Hank

Description:

Hank.jpg


Hobgoblin (P), Ranger (P) 20th
Medium Humanoid (Goblinoid)
Alignment: Neutral
Hit Dice: 20d10+140 (305 hp)
Initiative: +13
Speed: 30' (6 sq) (light enc.)
Space/Reach: 5 ft./5 ft.


AC: 40 (+11 Armor, +9 Dex, +5 Natural Armor, +5 Deflection), 
Touch 24, Flat-Footed 31

Saves: Fort +24, Ref +26, Will +16


Abilities: Str 24, Dex 28, Con 24, Int 18, Wis 20, Cha 10


Base Att/CMB/CMD: +20 / +27 / 51
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Single Attack:
Heartseeker: +37 ranged (1d8+13/19-20/x3)
Short Sword: +27 melee (1d6+7/19-20)


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Full Attack:
Heartseeker: +37/+32/+27/+22 ranged (1d8+13/19-20/x3)
Short Sword: +27/+22/+17/+12 melee (1d6+7/19-20)




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==| FEATS |==
Point Blank Shot, Precise Shot, Endurance, Deadly Aim, Rapid Shot, Wpn Focus: Longbow, Toughness, Improved Precise Shot, Improved Initiative, Manyshot, Clustered Shots, Point Blank Master: Longbow, Blind-Fight, Diehard, Improved Crit.: Longbow, Pinpoint Targeting.


==| SKILLS |==
Acrobatics +9, Appraise +24, Bluff +0, Climb +20, Diplomacy +0, Disguise +0, Escape Art +9, Fly +9, Handle Animal +8+4, Heal +13, Intimidate +0, Perception +33, Ride +17, Sense Motive +25, Spellcraft +12, Stealth +36, Survival +28+10, Swim +20+4, Use Magic Dev. +20, Kn:Dungeon +22, Kn:Nature +22, Kn:Geo +22, Cr:Bow +8.


==| RANGER (P) SPELLS |==
Spells per Day: (6/5/4/4; save DC 15+spell level): 
----¦ Ranger (P) Level 1 +----Air Bubble, Aspect of the Falcon, 
Delay Poison, Gravity Bow, Gravity Bow, Longstrider. 
----¦ Ranger (P) Level 2 +----Ant Haul (Communal), Arrow Eruption, Protection from Energy, 
Ricochet Shot, Stone Call. ----¦ Ranger (P) Level 3 +----Burrow, Instant Enemy, 
Life Bubble, Venomous Bolt. Darkvision (Greater), Bow Spirit, Tree Stride, 
Cure Serious Wounds.


==| Class Features: Ranger (P) 20th |==
Weapon & Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields)
Concentration check: 1d20+22
Wild Empathy (Ex): Improve the attitude of an animal: 1d20+20
Favored Enemy (Ex): bonus on Bluff, Perception, Sense Motive and Survival
   • Can make a Knowledge skill check untrained to identify a Favored Enemy
   • Humanoid (Orc): +2 skill bonus; +2 to attack & damage
   • Aberration: +6 skill bonus; +6 to attack & damage
   • Outsider (evil): +4 skill bonus; +4 to attack & damage
   • Construct: +4 skill bonus; +4 to attack & damage
   • Monstrous humanoid: +2 skill bonus; +2 to attack & damage
Bonus Feat: Endurance
Favored Terrain (Ex):  Skill bonus on Knowledge Geography, Perception, Stealth and Survival. Leave no trail traveling through a Favored Terrain
   • Underground: +8 skill bonus; +8 to init.
   • Mountains: +2 skill bonus; +2 to init.
   • Swamp: +2 skill bonus; +2 to init.
   • Forest: +2 skill bonus; +2 to init.
Hunter's Bond (Ex):  Spend a move action to grant ½ your Favored Enemy bonus against a single target to Allies within 30' for 5 rounds
Combat Style Feat (Ex): Using the Archery style
   • Level 2 Combat Style Feat: Precise Shot
   • Level 6 Combat Style Feat: Rapid Shot
   • Level 10 Combat Style Feat: Improved Precise Shot
   • Level 14 Combat Style Feat: Manyshot
   • Level 18 Combat Style Feat: Point Blank Master: n/a
      ?Add the Point Blank Master: n/a feat to the Feats table?
Woodland Stride (Ex): Move through any sort of undergrowth at normal speed, without taking damage or suffering any other impairment
Swift Tracker (Ex): Move at normal speed while using Survival to follow tracks without taking the -5 penalty. Take only -10 (instead of the normal -20) when moving at up to twice normal speed while tracking
Improved Evasion (Ex): Take no damage on a successful Reflex save vs an attack that normally deals half damage on a successful save. Take only half damage on a failed save
Improved Quarry (Ex): As a free action, denote one favored enemy type within line of sight as the quarry. Whenever following tracks of the quarry, take 20 on Survival checks while moving at normal speed, without penalty
   • +4 insight bonus on attacks made against chosen quarry
   • All critical threats are automatically confirmed
   • No more than one quarry at a time
Camouflage (Ex): Use Stealth to hide in any sort of natural terrain
Hide in Plain Sight (Ex): Use the Stealth skill even while being observed in any of his Favored Terrain
Master Hunter (Ex): 
   • No penalty to move at full speed while using Survival to follow tracks
   • 1/day, as a std action, make a single attack against a favored enemy at your full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save DC25 or die. Choose instead to deal nonlethal damage equal to the creature’s current HPs


