Aspis Agent

Mordecai the Cruel's page

7 posts. Alias of Helikon.


Full Name

Mordecai of House Kewadin called the cruel

Race

Aasimar (Angel blood)

Classes/Levels

Antipaladin (Tyrant) 1

Gender

Male

Size

medium

Deity

Asmodeus

Strength 20
Dexterity 11
Constitution 15
Intelligence 8
Wisdom 10
Charisma 19

About Mordecai the Cruel

Data:

Name: Mordecai
Race: Aasimar (Angelblood)
Job: Musiker
Age: 24
Alignment: LE
Personality:
Likes: much foot, much wine, many broads, Music
Dislikes:
Favorite foods: Mite on a stick
Hobbies: casting the runes
Physical Description:
Deity:
Languages:Common

Combat:

Hit Points: 13
Initiative: +0
Armor Check Penalty: -1
Speed: 30 feet
Armor Class: 10
Flat-footed: 10
Touch: 10
Saves:
Fortitude: +4 (2 +2 Con)
Reflex: +0 (0 +0 Dex)
Will: +2 (2 +0 Wis)
Situational Bonuses:
Combat:
Base Attack Bonus: +1
Melee Attack Bonus: +6 (1 BAB 5 Str)
Range Attack Bonus: +1 (1 BAB+ 0 Dex)
Combat Maneuver Bonus: +6 (1 BAB + 5 Str) CM DC: 16 (10 + 1 Base + 5 Str + 0 Dex)

Aasimar (Angelblood):

+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Scion of Humanity
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Heal, Knowledge (planes)
Spell-Like Ability: Angelkin gain alter self as a spell-like ability.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.


Antipaladin:

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): 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.


Feats, Traits &Skills:

Feats:
Lingering Performance
Traits:
Trapfinder:
You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
High Theft: +1 Refl
Bloody-Minded: +1 Ini and & Ini
Skills: Skillpoints gained/level 4+1x2+4[/b]
Acrobatics: -2 (0 ranks;+0 trained ; +2 Dex; -1 armor)
Appraise: +0 (0 ranks; +0 trained; +1 Int)
Bluff: +11 (0 ranks; +0 trained; 4 Cha;)
Climb: -4 (0 ranks; +0 trained; -1 Str; -3 armor)
*Diplomacy: +9 (2 ranks; +3 trained 4 Cha)
Disable Device: +9 (2 ranks;+3 trained ; +2 Dex; -1 armor +1 Trait +2 racial+2 cir)
Disguise: +4 (0 ranks; +0 trained; +4 Cha)
Escape Artist: -2 (0 ranks; ; +1 Dex; -3 armor)
Fly: N/A (0 ranks; +0 trained; +2 Dex; -0 armor)
Heal: +0 (0 ranks; +0 trained; +0 Wis)
Handle Animal +4 (0 ranks; +0 trained; 4 Cha;)
Intimidate: +10 (2 ranks; +3 trained 4 Cha+1trait)
Know (arcana): 2 (0 ranks; +0 trained; +1 Int+1)
Know (local): 2 (0 ranks; +0 trained; +1 Int+1)
Know (engineering): 2 (0 ranks; +0 trained; +1 Int+1)
Know (Geog.): 2 (0 ranks; +0 trained; +1 Int+1)
Know (Dung): 2 (0 ranks; +0 trained; +1 Int+1)
Know (nobility): 2 (0 ranks; +0 trained; +1 Int+1)
*Know (planes): 2 (0 ranks; +0 trained; +1 Int+1)
*Know (religion): 2 (0 ranks; +0 trained; +1 Int+1)
Linguistics: +0 (0 ranks; +0 trained; +0 Int)
Perform (Sing): +11 (2 ranks; +3 trained; +4 Cha+2cir)
Perform (Percussion): +11 (2 ranks; +3 trained; +4 Cha+2cir)
Perception: +7 (2 ranks; +3 trained; +0 Wis+2rac)
Ride: -1 (1ranks; +0 trained; +2 Dex;-3 armor)
*Sense Motive: +11 (0 ranks; +0 trained; +0 Wis)
Stealth: -2 (0 ranks; ; +1 Dex; -1 armor)
*Spellcraft: NA (0 ranks; +0 trained; +0 Int)
Survival: 5 (3 ranks; +0 trained; +0 Wis+2rac)
Swim: -4 (0 ranks; +0 trained; -1 Str; -3 armor)
Use Magic Device: 9 (2 ranks; +3 trained; 4 Cha;)

Spells:

