Khalaban
Male Human Master of Many Styles Unchained Monk 1 - Unarmed Fighter 5 / Hedge witch 6 Gestalt
Neutral Good/Medium Humanoid (Dwarf)
Initiative; +3 Perception +13
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Defense
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AC 26 touch 17 flat-footed 19 (Base +10 - Dex +3 - Monk +4 - Coat of Stars +4 - Natural Armour +3 - Shield +1 - Deflection +1)
hp 72
Fort +8 Ref +7, Will +14
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Offence
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Speed 30 ft.
Melee
To Hit - 1d20+14 - 1d8+14 - 20 x 2 XCrit
Pummeling Strike - Blow 1 1d20+12 - 1d8+14
Blow 2 - 1d20+12 - 1d8+11
Blow 3 - 1d20+7 - 1d8+11
+2 Damage Arcane Strike
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Magic
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Casting Tradition Ancient Ways.
- Casting Sign -When using spells hair moves as if in a wind no else can feel, even blowing against natural winds.
- Magical Focus - Ring. Without spells require a concentration check.
- Verbal Casting - A brief chant must be spoken with each spell.
- Touch of Light - Light Sphere Glow abilities cannot be used at range.
Caster Level 4
Spell Points 11
Difficulty Check 16
Distance - Close (35 ft) - Medium (140 ft) - Long (560 ft)
Life Sphere Magic - Allows the use of Healing and Restorative talents.
Invigorate - Add a number of temporary hit points equal to caster level to a target. These do not stack with other temporary hit points and cannot increase it over there starting HP.
Cure - For one spell point, heal 1d8 plus your level.
Restore - Removes a variety of ill effects.
- Restore Health - This talent adds an additional 1d8 to all Cures cast, and allows Restore to affect Diseases and Poisons.
- Restore Soul - Add 1d8 to all Cures Cast, and allow Restore to affect ability drain and temporary negative levels.
Light Sphere Magic - Grants the use of Light Sphere talents.
Glow - A person or item sheds light like a candle. As a standard action, they glow brightly, illuminating an area up to Close in distance. A spell point can be sent to continue glowing brightly without concentrating.
- Guiding Light - +1 to hit. If made to shed bright light, add an additional +1, and another for every 5 caster levels.
Protection Sphere Magic - Protective spells and charms.
Barrier - Create a mostly transparent wall of force that can block and protect against attacks.
Aegis - Grant a +1 deflection bonus for every 5 caster levels, lasting 1 hour per caster level.
- Armoured Magic - Grant a +1 shield bonus or +3 armour bonus for 1 hour per caster level. Increases by +1 per 5 caster levels.
Alteration Sphere Magic - Shape shift into more useful forms.
Blank Form - As a standard action, and for as long as you concentrate, gain an ability. For a spell point you can remain shifted for 1 minute per caster level.
- Size Change - Enlarge or reduce size by one category per 5 caster levels.
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Statistics
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Str 20, Dex 17, Con 14, Int 12, Wis 18, Cha 14,
Base Atk +5; CMB +11; CMD 23
Bonus Feats
Arcane Strike - Add magical damage to blows as a swift action. Gained from being Human.
Improved Unarmed Strike - Unarmed Strike are lethal if needed. Gained from Monk.
Brew Potion - Brew magical potions using spells known. Gained from Hedgewitch.
Pummeling Style - All Unarmed Strikes on one creature are combined when dealing with Damage Reduction. Gained from Unarmed Fighter Bonus Feat.
Weapon Focus (Unarmed Strike) - Add a +1 to hit. Gained from Fighter Bonus Feats at 2nd level.
Dragon Ferocity - All unarmed strikes do 1.5 x damage, and the first strike does x 2. Gained from Fighter Bonus Feats 4th level.
Iron Will - Gain a +2 to Will Saves. From Elemental Infusion.
Unforgotten - Finding a lost love. Reduce Non-lethal damage by 1, and add +1 to Will Saves. Thematic Feat.