==| EQUIPMENT |==
ARMOR WORN: Mag. Elven Chain.
Heartseeker



==| MAGICAL ITEMS WORN |==
Headband of Mental Prowess INT/WIS +6
Amulet of Natural Armor +5
Vampiric Gloves
Boots, Winged
Ring of Freedom of Movement
Ring of Protection +5
Belt of Physical Perfection +6
Cloak of Resistance +5
Bracers of Archery, Greater
Scarab of Protection
Xorn Robe
.

==| Languages (x5) |==
Common, Goblin, Infernal, Giant, Draconic, Drow



==| TOTAL CHARACTER VALUE |==
521,650 gp.
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==| Racial Traits: Hobgoblin (P) |==
+4 racial bonus on Stealth checks




Bio:

Jek Hadar was born a Hobgoblin and trained in the ways of the Ranger, and that’s about all he remembers of his past life.
Taken from the safety and security of his hill clan, he has long been a prisoner, slave, and object of obscene torture at the hands of his Illithid tormentors. His waking hours are spent in a five-by-five cell, where his only companions are a pile of straw on the floor for sleeping and a bucket in the corner for his, well, you know.
he also has a cup for drinking water, when they allow him, which he has named Cup. sometimes he talks to it.
he has few memories of his life before being captured, and it is to these brief flashes of happiness that his mind flees to when the Illithids come for him. during the beatings, he may recall a campfire, with a hot bowl of mush and a lukewarm mug of ale, planning a raid on one of the nearby hill towns. during the lashings, a fond memory of a particular hunt, when he brought down a creature big enough to feed half the clan. during the daily, um, penetrations, he would try his best to focus on anything else, any memory he could grab onto, but would usually just black out instead.
he lives each day in fear, waiting for the inevitable sound of the footsteps, a signal that the horrors are about to start. his nights are also spent in fear, fear of the slithering creatures that creep into his cell from under the door, nibbling on his toes or his ears. fear of the dawn, and the sunlight it brings with it, and the new terrors that await him each day.
sometimes, at night, while lying on his bed of straw, cradling Cup to his chest, he hears a voice. not his own voice, which is quiet and meek and squeaky, but a deep, gravelly voice, whispering to him in the darkness.
“Maybe tomorrow, Hank,” the voice says. “Maybe tomorrow you’ll get out of here.”
Who is that? Is it Cup? and why does he call him Hank?
No memorable past to go back to, no future to look forward to, the thought of escape is merely a fantasy. his prison is surrounded by well-armed guards, his captors are many. it would take nothing short of a miracle to get him out of here.
when those bleak thoughts surface, in the dark, lying on the moldy hay, clutching the rotten wooded cup, when he hears that voice, and inspired to feel that faintest glimmer of hope, one word comes to mind. Revenge. his captors will pay. his tormentors will pay. their guards and servants will pay. their race will pay. and the world will know what was going on here.