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- Name: Hellion Blackhouse
- Gender: Male
- Race: Oni-Spawn Tiefling
- Age: 98
- Height: 6'6"
- Weight: 120
- XP: 0
- Alingment: Lawful Neutral
- Class: Fighter(Two-Weapon Warrior)
- Favored Class: Fighter
- Deity:
- Init +3; Senses Normal Perception -1
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- STATISTICS
- STR 18(+4), DEX 16(+3), CON 13(+1), INT 10(+0), WIS 9(-1), CHR 5(-3)
- Base Attack 0 CMB 0; CMD 0
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- DEFENSES
- AC 20, Touch 13, flat footed 10 [Armor, Shield,Natural]
- (+3 Dex, +5 armor, +2 nat armor, +0 feats)
- hp 12 (1d10+1+1)
- Fort +2, Ref +0, Will +0
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- OFFENSE
- Speed 30
- Melee
- Single Attack
- [Sawtooth Saber, +5 (2d6+4)]
- Single Attack
- [Ripsaw Glaive, +5 (2d8+4(+2 more if active))]
- Full Attack
- [Sawtooth Saber/Sawtooth Saber +3/+2 (2d6+4/2d6+4)]
- Ranged
- Single Attack
- [Weapon, +0 (damage)]
- Full Attack
- [Weapon +0/0 (damage)]
- Special Attacks
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- Class/racial traits
- Ability Score Racial Traits:
- The spawn of oni know the ways of their ancestral fiends and master the arts of trickery and cruelty. +2 Str, +2 Wis, –2 Cha
- Type:
- Tieflings are outsiders with the native subtype.
- Size:
- Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
- Speed:
- Tieflings have a base speed of 30 feet.
- Languages:
- Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.
- Darkvision:
- Tieflings can see perfectly in the dark for up to 60 feet.
- Spell-like ability (Ex):
- Tieflings can use Alter Self once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
- Fiendish Sprinter:
- Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
- Prehensile Tail:
- Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.
- Scaled Skin:
- The skin of these tieflings provides some energy resistance, but is also as hard as armor. A tiefling with this trait gains resistance 5 to fire and also gains a +1 natural armor bonus to AC.
- Fiendish Heritage:
- Scaled: You receive +1 bonus hit point per level.
- Scaled:Your skin is unnaturally tough, granting you a +1 natural bonus to your AC.
- Multi-digited-multi-jointed hands: You have oversized limbs, allowing you to use Large weapons without penalty.
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- Class Features/Extraordinary Abilities (Ex)
- Weapon and Armor Proficiency:
- A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
- Bonus Feats:
- At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
- Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
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- Feats
- Exotic Weapon Proficiency (Combat, Sawtoothed Sabre)
- Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
- Prerequisite: Base attack bonus +1.
- Benefit: You make attack rolls with the weapon normally.
- Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
- Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.
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- Two-Weapon Fighting (Combat)
- You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
- Prerequisite: Dex 15.
- Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
- Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
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- Skills
- Acrobatics------------------------------------------------------Dex|+0|
- Appraise--------------------------------------------------------Int|+0|
- Bluff-----------------------------------------------------------Cha|+0|
- Climb----------------------(1 Rank +1)(Class Skill+3)(Abimod+3)-Str|+7|
- Craft-----------------------------------------------------------Int|+0|
- Diplomacy-------------------------------------------------------Cha|+0|
- Disable Device--------------------------------------------------Dex|+0|
- Disguise--------------------------------------------------------Cha|+0|
- Escape Artist---------------------------------------------------Dex|+0|
- Fly-------------------------------------------------------------Dex|+0|
- Handle Animal---------------------------------------------------Cha|+0|
- Heal------------------------------------------------------------Wis|+0|
- Intimidate------------------------------------------------------Cha|+0|
- Knowledge (arcana)----------------------------------------------Int|+0|
- Knowledge (dungeoneering)---------------------------------------Int|+0|
- Knowledge (engineering)-----------------------------------------Int|+0|
- Knowledge (geography)-------------------------------------------Int|+0|
- Knowledge (history)---------------------------------------------Int|+0|
- Knowledge (local)-----------------------------------------------Int|+0|
- Knowledge (nature)----------------------------------------------Int|+0|
- Knowledge (nobility)--------------------------------------------Int|+0|
- Knowledge (planes)----------------------------------------------Int|+0|
- Knowledge (religion)--------------------------------------------Int|+0|
- Linguistics-----------------------------------------------------Int|+0|
- Perception------------------------------------------------------Wis|+0|
- Perform---------------------------------------------------------Cha|+0|
- Profession------------------------------------------------------Wis|+0|
- Ride------------------------------------------------------------Dex|+0|
- Sense Motive----------------------------------------------------Wis|+0|
- Sleight of Hand-------------------------------------------------Dex|+0|
- Spellcraft------------------------------------------------------Int|+0|
- Stealth---------------------------------------------------------Dex|+0|
- Survival--------------------------------------------------------Wis|+0|
- Swim-----------------------(1 Rank +1)(Class Skill+3)(Abimod+3)-Str|+7|
- Use Magic Device------------------------------------------------Cha|+0|
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- Spells
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- Inventory
- 2x Sawtooth Saber (2d6 damage, 19-20/×2 crit, 4 lbs, slicing, large)
- 2x Spring loaded wrist sheath
- Ripsaw glaive (2d8, x3 crit, 12 lbs, slicing, reach, large)
- Armored Kilt (+1 AC +6, MDB 0 ACP, 0% SFC, 30 ft movement, 10 lbs)
- Chain shirt (AC +4, MDB –2 ACP, 20% SFC, 30 ft movement, 25 lbs)
- Tower Shield (+4 AC, +2 MDB, –10 ACP, 50% SFC, 45 lbs.)
- Fine red outfit (Basic outfit)
- Silk rope (50 ft)
- Metal Tankard
- Journal (50 pgs)
- Sledge
- Flint and Steel
- Grappling hook
- 10x Torch
- 5x Pencil
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- Money: 32 gp 99 sp 90 cp
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- Description:
- -No hair
- -Pointed ears
- -Long flexible reptilian tail.
- -Reptilian eyes, and reptilian digitigrade legs
- -Red scales
- Backstory:
- Hellion is a mercenary
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