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Characters/Aargic

From TheRaspyDragon

Aargic

Aargic
hobgoblin-general.webp?1782358913497#.webp
Level 2
Size Medium
Key Ability INT
Hero Points 0
Defenses & Combat
HP 11/28
AC 19
Saving Throws Fort +6, Ref +6, Will +6
Perception +6
Speed 25 ft.
Combat Record
Last Kill Gristleburst (2026-09-21)
Last Downed By Kholo Hunter (2026-09-13)
Attributes
STR +2
Languages draconic, elven, dwarven

Details

  • Ancestry: Hobgoblin Hobgoblin
  • Heritage: Elfbane Hobgoblin Elfbane Hobgoblin
  • Background: Martial Disciple
  • Class: Commander
  • Key Ability: INT
  • XP: 438
  • Hero Points: 0
  • Languages: draconic, elven, dwarven

Identity

  • Age: 28

Campaign Notes

Address: Grootesh spire.

⚔ Defense & Saves

  • HP: 11/28
  • AC: 19
  • Perception: +6 (Expert)
  • Speed: 25 ft. (land)
  • Fortitude: +6 (Trained)
  • Reflex: +6 (Expert)
  • Will: +6 (Expert)

🗡 Attacks

Weapon Traits Attack Bonus Damage
Shortbow Shortbow (Trained) Deadly-D10 +4/-1/-6 1d6 piercing
Warhammer Warhammer (Trained) Shove +6/+1/-4 1d8+2 bludgeoning

📊 Ability Scores

STR DEX CON INT WIS CHA
+2 +0 +2 +3 +0 +2

🎓 Skills

Skill Modifier Proficiency
Acrobatics +0 Untrained
Arcana +3 Untrained
Athletics +6 Trained
Crafting +3 Untrained
Deception +2 Untrained
Diplomacy +6 Trained
Intimidation +6 Trained
Medicine +4 Trained
Nature +4 Trained
Occultism +3 Untrained
Performance +2 Untrained
Religion +0 Untrained
Society +7 Trained
Stealth +0 Untrained
Survival +4 Trained
Thievery +0 Untrained

💰 Wealth & Carry

Coin Total Value Bulk Invested
53 GP, 3 SP, 3 CP 74.13 gp 8.0 / 7 enc / 12 max 0/10

