in each individual, nurturing talent and fostering a spirit of camaraderie and unity. He is a father figure to his troops, a guiding hand that leads not with fear and tyranny but with respect and understanding, forging bonds of loyalty that are unbreakable.

Despite his stern demeanor, Roken possesses a deep well of empathy, able to understand and relate to the pains and struggles of others. He is not blind to the sufferings of war and bears the weight of every life lost, every sacrifice made in the pursuit of his grand vision. This burden has cultivated in him a wisdom that values peace above mindless conquest, a leader who seeks to forge alliances and foster understanding in a world fraught with conflict and mistrust.

Shock is not without his flaws, a visionary burdened with the heavy weight of expectation and the impatience borne from a burning desire to see his dreams realized. His determination can sometimes border on stubbornness, a refusal to bend even in the face of changing tides. Yet, it is this very unyielding nature, this iron-clad resolve that has seen him through countless trials, a steadfast rock against the stormy seas of a chaotic world.

In personal interactions, Roken can be surprisingly gentle and thoughtful, his ruby eyes capable of peering into the soul, understanding and relating on a deep, personal level. He is a mentor to the young, a confidant to his peers, and a wise counselor, a beacon of strength and wisdom in a fractured world, a leader forged in the heart of the Branthlend Mountains, a true embodiment of hobgoblin spirit and determination.

Description 

Captain Roken Shock stands at an imposing six and a half feet tall, tall for a human or hobgoblin with a trim, athletic physique from years of relentless training battle. His skin bears the deep blue-gray hue of his people, a canvas of life and battle where scars of honor decorate his flesh, each telling a story of valor and might. His eyes are deep pools of molten ruby, burning with an unyielding determination and the wisdom accrued from years of leadership and strategy. These are eyes that have seen the horrors of war yet harbor the warmth of a leader caring deeply for his people, a beacon of strength and guidance for his comrades.

Roken's face is stern and stoic, and, as all hobgoblins are, he is completely bald. His jaw is wide and flat, his equally wide mouth a cave of glistening teeth.

In attire, Shock prefers the practicality of an officer, his body adorned in a fine military uniform. He forgoes armor, preferring to rely on alchemy and a small buckler to protect him. The lack of visible armor on the battlefield often intimidates or lulls opponents in to a false sense of security, thinking him mad or easy prey, only for their blades to be broken on the dragon's scales hidden beneath his uniform. His weapons of choice are rapier and whip.

HeroLab Statblock

Captain Roken Shock
Male hobgoblin investigator 1
Uncommon, LN, Medium, Goblin, Humanoid
Heritage elfbane hobgoblin
Background field medic
Perception +6; darkvision
Languages Common, Draconic, Dwarven, Goblin, Jotun, Orcish
Skills Acrobatics +5, Arcana +7, Athletics +3, Crafting +7, Intimidation +4, Medicine +4, Nature +4, Occultism +7, Religion +4, Society +7, Stealth +5, Warfare Lore +7
Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 18 (+4), Wis 12 (+1), Cha 12 (+1)
Items buckler, dagger, rapier, whip, alchemist's tools, backpack, bedroll, caltrops, flint and steel, Formula book, grappling hook, healer's tools, lesser drakeheart mutagen[APG], rations (1 week), rope (foot) (50), signal whistle, waterskin (2), purse (1 gp, 10 sp, 5 cp)
--------------------
AC 15 (16 with shield raised); Fort +4; Ref +7; Will +6
HP 17
Clue In [R] (concentrate, investigator) Frequency once per 10 minutes Trigger Another creature attempts a check to investigate a lead you’re pursuing. Effect You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you’re conveying information verbally.
--------------------
Speed 25 feet
Melee [1] dagger +8 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P +1d6 P/Prec
Melee [1] rapier +8 (disarm, deadly d8, finesse), Damage 1d6 P +1d6 P/Prec
Melee [1] shield bash +4, Damage 1d4 B
Melee [1] whip +8 (disarm, nonlethal, finesse, trip, reach 10 feet), Damage 1d4 S +1d6 S/Prec
Ranged [1] dagger +8 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P +1d6 P/Prec
Devise A Stratagem [1] (concentrate, fortune, investigator) Frequency once per round Effect You assess a foe’s weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike’s attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.
When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it’s a melee weapon with the thrown trait), or a sap.
If you’re aware that the creature you choose is the subject of a lead you’re pursuing, you can use this ability as a free action.
Ancestry Feats Alchemical Scholar, Remorseless Lash
Class Feats Known Weaknesses
Skill Feats Alchemical Crafting, Battle Medicine
Other Abilities alchemical sciences, quick tincture, resist elf magic

Formula Known

Acid Flask, Lesser

Bottled Lightning, Lesser

Drakeheart Mutagin, Lesser

Elixer of Life, Lesser

Bestial Mutagen, Lesser

Cognative Mutagen, Lesser

Antidote, Lesser

Eagle-Eye Elixer, Lesser

Silvertongue Mutagin, Lesser

Smokstick, Lesser

 

Edited by r0llcage (see edit history)
Link to comment
Share on other sites

  • 2 weeks later...

@TheRaconteur : Sure, that is pretty much what Roken do... I can't really look at other profiles since data is really bad where I'm at right now, but it sounds like fun :)

 

@saithor : if you click the Underlined name at the top of the first post it should take you to the character sheet. I believe it's accurate, but I've been in a place with such terrible mobile data for a couple weeks so I can't even load the sheet to see if it's accurate. I'll be back in the land of the 5G late tomorrow, so I'll look at everything and make sure it's all up to date then and ping ya when I'm done.

Link to comment
Share on other sites

×
×
  • Create New...