Harighal

Morthos "the Malevolent"'s page

624 posts. Alias of Javell DeLeon.


Full Name

Morthos "the Malevolent"

Race

Human

Classes/Levels

Antipaladin (Tyrant)/Fighter/Gestalt 3rd

Stats:
AC 21; Fort: +9, Ref: +10; Will: +12; Int: +3; Perc: +6; Hp's 33/33

Gender

Male

Size

Med (6'4"; 220lbs)

Age

28

Alignment

LE

Deity

Asmodeus

Location

Talingarde

Languages

Common, Infernal

Strength 17
Dexterity 16
Constitution 8
Intelligence 15
Wisdom 15
Charisma 20

About Morthos "the Malevolent"

Image

Graveknight template

Elephant in the Room

Cardinal Thorn's rules:

Hit points - Max at every level.
Skills - Normal class skills plus 2 background skills each level.
Feats - 1 feat gained per level instead of 1 per 2 levels.
Also using 'Elephant in the room' feat tax.
Additional - Automatic Bonus Progression will begin at level 3. Treasure will be reduced in accordance.

DON'T FORGET! 1 reroll per room

[dice=Elemental Slam attack]1d20+5[/dice]
[dice=Damage(B + electricity)]1d4+2+1d3[/dice]

[dice=Razmir acid splash(Ranged touch attack)]1d20+1-4[/dice]
[dice=Damage]1d3+3[/dice]

Dice:

[dice=Longsword w/PA/Smite Good]1d20+11+2[/dice] [ooc]+2 is flanking[/ooc]
[dice=Damage]1d8+11[/dice]

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[dice=Longsword w/PA]1d20+6[/dice]
[dice=Damage]1d8+5[/dice]

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[dice=Longsword]1d20+7[/dice]
[dice=Damage]1d8+3[/dice]
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[dice=Longsword w/PA/CE; Fight defensively]1d20+1[/dice]
[dice=Damage]1d8+5[/dice]

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[dice=Longbow w/DA]1d20+6[/dice]
[dice=Damage]1d8+2[/dice]

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[dice=Initiative]1d20+3[/dice]
[dice=Fort]1d20+9[/dice]
[dice=Ref]1d20+10[/dice]
[dice=Will]1d20+12[/dice]

[dice=Touch of Corruption]1d6[/dice]
[dice=Channel Negative energy(DC 17)]2d6[/dice]

[dice=Acrobatics]1d20+3[/dice]
[dice=Bluff]1d20+9[/dice]
[dice=Climb]1d20+7[/dice]
[dice=Diplomacy]1d20+14[/dice]
[dice=Disguise]1d20+5[/dice]
[dice=Intimidate]1d20+17[/dice]
[dice=Know(Dungeon)]1d20+6[/dice]
[dice=Know(Engineering)]1d20+6[/dice]
[dice=Know(Religion)]1d20+6[/dice]
[dice=Linguistics]1d20+3[/dice]
[dice=Perception]1d20+6[/dice]
[dice=Ride]1d20+9[/dice]
[dice=Sense Motive]1d20+6[/dice]
[dice=Stealth]1d20+7[/dice]
[dice=Survival]1d20+2[/dice]
[dice=Swim]1d20+3[/dice]

Background:

I've lived here all of my life and, undeservedly, grew up with nothing. Everything my father worked for managed us only to survive. He always worked. Sunup until sundown. I barely knew the man. Always working the land so the King and his fat servants could eat in grand style while we barely scraped by. We received nothing for our diligence. NOTHING! No appreciation from the pathetic King or any of those who serve him and his throne. No recognition. This is how they treat those who sweat blood for this land?! Who do they think they are?! And why is it that we who are not of so called 'noble' blood deserve nothing more than what might as well be a slap in the face, even though, WE are the ones who break our backs to keep this kingdom running?! WE are the true power; we deserve more than this! I deserve more than this! I deserve better.

I deserve the throne.

I would be far better as ruler of Talingarde. It is a pity that my attempted plan on usurping that pathetic King did not succeed. I would be the perfect replacement. Most perfect. Why couldn't they all see that? Why is it HIGH TREASON when all I wish to do is make Talingarde a better place? Far better than the pathetic King Markadian. There should be a requirement of the King being at least competent for there to be some form of treason. Attempting to remove incompetence from the throne should have been applauded, not condemned. And if those I had managed to gather would've done as they were told and not betrayed me, then it would have never failed. Fools. I shall remember those that failed me, and they will most assuredly pay for such insolence.

