Characters/Aargic: Difference between revisions
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| name = Aargic | | name = Aargic | ||
| portrait = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/humanoid/goblinoid/hobgoblin-general.webp?1782358913497 | | portrait = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/humanoid/goblinoid/hobgoblin-general.webp?1782358913497 | ||
| level = | | level = 2 | ||
| size = Medium | | size = Medium | ||
| hp = | | hp = 28/28 | ||
| ac = | | ac = 19 | ||
| perception = + | | perception = +6 | ||
| speed = 25 ft. | | speed = 25 ft. | ||
| fortitude = + | | fortitude = +6 | ||
| reflex = + | | reflex = +6 | ||
| will = + | | will = +6 | ||
| attributes = '''STR''' +2 | '''DEX''' +0 | '''CON''' +2 | '''INT''' +3 | '''WIS''' +0 | '''CHA''' +2 | | attributes = '''STR''' +2 | '''DEX''' +0 | '''CON''' +2 | '''INT''' +3 | '''WIS''' +0 | '''CHA''' +2 | ||
| key_ability = INT | | key_ability = INT | ||
| age = 28 | | age = 28 | ||
| gender = He/Him | | gender = He/Him | ||
| hero_points = | | hero_points = 0 | ||
| languages = draconic, elven, dwarven | | languages = draconic, elven, dwarven | ||
| wealth = 8 GP, 3 SP, 3 CP | |||
| last_kill = Water Scamp (2026-07-02) | | last_kill = Water Scamp (2026-07-02) | ||
| last_downed = | | last_downed = Kholo Hunter (2026-09-13) | ||
}} | }} | ||
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* '''Class:''' Commander | * '''Class:''' Commander | ||
* '''Key Ability:''' INT | * '''Key Ability:''' INT | ||
* '''XP:''' | * '''XP:''' 3 | ||
* '''Hero Points:''' | * '''Hero Points:''' 0 | ||
* '''Languages:''' draconic, elven, dwarven | * '''Languages:''' draconic, elven, dwarven | ||
== Identity == | == Identity == | ||
* '''Age:''' 28 | * '''Age:''' 28 | ||
== Campaign Notes == | |||
Address: Grootesh spire. | |||
<div class="toccolours mw-collapsible mw-collapsed"> | <div class="toccolours mw-collapsible mw-collapsed"> | ||
<b>⚔ Defense & Saves</b> | <b>⚔ Defense & Saves</b> | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
* '''HP:''' | * '''HP:''' 28/28 | ||
* '''AC:''' | * '''AC:''' 19 | ||
* '''Perception:''' + | * '''Perception:''' +6 ({{color|#4682b4|'''Expert'''}}) | ||
* '''Speed:''' 25 ft. (land) | * '''Speed:''' 25 ft. (land) | ||
* '''Fortitude:''' + | * '''Fortitude:''' +6 ({{color|#2e8b57|'''Trained'''}}) | ||
* '''Reflex:''' + | * '''Reflex:''' +6 ({{color|#4682b4|'''Expert'''}}) | ||
* '''Will:''' + | * '''Will:''' +6 ({{color|#4682b4|'''Expert'''}}) | ||
</div> | </div> | ||
</div> | </div> | ||
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! !! Weapon !! Traits !! Attack Bonus !! Damage | ! !! Weapon !! Traits !! Attack Bonus !! Damage | ||
|- | |- | ||
| <html><img src="https://foundry.atkennedy.com/icons/weapons/ | | <html><img src="https://foundry.atkennedy.com/icons/weapons/bows/shortbow-leather.webp" width="24" alt="Shortbow" style="vertical-align:middle;" /></html> || Shortbow ({{color|#2e8b57|'''Trained'''}}) || Deadly-D10 || +4/-1/-6 || 1d6 piercing | ||
|- | |||
| <html><img src="https://foundry.atkennedy.com/icons/weapons/hammers/hammer-war-rounding.webp" width="24" alt="Warhammer" style="vertical-align:middle;" /></html> || Warhammer ({{color|#2e8b57|'''Trained'''}}) || Shove || +6/+1/-4 || 1d8+2 bludgeoning | |||
|} | |} | ||
</div> | </div> | ||
| Line 83: | Line 88: | ||
| Arcana || +3 || {{color|#708090|'''Untrained'''}} | | Arcana || +3 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Athletics || + | | Athletics || +6 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Crafting || +3 || {{color|#708090|'''Untrained'''}} | | Crafting || +3 || {{color|#708090|'''Untrained'''}} | ||
| Line 89: | Line 94: | ||
| Deception || +2 || {{color|#708090|'''Untrained'''}} | | Deception || +2 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Diplomacy || + | | Diplomacy || +6 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Intimidation || + | | Intimidation || +6 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Medicine || + | | Medicine || +4 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Nature || + | | Nature || +4 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Occultism || +3 || {{color|#708090|'''Untrained'''}} | | Occultism || +3 || {{color|#708090|'''Untrained'''}} | ||
| Line 103: | Line 108: | ||
| Religion || +0 || {{color|#708090|'''Untrained'''}} | | Religion || +0 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Society || + | | Society || +7 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Stealth || +0 || {{color|#708090|'''Untrained'''}} | | Stealth || +0 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Survival || + | | Survival || +4 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Thievery || +0 || {{color|#708090|'''Untrained'''}} | | Thievery || +0 || {{color|#708090|'''Untrained'''}} | ||