Cantrips:
Prestidigation
Daze
Detect Magic
Read Magic
Ghost Sound
Level 1:
Sleep
Cure light wounds
Charm Person

Equipment:

Weapons:
Kukri x2
Leather Lamellar Armor MW
Explorers Outfit
Miscenellous:
MW Thieves Tools
MW Instrument Sing +2

Backstory:

More so than most Mordecai is a man defined by his origins. His mother had been sold as a child to a brothel in Ghastenhall. His father had been a depraved Watch captain and the union of these two disparate souls had been in no way romantic, or loving, or consensual, since Mordecai´s whore for a mother had killed the brutish Knight in his sleep immediately afterwards, plunging a dark steel dagger a dozen times in his body, even after the life had left the mutilated and castrated corpse.
From his father, Mordecai had inherited the knight´s green eyes, an innate capacity for bloodshed, his bulky frame, his greed, and a small voice in the back of his mind that serves, when he is wise enough to listen, as his cunning.
From his mother: ferocity, fortitude of purpose, good looks, his musical talent and his minor demonic heritage.
Being raised in a whorehose makes you tough, as the owner take care that you earn your place. At first you have to clean chamberpots, change the bedlinnens and bring wine and treats to the customers. And if you the customers want it you have to do other things.
Luckily, for him, Mordecai had a special talent. He had the voice, a clear sopran and the gift to get the others to enjoy the music. He learned to traditional songs but in the end he prefered the hard epics from the savage sea raiders from the north.
The whorehouse also teaches you that no pay no gain.
So whenever he was hired and the pay was not too well, Mordecai would make sure that he would take later what was owed to him. He took coins or pieces of art, or the maidenhood of their daughters. Sometimes against their will. But no good girl would admit it, for the shame would be unbearable.
The same happened when he was arrested. No tip for eight hours of pay, just a few meager silver coins. So Mordecai went back to the merchants house, quickly picked the lock, another skill earned at his home and using his dagger as motivation, and it was time for payback.
It was such a fun, hearing her sobbing crys muffled by he own scarf.
But on the way out, he found a beautiful goblet and tried to take it as a little extra. But alas, this stupid thing was trapped and a loud alarm was heard. Mordecai tried to flee, but alas, in the end he was caught and finally judged.
Finally it was time to move, to start the journey towards Branderscar Prison.
Twelve prisoners and 4 wardens, walking over stick and stone, through mountains and forests, all day long towards the most evil hellhole imaginable. Mordecai trudged along with the others, hoping against better judgement for a chance to escape.
Branderscar Prison was close, only two or three more days till his chance finally arrived.
It was night and after a toilsome day on the road, with little water and even less food Mordecai was lying on the hard earth, chained on his wrists and sleeping utterly exhausted.
Suddenly Mordecai woke up and looked up. Only two red eyes were to be seen, even with his darkvision. The eyes came closer and closer and closer and suddenly he heard a voice.
”Obey and I give you a chance to flee. Do you vow to follow me! Nod if you agree”
Mordecai instantly nodded. Good…. Good!”
And the voice and the presence vanished, leaving a cold iron kukri and a set of high quality thieves tools on Mordecai´s lap. It did take some time, but finally his hands were free.
Looking left and right, at the sleeping prisoners he searched for the wardens. With a smile he saw that Malcolm was on watch duty. Lazy, drunken Warden Malcolm. Boss Malcolm. Who loved nothing more than to use his rod and whip. It was time for payback.
Slowly making his way closer he was easely able to overpower the drunken man, cutting his throat and muffeling the voice with his own cloak. But to escape he needed more. Jean le Beau, the only real nice one of the wardens. A young fool. But he had Mordecais statue.
Using Malcolms whip he strangled Jean in his sleep. And indeed the clothes did fit Mordecai just nicely. The chainshirt was a bit loose, but with some more food it would be better.
Collecting enough food and water he made his way out, but not before giving the Brutus the butcher they keys to his chains. Should take care for a distraction.
With a wicked smile Mordecai ran for it, as fast as his half-starved body allowed.
Almost at dawn he felt the presence again.
”You do not want to run from your vow, do you?”
Mordecai quickly vowed differently and with some minor gifts and a direction Mordecai trecked of towards a certain meeting point.

THE PLEDGE:

I will not PvP!
I will keep player and character knowledge seperate!
I will post at least 3 times between Monday and Friday and 1 time during the weekends. (If I cannot make this, I must let us know)
I will respect the GM's and each other's time and the fact that we all have real lives too.
Addition:
I know that this is a game and the idea of a game is to have fun