✨ Feats & Features

Heritage
Elfbane Hobgoblin Elfbane Hobgoblin
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.
Background Features
Martial Disciple
You dedicated yourself to intense training and rigorous study to become a great warrior. The school you attended might have been a traditionalist monastery, an elite military academy, or the local branch of a prestigious mercenary organization.
Choose two attribute boosts. One must be to Strength or Dexterity, and one is a free attribute boost.
You're trained in your choice of the Acrobatics or Athletics skill. You gain a skill feat: Cat Fall if you chose Acrobatics or Quick Jump if you chose Athletics. You're also trained in the Warfare Lore skill.
Feats
Battle Planner Battle Planner (general, skill)
You are constantly drawing up plans and battle scenarios, assembling strategies and gathered intelligence for later use. When you scout an enemy's position or receive a detailed report from an ally who scouted the enemy's position, if you have a clear indication of the number, position, and identities of your potential foes, you can spend 1 minute to come up with a battle plan that takes such potential factors into account and reduces the role luck plays in the equation.
Roll a Warfare Lore check. As long as the information was accurate and remains accurate when you roll initiative against those enemies, you can use the Warfare Lore result you previously rolled for your initiative roll; if you do, this is a fortune effect.
Effect: Battle Planner
Beastmaster Dedication Beastmaster Dedication (archetype, dedication)
You gain the service of a young animal companion that travels with you and obeys your commands. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action.
Certain beastmaster feats give you focus spells. When you gain your first beastmaster focus spell, you become trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for beastmaster archetype spells is Charisma, and they are primal spells. You can Refocus by feeding, playing with, or otherwise tending to an animal companion.
BEASTMASTER ANIMAL COMPANIONS
If you're playing a beastmaster, you determine the statistics and abilities of your animal companions. As a beastmaster, it's possible for you to have more than one animal companion at one time—up to four companions—but only one of those companions, your "active companion," follows you during exploration and in encounters; the rest are nearby, usually foraging or hunting for food. As soon as you gain a second animal companion from the Beastmaster archetype, you also gain Call Companion to switch your active companion. These rules apply to all your companions, regardless of whether you got the animal companion from the beastmaster archetype or from another source.
Beastmaster
Combat Assessment Combat Assessment (commander, fighter)
You make a telegraphed attack to learn about your foe. Make a melee Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge. The target is temporarily immune to Combat Assessment for 1 day.
Commander's Banner Commander's Banner (commander)
A commander needs a battle standard to help guide their allies on the field. You start play with a custom banner that you can use to signal allies when using tactics (see below) or to deploy specific abilities. Your banner can be affixed to a weapon or shield you are wielding, attached to a simple pole or handle and held in one hand, or worn affixed to a pole alongside your backpack. Your banner might be a literal flag or pennant, a decorated fan, a personalized totem, or some other highly visible and item of negligible or light Bulk. Your banner requires customization and influences your allies' morale, so you can have only one banner at a time designated as your commander's banner; designating a new banner or standard as your commander's banner takes 1 minute.
As long as your banner is visible and in your possession, it provides an aura that gives you and all allies in a 30-foot type:emanation a +1 status bonus to Will saves and DCs against fear effects. You can pause or resume this effect as part of any action you would typically use to stow or retrieve your banner. If your banner is destroyed or stolen, allies currently benefiting from its bonuses become Frightened 1. This effect has the aura, emotion, mental, and visual traits.
Some abilities allow you to place your banner in a specialized manner, such as the Commander's Companion and Plant Banner feats. As long as you have placed your banner in this way, any banner abilities originate from your banner's space instead of your own, and you gain the same basic benefits as when it is in your possession. An unattended banner has the base Hardness and Hit Points of a standard item of its type (usually cloth, thin leather, or thin wood) or the Hardness and Hit Points of the object it is affixed to, whichever is greater.
Commander's Companion Commander's Companion (commander)
You gain the service of a young animal companion. You can affix your banner to your companion's saddle, barding, or a simple harness, determining the effects of your commander's banner and other abilities that use your banner from your companion's space, even if you are not currently riding your companion. A companion granted by this feat always counts as one of your squadmates and does not count against your maximum number of squadmates.
Special When you use Command an Animal to command the companion granted by this feat, it gains a reaction it can only use in response to your tactics. This reaction is lost if it is not used by the end of your turn.
Drilled Reactions Drilled Reactions (commander)
Your time spent training your allies allows them to respond quickly and instinctively to your commands. Once per round when you use a tactic, you can grant one ally of your choice benefiting from that tactic an extra reaction. This reaction has to be used for that tactic and is lost if not used.
Hobgoblin Weapon Familiarity Hobgoblin Weapon Familiarity (hobgoblin)
You gain access to all uncommon weapons with the hobgoblin trait. You have familiarity with weapons with the hobgoblin trait plus the composite longbow, composite shortbow, glaive, longbow, longsword, and shortbow—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Quick Jump Quick Jump (general, skill)
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don't perform the initial Stride (nor do you fail if you don't Stride 10 feet).
