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<blockquote data-quote="stonegod" data-source="post: 2817055" data-attributes="member: 36973"><p><strong>Ari Osten, Hexer Monster Hunter</strong></p><p></p><p><strong>Ari Osten</strong> CR 1 (0 xp)</p><p>Male human (Aundair) hexblade 1</p><p>LN Medium humanoid </p><p><strong>Init</strong> -1; <strong>Senses</strong> Listen +0, Spot +0</p><p>Languages Common</p><p></p><p><strong>AC</strong> 13, touch 9, flat-footed 14</p><p><strong>hp</strong> 12 (1 HD)</p><p><strong>Fort</strong> +2, <strong>Ref</strong> -1, <strong>Will</strong> +2</p><p></p><p><strong>Spd</strong> 30 ft.</p><p><strong>Melee</strong> longsword two-handed +4 (1d8+4/19-20) or</p><p><strong>Melee</strong> cold-iron morningstar two-handed +4 (1d8+4) or </p><p><strong>Melee</strong> spiked armor +4 (1d6+3) or </p><p><strong>Melee</strong> longsword two-handed +0 (1d8+4/19-20) and spiked armor -4 (1d6+3) or</p><p><strong>Melee</strong> cold-iron morningstar two-handed +4 (1d8+4) and spiked armor -4 (1d6+3) or</p><p><strong>Melee</strong> alchemical silver dagger +4 (1d4+2/19-20)</p><p><strong>Base</strong> Atk +1; <strong>Grp</strong> +4</p><p><strong>Atk Options</strong> Hexblade's curse 1/day, Aberrant Dragonmark 3/day</p><p>Spell-like Abilities (3/day, CL 1, DC 12):</p><p style="margin-left: 20px">1st: <em>chill touch</em></p><p></p><p><strong>Abilities</strong> Str 16, Dex 8, Con 14, Int 10, Wis 10, Cha 15</p><p><strong>Feats</strong> Aberrant Dragonmark: <em>chill touch</em>, Aberrant Dragonmark Gift, Skill Focus: Survival, Track</p><p><strong>Skills</strong> Gather Information +4, Intimidate +6, Survival +5</p><p><strong>Possessions</strong> longsword, cold-iron morningstar, alchemical silver dagger, chain shirt with armor spikes, backpack with waterskin, one day's trail ration, bedroll, sack, flint and steel, silk rope (15'); 3 sunrods, 3 torches; identification papers, traveling papers; 17.3 gp</p><p></p><p><strong>Hexblade's curse (Su):</strong> Once per day, as a free action, Ari can unleash a curse upon a visible foe within 60'. The target takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage for 1 hour thereafter if they fail a DC 12 Will save.</p><p></p><p><strong>Appearance and Personality</strong></p><p></p><p>Ari is a striking figure: A tallish, well-muscled young man with black curly hair and brown eyes. His clothes are stark, accented by the wicked spikes on his armor and the thick black gloves and boots he wears. Beneath his left glove (the <em>sinister</em> one) lies his secret---a red/blue scar-like Aberrant Dragonmark.</p><p></p><p>Ari is not a lone wolf by any means, and enjoys the company of others. However, he takes his work very seriously and grimly. There is dark anger beneath his friendliness, an anger against all the monstrous things that prey on the Five Nations. Ari will do what needs to be done to hunt down his quarry, and will defend any charges to the death.</p><p></p><p><strong>Background</strong></p><p></p><p>Ari is the son of well-off merchants in Fairhaven; they could have kept him out of the Last War. However, he fought with relish. But he did not fight for his country; he fought for money. As a House Deneith mercenary, he fought all over Khovaire. And what he found angered him---soulless constructs, vile undead, and other monsters. Thus, he utilized his Deneith ties to train himself as a monster hunter. Deneith found in him some spark---probably tied to his Aberrant Dragonmark he kept hidden---and trained him has a hexer. He used his skills successfully during the final years of the War.</p><p></p><p>After the War, Ari left Deneith---he did not want protection work, he wanted to hunt the creatures that prey on civilization. He thus began to freelance with House Tharashk. His last assignment, on the border of Cyre and Breland, put him in contact with a Cyran family moving to New Galifar. Ari protected them on their journey, and has stayed the last two years in Seawell, assisting with holding off the lizardfolk menace.</p></blockquote><p></p>
