Arjuna
Arjuna, also known as Pārtha, Dhanañjaya or Vijaya, is the main protagonist of the Indian epic Mahabharata and also appears in other ancient Hindu texts including the Bhagavata Purana.
- Gender – Male
- Race –
- Occupation –
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- Allies –
- Enemies –
- Abode/ Base of operations –
- Nationality –
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In the epic, he is the third among Pandavas, the five sons of Pandu. The family formed part of the royal line of the Kuru Kingdom. In the Mahabharata War, Arjuna was a key warrior from the Pandava side and slew many warriors including his nemesis, Karna. Before the beginning of the war, his mentor, Krishna, taught him the knowledge of Bhagavad Gita.
Arjuna was born when Indra, the god of rain, blessed Kunti and Pandu with a son. From childhood, Arjuna was a brilliant student and was favoured by his beloved teacher, Drona. Arjuna is depicted as a skilled archer, winning the hands of Draupadi, who married the five brothers because of Kunti’s misunderstanding. Arjuna is twice exiled, first for breaking a pact with his brothers; and secondly together with them when his oldest brother has tricked into gambling away the throne.
Some notable incidents during the first exile were Arjuna’s marriages with princesses Ulupi, Chitrāngadā and Subhadra. From his four wives, Arjuna had four sons, one from each wife — Shrutakarma, Iravan, Babhruvahana and Abhimanyu. During his second exile, Arjuna gained many celestial weapons. Despite being a powerful warrior, Arjuna was also skilled in music and dance. At the end of the epic, Pandavas, accompanied by Draupadi, retired to the Himalayas. Arjuna was the fourth one to fall on the way.
Used with permissiom from Paolo
Arjuna | |
Arcane archer 8/bard 6 /fighter 24/ ranger 1 | |
DvR0 (hero-deity) | |
Medium humanoid | |
Hit Dice | 24 d10 + 9d8 +6d6 + 234 (471 hp) |
Initiative | +17 (+8,+9 Dexterity) |
Speed | 30 ft |
AC | 22 (+8 armour, +4 Dexterity), touch 14, flat-footed 18 |
Base Attack/Grapple | +29/38 |
Attack | + 43 longsword (1d8 + 11 + 2d6 axiomatic, 19-20×2) melee, or Gandiva +51 (1d8 + 16 + 3d6 holy and one negative level + 3d6 fire, ice, lightning or sonic, 19-20 x3 + 9d6 holy and three negative levels + 9d6 fire, ice, lightning or sonic) or +47 throwing disc (1d6 + 12 + 3d6 holy and one negative level, 19-20 x2 + 9d6 holy and here negative levels) ranged, or spell +38 melee touch, or +41 ranged touch |
Full Attack | + 43/38/33/28 longsword (1d8 + 11 + 2d6 axiomatic, 19-20×2) melee, or Gandiva + 51/46/41/36, or +49/49/44/39/34 using Rapid Shot feat (1d8 + 16 + 3d6 holy and one negative level + 3d6 fire, ice, lightning or sonic, 19-20 x3 + 9d6 holy and three negative levels + 9d6 fire, ice, lightning or sonic) or +47 throwing disc (1d6 + 11 + 3d6 holy and one negative level, 19-20 x2 + 9d6 holy and three negative levels) ranged, or spell +38 melee touch, or +41 ranged touch |
Space/Reach | 5 ft. x 5 ft./5 ft. |
Special Attacks | enhance arrows, epic arrow imbuing, favored enemy (evil outsider), hail of arrows, imbue arrows, phase arrow, seeker arrow |
Special Qualities | arrow master, bardic knowledge, bardic music, countersong, divine bloodline, fascinate, inspire competence, inspire courage, suggestion, wild empathy, |
Saves | Fort +28, Ref +28, Will +24 |
Abilities | Strength 22, Dexterity 28, Constitution 23, Intelligence 16, Wisdom 25, Charisma 23 |
Skills | Appraise +8, Balance +19, Bluff +11, Climb+15, Concentration +20, Craft (bowmaking) +13, Diplomacy +10, Disguise +17, Gather Information +11, Handle Animal+16, Heal +12, Hide+14, Intimidate +14, Jump +19, Knowledge (Arcana)+33, Knowledge (nature) +10, Knowledge (nobility)+10, Knowledge (religion) +9, Listen +12, Move Silently +19, Perform (dance) +8, Perform (oratory) +10, Ride (Dexterity) +19, Search +8, Spot +27, Spellcraft +36, Survival +10, Swim +8, Tumble +12, Rope Use+11 |
Feats | Combat Expertise, Dodge, Far shot, Greater Weapon Focus (longbow), Greater Weapon Specialisation (longbow), Improved Critical (longbow), Improved Initiative, Improved Precise Shot, Mounted Archery, Mobility, Point Blank Shot, Power Critical (longbow), Precise Shot, Rapid Shot, Spring Attack, Track, Weapon Focus (longbow), Weapon Specialisation (longbow), Whirlwind Attack |
Epic Feats | Blinding Speed, Combat Archery, Distant shot, Epic Prowess x3, Epic Weapon Focus (longbow), Superior Initiative, Swarm Of Arrows, Uncanny Accuracy |
Climate/Terrain | India |
Organization | Solitary, or with his brothers, or with 2d6 servants |
Challenge Rating | 41 |
Treasure | The Gandiva, and see below |
Alignment | lawful neutral (good tendencies) |
Notes: Arjuna, like other great heroes from the Mahabharata, knows secret and very powerful magic rituals (‘mantra’) which are similar in mechanism to epic spells. However, this ability is linked to his archery prowess. He can imbue an arrow or a throwing disk (throwing weapons ‘charged’ like that would be called ‘astra’) with an epic spell thanks to his ‘Epic arrow imbuing’ special ability, using a throwing weapon as focus: the spell will be discharged by it, but he’s not capable, by himself, of casting epic spells without the focus of a ranged weapon.
