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John Deos's page

787 posts. Alias of Bpa144.

Full Name

John Deos




Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12












Common, Infernal

Strength 19
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 10
Charisma 10

About John Deos

John's child hood hero was also his father. His father was a Hellknight in the Order of the Scourge. John aspired to be just like his father, training with him to fight criminals.

All was going good untill one day when John's father was out on patrol. He found a group of cultist who where about to sacrifice a woman. John's father intervened and was busy take out the magority of the cultist when a powerful demon appeared. The demon was who the cultist were sacrificing the woman to. Though he fought as well as he could the Demon was to strong and killed John's father. When other Hellknights came to help John's father, they saw the demon fleeing.

The death of his father gave John an incredible hatred of Demon's. It also made John want to become a Hellkinght even more than before. After a few more years training in his home town of Egorian he left to train under a new teacher in Westcrown.


1. What is John's attitute toward thieflings?
John is mostly indifferent about Thieflings. Though he is wary of them since he believes they are most likely to become criminals. If he finds out that their heritage is demonic in nature, he will never trust them, and will despise them due to their demonic blood.

2. Was John born and raised in Westcrown?
No, he was born and raised in Egorian, leaving recently to improve his training under a new teacher.

3. Besides his deceased father, does he have any other family, if so, what is that relationship?
John has a mother who he left in Egorian. She was the one that helped John's religious growth. John is protective of her, especilly after his father died, and would not have left if he had not known that she was well cared for.

4. Describe 2-3 NPC's Joe has met in the city.
Alfar Decan is the reason John came to Westcrown. A retireed Hellknight and adventurer, Alfar is best known for being a skilled demon hunter. John came to him to better train in fighting demons. He is a patiant man and a though teacher, but an excellent teacher as well.

Lumar Decan is Alfar's grandson. He is also training to be a Hellknight and is John's sparring partner. He is privladged and seems to only be interested in the respect he'll gain from being a Hellknight. Nether John nor Lumar like each other.

5.There is an underlying premise in CoT AP that the corrupt government which irks each potential party member. Can each character create in a spoiler tab for me an explanation for their personal issues or resentment. Your campaign trait should be incorporated into that explanation.
After his daily training, John would walk the streets of Westcrown. Being trained to do so by his father, John kept his eyes open for crime, this led to a strange discovery though. People who normally were one the path John took would one day just not be there anymore. When John would ask others where the person had gone, most would act as if that person never existed. John then used some of the ways of asking questions from the more shady people of Westcrown that his father had also taught him. These inquires brought up only that there was a person or group of persons that was behind the disappearances and more. John decided that he would look into this further.

John wears scale mail, comfortable pants and boots. At his belt he has his Longsword, and on his back he carries a black tower shield decorated with a depiction of a demon being impaled by a sword.

Male Human Fighter (tower shield specialist) 6
LN Humanoid

Init +5

AC 26, touch 11, flat-footed 25
hp 82(8d10+16+6favored class)
Fort +8, Ref +4[+2 vs burst spells when shielded], Will +5[+2 vs mind effecting spells and effects of demons,]

Spd 30 ft.
Cold Iron Long sword +13/+8 {+10/+5 with power attack}(1d8+6)[1d8+12 with power attack] or,
+1 Keen Long Sword(18-20/X2) +14/+9{+11/+6 with power attack}(1d8+7)[1d8+13 with power attack] or,
Sap +12/+7(+9/+4 with PA)(1d6+4 nonlethal)[1d6+10 with power attack] or,
Silver Heavy Mace +12/+7(+9/+4 with PA) (1d8+4)[1d8+10 with power attack]
Composite Longbow(+2) +9/+4(1d8+2)
Spell like ability
Discern lies(CL8, DC 14, 3/day)

19 Str, 12 Dex, 14 Con, 14 Int, 10 Wis, 10 Cha
Base Atk +8; CMB +12; CMD 23

Weapon focus(Long sword)
Power Attack
Step up
Improved Initiative
Skill focus(knowledge planes)
Weapon specialization(longsword)
Iron Will

Conspiracy Hunter(Perception)
Asmodean Demon Hunter

Climb +3(1 + 4 Str +3 CS - 5 ACP)
Knowledge (planes) +13(8 + 2 Int + 3 skill focus)[+3 trait vs. Demons]
Perception +12(8 + 0 Wis +3 CS +1 Trait)
Intimidate +11 (8 + 0 Cha + 3 CS)
Knowledge (Dungeoneering) +11(6 + 2 Int + 3 CS)
Knowledge (Engineering) +8(3 + 2 Int + 3 CS)
Knowledge (Local) +11(6 + 2 Int + 3 CS)

Burst Barrier (Ex): At 2nd level, a tower shield specialist can use his shield to screen himself from burst spells and effects, gaining a +1 bonus on Reflex saves against them while employing a tower shield. This bonus increases by +1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces bravery.
Tower Shield Training (Ex): At 3rd level, a tower shield specialist gains armor training as normal, but while he employs a tower shield, the armor penalty is reduced by 3 and the maximum Dexterity bonus allowed by his armor increases by 2. The benefit increases every four levels thereafter as per standard armor training; if the tower shield specialist is not employing a tower shield, the benefits to armor training revert to the normal bonuses.
Tower Shield Specialist (Ex): At 5th level, when a tower shield specialist employs a tower shield in combat, he does not take the –2 penalty on attack rolls because of the shield's encumbrance. This ability replaces weapon training 1.
Aura of Law (Ex):The power of a Hellknight’s aura of law (see the detect law spell) is equal to his total character level.
Detect Chaos (Sp):This ability functions like a paladin's detect evil ability, save that it detects chaos.
Smite Chaos (Su):This ability functions as the paladin's smite evil ability, but against chaotic-aligned creatures. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey.
Discern Lies (Sp): At 2nd level, a Hellknight can use discern lies as a spell-like ability a number of times per day equal to 3 plus his Charisma modifier. His caster level equals his total character level.
Hellknight Armor (Ex): At 2nd level, a Hellknight earns the right to wear Hellknight armor (below). While wearing this armor, the Hellknight reduces the armor check penalty by 1, increases the maximum Dexterity bonus allowed by 1, and moves at full speed.

At 5th level, these adjustments increase to 2.

At 8th level, these adjustments increase to 3.



Skilled:Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Bonus feat:Humans select one extra feat at 1st level.



+1 Keen Longsword
Cold iron Longsword
Hellknight armor
+1 Tower Shield
MW manacles
Banded Mail
Composite longbow(+2)
Silver Heavy Mace
20 Arrows
Iron Holy symbol of Asmodeus
Cloak of Resistance +1
Bag of holding type 1
False identity paper
Artifact bones
Javelin of lightning
Ring of protection +1
Ring of swimming
Ring of climbing


4 potions of Cure light wounds
3 potion of CMW
3 oils of bless weapon
1 potion of fly


3pp, 3283 GP, 594 SP, 1299 CP


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