Immune natural & supernatural disease
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Combat Options |
- Armored Caster (Ex) A hexblade suffers no chance of arcane spell failure when casting wearing light armor. Medium and heavy armor, as well as shields and helms impose normal failure penalties.
- charging armor Add +2d6 damage on a successful charge attack.
- Empowered Greater Hexblade's Curse (Su) ( ) 3/dayAs a free action, unleash a curse. Target must be visible and within 60 feet. Target must succeed at a Will save DC 19 (10 + 1/2 hexblade class level + Charisma modifier +2 Ability Focus) or take -5 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour.
- +1 racial attack bonus with heavy mace
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Spell/Effect |
lucky break (skill check) |
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Duration |
until discharged |
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Caster/Level |
8th |
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Skills
Appraise +0 (+3 when within 1 mile of familiar) (+0 Int, 0 ranks),
Balance +0 (+2 Dex, 0 ranks, -2 armor),
Bluff +2 (+2 Cha, 0 ranks),
Climb +1 (+3 Str, 0 ranks, -2 armor),
Concentration +2 (+2 Con, 0 ranks),
Diplomacy +6 (+2 Cha, 2 ranks, +2 racial),
Disguise +2 (+2 Cha, 0 ranks),
Escape Artist +0 (+2 Dex, 0 ranks, -2 armor),
Forgery +0 (+0 Int, 0 ranks),
Gather Information +4 (+2 Cha, 0 ranks, +2 racial),
Heal +0 (+0 Wis, 0 ranks),
Intimidate +15 (+2 Cha, 13 ranks),
Jump +1 (+3 Str, 0 ranks, -2 armor),
Knowledge (arcana) +13 (+0 Int, 13 ranks),
Listen +1 (+3 when familiar within arm's reach) (+0 Wis, 0 ranks, +1 racial),
Ride +6 (+2 Dex, 2 ranks, +2 racial),
Search +1 (+0 Int, 0 ranks, +1 racial),
Sense Motive +1 (+0 Wis, 0 ranks, 1 cross-class ranks),
Sneak +0 (+2 Dex, 0 ranks, -2 armor),
Spellcraft +9 (+0 Int, 7 ranks, +2 synergy Knowledge [arcana]),
Spot +6 (+8 when familiar within arm's reach) (+0 Wis, 0 ranks, +1 racial, +5 eyes of the eagle),
Survival +0 (+0 Wis, 0 ranks),
Swim -1 (+3 Str, 0 ranks, -4 armor),
Use Rope +4 (+2 Dex, 0 ranks, +2 silk rope)
Armor Check Penalty -2-2 armor -0 helm -0 shield;
Swim Check Penalty -4;
Permanent Class Skills Gather Information
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Feats
Ability Focus (hexblade curse),
Alertness (when familiar within arm's reach),
Armor Proficiency (light),
Dodge,
Empower Curse,
Exotic Weapon Proficiency (bastard sword),
Martial Weapon Proficiency (all),
Simple Weapon Proficiency (all),
Spell Focus (Enchantment),
Spell Penetration,
Weapon Focus (bastard sword)
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Special Qualities |
- Arcane Resistance (Su) A hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.
- Elven Blood (Ex) For all effects related to race, a half-elf is considered an elf.
- Mettle (Ex) 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.
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Spellcasting and Spell-Like Abilities |
- Hexblade Spells Known (1st 2; 2nd 2)
- DC to Resist 12 + spell level
- DC to Resist (Enchantment) 13 + spell level
- Caster Level 5th1/2 of 10 levels of hexblade;
Spell Penetration d20+7d20 +5 caster level +2 Spell Penetration;
Primary Ability Charisma
detect magic (1 std action; 60 ft. cone; concentration up to 1 min./level)
hideous laughter (1 std action; close range; 1 round/level duration; Will negates [+4 bonus if of different type than caster]; SR Yes; target must have 2 Int or better; target falls prone and takes no actions, not helpless)
light (1 std action; touch; 10 minute/level duration [D]; SR No; sheds light as a torch)
protection from evil (1 std action; touch; Will negates; SR no; 1 min./level duration; +2 deflection AC and +2 resistance saves against evil, blocks possession and mental control, prevents bodily contact from summoned creatures)
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eagle's splendor (1 std action; touch; 1 minute/level duration; +4 enhancement bonus to Charisma)
invisibility (1 std action; touch; 1 minute/level duration [D])
suggestion (1 std action; close range; one living creature; 1 hour/level duration or until completed; SR yes; Will negates)
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Miscellaneous Information |
