Faxon

Edmund the Tainted's page

120 posts. Alias of thegreenteagamer.


Full Name

Edmund the Tainted

Classes/Levels

Fighter (Phalanx Soldier) | HP: 17/17 |

Spoiler:
Stamina: 4/4 | AC: 25, T: 13, FF: 22 | Fort: 5, Reflex: 2, Will: 2 | CMB: 4, CMD:16 | Init: +2 | Perception: +3

About Edmund the Tainted

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Background:
They called Edmund "The Tainted", even though his true name was Charthagnion. His diabolical progentor was unknown to him, but was obvious...The tail, the flaming skin, the fangs, the third eye. He looked nearly half a devil, but in truth, he wasn't sure how watered down the fiendish blood was.

Born into the house of Charthagnion, everyone in Cheliax knew they had ties with Hell tighter than any House outside of Thrune themselves, of whom the Charthagnion were loyal and ardent supporters. Edmund was the first born of the house, but the patron swore he was a bastard of his mother that the lord of the house spared out of pity. Edmund wasn't sure which was true, but his mother spoiled him. She told him of the greatness of his blood, the destiny of their family, and the power of the fiends that served him. She said it was a sign of Asmodeus's blessing. Her husband, however, did not agree.

Edmund was never beaten, never withheld from, but he was pointedly told to never call Lord Charthagnion his father. He was told he would never inherit. He was told the moment his mother passed he would be given a stipend and a small home, but that his mother's stories of Destiny and Greatness would amount to nothing.

So Edmund turned to the Hellknights. He had heard of their greatness - who in Cheliax hadn't? Many of the minor nobles he had interacted with actually made their legitimacy through the Orders, and if a commoner could have such results, how much more could he, a true Chelish son, with the blood of one of its noblest houses and the fiends that represent their very patron, achieve among their ranks?

So from his youth he studied their heavily armored style, eschewing the traditional nobles' rapier and leather for the heaviest steel he could bear, for he knew their ranks were unyielding walls of rigidity, both in body and mind.

...and then he heard of the Queen's call to Korvosa, where he knew one of the major orders held sway, actually seeking to thicken their ranks! He knew this was his chance, not only to enlist, but to show the Queen herself his worth, especially as a son of one of her staunchest allies.

Yes, this was Edmund's chance to rise.

Nothing would stop him.


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Appearance:
Standing at 6'4", with a lean frame, and chiseled features, Edmund would have been considered handsome by traditional standards. His jaw is broad set, his hair jet black as befitting his Chelish noble blood, and his demeanor regal....he would, that is, if it wasn't for his obvious fiendish taint. With a long, pointed tail, vibrant red, scaled skin, and the third eye, his devilish heritage is not only visible, it is impossible to deny. The man appears particularly horrid on those rare occasions he chooses to smile, where his razor sharp fangs are on display. He is clearly in excellent shape, despite his taller than average height weighing in at only 200lbs, with every last muscle on prominent display for those rare occasions where he chooses not to don the heavy armor he favors.

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Edmund the Tainted (Charthagnion)
Male Tiefling (Devil Blooded)
Fighter (Phalanx Soldier) 1

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Stats
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Size / Type: Medium Outsider (Native)
Alignment: LE
Deity: Asmodeus
Age: 24
Speed: 30 Ft.
Initiative: +2
Senses: Perception +3, Darkvision 60ft
Passive Perception: 13
Languages: Common, Infernal

Attributes
STR 14 (+2)
DEX 14 (+2)
CON 16 (+3)
INT 12 (+0)
WIS 14 (+2)
CHA 05 (-3)

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Offense
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BAB: +1

Gandasa
Attack: 1d20 + 1 (1 BAB + 2 Str -2 Tower Shield)
Damage:2d4 + 2 (+ 2 Str)
Crit: x3
Range: Melee

Ammendum with Javelins (x5)
Attack: 1d20 + 1 (1 BAB + 2 Dex -2 Tower Shield)
Damage: 1d6 + 2 (+ 2 Str)
Crit: x2
Range: 50ft

Bite
Attack: 1d20 + 1 (1 BAB + 2 Str -2 Tower Shield)
Damage:1d6 + 3 (+ 2 Str +1 1/2 Str if the only Natural Attack used)
Crit: x3
Range: Melee

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Defense
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HP: 17 (1d10 + 3 Con per Level + 1 Favored Class +3 Toughness)
AC: 25 (10 Base + 2 Dex + 6 Armor +1 Trait +1 Natural Armor +4 Shield +1 Dodge)
Touch: 13 / Flat-Footed: 22
CMB: +4 (1 BAB + 3 Str)
CMD: 16 (10 Base + 1 BAB +2 Str + 2 Dex +1 Dodge)

Fort: +5 (+2 Base +3 Con)
Refl: +2 (+0 Base +2 Dex)
Will: +2 (+0 Base +2 Wis)

