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Algon the Ever-Seeking

Black Jack's page

186 posts. Alias of Merck.


Full Name

Jack Grieves

Classes/Levels

Antipaladin lvl 3

Age

28

Alignment

LE

Deity

Asmodeus

About Black Jack

Human
STR 17, DEX 14, CON 14, INT 10, WIS 8, CHA 16
Male
Medium size
Antipaladin, Knight of the Sepulcher archetype lvl 1

COMBAT STATS:
BaB +3
Init +4; Senses: Perception -1
CMB +6 (+3BaB +3strength)
CMD 18 (+3BaB +3strength +2dexterity +10)
Favored class: Antipaladin (+3 HP at lvl 3)

DEFENSE
AC 21, touch 11 , flat-footed 20 (+ 9 armor, + 1 Dex, +1 buckler)
HP 31 / 31 (3d10+6)(+3 Favored Class)
Fort +8
Ref +6
Will +6

OFFENSE
Speed 30 ft, 20 ft Armored
Melee Mgc Trident +7 (1d8+4 / 19-20x2)
Melee Dagger +6 (1d4+3 / 19-20x2)
Ranged Longbow +5 (1d8 /x3)
Space 5 ft; Reach 5 ft

TRAITS:
Easy of Faith (+1 on diplomacy checks and it is always a class skill to you)
High Treason (+1 on will saves)
Thorn's Training (Gain a +2 trait bonus on Initiative checks. And if you hit both targets of a cleave, you do not suffer a penalty to your AC.)

FEATS:
Power Attack
Furious Focus
Cleave

SKILLS:
Bluff 7 (1Rank)
Disguise 7 (1Rank)
Diplomacy 8 (1Rank)
Intimidate 7 (1Rank)
Knowledge Religion 4 (1Rank)
Knowledge Local 4 (1Rank)
Ride 6(1Rank)
Sense Motive 4 (1Rank)
Stealth 6 (1Rank)
Linguistics (Infernal) (1Rank)

SPELLS::

None

Spells per Day

None

EQUIPMENT::

Magic Trident +1
Greatsword
Heavy mace
Dagger
Longbow (unbranded)
2x Quiver (unbranded)
Masterwork Buckler
Masterwork Fullplate (+9 / +1 / -5), 50 lbs.
Guard's uniform
Traveller’s outfit
Noble's Outfit
Filled Bull's eye lantern
2x Oil, pint flask
50ft of rope
Backpack
Bedroll
Tent
Flint and steal
Grappling Hook
Pouch Belt
Spell Component Pouch
Sack
Waterskin
Disguise Kit
Climbers kit
Iron Circlet of Disguise
Unholy Symbol of Asmodeus, silver
10x Rations, trail.
5x Caltrops

Remaining money: 670gp (updated 31/08/12)

CLASS ABILITIES::

Weapon and Armor Proficiency:
Antipaladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Evil: (Ex)

The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.

Detect Good: (Sp)

At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.

Smite Good: (Su) 1x day

Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.

Unholy Resilience (Su)

At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Touch of Corruption (Su)

Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.

Aura of Cowardice (Su)

At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.

Plague Bringer (Ex)

At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.

Cruelty (Su)

At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin’s touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin’s level + the antipaladin’s Charisma modifier. At 3rd level, the antipaladin can select from the following initial cruelties.

Fatigued: The target is fatigued.

Shaken: The target is shaken for 1 round per level of the antipaladin.

Sickened: The target is sickened for 1 round per level of the antipaladin.

BACKSTORY:

In the cell's cramped space the newcomers hardly had room to stand. An argument broke out and suddenly there were daggers cutting through the air.
By the Dark Lord's trident, what a sad bunch of misfits. I guess I will have to make due, if I want out...
Yo, people! Save those shivs for the guards. They are going to be here pretty soon and its not soup they bring.
Wait for the first few to die and steal a sword. You are not gonna have a better chance out of this $&!@hole Jack, no you're not.
...
Better die with a blade in hand.
Smiling.
Maybe you can even kill an old comrade or two.

Jack Grieves is a survivor and his ambition knows no limits. A loud and intimidating large man, he can be brutal or charming in a scoundrel-like way depending on what suits better his interests. He is tall, broad and heavy builded possessing a full crown of jet black hair. In spite of his unkept look he has a savage magnetism. Underneath the harsh appearance his disarming smile can make him very likeable when he wants to.

Born of unknown parents Jack was a sickly kid raised in one of Iomedae's orphanages. He learned early that flattery was the only way for him to solve problems that other children could easily handled with their fists. The priests also incurred into him a strong despise for The Inheritor and most other phony deities. In his heart Grieves only believes in himself. He sees in the gods the same stinginess, selfishness and vanity he observes in his fellow man, except humanity can only compare itself to the gods as ants to men.

So he have come to respect the dark powers and even willingly serve them to advance his personal influence. Almost upon reaching adulthood Jack was send by the temple to an apprenticeship with a merchant named Valeria Taurar. She was an older women, an accomplished Diabolist and Jack's first love. Between days of greed and long nights of lust she introduced Grieves to the powers that lurk in the shadows. He bargained with one of the Archdevil's servants for might and became a fearsome warrior indeed. With Asmodeus's taint running through his veins Jack grew from a frail youngling into a huge man.

Eventually Valeria had to leave town afraid of the Iomedaian Inquisitors, rumor had it that Sir Balin of Karfeld was very close to uncover her. Being a grown up, Jack's time at the orphanage was over. With his new found martial prowess it was easy for him to join the City Watch. There he helped himself to all the gold he could grab doubling as a City Watch's guard and a lieutenant of the Thief's Guild. That eventually earned him the nickname of Black Jack among his fellow watchman. Unfortunately for Grieves his fame spread too much and he got caught organizing a shipment of smuggled weapons to the northern bugbears in one of the guild's operations. He was arrested under High Treason accusations and is currently awaiting execution in Branderscar Prison.


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