Hobgoblin Shaman

Hobgoblin Shaman
Level 4 (+3)
"At last we took the offensive, we had defeated the bulk of their forces with great losses of our own, but we still outnumbered them...or so we thought. Our commander was suddenly blasted from his feet by a stroke of terrible lightning. They had come fully prepared."
——Sheryl Razorleaf, Half-Elven Archer
The Shaman represents the truest aspects of what the Hobgoblins respect: Power and Presence. They are equipped in Corded Armor and wield a simple Quarterstaff, not needing advanced weaponry like the others, for their powerful elemental magic can crush even the strongest of their people. Like in most semi-tribal cultures, the Hobgoblin is feared just as much as they are revered for the power they hold, and all but the Chieftain follow their commands.
Awareness
19
Senses
Darkvision
Initiative
19/1d8
Max HP
56
Resilience: +4
Healing Value: 11
Morale
3
Defenses
AC
16/19
Touch
14
Fort
15
Reflex
16
Will
16
Resistances:
Vulnerabilities:
Attributes / Saving Throws
STR
11 / 13
DEX
15 / 17
CON
14 / 16
INT
14 / 17
WIS
13 / 16
CHA
16 / 19
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 30ft / 3
Sprint 50ft / 3
At-Will
+6 vs AC
Quarterstaff
1d8 damage (ArN 0)
REC 8, Reach 5ft
1d8 damage
Grapple +3
Special Actions
Shaman Invocations
On each turn, roll 1d6 to determine the actions available to the Shaman.

Any result, choose one of the following:
Basic Attack: Make a Melee Basic attack. (Basic)
Sun Flare [FT 2, REC 3]: Target one creature within 30ft, +6 vs Fortitude. On a hit, the target is Blinded [SE, ST 3d10 vs CON]. (Basic)

3 or more, choose one of the following:
Lightning Strike [FT 2, REC 4]: Target one creature within 100ft, +6 vs Reflex. On a hit, deal 4d8+3 Lightning damage. (Basic)
Rumble [FT 4, REC 3]: Target all creatures in 15ft cone, +6 vs Reflex. On a hit, deal 4d6+3 Sonic damage and knock the target Prone. (Basic)

5 or more, choose one of the following:
Glacier [FT 5, REC 3]: Target all creatures in 20ft diameter area within 100ft, +6 vs Fortitude. On a hit, deal 4d6+3 Cold damage and targets are Restrained by ice [SE, ST 3d10 vs STR]. (Basic)
Overland Movement
30 mi/day
Qualities
  • Light Foot: +4 racial bonus to Stealth. (inc.)
  • Goblin Quickness: +1 racial bonus to Reflex. (inc.)
  • Hobgoblin Resilience: Gain a +2 Racial bonus to Resilience. (inc)
  • Armor Proficiency:: Hobgoblins are proficient in Rank 3 Armor.
Skills: Rank 2 Balance [+4], Rank 2 Escape [+4], Rank 1 Riding [+2], Rank 3 Stealth [+10], Rank 1 Tumble [+2], Rank 3 Listen [+8], Rank 4 Spot [+10], Rank 4 Alchemy [A: +10/L&T: +10], Rank 3 Herbalism [A: +8/L&T: +8], Rank 3 Ritual Casting [A: +8/L&T: +8], Rank 4 Elemental Arts [A: +10/L&T: +10], Rank 2 Coercion [+5], Rank 1 Deception [+4], Rank 2 Manipulation [+6], Rank 3 Persuasion [+8], Rank 1 Aloofness [+4], Rank 1 Bravery [+4], Rank 3 Intuition [+8], Rank 3 Suspicion [+8]
Feats: Great Morale, Fast Initiative
Philosophies: Rank 3 Mental, Rank 2 Physical, Rank 4 Elemental
Combat Training: Cast 2, Melee 1, Fort 1, Reflex 1, Will 2
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Corded Armor, Quarterstaff
Social
Languages: Goblin
Composure: 20
Charm
+2
Coercion
+5
Deception
+4
Manipulation
+6
Persuasion
+8
Aloofness
+4
Bravery
+4
Intuition
+8
Tolerance
+2
Suspicion
+8
Prejudices:
  • Non-Greenblood: Hate 2
  • Smaller Greenbloods: Doubt 1
Motives: