Xaven

Hundor's page

150 posts. Alias of BloodWolven.


Classes/Levels

stats:
HP: 38/38 _ AC: 24 _ T: 15 _ FF: 21, Perception +8, Sense Motive +10, Initiative: +2, F: +7 _ R: +10 _ W: +10 _ CMB: +9, CMD: 21, Speed: 20 ft.

Gender

Skills:
Acro +10 _ Apr +9 _ Bluf +9 _ Climb +14 _ Dip +5 _ Disg +9 _ EA +7 _ HA +10 _ Heal +6 _ Intim +8, K (arca, dung, local, his, geo) +7 _ Ride +7 _ SpellC +11 _ Stealth +10 _ Survival +7 _ Swim +11 _ UseMag +14

Strength 22
Dexterity 15
Constitution 16
Intelligence 16
Wisdom 14
Charisma 20

About Hundor

Temporariy:
Bear's Endurance +4 con: +2 Fort saves, +10 hp
+2 Wis, +4 Con with 3 hp: 3 temporary HP, +2 Fort saves, +10 hp, +1 Will saves
Mage Armor, Shield,

stats:
HP: 50/38 _ AC: 24 _ T: 15 _ FF: 21, Perception +8, Sense Motive +10, Initiative: +2, F: +7 _ R: +10 _ W: +10 _ CMB: +9, CMD: 21, Speed: 20 ft.

Book of Nethys, of rituals and contracts.

Class: Fighter 5/Sorcerer 5/slayer 5

LN small
Init +2; Senses: Perception +4

DEFENSE

AC 24, touch 15, flat-footed 21 (+2 Dex, +4 mage armor, +4 shield, +1 Dodge, +1 size, +1 def, +1 nat)
hp 38/38 (5d10+15-20), 10, 6, 9, 8, 10
Fort +7 (Base+4, Con +3, Race +1, Magic item +2, Sacred Tattoo +1, -4 drain)
Ref +10 (Base+4, Dex +2, Race +1, Magic +2, Sacred Tattoo +1)
Will +10 (Base+4, Wis +2, Race +1, Magic +2, Sacred Tattoo +1) +2 vs fear

amulet: Crystal of glancing blows, +5 on CMD for grapples.
ring: Clasp of Acid Protection, resist cold 5, 30/day

OFFENSE
Base Atk +5; CMB +9; CMD 21
Speed 20 ft.
[dice=MC greatsword]1d20+14[/dice]
[dice=damage]1d10+12[/dice]
Least crystal of true death +1d6 to undead
Sonic crystal +1
a lesser crystal of fire +1d6

[dice=+1 greatsword]1d20+14[/dice]
[dice=damage]1d10+13[/dice]

[dice=throwing axe]1d20+7[/dice]
[dice=damage]1d4+6[/dice]

Special Attacks
Spell-Like Abilities (CL 3rd)
1/day—dancing lights, darkness, faerie fire

At will— Cantrips
Light
Ghost Sound
Presdigitation
Detect Magic
Detect Poison
6

1st - 6/7 per day
Mage Armor

shield
"Sashavirr."

Enlarge person

Vanish

identify

2nd - 2/5 per day
Bear’s Endurance 1 min/level (5 min) standard
"Brooownnn Baruta"
Fire breath
"Krazith Marrrz"

Traits:

Magical Lineage (Fireball)
Sacred Tattoo +1 to all saves.

STATISTICS
Stat Final Beginning Racial Bonuses
Str 22 14 -2 +2 enhance, +2 axiomatic bonus, +5 Dedicates, 4th level +1
Dex 15 11 +2 +2 enhance,
Con 08 16 -0 -8 drain
Int 16 15 -0 +1 wish
Wis 14 14 -0
Cha 20 16 +2 +2 enhance,

Feats
Sor: Eschew Materials,
Sor: Point-Blank Shot,

Slayer: Precise Shot, archery
Slayer: rapid shot, archery

1 - Power Attack
3 - Cleaving Finish - If target goes to 0 or less, strike another one for free at top BAB.
5 - great cleave

Fit 1: Weapon Focus Greatsword
Fit 2: Cleave Two hits, -2 AC
Fit 4: Weapon Specialization
Fit 5: Weapon Training Two handed weapons.