HistoryEol Seregon comes from the forested areas near Arabel, Cormyr. He was born and raised for service of Kelemvor, the God of the Dead. His father was a proud elven sword master, and his mother a human sorcerer. Eol found his power in the combination of these two styles. He feels comfortable using the "Fatal Touch" of a bastard sword, but would prefer to augment with magic power, and his ability to bring curses upon his enemy. Kelemvor teaches that death is just another part of life, as each life has a beginning it must have an end. Death is not a punishment, and one must not live beyond his time. Like his patron diety, Eol often acts rashly, and frequently does not consider the long term consequences of his actions. Eol was most recently sent by church officials to investigate reports of undead in the regions between Waterdeep and Daggerford. Eol saved a crow from a group of villagers that were afflicted with the fear associating crows with death. Eol thought it only fitting to aid this bird this creature that was so wrongly associated with the villagers' misplaced fear of death. Wherever Eol now roams, Nevermore is never far behind.;
AdventuresAoW-003: Encounter at Cromm's Hold (by Sean K Reynolds), AoW-004: The Hall of Harsh Reflections (by Jason Bulmahn);
Lives Remaining 90 Deaths;
Last Played May 24, 2007
Languages Chondathan, Common, Elven
Patron Deity Kelemvor; Homeland Arabel, Cormyr; Heritage 50% Human, 50% Moon Elf; Background Cormyrean
Height 5 ft. 6 in.; Weight 170 lb.; Age 50; Hair Black; Eyes Bright Green
Character Level Record |
Hexblade |
Hexblade |
Hexblade |
Hexblade |
Hexblade |
Hexblade |
Hexblade |
Hexblade |
Hexblade |
Hexblade |
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Defeated Enemy Record
2 Doppelganger Fighters, 1 Drow Cleric, 1 Gnoll Fighter, 1 Invisible Stalker, 1 Ochre Jelly
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Equipment & Possessions |
Magical Items
bag of holding (type I) (holds 250 lbs; 30 cu. ft.; weighs 15 lbs) (2,500 gp),
+1 charging mithral breastplate armor (+7 armor; +4 max Dex; -2 armor check penalty; 25% spell failure; +2d6 damage on charges; light armor) (8,200 gp),
+2 cloak of resistance (4,000 gp),
dose of dust of tracelessness (250 gp),
everburning torch (110 gp),
everlasting trail rations (350 gp),
eyes of the eagle (2,500 gp),
+2 gloves of dexterity (4,000 gp),
periapt of health (immune to natural and supernatural diseases) (7,500 gp),
+2 ring of protection (8,000 gp),
soothing salve (10 doses; cures 1 hp/dose; standard action provokes AoO) (250 gp)
Potions
potions of cure light wounds (CL 1st; cures 1d8+1 hp) (50 gp each),
potion of cure serious wounds (CL 5th; cures 3d8+5 hp) (750 gp),
potion of ray of hope (CL 5th; +2 morale saves, attacks, ability and skill checks; 5 round duration) (250 gp)
potion of shield of faith +2 (CL 1st; 10 round duration) (50 gp)
- Masterwork Potion Belt
potion of astute fighting (CL 5th; 5 round duration) (250 gp),
potion of +5 barkskin (CL 12th; 120 minute duration) (1,200 gp),
potions of cure light wounds (CL 1st; cures 1d8+1 hp) (50 gp each),
potion of cure moderate wounds (CL 3rd; cures 2d8+3 hp) (750 gp),
potion of haste (CL 5th; 5 round duration) (750 gp)
Nonmagical Items
69 arrows (5 cp each),
backpack (2 gp),
bedroll (1 sp),
belt pouch (1 gp),
2 candles (1 cp each),
crowbar (2 gp),
empty flask (3 cp),
explorer's outfit (10 gp),
5 flasks of oil (1 sp each),
flask of strong dwarven ale (3 sp),
flint and steel (1 gp),
grappling hook (1 gp),
hammer (5 sp),
hooded lantern (7 gp),
masterwork heavy mace (312 gp),
masterwork potion belt (60 gp),
peasant's outfit (1 sp),
renowned bastard sword (1,235 gp),
renowned mighty (+2 Str) composite longbow (1,500 gp),
2 sacks (1 sp each),
silk rope (50 ft.) (10 gp),
small steel mirror (10 gp),
tent (10 gp),
3 torches (1 cp each),
trail rations (6 days) (5 sp/day),
waterskin (1 gp),
whetstone (2 cp),
winter blanket (5 sp)
pp 0,
gp 1,664,
sp 6,
cp 9
Other Wealth None
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Nevermore - Raven Familiar |
CR
LN Tiny Magical Beast
Init +2 (+2 Dex); Senses Listen +3, Search -2, Spot +5; low-light vision
Languages Common
AC 17, touch 14, flat-footed 15; (+2 size, +2 Dex, +3 natural)
hp 60 (10 HD)
Fort +3, Ref +5, Will +9; improved evasion
Spd 10 ft. (2 squares), fly 40 ft. (average)
Melee +14 melee (1d2-5, crit. 20/x2, claws)
Space 2 1/2 ft.; Reach 0 ft.
BAB +10/+5; Grapple -3
Atk Options deliver touch spells
Abilities Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 6
SQ alertness, empathic link, share spells
Feats Alertness, Weapon Finesse
Skills Diplomacy +0, Intimidate +10, Knowledge (arcana) +11, Listen +3, Ride +4, Spellcraft +5, Spot +5
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Deliver Touch Spells (Su): A familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: At the master's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar's type (magical beast).
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
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