Monday, January 22, 2024

Haturu, Hobgoblin Fighter/Rogue


Name: Haturu
Race: Hobgoblin / Class: Fighter (1), Rogue (1) / Level: 2 / Background: Wandering Mercenary

Attributes 
Str: 17 / +3
Dex: 17 / +3
Con: 16 / +3
Int: 12 / +1
Wis: 15 / +2
Cha: 10 / +0

Saves
Str: +5
Dex: +3
Con: +5
Int: +1
Wis: +2
Cha: +0

Info: AC: 15 (Studded Leather) / Prof: +2 / HP: 21

Longsword: Attk: +5 / D: 1d8+3 / R: Melee

Dagger: Attk: +5 / D: 1d4+3 / R: Thrown

Club: Attk: +5 / D: 1d6+3 / R: Melee

Gear: Pack, Waterskin, Rations, Torches, Oil, Rope

Traits (Hobgoblin): Darkvision. Menacing: Begin play with Proficiency in Intimidation skill. Aggressive: Once per round, as a bonus action, a Hobgoblin can advanced towards an enemy that they can see or hear, they must advance on a target.

Skills: Athletics: +7, Intimidation: +7, Perception: +4 (Passive: 14), Stealth: +5, Survival: +4 / Tool Kits: Thieves Tools: +2

Second Wind (1/Short Rest): Heal 1d10 + Fighter Level (+1)

Sneak Attack (1d6): When attacking with surprise or by flanking, a Rogue gains bonus damage.

Expertise (Athletics & Intimidation): Gain Expertise (Double Proficiency) on two chosen skills or Thieves' Tools.

Notes 

  • Haturu is a Hobgoblin mercenary living beneath the Guisman Manor until he was offered better terms by a group of adventurers who were exploring the ruins and found the smuggler base beneath the house. He decided to switch sides and join with them.
  • Favors a two-weapon fighting style using a longsword and dagger. As a multi-class, Haturu can never specialize in a weapon, but he can make up for it with thief skills and the ability to backstab his targets if he can get the drop on them.
  • Has a brother named Subotai who is an archer and fellow turncoat. The two now serve the new owners of the Guisman Manor as sellswords, possibly keeping an eye over their shoulder given the nature of the initial employment with the party.

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