Later feats:
https://www.d20pfsrd.com/feats/combat-feats/blades-above-and-below-combat-t eamwork

Skills:
Acro +10 _ Apr +9 _ Bluf +9 _ Climb +14 _ Dip +5 _ Disg +9 _ EA +7 _ HA +10 _ Heal +6 _ Intim +8, K (arca, dung, local, his, geo) +7 _ Ride +7 _ SpellC +11 _ Stealth +10 _ Survival +7 _ Swim +11 _ UseMag +14

Skills 18+9+18
*Appraise +9, (ranks 1, Int +3, CS +3, +2 racial)
*Acrobatics +10, (ranks 5, Dex +2, CS +3) (0 ACP)
*Bluff +9, (ranks 1, cha +5, CS +3)
*Climb +14, (ranks 2, Str +6, CS +3, Fighter +1, +2 racial) (0 ACP)
*Craft swords +14, (ranks 5, Int +3, CS +3, Fighter +1, +2 MC)
Diplomacy +5, (ranks 0, cha +5)
*Disguise +9, (ranks 1, cha +5, CS +3)
Escape Artist +7, (ranks 5, dex +2)
*Fly
*Handle Animal +10, (ranks 1, cha +5, CS +3, Fighter +1)
*Heal +6, (ranks 1, Wis +2, CS +3)
*Intimidate +8, (ranks 1, Cha +5, CS +3, Fighter +1) -2 size
*Knowledge (arcana) +7, (ranks 1, Int +3, CS +3)
*K (dungeoneering) +8, (ranks 1, Int +3, CS +3, Fighter +1)
*K (history) +7, (ranks 1, Int +3, CS +3)
*Knowledge (geography) +7, (ranks 1, Int +3, CS +3)
*Knowledge (local) +7, (ranks 1, Int +3, CS +3)
Linguistics +3, (ranks 0, Int +3)
*Perception +8, (ranks 1, Wis +2, CS +3, Racial +2)
*Profession (weapon smith) +11, (ranks 5, Wis +2, CS +3, Fighter +1)
*Ride +7, (ranks 1, Dex +2, CS +3, Fighter +1) (0 ACP)
*Sense Motive +10, (ranks 5, Wis +2, CS +3)
*Spellcraft +11, (ranks 5, Int +3, CS +3)
*Steath +10, (ranks 1, Dex +2, CS +3, size +4) (0 ACP)
*Survival +7, (ranks 1, Wis +2, CS +3, Fighter +1) (+1 tracking)
*Swim +11, (ranks 1, Str +6, CS +3, Fighter +1) (0 ACP)
*Use Magic Device +14, (ranks 5, Cha +5, CS +3)

Languages: Common, Elven, Dwarven, Sylvan & Halfling.

SQ

SPECIAL ABILITIES:

Sorcerer
Ioun Bloodline

Bloodline Arcana: Whenever you have an ioun stone orbiting you or implanted, you bond with that stone. You may telekinetically recall one bonded stone within 20 feet per sorcerer level, causing it to orbit your head as a swift action. You may use ioun stones as thrown weapons that function as darts and deal bludgeoning damage, and you are considered proficient with them. The stones count as magic for the purpose of overcoming damage reduction. You lose your bond with any stone out of your possession after 24 hours.

Bloodline Powers: Your heritage links you to the ancient magic embodied in the ioun stones.

Disruptive Strike (Sp)
At 1st level, you can make a melee touch attack as a standard action that inflicts 1d3 points of force damage + 1 for every two sorcerer levels you possess. In addition, the target adds the damage dealt to the DC of any concentration checks he or she makes for one round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Empowered Stones (Su)
At 3rd level, you may imbue bonded ioun stones with spells or abilities with a range of touch, causing the effect to discharge if you make a successful ranged touch attack with the stone.

----------
Fighter
Two-Handed Fighter

Shattering Strike (Ex)
At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd.
This ability replaces Bravery.

Overhand Chop (Ex)
At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.
This ability replaces Armor Training 1.

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Slayer

Studied Target (Ex)
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

Track (Ex)
A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Slayer Talent: Ranger Combat Style: Archery: Bolded are selected.
Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.
At 6th level, he adds Crossbow Mastery, Improved Precise Shot, Parting Shot, Point Blank Master and Manyshot to the list.
At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

Sneak Attack +1d6

GEAR
Spell component pouch
Backpack
belt pouch
Cloak of resist +2
ring of protection +1,
amulet of natural armor +1,
sonic weapon crystal augment
death weapon crystal augment
Greatsword +1

Equipment:

Backpack 2 GP
Bedroll 1 Sp
10 Torches 1 sp
Flint and Steel 1 GP
Waterskin 1 GP
Trail Rations (10 days) 7 GP

The Band of Love (1/day Cure Light wounds)

Other Gear darkleaf cloth studded leather, darkwood composite longbow (+3 Str), grappling hook, masterwork backpack[APG], signal whistle, silk rope (50 ft.), silver holy symbol of Erastil, small tent, string or twine[APG], waterskin (2), weapon cord[APG], whetstone, mongoose, 64 gp, 7 cp
---

Contract Specials:
These abilities can be done once per battle.
Increased Strength: Doubles strength modifier for rounds equal to 3+level+constitution modifier. 5 rounds.
Increased Speed: Can make another move action in a round.
Immortal: Regeneration 1 activates on hit points dropping below 10 hp. Cold damage cannot be regenerated. It lasts for 3+level+Con modifier. Rounds