Pakhar Madrat

Pakhar Madrat, also known as Pakhar Feybane, was born into a cruel bugbear world of tribal hunters. From as early as he can recall he has always held a spear in his hands. When not out hunting animals or elves for food, he was often patrolling the rugged hillside of his homeland for goblins and bugbears of enemy tribes. He is now a devoted cleric of the bugbear god, and his domains are Chaos, and Evil.

Pakhar Madrat stands well over 6ft tall. His shaggy golden hair is swept into a crest down the middle of his wide head. He wears leather armor, blacker than midnight; a deep blue cloak, and finely made black leather gloves over his clawed hands. He carries upon his back a long spear trimmed in horsehair, a heavy flail, a composite longbow constructed of black wood, and 2 quivers of black arrows fletched with vulture feathers.

Pakhar Madrat CR 11
Alignment: Evil medium sized male bugbear
fighter 3, cleric 3 (domains Chaos and Evil), blackguard 4
Init: +5
Senses: Listen +5, Spot +5
Aura: Pure Evil (level of aura’s force 7, aura power Strong) and Despair (enemies within 10 feet take -2 to all saving throws)
Languages: common, goblin, orc, draconic, abyssal

AC: 19 (+4 armor, +5 dex) touch 15, flatfooted 14 with shield of faith AC 21
HP: 86(HD 6d8+7d10+30)
Fort: +15 Ref: +11 Will: +10

MV: 30 ft.
Attack: +14 longspear (1d8 +7) or +14 heavy flail (1d10 + 7 / 19-20 x 2) or +14 longbow (1d8 + 5)

Full Attack: +14 / +9 longspear, flail or longbow

Attack Options: Power Attack, Cleave, Great Cleave, Sneak Attack +1d6, Smite Good (+1 attack / +4 damage), poison use
Space / Reach: 5 ft. / 5 ft. (10 ft. with longspear)
Base Attack: +9 Grapple: +14

SQ: Darkvision 60 ft, scent, aura of despair, Dark blessing
SA: Sneak Attack +1d6, command undead, smite good 1/day, aura of evil, detect good, poison use
Feats: Scribe Scroll, Power Attack, Cleave, Improved Sunder, Dodge, Quick Draw, Great Cleave

Skills: Climb 7, Concentrate 10, Heal 4, Hide 15, Intimidate 8, Jump 8, Knowledge (Arcana) 4, Knowledge (Religion) 7, Knowledge (The Planes) 3, Listen 5, Move Silently 10, Profession (Mercenary) 5, Search 4, Spot 5, Swim 7
Abilities: Str 20 Dex 18 (20 gloves of dexterity) Con 16 Int 14 Wis 16 Cha 10 (12 cloak of charisma)

Cleric Spells Prepared or Available: Domains: trickery (special power), evil (special power)
0th (4): resistance, detect magic, guidance, cure minor wounds
1st (3+1): bane, cure light wounds, shield of faith, protection from good*
2nd (2+1): aid, cure moderate wounds, invisibility*
* domain spell

Blackguard Spells Prepared:
1st (2): cause fear, magic weapon
2nd (1): death knell

Spell-Like Abilities: Detect good

Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.

Aura Of Despair (Su): All enemies within 10ft take a -2 on saving throws

Detect Good (Sp): At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Dark Blessing (Su): A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.

Command Undead (Su): Rebuke, Bolster, Command Undead. An evil cleric may also use this ability to dispell the turning effects of a good cleric.

Possessions: +2 leather armor of shadow (+5 to hide), +1 cold iron longspear, +1 heavy flail, composite longbow (str +5), 30 arrows, 3 doses of poison, gloves of dexterity +2, cloak of charisma +2, scrolls of: bane, blindness, bestow curse; Torque (silver, copper, brass), holy symbol, coins.

Bugbear characters possess the following racial traits.

* +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.
* Medium size.
* A bugbear’s base land speed is 30 feet.
* Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
* Racial Skills: A bugbear’s humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.
* Racial Feats: A bugbear’s humanoid levels give it two feats.
* +3 natural armor bonus.
* +4 racial bonus on Move Silently checks.
* Special Qualities: Darkvision 60 ft., scent.
* Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
* Favored Class: Rogue.
* Level adjustment +1.


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character, Creature and tagged by with no comments yet.

Character: Bara Hunanik (Lvl 14)

Bara is one of the founding members of the Iron Coven, along with Yob and Denass Gradon.

She is quick to anger and likes to charge and grapple her opponents, or wrap them up with her Morningstar. She has been known to wipe out entire armies in close proximity with her armor spikes and flailing fighting style. Her evil nature is enhanced by her devotion to her Dietes, (Hruggek – bugbear deity, and Tiamat – evil dragon deity), who provides her with superior divine powers.

Bara Hunanik
Medium-size Female Bugbear
Humanoid3 Cleric11
Alignment: Chaotic Evil
Vision: Darkvision (60′)
Initiative: +2

AC: 26 (flatfooted 24, touch 12)
Hit Dice: (3d8)+(11d8)+56
Hit Points: 133
Saves: Fortitude: +12, Reflex: +8, Will: +11

Speed: Walk 30 ft.
Attacks: *Morningstar +4 (Unholy) +22/+17;*Armor Spikes +14/+9; ;
Damage: *Morningstar +4 (Unholy) 1d8+12;*Armor Spikes 1d6+8; ;
Face / Reach: 5 ft. / 5 ft.

Special Qualities: Humanoid Traits, Rebuke Undead (Su) 4/day (turn level 12) (turn damage 2d6+13), Scent (Ex), Smite 1/day (Su), Spontaneous casting

Abilities: STR 26 (+8), DEX 14 (+2), CON 18 (+4), INT 11 (+0), WIS 17 (+3), CHA 13 (+1)
Skills: Appraise 0; Balance 1; Bluff 1; Climb 10; Concentration 9; Craft (Untrained) 0; Diplomacy 3; Disguise 1; Escape Artist 1; Forgery 0; Gather Information 1; Heal 4; Hide 2; Intimidate 1; Jump 7; Listen 3; Move Silently 5; Ride 2; Search 0; Sense Motive 3; Spellcraft 13; Spot 5; Survival 3; Swim 6;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Sunder, Improved Turning, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Improved Unarmed Strike, Spell Penetration, Weapon Focus (Morningstar)
Challenge Rating: 13

Possessions: Belt of Giant Strength +4; Spined Shield +2 (Magical Enhancment Cost (4410)); Chain Shirt +3 (Armor Spikes); Morningstar +4 (Unholy); Armor Spikes;
Deity: None Domains: War(Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.) Destruction(You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.)

Spells:
Spells per Day: (6/6+1/5+1/5+1/3+1/2+1/1+1 DC:13+spell level)
Cleric Domains: Evil, War.
Cleric – Typical Spells Prepared:
Level 0: Cure Minor Wounds, Detect Magic (2), Guidance, Resistance, Virtue

Level 1: Bless, Cause Fear, Command, Cure Light Wounds, Doom, Protection from Good, Magic Weapon*
Level 2: Aid, Cure Moderate Wounds (2), Hold Person, Sound Burst, Spiritual Weapon*
Level 3: Bestow Curse, Blindness, Cure Serious Wounds, Dispel Magic, Protection from Energy, Magic Contigation*
Level 4: Cure Critical Wounds (2), Freedom of Movement, Divine Power*
Level 5: Righteous Might, Spell Resistance, Flame Strike*
Level 6: Harm, Blade Barrier*
* Domain Spell


Posted in Character and tagged by with no comments yet.