[QUOTE="stonegod, post: 2817055, member: 36973"] [b]Ari Osten, Hexer Monster Hunter[/b] [B]Ari Osten[/B] CR 1 (0 xp) Male human (Aundair) hexblade 1 LN Medium humanoid [B]Init[/B] -1; [B]Senses[/B] Listen +0, Spot +0 Languages Common [B]AC[/B] 13, touch 9, flat-footed 14 [B]hp[/B] 12 (1 HD) [B]Fort[/B] +2, [B]Ref[/B] -1, [B]Will[/B] +2 [B]Spd[/B] 30 ft. [B]Melee[/B] longsword two-handed +4 (1d8+4/19-20) or [B]Melee[/B] cold-iron morningstar two-handed +4 (1d8+4) or [B]Melee[/B] spiked armor +4 (1d6+3) or [B]Melee[/B] longsword two-handed +0 (1d8+4/19-20) and spiked armor -4 (1d6+3) or [B]Melee[/B] cold-iron morningstar two-handed +4 (1d8+4) and spiked armor -4 (1d6+3) or [B]Melee[/B] alchemical silver dagger +4 (1d4+2/19-20) [B]Base[/B] Atk +1; [B]Grp[/B] +4 [B]Atk Options[/B] Hexblade's curse 1/day, Aberrant Dragonmark 3/day Spell-like Abilities (3/day, CL 1, DC 12): [indent]1st: [i]chill touch[/i][/indent] [B]Abilities[/B] Str 16, Dex 8, Con 14, Int 10, Wis 10, Cha 15 [B]Feats[/B] Aberrant Dragonmark: [i]chill touch[/i], Aberrant Dragonmark Gift, Skill Focus: Survival, Track [B]Skills[/B] Gather Information +4, Intimidate +6, Survival +5 [B]Possessions[/B] longsword, cold-iron morningstar, alchemical silver dagger, chain shirt with armor spikes, backpack with waterskin, one day's trail ration, bedroll, sack, flint and steel, silk rope (15'); 3 sunrods, 3 torches; identification papers, traveling papers; 17.3 gp [B]Hexblade's curse (Su):[/B] Once per day, as a free action, Ari can unleash a curse upon a visible foe within 60'. The target takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage for 1 hour thereafter if they fail a DC 12 Will save. [B]Appearance and Personality[/B] Ari is a striking figure: A tallish, well-muscled young man with black curly hair and brown eyes. His clothes are stark, accented by the wicked spikes on his armor and the thick black gloves and boots he wears. Beneath his left glove (the [i]sinister[/i] one) lies his secret---a red/blue scar-like Aberrant Dragonmark. Ari is not a lone wolf by any means, and enjoys the company of others. However, he takes his work very seriously and grimly. There is dark anger beneath his friendliness, an anger against all the monstrous things that prey on the Five Nations. Ari will do what needs to be done to hunt down his quarry, and will defend any charges to the death. [B]Background[/B] Ari is the son of well-off merchants in Fairhaven; they could have kept him out of the Last War. However, he fought with relish. But he did not fight for his country; he fought for money. As a House Deneith mercenary, he fought all over Khovaire. And what he found angered him---soulless constructs, vile undead, and other monsters. Thus, he utilized his Deneith ties to train himself as a monster hunter. Deneith found in him some spark---probably tied to his Aberrant Dragonmark he kept hidden---and trained him has a hexer. He used his skills successfully during the final years of the War. After the War, Ari left Deneith---he did not want protection work, he wanted to hunt the creatures that prey on civilization. He thus began to freelance with House Tharashk. His last assignment, on the border of Cyre and Breland, put him in contact with a Cyran family moving to New Galifar. Ari protected them on their journey, and has stayed the last two years in Seawell, assisting with holding off the lizardfolk menace. [/QUOTE]
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