The stats above are for Arjuna at the end of the great battle with the Kauravas. Before this final battle, his Wisdom is far lower (18). Just before the battle, he’s schooled by Krishna himself in the famous part of the Mahabharata called Bhagavad Gita, and Krishna’s lesson boosts his Wisdom by 7 points.
Arrow master: given his divine ancestry, Arjuna has special powers over arrows. He’s considered to have the ‘Deflect Arrows‘ feat for free, and when using his ‘Swarm Of Arrows‘ epic feat, he has 80 feet range instead of 30. Furthermore, He has a +5 deflection bonus against all ranged attacks
Bardic knowledge: Arjuna’s bardic knowledge check is at +9
Bardic music: Arjuna may use his oratory ability six times per day to countersong, inspire competence or courage, fascinate or suggest
Countersong: Arjuna can use his oratory to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of him (including himself ) that is affected by a sonic or language-dependent magical attack may use Arjuna’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use Arjuna’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. Arjuna may keep up the countersong for 10 rounds
Divine bloodline: +1 hp per HD (es, 6,5 instead of 5,5 on a d10), immune to polymorphing, petrification or any form-altering attack, energy drain, ability drain and ability damage; +15 vs disease, poison, Paralysis, death effects, disintegration; +10 vs binding, soul bind, Temporal Stasis, Trap the soul; Spell Resistance 35
Enhance arrows: every nonmagical arrow Arjuna nocks and lets fly becomes magical, gaining a +4 enhancement bonus. This bonus does not stack with the one provided by a magical weapon, like his Gandiva
Epic arrow imbuing: In addition to the standard ‘imbue arrow’ arcane archer power (see below), Arjuna has the power to imbue ranged weapons with mantra (epic spells). He may research epic spells as usual, using his Charisma-based Spellcraft skill, and use them a number of times /day depending on his Knowledge (arcane) skill (with the stats above, three times per day); the DC is Charisma-based. Arjuna knows the epic spells described below in the ‘spell’ block. As said, Arjuna may use these epic spells only if he discharge these from a ranged weapon.
Fascinate: Arjuna can use his oratory to cause up to two creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear him, and able to pay attention to him. Arjuna must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. To use the ability, Arjuna makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, he cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to Arjuna, taking no other actions, for as long as he continues to speak and concentrate (up to a maximum of six rounds). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential
threat requires Arjuna to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Favored enemy (evil outsider): Arjuna has a +2 bonus on Bluff, Listen, Sense Motive, Spot and Survival, and a +2 bonus on damage rolls, against evil outsiders.
Hail of arrows: In lieu of her regular attacks, once per day Arjuna can fire an arrow at each and every target within range, to a maximum of eight targets. Each attack uses Arjuna’s primary attack bonus, and each enemy may only be targeted by a single arrow.
Imbue arrows: Arjuna can place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows Arjuna to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
Inspire competence: Arjuna can use his oratory to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear him. Arjuna must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear Arjuna. Certain uses of this ability are infeasible. The effect lasts as long as Arjuna concentrates, up to a maximum of 2 minutes. Arjuna cant inspire competence in himself. Inspire competence is a mind-affecting ability
Inspire courage: Arjuna can use his oratory to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear Arjuna speak. The effect lasts for as long as the ally hears Arjuna and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability.
Phase arrow: Arjuna can launch an arrow once per day at a target known to him within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).
Seeker arrow: Arjuna can launch an arrow once per day at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).
Suggestion: Arjuna can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break Arjuna’s Concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against Arjuna’s daily limit on bardic music performances. A Will saving throw (DC 19) negates the effect. This ability affects only a single creature. suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Wild empathy: Arjuna can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person: he rolls 1d20 and adds +7 to determine the wild empathy check result. Arjuna and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. Arjuna can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Possession:
The Gandiva. This mighty weapon is considered a greater artefact. The Gandiva is a +6 composite longbow (1d8, x3), with quadruple normal range increment. His Strength bonus matches its wielder all times. Every arrow loosed by the Gandiva is considered imbued with holy power. In addition, the wielder may decide to grant the arrow one of the following: Fiery blast, Icy blast, Lightning blast, Sonic blast. Three times per day, the Gandiva may grant to an arrow (which usually does only piercing damage) the vorpal propriety.
