Gajendra | |
Age: | 23 |
Hair: | N/A |
Eyes: | Black |
Height: | 7'7" |
Weight: | 385 |
Race: | Beastfolk(Ungulate: Loxophant) |
Class: | Fighter/Hexblade |
Level: | 8 |
Experience: | 34,238 |
Hit Points: | 96 |
Gold: | 10132 |
Current Status: | Active |
Played by Dakheel |
Gallery
Ability | Score | Mod | Temp Mod | Total |
Strength | 22 | +6 | +1 | +7 |
Dexterity | 16 | +3 | +1 | +4 |
Constitution | 12 | +1 | +1 | +2 |
Intelligence | 14 | +2 | +0 | +2 |
Wisdom | 10 | +0 | +0 | +0 |
Charisma | 14 | +2 | +0 | +2 |
Armor Class | |
Total | Base 10 + 6 Armor/Shield + 4 Dexterity +1 Natural = 21 |
Flat-Footed | 17 |
Touch | 14 |
Saving Throws | Base | Bonus | Total |
Fortitude | +5 | +4 | +9 |
Reflex | +2 | +5 | +7 |
Will | +5 | +1 | +6 |
*+2 against spells and spell-like effects
BAB | Mod | Total Range/Melee |
+8/+3 | +4 Dex/+5 Str | +12/+7 or +14/+9 |
Improved Trip attack: MTA then 1d20+15 opposed str check (+7 Str, +4 PB, +4 IT)
Current Status Effects: Insane (perceived bugs crawling over him and out of his skin, causing him to itch terribly -1 to skill checks)
Infected: Gutworm Symbiote (+2 Con inherent bonus, 1/day Rage with no fatigue, 1/day Neutralise Poison. Will Save (15) 1/day or perform a cruel or evil act, -6 charisma penalty interacting with non-evil npc's, must eat 2x normal intake and will start to starve after 1 day instead of 3, fatigued after 8 hours of activity.
Initiative |
---|
18 Dex = +4 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
C | Appraise (Int) | 0 | +2 | +0 | +0 | +2 |
C | Balance (Dex) | 0 | +4 | +2 | +0 | +6 |
C | Bluff (Cha) | 5 | +2 | +0 | +0 | +7 |
X | Climb (Str) | 0 | +7 | +0 | +0 | +7 |
C | Concentration (Con) | 0 | +2 | +2 | +0 | +4 |
X | Craft (Int) | 11 | +2 | +0 | +0 | +13 |
C | Decipher Script (Int) | 0 | +2 | +0 | +0 | +2 |
C | Diplomacy (Cha) | 0 | +2 | +2 | +0 | +4 |
C | Disable Device (Int) | 0 | +2 | +0 | +0 | +2 |
C | Disguise (Cha) | 0 | +2 | +2 | +0 | +4 |
C | Escape Artist (Dex) | +0 | +4 | +0 | +0 | +4 |
C | Forgery (Int) | 0 | +2 | +0 | +0 | +2 |
C | Gather Information (Cha) | 0 | +2 | +0 | +0 | +2 |
X | Handle Animal (Cha) | 0 | +2 | +0 | +0 | +2 |
C | Heal (Wis) | 0 | +0 | +0 | +0 | +0 |
C | Hide (Dex) | 0 | +4 | +0 | +0 | +4 |
X | Intimidate (Cha) | 11 | +2 | +4 | +0 | +17 |
C | Intuit Direction (Int) | 0 | +2 | +0 | +0 | +2 |
X | Jump (Str) | 0 | +7 | +2 | +0 | +7 |
C | Knowledge (Int) | 0 | +2 | +0 | +0 | +2 |
C | Listen (Wis) | 0 | +0 | +0 | +0 | +0 |
C | Move Silently (Dex) | 0 | +4 | +0 | +0 | +4 |
C | Open Lock (Dex) | 0 | +4 | +0 | +0 | +4 |
C | Perform (Cha) | 0 | +2 | +0 | +0 | +2 |
C | Profession (Wis) | 0 | +0 | +0 | +0 | +0 |
X | Ride (Dex) | 0 | +4 | +0 | +0 | +4 |
C | Search (Int) | 0 | +2 | +0 | +0 | +2 |
C | Sense Motive (Wis) | 0 | +0 | +0 | +0 | +0 |
C | Sleight of Hand (Dex) | 0 | +4 | +2 | +0 | +6 |
C | Speak Language (n/a) | 0 | +0 | +0 | +0 | +0 |
C | Spellcraft (Int) | 0 | +2 | +0 | +0 | +2 |
C | Spot (Wis) | 0 | +0 | +0 | +0 | +0 |
C | Survival (Wis) | 0 | +0 | 0 | +0 | +0 |
X | Swim (Str) | 0 | +7 | +0 | +0 | +7 |
C | Tumble (Dex) | 5 | +4 | +0 | +0 | +9 |
C | Use Magic Device (Cha) | 0 | +2 | +0 | +0 | +2 |
C | Use Rope (Dex) | +0 | +4 | +0 | +0 | +4 |
Where C is Cross Class and X is a Class Skill
Skill Tricks: Never Outnumbered
Crafts: Armoursmithing, Weaponsmithing
Knowledges:
Notes
+3 to dodge bonus when fighting defensively
+6 dodge bonus when full defence
Skill Point Total: 36
1st 16, 2nd+ 4/lvl <—Breakdown of skills generated per level, helps you keep track.