Unimpeachable Honour - Gain a +4 to resist compulsion against acts that go against their nature, and a -4 when compelled to attack allies.
Feats
1st - Two Weapon Fighting - Gain an extra attack from an offhand weapon.
3rd - Dragon Style - First Unarmed Strike per round has 1.5 Strength Bonus. When using this style you can also charge through allies, and ignore difficult terrain when running, charging or withdrawing. Gain a +2 against Paralysis, Stunning and Sleep effects.
5th - Advanced Weapon Training - Gain an Weapon Training. In this case Focused Weapon - Inflict damage with Unarmed Strikes as a Warpriest.
Traits
Blood of Dragons - Grants Low-Light vision.
Heavy Hitter - Increase Unarmed Strike damage by +1.
Racial Traits
Skilled - Gain an additional skill point each level.
Bonus Feat - Gain one extra feat at level 1.
Skills Bluff +11, Climb +10, Diplomacy +10, Heal +10, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +8, Linguistics +10, Perception +13, Perform (Sing) +6, Sense Motive +10, Stealth +10, Swim +10
Languages Common, Draconic, Orc, Celestial, Infernal, Demonic, Aklo, Giant
Combat Gear Amulet of Mighty Fists +1 (4000gp), Amulet of Natural Armour +1 (2000gp)
Other Gear Physician’s Spectacles (4900gp), Standard Wayfinder (250gp), Cracked Clear Spindle Ioun Stone (1000gp)
Mojo 850gp
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Special Abilities
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Hedgewitch Abilities
Traditions - Each Hedgewitch gains two Traditions, representing their style of using magic and training. Each Tradition contains several abilities.
- Herbology - Crafting magic and herblore into potent potions and deadly poisons.
-- Tradition Benefit - Gain Brew Potion as a bonus feat, and Poison Use.
-- Tradition Power - Create certain potions from a few common herbs and a pinch of magic equal to 3 + Hedgewitch level per day. They take one minute to corm, and last one hour per Hedgewitch level.
---Empowering Concoction - Gain a +2 Alchemical Bonus to one Physical Score for one minute.
---Healing Concoction - Heals 1d6 per two Hedgewitch levels.
---Herbalist’s Poison - Create a poison that deals 1d4 points of ability damage.
- Astrology - Gain the powers of the heavens.
--Benefit - Gain the Light Sphere.
--Tradition - As a swift action that last until stopped or changed, project an aura that raises the light level by 1 and grants a benefit for all allies within 30 ft.
---Stars - Add a +1 bonus to Perception and Initiative, plus an additional one for each level.
---Sun - Add 1d4 points of damage for every 5 levels.
Secrets - Abilities that add to or expand Traditions.
- Amateur Black Magic - Gain access to Black Magic secrets, and gain the Aged Curse.
- Celestial Revelation - Gain a Revelation from the Heavens Mystery.
-- Coat of Many Stars - Gain a +4 Armour Bonus for 1 hour per Hedgewitch Level.
- Potent Concoction - Herbalist Concoctions last 1 hour per Herbalist level.
Unarmed Fighter Abilities
Harsh Training - +1 against effects that cause staggered, stunned and exhausted.
Tough Guy - Damage reduction against non-lethal damage equal to half fighter damage.
Weapon Training - +1 to Hit and Damage with Unarmed Strikes.
Master of Many Styles Monk Abilities
Bonus Feat - Gain a Style feat without needing to meet the usual qualifications.
Fuse Style - Have two Combat Styles active at once.
AC Bonus - Gain Wisdom as a bonus to both AC and CMD.
Earth-Enfused
Tremor Sense - Detect movement of creatures touching the ground within 30ft.
Earth Mastery - +1 to hit and damage if both Khalaban and the enemy touch the ground for every 4 HD, but a -4 against Air or Water borne creatures, with an additional -2 per 4 HD.
Earth Armour - +1 Natural Armour per 4 HD.
Favoured Class Bonus - 6/6 Magic Talent.