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Skills
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Per Level: 2 (2 Base + 0 Int) + 2 Background Skills per level

Skills List:
Acrobatics: +2 (+0 Ranks +2 Dex)
Appraise: 0 (+0 Ranks +0 Int)
Bluff: -3 (+0 Ranks -3 Cha)
Climb: +2 (+0 Ranks +2 Str)
Craft (any): +0 (+0 Ranks +0 Int)
Diplomacy: -3 (+0 Ranks -3 Cha)
Disable Device: +2 (+0 Ranks +2 Dex)
Disguise: -3 (+0 Ranks -3 Cha)
Escape Artist: +2 (+0 Ranks +2 Dex)
Fly: +2 (+0 Ranks +2 Dex)
Handle Animal: -3 (+0 Ranks -3 Cha)
Heal: +2 (+0 Ranks +2 Wis)
Intimidate: -3 (+0 Ranks -3 Cha)
Knowledge (arcana): +0 (+0 Ranks +0 Int)
Knowledge (dungeoneering): +0 (+0 Ranks +0 Int)
Knowledge (engineering): +0 (+0 Ranks +0 Int)
Knowledge (geography): +0 (+0 Ranks +0 Int)
Knowledge (history): +0 (+0 Ranks +0 Int)
Knowledge (local): +0 (+0 Ranks +0 Int)
Knowledge (nature): +0 (+0 Ranks +0 Int)
Knowledge (nobility): +0 (+0 Ranks +0 Int)
Knowledge (planes): +0 (+0 Ranks +0 Int)
Knowledge (religion): +11 (+0 Ranks +0 Int)
Linguistics: +0 (+0 Ranks +0 Int)
Perception: +3 (+1 Ranks +2 Wis)
Perform (any): -1 (+0 Rank -1 Cha)
Profession (Soldier): +6 (+1 Rank +3 Class Skill +2 Wis)
Ride: +2 (+0 Ranks +2 Dex)
Sense Motive: +5 (+1 Ranks +2 Wis +2 Trait)
Sleight of Hand: +2 (+0 Ranks +2 Dex)
Spellcraft: +0 (+0 Ranks +0 Int)
Stealth: +2 (+0 Ranks +2 Dex)
Survival: +2 (+0 Ranks +2 Wis)
Swim: +7 (+1 Ranks +3 Class Skill +3 Str)
Use Magic Device: -3 (+0 Rank -3 Cha)

Notes:
+2 further Sense Motive to detect if someone is under magical control.
Skills are listed without Armor Check penalty - AC penalty may apply.

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Traits
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Defender of the Society:
Defender of the Society (Combat - Fighter) - Your time spent fighting and studying the greatest warriors of the society has taught you new defensive skills while wearing armor. Benefit: You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.

Mutant Eye:
Mutant Eye (Magic) - One of your parents was exposed to uncontrolled magic or arcane pollution before you were born, causing you to develop a minor mutation that has marked you as different all your life. Benefit: You have a third eye on your forehead. As long as it is uncovered and open, you can get a clearer sense of the emotions of those you see, granting you a +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a –1 penalty on Bluff and Diplomacy checks against humanoids who can see it.

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Feats
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Combat Stamina:
Combat Stamina: You stop at nothing to drive your attack home. Benefit: You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost. Special: Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess. (Level 1 Fighter Bonus Feat)

Dodge:
Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Stamina: When you move your speed or farther, you can spend a number of stamina points up to double your Dexterity bonus. If you do, until the start of your next turn, you gain an increase to the dodge bonus granted by the Dodge feat equal to half the number of stamina points you spent. (Level 1 Fighter Bonus Feat)

Toughness:
Toughness: You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). (Level 1 Feat)

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Special Abilities
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Proficiencies:
Proficiencies - A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Prehensile Tail:
Fiendish Sorcery 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. This racial trait replaces fiendish sorcery.

Maw or Claw:
Spell-Like Ability Maw or Claw (bite): Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.

Fiendish Sprinter:
Skilled 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. This racial trait replaces skilled.

Darkvision:
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Scaled Skin:
Fiendish Resistance Scaled Skin (fire): The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.

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Equipment
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Gold: 117.86

Equipment:

Scale Mail with Armored Kilt
Heavy Armor, 40lbs
+6 AC, +2 Max Dex, -4 Check Penalty

Tower Shield
Shield, 45lbs
+4 AC, +2 Max Dex, -10 Check Penalty

Cold Weather Outfit
4lbs
+2 Fort to resist effects of cold weather; does not stack with bonus from survival checks.

Masterwork Backpack
4lbs
Strength score counts as 1 higher for carrying capacity.

Waterskin
4lbs

Rations, Trail (x2)

Rations, Wandermeal (x14)

Bedroll