~ Languages:
Common, Runnertongue, Wildlander
Feats:
Level 1 - Combat Expertise Take up to BAB in attack penalty to add equivalent dodge bonus to AC
Fighter Bonus Feat 1 - Improved Trip: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Fighter Bonus Feat 2 - Exotic Weapon Proficiency: Stone, Mother and Son Hammer
Level 3 - Combat Reflexes AOO/rd limit raised to Dex Mod+1 (5)
Fighter Bonus Feat 3 - Two-Weapon Fighting
Level 6 - Weapon Focus: Stone, Mother and Son Hammer
Abilities:
Dominating Personality: +2 to Concentration and Intimidation checks.
Powerful Build: Whenever anyone with this trait is subjected to an opposed check based on size modifiers (such as bull rushes, grapple checks, and trip attempts), they count as one size larger if doing so is advantageous. In addition, characters with this trait count as one size larger to determine how different special abilities affect them (such as improved grab or swallow whole). However, characters with this Feat count as their normal racial size for determining space and reach. The abilities of this Feat stack with powers, abilities, and spells that affect size category.
Tireless: Large ungulates gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold their breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, large ungulates may sleep in light or medium armor without becoming fatigued. This stacks with the Endurance feat, which also allows large ungulates to sleep in heavy armor without becoming fatigued.
Low-Light Vision
Hexblade Curse (Su): Once per day, as a free action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade’s curse takes a –2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 hexblade’s class level + hexblade’s Cha modifier) negates the effect.
Arcane Resistance (Su): At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.
Mettle (Ex): At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.
Dark Companion
By mixing arcane spells with martial talents, the hexblade blurs the traditional line between fighter and sorcerer. Replacing the familiar—a link to traditional forms of arcane magic—with a unique fighting companion helps establish the hexblade’s difference from the sorcerer. In combat, a dark companion functions like a floating hex that you can place upon your foes. By weakening the defenses of enemies, your dark companion makes your spells and attacks (and those of your allies) more powerful.
Level: 4th.
Replaces: If you select this class feature, you do not gain a familiar.
Benefit: At 4th level, you can create an illusory companion resembling a panther, spun from the darkness of the night.
Doing so takes 24 hours and uses up magic materials that cost 100 gp. Once created, your dark companion stands with you in battle, hindering your enemies’ defenses. Any enemy adjacent to your dark companion takes a –2 penalty on its saves and to its AC. Your companion’s speed is equal to yours (including all modes of movement you possess) and it acts during your turn each round. It follows your mental commands perfectly—in effect, it is merely an extension of your will.
Your dark companion has no real substance, and thus can’t attack or otherwise affect creatures or objects. It occupies a 5-foot space. Even though any creature can enter a dark companion’s 5-foot space without restriction, it must occupy its own space in order to have any effect on enemies. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. Your dark companion is treated as a spell whose level is equal to 1/4 your hexblade level. If it is dispelled, it automatically reforms at your side 24 hours later. A dark companion can’t create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies automatically recognize it as an illusion.
If it is more than 120 feet from you at the start of your turn, or if you ever lose line of effect to it, it instantly reappears adjacent to you.
Weapon | Attack Bonus | Damage | Crit | Damage Type | Range Increment |
Stone, Mother and Son Hammer +1/+1 | +14/+14/+9 | 1d8+8/1d8+5/1d8+5 | 19-20 x2 | Bludgeoning | 10ft reach |
Javelin | +11 | 1d6+7 | x2 | Piercing | 30ft |
Net | +7 RTA | 10ft |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement | Weight |
Chain Shirt +2, Agility, Stamina | +6 | +4 | -1 | 20% | 30ft |
Slot | Item | Description |
Head | ||
Face | Third Eye, Surge | 3 charges/day +2-4 insight bonus to Str & Dex for 1 rd |
Neck | Amulet of Natural Armour +1 | +1 natural armour bonus |
Shoulders | Cloak of Resistance +1 | +1 to all saves |
Torso | ||
Arms | Bracers of Dexterity +2 | Adds +2 enhancement bonus to Dex |
Hands | Brute Gauntlets of Str +2 | 3 charges/day +2-4 morale bonus to Str check, Str based skills, Melee damage for 1 rd, also +2 to Str |
Right Ring | ||
Left Ring | ||
Waist | Belt of Healing | 3 charges, 1 charge 2d8, +1d8 per charge positive energy touch |
Feet | ||
Pack |
List of Items Here:
-Stone, Mother and Son Hammer +1/+1
-Gauntlet, Locking
-Javelin x5
-Dagger
-Brute Gauntlets of Str +2
-Caltrops 2lbs
-Vial
-Flask
-Waterskin
-Candle x3
-Oil x1 flask
-Flint and Steel
-Chalk 1 piece
-Fishhook and line
-Backpack
-Net
-Rope, silk (50 ft.)
-Artisan's Tools, Masterwork
-Sunrod x2
-Flask, Acid (RTA for splash, direct hit causes 1d6 acid, all within 5 ft take 1 pt acid)
-Healing Belt
-Crystal of Return, Lesser - Draw weapon as free action, call weapon to hand from 30ft as move action
-Cloak of Resistance +1
-Potion of Bull's Strength
-Amulet of Natural Armour +1
-Chain shirt +2 of Agility and Stamina
-Bracers of Dexterity +2
Trophies: Lesser Vargouille Teeth
Griffon claws
Feather from Kobold Sergeant
Ogre's Tusk
Relgore Onefang's Fang
Hellhound's Claw
Broken Flail
Chains from a Chain Demon
Tooth from a Tank
1 Spell Known and Cast each day at sunrise: (24 hrs)
Undetectable Alignment