4. CONTROVERSIA ENTRE LA ADMINISTRACION PROPIA Y LA
4.2. LOS CONFLICTOS QUE ATRAVIESA LA ADMINISTRACION MUNICIPAL.
This example uses a 10th-level hobgoblin fighter as the base creature. Jokhup’s base ability scores were Strength 15, Dexterity 13, Constitution 12, Intelligence 10, Wisdom 14, Charisma 12. Hobgoblins have Dexterity +2 and Constitu- tion +2. Jokhup used both ability increases due to level to add to Strength.
Jokhup
Male Hobgoblin, 10th-level Fighter
Medium Monstrous Humanoid (Augmented Humanoid [Goblinoid])
Hit Dice: 10d10+50 (150 hp) Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 27 (+4 Dex, +5 +2 studded leather, +4 +2
animated heavy steel shield, +4 natural), touch 14, flat-
footed 23
C
ha
pt
er 4: A
ug
m
en
tin
g
Attack: +1 elf bane heavy flail +17 melee (1d10+8/17–20) or masterwork composite longbow (+4 Str) +15 ranged (1d8+4/×3)
Full Attack: +1 elf bane heavy flail +17/+12 melee (1d10+8/17–20) or masterwork composite longbow (+4 Str bonus) +15/+10 ranged (1d8+4/×3) Space/Reach: 5 ft./5 ft. Special Attacks: Felling strike, punishing strike, rapid strike Special Qualities: Damage reduction 10/magic, darkvi- sion 60 ft., immunities, resistance to cold 10, resistance to fire 10, spell resistance 20 Saves: Fort +12, Ref +7, Will +7 Abilities: Str 21, Dex 19, Con 20, Int 10, Wis 14, Cha 14 Skills: Climb +10, Diplomacy +6, Jump +10, Knowledge (nobility and royalty) +5, Move Silently +8, Ride +9, Sense Motive +7, Swim +6
Feats: CleaveB, Cleave Asunder*B, Cross Training* (Knowl-
edge [nobility and royalty] and Sense Motive), Endur- anceB, Improved Critical (heavy flail)B, Improved Grapple,
Improved SunderB, Improved Unarmed Strike, Iron Will,
Power AttackB, Weapon Focus (heavy flail)B
Challenge Rating: 13 Alignment: Lawful evil
Effective Character Level: 15th
* New feat described in Chapter 14.
Jokhup is a hobgoblin battle leader of great renown among his people. He has brilliantly led warbands against elven settlements up and down the frontier of his mountain home, carefully collecting the requirements for his dedica- tions to the hobgoblin god of war. He underwent the rite of the dreadnaught and survived—now he’s a walking nightmare, feared by all. The priests see his destiny as that of a new hob- goblin emperor. Dusky-skinned and black-eyed, Jokhup is impos- ing in every way, standing 7 feet tall and muscled like a giant. He shaves his head, excepting a long, raven-colored lock braided at the back, and wears a small, forked beard. The hobgoblin warlord is always bathed and well kempt.
Jokhup speaks Goblin, Common, and Elven.
Possessions: +2 studded leather, +2 animated heavy steel shield, +1 elf bane heavy flail, masterwork composite long-
bow (+4 Str) with 20 masterwork arrows, +1 cloak of re- sistance, razorback amulet, potion of cure moderate wounds
(2), dust of tracelessness, jewelry (350 gp), traveler’s outfit,
backpack. Combat
Jokhup is a cunning fighter, despite his physical prowess. He always assesses his assets and disadvantages in a given
combat beforehand, even fighting defensively for a few rounds to judge other warriors and to make his foes underestimate him. The warlord doesn’t favor elven targets, seeing such blind hatred as folly, but he
shows elves no mercy.
Jokhup’s unarmed
strikes are considered magic weapons for overcoming damage reduction.
Felling Strike (Ex): Twice per
day, when Jokhup scores a success- ful critical hit, he can elect to make a felling strike by rolling again. If the result of this third roll would hit the target, the target takes the full damage from the critical hit as normal but must make a Fortitude saving throw (DC 10 + damage
dealt) or die.
Punishing Strike (Ex): Twice per
day, Jokhup may make a mighty Razorback Amulet Crafted from the tusks of a great boar and a piece of its skull carved to resemble a boar face, the razorback amulet allows its wearer to continue to fight without penalty even while disabled or dying. The wearer still dies at –10 hit points. The amulet must be bathed in the heart’s blood of a freshly killed, 5-HD boar once per month, or it ceases to function. If left nonfunctional for more than a month, the amulet requires the heart’s blood of a 14-HD dire boar to regain its magic. (These disadvantages reduce the market value of the item.) Faint transmutaion; CL 5th; Craft Wondrous Item, bestial aspect other, Price 17,500 gp.
C
ha
pt
er 4: A
ug
m
en
ti
ng
the attack roll and a +10 bonus on the damage roll. Use of attack against any one opponent, gaining a +2 bonus on this ability must be declared before making the attack. If the attack misses, that punishing strike attempt is wasted. This ability may only be used once every fourth round.Rapid Strike (Sp): Three times per day, Jokhup can grant
himself the effects of a haste spell for 10 rounds. Caster
level 10th.
Immunities (Ex): Jokhup is immune to disease, poison,
paralysis, stunning, and all mind-influencing spells and effects.
Skills: Jokhup receives a +4 racial bonus on Move Si-
lently checks.
Enchanted
From time to time, creatures come into contact with a man- ifestation of magical energy so intense and pervasive that it alters their basic abilities, changing them into a different kind of creature altogether. Enchanted have been spawned by such diverse means as drinking from magical pools, being too near a battle between powerful mages, being blessed by fey, or coming into direct contact with mythical beings im- bued with potent transformational energies. Whatever the cause, one thing is certain—those that turn into enchanted become magical in their very nature.
Appearance Changes
Enchanted creatures have a noticeable feature about them that sets them apart from others of their kind, a slight sheen to the skin, feathers, fur, or leaves, a bit more sparkle in the eyes, a silver streak in the hair, and so forth. Whatever the physical evidence of their nature might be, it is obvious that the being in question has encountered life-changing magical power in some way.