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! Coin !! Total Value !! Bulk !! Invested | ! Coin !! Total Value !! Bulk !! Invested | ||
|- | |- | ||
| | | 8 GP, 3 SP, 3 CP || 44.13 gp || 11.0 / 7 enc / 12 max || 0/10 | ||
|} | |} | ||
</div> | </div> | ||
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=====Feats===== | =====Feats===== | ||
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Battle Planner" style="vertical-align:middle;" /></html> '''Battle Planner''' <small>(general, skill)</small> | |||
: 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 | |||
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Beastmaster Dedication" style="vertical-align:middle;" /></html> '''Beastmaster Dedication''' <small>(archetype, dedication)</small> | |||
: 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 | |||
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Combat Assessment" style="vertical-align:middle;" /></html> '''Combat Assessment''' <small>(commander, fighter)</small> | ; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Combat Assessment" style="vertical-align:middle;" /></html> '''Combat Assessment''' <small>(commander, fighter)</small> | ||
: 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. | : 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. | ||
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: 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. | : 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. | : 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. | ||
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Commander's Companion" style="vertical-align:middle;" /></html> '''Commander's Companion''' <small>(commander)</small> | |||
: 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. | |||
; <html><img src="https://foundry.atkennedy.com/icons/skills/melee/swords-parry-block-blue.webp" width="20" alt="Drilled Reactions" style="vertical-align:middle;" /></html> '''Drilled Reactions''' <small>(commander)</small> | ; <html><img src="https://foundry.atkennedy.com/icons/skills/melee/swords-parry-block-blue.webp" width="20" alt="Drilled Reactions" style="vertical-align:middle;" /></html> '''Drilled Reactions''' <small>(commander)</small> | ||
: 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. | : 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. | ||
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=====Actions===== | =====Actions===== | ||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Passive.webp" width="20" alt="Call Companion" style="vertical-align:middle;" /></html> '''Call Companion''' <small>(exploration)</small> | |||
: You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions. | |||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/TwoActions.webp" width="20" alt="Defensive Retreat" style="vertical-align:middle;" /></html> '''Defensive Retreat''' <small>(brandish, commander, tactic)</small> | ; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/TwoActions.webp" width="20" alt="Defensive Retreat" style="vertical-align:middle;" /></html> '''Defensive Retreat''' <small>(brandish, commander, tactic)</small> | ||
: 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). | : 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). | ||
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! !! Item !! Qty !! Bulk !! Level !! Price | ! !! Item !! Qty !! Bulk !! Level !! Price | ||
|- | |- | ||
| <html><img src="https://foundry.atkennedy.com/icons/weapons/ | | <html><img src="https://foundry.atkennedy.com/icons/weapons/bows/shortbow-leather.webp" width="24" alt="Shortbow" style="vertical-align:middle;" /></html> || <html><span title="1d6 piercing • Martial Bow • Range 60 ft. • Reload 0 • Traits: Deadly-D10 • 3 gp | ||
This smaller bow is made of a single piece of wood and favored by skirmishers and cavalry." style="cursor:help; border-bottom:1px dotted;">Shortbow</span></html> || 1 || 1 || 0 || 3 gp | |||
|- | |||
| <html><img src="https://foundry.atkennedy.com/icons/weapons/hammers/hammer-war-rounding.webp" width="24" alt="Warhammer" style="vertical-align:middle;" /></html> || <html><span title="1d8 bludgeoning • Martial Hammer • Traits: Shove • 1 gp | |||
This weapon has a wooden shaft ending in a large, heavy metal head. The head of the hammer might be single-sided or double-sided, but it's always capable of delivering powerful bludgeoning blows." style="cursor:help; border-bottom:1px dotted;">Warhammer</span></html> || 1 || 1 || 0 || 1 gp | |||