Shield Block Shield Block (general)
Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Shield Block Shield Block (champion, commander, druid, exemplar, fighter, guardian, inventor)
You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.
Tactics Tactics (commander)
By studying and practicing the strategic arts of war, you can guide your allies to victory. You begin play with a folio containing five tactics. These are combat techniques and coordinated maneuvers you can instruct your allies in, enabling them to respond to your signals in combat. As you increase in level, you gain the ability to learn more potent tactics. When you gain the Expert Tactician class feature, you gain the ability to add expert tactics to your folio; when you gain the Master Tactician class feature, you can add master tactics to your folio; and when you gain the Legendary Tactician class feature, you can add legendary tactics to your folio.
=== Preparing and Changing Tactics ===
Each day during your daily preparations, you prepare three tactics from your folio and drill in them alongside your allies, enabling you to use these tactics until your next daily preparations. When you drill, you can instruct a total number of allies equal to 2 + your Intelligence modifier, enabling these allies to respond to your tactics in combat. These allies are your squadmates. A squadmate always has the option not to respond to your tactical signal if they do not wish to. You count as one of your squadmates for the purposes of participating in or benefiting from a tactic (though you do not count against your own maximum number of squadmates). The tactics trait is explained in more detail in the key terms sidebar on this page.
You can change which tactics you have prepared from those in your folio by spending 10 minutes to drill, replacing all previously prepared tactics and squadmates. This does not prevent your allies from performing their own activities during this time frame. Some tactics have a limited usage, such as the Valkyrie's Charge tactic, which can be used once per day. These tactics can never exceed their indicated use limit even if you replace them with a different tactic and then prepare them again later that same day, but you can replace a tactic whose limited use has been expended with another tactic you know any time you are able to change your prepared tactics.
=== Gaining New Tactics ===
You add additional tactics to your folio and increase the number of tactics you can prepare when you gain the expert tactician, master tactician, and legendary tactician class features. You can also add tactics to your folio with the Tactical Expansion feat, though this does not change the number you can have prepared. Because tactics folios use shorthand and signals unique to each commander, there is typically no benefit to using (or stealing) another commander's folio, though you can train with another commander to retrain one tactic in your folio to another that they know.
Actions
Call Companion Call Companion (exploration)
You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions.
Defensive Retreat Defensive Retreat (brandish, commander, tactic)
You call for a careful retreat. Signal all squadmates within the aura of your banner; each can immediately Step up to three times as a free action. Each Step must take them farther away from at least one hostile creature they are observing and can only take them closer to a hostile creature if doing so is the only way for them to move toward safety (such as if they're surrounded).
Gather to Me! Gather to Me! (commander, tactic)
You signal your team to move into position together. Signal all squadmates; each can immediately Stride as a reaction, though each must end their movement inside your banner's aura, or as close to your banner's aura as their movement Speed allows.
Squadmates can use Gather to Me! while Burrowing, Climbing, Flying, or Swimming instead of Striding if they have the corresponding movement type.
Protective Screen Protective Screen (brandish, commander, tactic)
You've trained your allies in a technique designed to protect war mages. Signal one squadmate; as a reaction, that squadmate Strides directly toward any other squadmate who is within the aura of your banner. If the first squadmate ends their movement adjacent to another squadmate, the second squadmate does not trigger reactions when casting spells or making ranged attacks until the end of their next turn or until they are no longer adjacent to the first squadmate, whichever comes first. If the first squadmate ends their movement adjacent to more than one other squadmate, the first squadmate must choose which of the adjacent squadmates gains this benefit.
Reload! Reload! (commander, tactic)
Your drill instruction kicks in, and your allies rapidly reload their weapons to prepare for the next volley. Signal all squadmates; each can immediately Interact to reload as a reaction.
Special When leading a siege weapon crew, you can use this tactic to command your squadmates to Load a siege weapon instead.
Resist Elf Magic 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.
Shields Up! Shields Up! (commander, tactic)
You signal your allies to ready their defenses. Signal all squadmates within the aura of your commander's banner; each can immediately Raise a Shield as a reaction. Squadmates who are wielding a parry weapon can instead position that weapon defensively as a reaction.
Special If one of your squadmates knows or has prepared the Shield cantrip, they can cast it as a reaction instead of taking the actions normally granted by this tactic.

🎒 Inventory

Weapons
Item Qty Bulk Level Price
Shortbow Shortbow 1 1 0 3 gp
Warhammer Warhammer 1 1 0 1 gp
Armor & Shields
Item Qty Bulk Level Price
Splint Mail Splint Mail 1 3 1 13 gp
Steel Shield Steel Shield 1 1 0 2 gp
Ammunition
Item Qty Bulk Level Price
Arrows Arrows 20 0.1 0 1 sp
Bags & Storage
Item Qty Bulk Level Price
Backpack Backpack 1 0 0 1 sp
  • Soap Soap
  • Rope Rope
  • Waterskin Waterskin
  • Chalk Chalk ×10
  • Torch Torch ×5
  • Bedroll Bedroll
  • Flint and Steel Flint and Steel
  • Rations Rations ×2
Treasure & Currency
Item Qty Bulk Level Price
Copper Pieces Copper Pieces 3 1 0 1 cp
Gold Pieces Gold Pieces 53 1 0 1 gp
Silver Pieces Silver Pieces 3 1 0 1 sp

Last synced: 2026-09-21 04:00