Drinking & Dragons

Disposable:The Hunting of the Crimson Lord/PCs/Frank

From Drinking and Dragons

"...count me in as a fighter of some sort. Prefer to be one of the good guys if all possible." -Frank (in email sent to Randy)

Hexblade 15

Hexblade 15
NG Medium human
Init +2; Senses: Listen +0; Spot +0


AC: 21; Touch: 12; Flat-footed: 19
(+2 dex; +9 breastplate )
HP: 183 (15d10+75)
Fort: +15, Ref +12, Will +14
+5 vs spells and spell-likes; Mettle


Speed: 20'
Melee: Flail, Hvy +18/13/8 (1d10+3 / 19x2)
Impendance when struck, see below; Hexbands 5/day (+5 dmg against cursed opponent)
Ranged: Longbow +17/12/7 (1d8 19x2 100')
Space: 5'; Reach: 5'; BAB:+15/10/5; Grapple: +17


Class Spells CL11 DC 10+lvl
Close 50' [10] Medium 210' Long far

  • 4th (2)
    • Cursed Blade SpC: Swift, 11 min; Wounds dealt by weapon can't be healed without a remove curse.
    • Dimension Door: Teleports you and up to three medium creatures within 880'.
    • Invisibility, Greater: 11 rounds; As invisibility, but subject can attack and stay invisible.
  • 3rd (2)
    • Slow: 11 rounds, 11 targets takes only one action/round, -1 to AC, reflex saves, and attack rolls.
    • Vampiric Touch: Touch deals 5d6 damage; caster gains damage as hp.
    • Protection from Energy: Absorb 132 points of damage from one kind of energy.
    • Wind Wall: Deflects arrows, smaller creatures, and gases.
  • 2nd (2)
    • False Life: Gain 1d10 temporary hp +10.
    • Mirror Image: Creates decoy duplicates of you 1d4+3
    • Spider Climb: 110 minutes; Grants ability to walk on walls and ceilings, Climb 20'.
    • See Invisibility: 110 minutes; Reveals invisible creatures or objects.
  • 1st (4)
    • Augment Familiar SpC: Your familiar becomes more powerful.
    • Expeditious Retreat: 11 minutes; Your speed increases by 30 ft.
    • Protection from Evil: +2 deflection bonus to AC
    • Light: Object shines like a torch.

Abilities Str 14 +2 | Dex 14 +2 | Con 20 +5 | Int 10 +0 | Wis 10 +0 | Cha 21 +5

  • Feats
    • Hu: Power Attack
    • 1: Dreadful Wrath
      When you charge, make a full attack, or cast a spell that either targets an enemy or includes an enemy in its area, you gain the frightful presence ability for that round. Each enemy with a 20-foot radius of your must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or be shaken for 1 minute. Regardless of its success or failure on the saving throw, any creature exposed to this effect is immune to your frightful presence for the next 24 hours. This is an extraordinary morale effect.
    • 3: Practiced Caster
    • H5: Skill Focus (Concentration)
    • 6: Obtain Familiar
    • 9: Improved Familiar (Winter Wolf)
    • H10: Spell Focus (X)
    • 12: Mounted Combat
    • 15: Brutal Strike
      If you use your Power Attack feat to increase your damage with a bludgeoning weapon, you can attempt a brutal strike. You must declare your intention before making your attack. If the attack hits and your opponent takes damage, he must make a Fortitude save (DC 10 + your extra damage from the Power Attack feat on the attack) or be sickened for 1 round.
    • H15: Spell Focus, Greater (X)


Skills Concentration +18; Intimidate +18; Ride +18


Items Amulet of Health +4; Cloak of Charisma +4; Vest of Resistance +5; +1 weapon of Impedance; +4 fearsome mithral armor; Hexbands; Potion: CSW (7; heals 3d8+5hp), Inv (2; 2 min), Haste (1; 5 rounds, +1 AC, Reflex, +30' movement)


  • Hexblade's Curse (Su): 4/day; 60' and visible to hexblade; -4 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour (Will 23)
  • Aura of Unluck (Su): 1/day; free action; duration 8 rounds; Any melee or ranged attack made against the hexblade while this aura of unluck is active has a 20% miss chance (similar to the effect of concealment).
  • Fearsome Armor 3/day, Swift; Panicked 1 round (-2 penalty on all saving throws, skill checks, and ability checks; drop holding and leave using random route) Will DC16 (Shaken instead; -2 penalty on attack rolls, saving throws, skill checks, and ability checks)
  • Impedance When you use it to strike a creature, the target’s ability to cast spells or use spelllike abilities is impeded for 1d6 rounds. To cast an impeded spell or use an impeded spell-like ability, the creature must attempt a Spellcraft check, Intelligence check, or Charisma check (whichever one is made with the highest bonus). The DC for this check is 15 + the spell level. If the check succeeds, the effect functions normally; if the check fails, the effect does not function and the spell or the use of the spell-like ability is lost.
  • Dark Companion Any enemy adjacent to your dark companion takes a –2

penalty on its saves and to its AC.