About Edmin Al'Roth
-Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.
-Intimidating Prowess:Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
-Stealth Synergy: (Bonus TW)
-Weapon Focus: Great Axe
Crime Murder: - You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgivable act. You may also have killed someone with powerful friends.
Punishment:Death by beheading
Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Constant Companion: Pick a class when you gain this trait. For purposes of determining the hit dice and other attributes of an animal companion, your level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.
(4 +0Int +1Race= 5per level of Cavalier)(2+0Int+1Race=3 per Level Antipaladin)
Bluff (Cha): 3class +2Ch +2 Rank = +7
Climb (Str): 3class +4Str +1 Rank = +8
Diplomacy (Cha):3class +2Ch +1 Rank = +6
Disguise (Cha):3class +2Ch +1 Rank = +6
Handle Animal (Cha): 3class +2Ch +1 Rank = +6
Intimidate (Cha): 3class +2Ch +4str +5 Rank = +14
Knowledge (Nobility): 3class +0Int +5 Rank = +8
Knowledge (religion): 3class +0Int +1 Rank = +4
Perception (Wis):3class +0wis +2 Rank = +5
Ride (Dex): 3class +2dex +1 Rank = +6
Sense Motive (Wis):
Survival (Wis):3class +0Wis +1 Rank = +4
Stealth (Dex):3class +2dex +1 Rank = +6
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.Strength
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Order of the Dragon:
Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.
Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.
Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Order Abilities: A cavalier that belongs to the order of the dragon gains the following abilities as he increases in level.
Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
Strategy (Ex): At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.
Act as One (Ex): At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.
Cavalier Class Abilities:
Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.
War Hound (Ex): At 1st level, a hound master gains the service of a loyal war hound to aid him in battle. This hound functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature has the same stats as a wolf.
The war hound is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A hound master’s hound does not gain the share spells special ability. These hounds are not suitable for riding and cannot be trained to carry riders.
A hound master’s bond is strong and if the war hound dies, the cavalier may find another hound to serve him after 1 week of mourning. This new hound does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level. This ability replaces mount.
Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.
Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter. Precise Strike
Antipaladin Class Abilities:
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): 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 2–13, 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 Obedience: At 3rd level, a lord of darkness radiates an aura that cows the weak into following his commands. He receives a +4 morale bonus on Intimidate checks made against living creatures within 10 feet. In addition, if he demoralizes a living creature within 10 feet, and exceeds the DC by 10 or more, he may issue one command to the target, as per the spell. The target can resist this effect with successful Will save, with a DC of 10 + 1/2 the lord of darkness’ level + the lord of darkness’ Charisma modifier. A creature cannot be commanded in this way more than once per day. This ability replaces aura of cowardice.
Cruelty:At 3rd level, a lord of darkness gains the
Plague Bringer: 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.
Channel Negative Energy:When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.
LE Medium Animal Companion / War Hound (Fiendish)
Init +2; Senses low-light vision, darkvision 60 ft, scent; Perception +6
AC: 18, touch 12, flat-footed 16 (+2 Dex, +4 Armor, +2 natural)
HP: 20 (5d8+6)
Fort +5, Ref +3, Will +2
Speed 50 ft.
Melee: Bite +4 (1d6+1/20/x2) Trip if roll is above CMD
Branderscar Headsman's Axe, +1 Great Axe
Chain Shirt +4AC Armor Check Penalty -2
MW,Full Plate +9 AC Armor Check Penalty -5
Shield, +2 AC Armor Check Penalty -2
Kitchen Knife, Dagger
Mace Heavy, Cold Iron 24g
Gauntlet, spiked 5gp
Animal / Gear
Branderscar Headsman's Axe, +1:
The axe a beautiful masterwork weapon, clearly the work of a skilled and dedicated master craftsman. It has the arms of Branderscar repeated up and down the handle. One face of the axehead is inscribed with the holy symbol of Asmodeus and the words "HIS JUSTICE COMES AND THAT RIGHT QUICK". The other face has the royal seal of Talingarde with a bar of effacement through it and the words "TERMINUS EST" ("it is the end").
The edge glitters with a silvery keenness but the rest of the axe blade looks almost black
Circlet of the Ninth Knot:
Disguises Edmin as a bit taller, his eyes have gone a very pale blue, and his hair is now sandy blonde. He still looks like a man of action but rougher and less aristocratic. Something about his looks suggests 'sailor' somehow, rather than 'soldier'. His nose is still broken.
Belt Buckle of the Ninth Knot:
(DC 25 caster level check to use divination on him) Currently resembles a roughly forged iron belt buckle.
At 6'2" tall and 255 lbs, Edmin Al'Roth is built like a line backer. He has a very short buzz cut, due to most of his hair being burned off during the escape from prison. He has green eyes and a broken nose.
Edmin Al'Roth began his carrier as an officer in the military Like everyone else, his love of his country drove him to it. As time went on, more of his men and friends died. Each one taking a small part with them to the beyond. Campaign after campaign Al'Roth was asked to lead his men into battle, only to watch them die. His feelings turned inward, he became distant from all except his men, the sanctity of life no longer mattered to him, only the lives of his men that he could not save. His coldness and fury made him an excellent soldier, until he lived for combat, to kill the enemy. Everything else had lost it's appeal, wine only tasted good after a battle now, women only a pleasant amusement for his down time. His pride grew with each victory but so did his anger and depression afterwards.
The battle of the High Moors was the cavalier's breaking point. His unit had been sent into the heat of battle, out manned and unready for what awaited them on the field. Captain Al'Roth was the only survivor. His men had died for nothing and it was the General's fault, not his, never his. The general died that night. The breath had been choked from his body and Al'Roth was found sitting next to him. Drinking the general's wine and waiting.
The trial did not last long, Al'Roth admitted to it. The cavalier leered at the other officers sitting int the jury. His so called peers, none had seen what he had, none of them had done the things he had done. Who in the hells did they think they were to judge him? No, they did not deserve the right to judge him, those weak fools. Sentenced to death? Al'Roth laughed at them all, Death was his friend, just like a butcher in the market, Al'Roth kept him fed. Now Death would get more, a lot more before this was over.
Edmin Al'Roth believes himself to have a code of honor that has been tempered by his real life experiences. Others may see him as a remorseless killer, maybe even a bit psychotic, but he sees himself as someone who gets the job done, any job. He will not sacrifice his comrades but will slay anyone man woman or child they he deems a threat to himself or his companions. If his comrades turn on him then they have become the enemy, worse a traitor that deserves harsh punishment before an agonizing death.
"Victory by any means necessary!" Is the words he lives by. Those that don’t follow this are naive and week to Al’Roth. They are sheep, and he is a wolf. They do not understand the real world, how the end does justify the means. He will not kill a prisoner unless he has a reason. Slowing him down, giving away his position, or hindering his companions is good enough reason in his book, other reasons are negotiable.