So, here's what Ari would look like at 5th level. He gains 7 hp, 5 skill points (1 in Intimidate, 2 in Gather Info and Survival both), his Lesser Aberrant dragonmark, and a +2 to all saves.
[sblock=Ari Osten, Monster Hunter]
Ari Osten CR 5 (15000 xp)
Male human (Aundair) hexblade 4/
child of Khyber 1;
AP 7
LN Medium humanoid
Init -1;
Senses Listen +0, Spot +0
Languages Common
AC 17, touch 10, flat-footed 16; +6 armor, +1 natural, +1 deflection, -1 Dex
hp 42 (5 HD)
Fort +6,
Ref +3,
Will +7; arcane resistance +3, mettle
Spd 30 ft.
Melee +1 longsword two-handed +8 (1d8+5/19-20) or
Melee cold-iron morningstar two-handed +7 (1d8+4) or
Melee mwk cold-iron spiked armor +8 (1d6+3) or
Melee +1 longsword two-handed +4 (1d8+5/19-20) and mwk cold-iron spiked armor +0 (1d6+3) or
Melee cold-iron morningstar two-handed +3 (1d8+4) and mwk cold-iron spiked armor +0 (1d6+3) or
Melee alchemical silver dagger +7 (1d4+2/19-20) or
Melee sap +7 (1d6+3 nonlethal) or
Ranged 2 javelins +3 (1d6+3)
Base Atk +4;
Grp +7
Atk Options Hexblade's curse 1/day, Aberrant Vigor
Possessions 2
potions of cure light wounds (potion bracer),
potion of expeditious retreat (potion bracer), 2
silversheens
Hexblade Spells Known (CL 2):
- 1st (1/day): karmic aura (DC 14), phantom threat (DC 14)
Spell-like Abilities:
- 1/day: bestow curse (CL 5, DC 17)
- 4/day: chill touch (CL 5, DC 14)
Abilities Str 16, Dex 8, Con 14, Int 10, Wis 10, Cha 16
SQ aberrant affinity, arcane resistance +3, dark companion, mettle
Feats Aberrant Dragonmark (
chill touch), Aberrant Dragonmark Gift, Aberrant Vigor, Lesser Aberrant Dragonmark (
bestow curse), Skill Focus: Survival, Track
Skills Concentration +2, Gather Information +8.5, Intimidate +11, Survival +8.5
Possessions combat possessions plus
+1 longsword, cold-iron morningstar, alchemical silver dagger, 2
+1 javelins,
+2 chain shirt with mwk cold-iron armor spikes,
ring of protection +1,
amulet of natural armor +1, backpack with waterskin, one day's trail ration, bedroll, sack, flint and steel, manacles with good lock, potion bracers, silk rope (50'), 3 sunrods, 3 torches,
vest of resistance +1; identification papers, traveling papers; 146.3 gp
Aberrant Affinity (Ex): Ari adds +1 to all Charisma-related checks dealing with aberrations or people who possess aberrant dragonmarks.
Aberrant Vigor (Su): As an immediate action, Ari can sacrifice one of his uses of his
chill-touch spell-like ability to gain 4 temporary hit points that last and hour.
Arcane Resistance (Ex): Ari adds +3 to any save vs. spells or spell-like abilities.
Dark Companion (Su): Ari can create an illusionary companion resembling a panther spun from darkness. The panther acts on Ari's initiative as an extension of Ari's will and has a speed equal to Ari's (including all movement modes). If the dark companion is adjacent to a creature (and no other creature occupies the companion's square), the target creature takes a -2 penalty to AC and saves. As the dark companion has no substance, it cannot attack, flank a creature, or block movement through its square. The dark companion is immune to any damage, though it can be dispelled; if dispelled, it returns in 24 hours. It is treated as 1st level spell for dispelling purposes. If the dark companion moves more than 120 ft. from Ari, it reappears next to Ari.
Hexblade's curse (Su): 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 15 Will save.
Lesser Aberrant Dragonmark (Sp) When using his lesser aberrant dragonmark, Ari must make a DC 10 Fortitude save or be dazed one round.
Mettle (Ex): If Ari makes a successful Fortitude or Will save vs. an attack that would have reduced effect on a successful save, he instead completely negates the effect.
Non-SRD Spells
Karmic Aura (
Complete Mage) hexblade 1; Casting: 1 swift; Materials: V; Duration: 1 round/level; Range: 20' emanation; Save: Will save negates; SR: Yes. Targets that damage Ari within the range must make a save or be fatigued for 3 rounds. Multiple failed saves do not stack, but a successful save does not prevent the spell working on subsequent rounds.
Phantom Threat (
Complete Warrior) hexblade 1; Casting: 1 standard; Materials: V, S; Duration: 1 round/level; Target: 1 creature; Range: Close; Save: Will negates; SR: Yes. Target is considered flanked.[/sblock]