|} | |} | ||
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! !! Item !! Qty !! Bulk !! Level !! Price | ! !! Item !! Qty !! Bulk !! Level !! Price | ||
|- | |- | ||
| <html><img src="https://foundry.atkennedy.com | | <html><img src="https://foundry.atkennedy.com/icons/equipment/chest/breastplate-layered-leather-studded-black.webp" width="24" alt="Splint Mail" style="vertical-align:middle;" /></html> || <html><span title="AC +5 • Heavy • Dex Cap +1 • Str 3 • Check -3 • Speed -10 ft. • 13 gp | ||
This type of armor is chain mail reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of Padded Armor and a pair of gauntlets." style="cursor:help; border-bottom:1px dotted;">Splint Mail</span></html> || 1 || 3 || 1 || 13 gp | |||
|- | |- | ||
| <html><img src="https://foundry.atkennedy.com/icons/equipment/ | | <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/shields/steel-shield.webp" width="24" alt="Steel Shield" style="vertical-align:middle;" /></html> || <html><span title="AC +2 • Hardness 5 • HP 20/20 • 2 gp | ||
Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable. | |||
Hardness HP BT | Hardness HP BT | ||
5 20 10" style="cursor:help; border-bottom:1px dotted;">Steel Shield</span></html> || 1 || 1 || 0 || 2 gp | |||
|} | |||
=====Ammunition===== | |||
{| class="wikitable" style="width:100%;" | |||
! !! Item !! Qty !! Bulk !! Level !! Price | |||
|- | |||
| <html><img src="https://foundry.atkennedy.com/icons/weapons/ammunition/arrows-broadhead-white.webp" width="24" alt="Arrows" style="vertical-align:middle;" /></html> || <html><span title="Traits: Consumable • 1 sp | |||
These projectiles are the ammunition for bows. The shaft of an arrow is made of wood. It is stabilized in flight by fletching at one end and bears a metal head on the other." style="cursor:help; border-bottom:1px dotted;">Arrows</span></html> || 20 || 0.1 || 0 || 1 sp | |||
|} | |} | ||
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* <html><img src="https://foundry.atkennedy.com/icons/sundries/survival/rope-wrapped-brown.webp" width="16" alt="Rope" style="vertical-align:middle;" /></html> <html><span title="5 sp | * <html><img src="https://foundry.atkennedy.com/icons/sundries/survival/rope-wrapped-brown.webp" width="16" alt="Rope" style="vertical-align:middle;" /></html> <html><span title="5 sp | ||
50 feet of rope." style="cursor:help; border-bottom:1px dotted;">Rope</span></html> | 50 feet of rope." style="cursor:help; border-bottom:1px dotted;">Rope</span></html> | ||
* <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/armor/chainmail.webp" width="16" alt="Chain Mail" style="vertical-align:middle;" /></html> <html><span title="AC +4 • Medium • Dex Cap +1 • Str 3 • Check -2 • Speed -5 ft. • Traits: Flexible, Noisy • 6 gp | |||
A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body." style="cursor:help; border-bottom:1px dotted;">Chain Mail</span></html> | |||
* <html><img src="https://foundry.atkennedy.com/icons/weapons/polearms/spear-hooked-double.webp" width="16" alt="Breaching Pike" style="vertical-align:middle;" /></html> <html><span title="1d6 piercing • Martial Spear • Traits: Hobgoblin, Razing, Reach • 8 gp | |||
Forged with a heavy metal wedge as a spearhead, breaching pikes are often used by hobgoblin infantry alongside a tower shield. Breaching pikes are particularly effective at damaging enemy shields, leaving large, triangular puncture holes behind." style="cursor:help; border-bottom:1px dotted;">Breaching Pike</span></html> | |||
* <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp" width="16" alt="Waterskin" style="vertical-align:middle;" /></html> <html><span title="5 cp | * <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp" width="16" alt="Waterskin" style="vertical-align:middle;" /></html> <html><span title="5 cp | ||
When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature." style="cursor:help; border-bottom:1px dotted;">Waterskin</span></html> | When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature." style="cursor:help; border-bottom:1px dotted;">Waterskin</span></html> | ||
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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." style="cursor:help; border-bottom:1px dotted;">Flint and Steel</span></html> | 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." style="cursor:help; border-bottom:1px dotted;">Flint and Steel</span></html> | ||
* <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/rations.webp" width="16" alt="Rations" style="vertical-align:middle;" /></html> <html><span title="Other • 4 sp" style="cursor:help; border-bottom:1px dotted;">Rations</span></html> ×2 | * <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/rations.webp" width="16" alt="Rations" style="vertical-align:middle;" /></html> <html><span title="Other • 4 sp" style="cursor:help; border-bottom:1px dotted;">Rations</span></html> ×2 | ||