Male Human Master of Many Styles Unchained Monk 1 - Unarmed Fighter 5 / Hedge witch 6 Gestalt
Neutral Good/Medium Humanoid (Dwarf)
Initiative; +3 Perception +13
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Defense
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AC 26 touch 17 flat-footed 19 (Base +10 - Dex +3 - Monk +4 - Coat of Stars +4 - Natural Armour +3 - Shield +1 - Deflection +1)
hp 72
Fort +8 Ref +7, Will +14
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Offence
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Speed 30 ft.
Melee
To Hit - 1d20+14 - 1d8+14 - 20 x 2 XCrit
Pummeling Strike - Blow 1 1d20+12 - 1d8+14
Blow 2 - 1d20+12 - 1d8+11
Blow 3 - 1d20+7 - 1d8+11
+2 Damage Arcane Strike
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Magic
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Casting Tradition Ancient Ways.
- Casting Sign -When using spells hair moves as if in a wind no else can feel, even blowing against natural winds.
- Magical Focus - Ring. Without spells require a concentration check.
- Verbal Casting - A brief chant must be spoken with each spell.
- Touch of Light - Light Sphere Glow abilities cannot be used at range.
Caster Level 4
Spell Points 11
Difficulty Check 16
Distance - Close (35 ft) - Medium (140 ft) - Long (560 ft)
Life Sphere Magic - Allows the use of Healing and Restorative talents.
Invigorate - Add a number of temporary hit points equal to caster level to a target. These do not stack with other temporary hit points and cannot increase it over there starting HP.
Cure - For one spell point, heal 1d8 plus your level.
Restore - Removes a variety of ill effects.
- Restore Health - This talent adds an additional 1d8 to all Cures cast, and allows Restore to affect Diseases and Poisons.
- Restore Soul - Add 1d8 to all Cures Cast, and allow Restore to affect ability drain and temporary negative levels.
Light Sphere Magic - Grants the use of Light Sphere talents.
Glow - A person or item sheds light like a candle. As a standard action, they glow brightly, illuminating an area up to Close in distance. A spell point can be sent to continue glowing brightly without concentrating.
- Guiding Light - +1 to hit. If made to shed bright light, add an additional +1, and another for every 5 caster levels.
Protection Sphere Magic - Protective spells and charms.
Barrier - Create a mostly transparent wall of force that can block and protect against attacks.
Aegis - Grant a +1 deflection bonus for every 5 caster levels, lasting 1 hour per caster level.
- Armoured Magic - Grant a +1 shield bonus or +3 armour bonus for 1 hour per caster level. Increases by +1 per 5 caster levels.
Alteration Sphere Magic - Shape shift into more useful forms.
Blank Form - As a standard action, and for as long as you concentrate, gain an ability. For a spell point you can remain shifted for 1 minute per caster level.
- Size Change - Enlarge or reduce size by one category per 5 caster levels.
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Statistics
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Str 20, Dex 17, Con 14, Int 12, Wis 18, Cha 14,
Base Atk +5; CMB +11; CMD 23
Bonus Feats
Arcane Strike - Add magical damage to blows as a swift action. Gained from being Human.
Improved Unarmed Strike - Unarmed Strike are lethal if needed. Gained from Monk.
Brew Potion - Brew magical potions using spells known. Gained from Hedgewitch.
Pummeling Style - All Unarmed Strikes on one creature are combined when dealing with Damage Reduction. Gained from Unarmed Fighter Bonus Feat.
Weapon Focus (Unarmed Strike) - Add a +1 to hit. Gained from Fighter Bonus Feats at 2nd level.
Dragon Ferocity - All unarmed strikes do 1.5 x damage, and the first strike does x 2. Gained from Fighter Bonus Feats 4th level.
Iron Will - Gain a +2 to Will Saves. From Elemental Infusion.
Unforgotten - Finding a lost love. Reduce Non-lethal damage by 1, and add +1 to Will Saves. Thematic Feat.