Quiver of endless arrows: Arjuna’s quiver produces arrows automatically in the quantity he needs.
Pasupata, a +6 holy unerring accuracy throwing disc (see below) with triple normal range. The thrower may add his Strength score to the damage. Note: this weapon was lend to Arjuna by Shiva. Shiva actually had the power to ‘charge’ the Pasupata with his incredible energy, making it a ‘definitive’ weapon capable of killing almost anyone; Arjuna may only imbue the Pasupata with his mantra
+4 keen shortsword
+4 lamellar armor (similar to a chain shirt, gives a +4 base armor bonus, a maximum Dexterity bonus of +4, but only a 15% of arcane spell failure chance) of greater electricity resistance
Magic seashell, used by Arjuna to announce his presence. The sound of the seashell may be heard from ten miles, and all opponents in a 200 yards radius must save vs fear (DC 25 will save). On a failure, creatures with 6 or less HD become panicked for 4d6 rounds and those with 7 or more HD become shaken for 4d6 rounds.
Battle flag: the owner may use a summon monsters VII five times per day, as if casted by a 30-level caster.
Spells:
ranger spells/day (0-2): 3/5/4. Caster level 6°. Save DC: 17 + spell level
bard spells know (6/4/3): 0-level, flare, daze, Detect Magic, ghost sound, Know Direction,Light;
1-level: cause fear, charm person, remove fear, Sleep;
2-level: blindness/deafness, blur, Hold Person DC 16 + spell level.
epic spells (mantra)/day: 3. Spellcraft +36. Mantra know: affliction, of the elements, of fiery energy, of fire tempest, of illusion. Save DC: 26.
Mantra of affliction (Spellcraft DC 44, Components V, S, Focus; Casting time 1 standard action; Range: Throw weapon; target: one living creature; duration: 20 minutes; seed: afflict +14; casting time one standard action +20; -5 additional points on attack rolls, checks or ST +10): this mantra imbue the throw weapon with a powerful malediction. The target suffers -7 morale penalty on attack rolls, checks and saving throws if fails a will save.
Mantra of the elements (Spellcraft DC 42; Components V, S, Focus; casting time 1 round; range: throw weapon; Effect: one elder elemental; Duration 20 rounds; seed: summon +14, casting time 1 round +18; +9 CR +18; burn 800 xp -8): this mantra summons one elder elemental, which appears 75 feet from the point the ranged weapon hits the terrain. The elemental acts immediately, on his turn, if its Spell Resistance is overcome and it fails a Will saving throw. It attacks the caster’s opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions.
Mantra of fiery energy (Spellcraft DC 46, Components V, S, Focus; Casting time 1 round; Range: Throw weapon; target: one creature or up to 10-ft cube of nonliving matter; Duration: instantaneous; seed: destroy +29, casting time 1 round +18; +12d6 of damage +24; burn 2500 xp -25): This mantra imbue the thrown weapon with a powerful energy. On impact, the weapon deals 32d6 points of additional damage (fortitude half). If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected. The mantra affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the ward seed may also be destroyed, though Arjuna must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell.
Mantra of fire tempest (Spellcraft DC 46; Components V, S, Focus; Casting time 2 rounds; Range: Throw weapon; Area: 220 feet radius; Duration: instantaneous; seed: energy +19, casting time 2 rounds +16; increase area x20 +80, burn 6900 xp -69): This mantra creates a burst of fire in a 220 feet radius from the point of impact of the throw weapon. The burst deals 10d6 of fire damage to all the creatures and objects in the area (half if reflex save is successful).
Mantra of Illusion (Spellcraft DC 46; Components V, S, Focus; Casting time 1 round; Range: Throw weapon; Effect: Visual figment that can extend for up to twenty 30-ft cubes; Duration: Concentration plus 20 hours; seed: delude +14, area +4, aspects +10, casting time 1 round +18, +8 images +8, burn 800 xp -8): This mantra creates the effect of up to nine visual illusions of objects, creatures or forces as the ranged weapon strikes the terrain. The illusion extend up to 12000 feet from the striking point and includes audible, olfactory, tactile, taste and thermal aspects, and can make the area appear to be something other than it is. The caster can end the effect when he wants.
Throwing disk (Exotic Weapon)
Throwing disk: this Indian weapon consist in a disk of one-foot-diameter. It has a slashing edge; while is a standard throwing weapon for hindu fighters, it should be considered an exotic weapon elsewhere.
Cost | Dmg(S) | Dmg(M) | Critical | Type | Wieght | Range increment |
4gp | 1d4 | 1d6 | 19-20×2 | slashing | 2lb | 20 ft |