* <html><img src="https://foundry.atkennedy.com/icons/equipment/shield/buckler-wooden-boss-brown.webp" width="16" alt="Hardwood Shield" style="vertical-align:middle;" /></html> <html><span title="AC +2 • Hardness 3 • HP 10/12 • 1 gp | |||
This shield was created by the Hardwood Armor impulse. | |||
You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a free hand for using impulses. The shield decays in an instant if it becomes Broken or leaves your grasp. | |||
Hardness HP BT | |||
3 12 6" style="cursor:help; border-bottom:1px dotted;">Hardwood Shield</span></html> | |||
|} | |||
=====Treasure & Currency===== | |||
{| class="wikitable" style="width:100%;" | |||
! !! Item !! Qty !! Bulk !! Level !! Price | |||
|- | |||
| <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/copper-pieces.webp" width="24" alt="Copper Pieces" style="vertical-align:middle;" /></html> || <html><span title="1 cp" style="cursor:help; border-bottom:1px dotted;">Copper Pieces</span></html> || 3 || 1 || 0 || 1 cp | |||
|- | |||
| <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp" width="24" alt="Gold Pieces" style="vertical-align:middle;" /></html> || <html><span title="1 gp" style="cursor:help; border-bottom:1px dotted;">Gold Pieces</span></html> || 8 || 1 || 0 || 1 gp | |||
|- | |||
| <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/silver-pieces.webp" width="24" alt="Silver Pieces" style="vertical-align:middle;" /></html> || <html><span title="1 sp" style="cursor:help; border-bottom:1px dotted;">Silver Pieces</span></html> || 3 || 1 || 0 || 1 sp | |||
|} | |} | ||
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</div> | </div> | ||
''Last synced: 2026- | ''Last synced: 2026-09-14 04:00'' | ||
[[Category:Characters]] | [[Category:Characters]] | ||
Revision as of 09:00, 14 September 2026
Aargic
| Aargic | |
|---|---|
![]() |
|
| Level | 2 |
| Size | Medium |
| Key Ability | INT |
| Hero Points | 0 |
| Defenses & Combat | |
| HP | 28/28 |
| AC | 19 |
| Saving Throws | Fort +6, Ref +6, Will +6 |
| Perception | +6 |
| Speed | 25 ft. |
| Combat Record | |
| Last Kill | Water Scamp (2026-07-02) |
| Last Downed By | Kholo Hunter (2026-09-13) |
| Attributes | |
| STR +2 | |
| Languages | draconic, elven, dwarven |
Details
- Ancestry:
Hobgoblin - Heritage:
Elfbane Hobgoblin - Background: Martial Disciple
- Class: Commander
- Key Ability: INT
- XP: 3
- Hero Points: 0
- Languages: draconic, elven, dwarven
Identity
- Age: 28
Campaign Notes
Address: Grootesh spire.
⚔ Defense & Saves
- HP: 28/28
- 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 (Trained) | Deadly-D10 | +4/-1/-6 | 1d6 piercing | |
| 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 |
|---|---|---|---|
| 8 GP, 3 SP, 3 CP | 44.13 gp | 11.0 / 7 enc / 12 max | 0/10 |
✨ Feats & Features
Heritage
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 (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 (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 (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)- 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)- 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 (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)- 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 (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 (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 (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 (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 (exploration)- You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions.
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! (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 (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! (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- 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! (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 | 1 | 1 | 0 | 3 gp | |
| Warhammer | 1 | 1 | 0 | 1 gp |
Armor & Shields
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Splint Mail | 1 | 3 | 1 | 13 gp | |
| Steel Shield | 1 | 1 | 0 | 2 gp |
Ammunition
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Arrows | 20 | 0.1 | 0 | 1 sp |
Bags & Storage
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Backpack | 1 | 0 | 0 | 1 sp | |
| |||||
Treasure & Currency
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Copper Pieces | 3 | 1 | 0 | 1 cp | |
| Gold Pieces | 8 | 1 | 0 | 1 gp | |
| Silver Pieces | 3 | 1 | 0 | 1 sp |
Last synced: 2026-09-14 04:00