Unimpeachable Honour - Gain a +4 to resist compulsion against acts that go against their nature, and a -4 when compelled to attack allies.
Feats
1st - Two Weapon Fighting - Gain an extra attack from an offhand weapon.
3rd - Dragon Style - First Unarmed Strike per round has 1.5 Strength Bonus. When using this style you can also charge through allies, and ignore difficult terrain when running, charging or withdrawing. Gain a +2 against Paralysis, Stunning and Sleep effects.
5th - Advanced Weapon Training - Gain an Weapon Training. In this case Focused Weapon - Inflict damage with Unarmed Strikes as a Warpriest.
Traits
Blood of Dragons - Grants Low-Light vision.
Heavy Hitter - Increase Unarmed Strike damage by +1.
Racial Traits
Skilled - Gain an additional skill point each level.
Bonus Feat - Gain one extra feat at level 1.
Skills Bluff +11, Climb +10, Diplomacy +10, Heal +10, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +8, Linguistics +10, Perception +13, Perform (Sing) +6, Sense Motive +10, Stealth +10, Swim +10
Languages Common, Draconic, Orc, Celestial, Infernal, Demonic, Aklo, Giant
Combat Gear Amulet of Mighty Fists +1 (4000gp), Amulet of Natural Armour +1 (2000gp)
Other Gear Physician’s Spectacles (4900gp), Standard Wayfinder (250gp), Cracked Clear Spindle Ioun Stone (1000gp)
Mojo 850gp
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Special Abilities
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Hedgewitch Abilities
Traditions - Each Hedgewitch gains two Traditions, representing their style of using magic and training. Each Tradition contains several abilities.
- Herbology - Crafting magic and herblore into potent potions and deadly poisons.
-- Tradition Benefit - Gain Brew Potion as a bonus feat, and Poison Use.
-- Tradition Power - Create certain potions from a few common herbs and a pinch of magic equal to 3 + Hedgewitch level per day. They take one minute to corm, and last one hour per Hedgewitch level.
---Empowering Concoction - Gain a +2 Alchemical Bonus to one Physical Score for one minute.
---Healing Concoction - Heals 1d6 per two Hedgewitch levels.
---Herbalist’s Poison - Create a poison that deals 1d4 points of ability damage.
- Astrology - Gain the powers of the heavens.
--Benefit - Gain the Light Sphere.
--Tradition - As a swift action that last until stopped or changed, project an aura that raises the light level by 1 and grants a benefit for all allies within 30 ft.
---Stars - Add a +1 bonus to Perception and Initiative, plus an additional one for each level.
---Sun - Add 1d4 points of damage for every 5 levels.
Secrets - Abilities that add to or expand Traditions.
- Amateur Black Magic - Gain access to Black Magic secrets, and gain the Aged Curse.
- Celestial Revelation - Gain a Revelation from the Heavens Mystery.
-- Coat of Many Stars - Gain a +4 Armour Bonus for 1 hour per Hedgewitch Level.
- Potent Concoction - Herbalist Concoctions last 1 hour per Herbalist level.
Unarmed Fighter Abilities
Harsh Training - +1 against effects that cause staggered, stunned and exhausted.
Tough Guy - Damage reduction against non-lethal damage equal to half fighter damage.
Weapon Training - +1 to Hit and Damage with Unarmed Strikes.
Master of Many Styles Monk Abilities
Bonus Feat - Gain a Style feat without needing to meet the usual qualifications.
Fuse Style - Have two Combat Styles active at once.
AC Bonus - Gain Wisdom as a bonus to both AC and CMD.
Earth-Enfused
Tremor Sense - Detect movement of creatures touching the ground within 30ft.
Earth Mastery - +1 to hit and damage if both Khalaban and the enemy touch the ground for every 4 HD, but a -4 against Air or Water borne creatures, with an additional -2 per 4 HD.
Earth Armour - +1 Natural Armour per 4 HD.
Favoured Class Bonus - 6/6 Magic Talent.