And how is the death of one simple fool who chose to insult me and question my integrity looked upon as 'wrong'? His actions, I found, were completely unacceptable. A challenge was issued, he foolishly accepted, and he was properly executed. He was not unarmed. He was allowed a weapon of choice. Regardless, it was deserved. Show proper respect and you can avoid suffering. It is imperative for all to know, that I do not take such challenges lightly. Do not challenge me if you expect to live a long life. I deem it unwise. Or, do not accept my challenge. It is far better for one to run with one's tail between one's legs.

I've been wrongfully imprisoned for my 'so-called' crimes. I am to die in 3 days time. There is one in here with me that has spoken of Asmodeus. And from what I have learned, I shall now turn to this deity and he shall lead me to victory. There is obviously more to him than the pathetic gods the pathetic King worships. There must be. I would gather the pathetic King fears Asmodeus with his doctrine of allowing worship of no other gods. But no matter; I will soon be free and they will all surely pay. One, such as I, should never be bound in chains. I am far to magnificent.

It is obvious they do not see the greatness that is me. How much I could bring to the throne of Talingarde. That is the err of the pathetic King. When I am free of this false bondage, I vow that all will soon bear witness to true justice. And know this, pathetic King Markadian: When my death does not occur 3 days hence, I will not rest until I have been avenged. Talingarde will suffer because of your foolishness. All who stand by you and your foolish ways, will suffer. And I promise you this, pathetic King: You. Will. Suffer. For all of YOUR crimes... against ME.

As Morthos is buried deep in thought as he hangs from his shackles by the wrists, head hanging limp, and his hair dangling as far as it can fall... a vengeful grin slowly forms.

Morthos is 6'4" about 220lbs and pale. Long white hair with eyes that are moon white. Fairly well built, yet misleadingly so, seeing how he is somewhat thin.

Auto Bonus Progression:

3rd): Resistance +1

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Morthos Graveknight Antipaladin(Tyrant)/Fighter/Gestalt 3rd:

Morthos
Male human Graveknight Antipaladin (Tyrant)/Fighter/Gestalt 3rd
Villain points 1
LE Medium humanoid (human)
Init +3; Senses Perception +6; Darkvision(30')(GvK ability)

--------------------
Defense
--------------------
AC: 21(25 vs. range), touch 13, flat-footed 18 (+4armor, +3(+7 vs range)shield, +3 Dex, +1natural(GvK ability))
HP: 36 (1d10+20lvl-3Con+3FC/+3feat/+3DM fiat)
Fort: +9 (+3base/-1con/+5chr/+1trait/+1resist)
Ref: +10 (+1base/+3dex/+5chr/+1resist)
Will: +12 (+3base/+2wis/+5chr/+1trait/+1resist) (+1 bonus vs. fear)
Immune: Disease; Resist: Acid 10, cold 5, electricity 5, fire 5

--------------------
Offense
--------------------
Speed: 30 ft.
Special Attacks: Smite good 1/day (+5 attack and AC, +3 damage)
Antipaladin Spell-Like Abilities: (CL 0; concentration +5)
. . . At will—detect good
--------------------
Statistics
--------------------
Str 17, Dex 16, Con 8, Int 15, Wis 15, Cha 20
Base Atk +3; CMB +6; CMD 19
--------------------
Feats
--------------------
Level gained feats: (1st): Persuasive; Soulless Gaze(Human); (2nd): Weapon focus(Heavy blades); (3rd): Fiendskin
Fighter bonus feats: (1st): Weapon proficiency(Heavy blades); (2nd): Shield Focus
Template feats: (3rd): Toughness
Other feats:(See: Feat descriptions below) Risky Strike; Defensive Stance; Deadly Aim

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Traits
--------------------
Deathtouched(Bloodline): At some point you were tainted with the corruption of the undead, and you have gained some of their defenses. You gain either a +1 trait bonus on Fortitude saving throws or a +2 trait bonus on saving throws against mind-affecting effects (your choice).
Trustworthy(Social): People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
High Treason(Campaign): You have willfully worked to bring down the current Monarch of Talingarde -- the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief. You receive a +1 trait bonus to Will saves.

-----------------------------------------
Skills: 15 points
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Bluff +9(+10): (+1rnk/+5chr/+3cs/+1trait(to fool someone))
Climb +7: (+1rnk/+3str/+3cs)
Diplomacy +14: (+3rnk/+5chr/3cs/+2feat/+1trait)
Disguise +5: (+5cha)
Intimidate +17: (+3rnk/+5chr/+3cs/+2feat/+2feat/+2bonus*)
Knowledge(Dungeoneering): +6 (+1rnk/+2int/+3cs)
Knowledge(Religion): +6 (+1rnk/+2int/+3cs)
Perception +6: (+2rnk/+2wis/+2bonus*)
Ride +9: (+1rnk/+3dex/+3cs/+2bonus*)
Sense Motive +6: (+1rnk/+2wis/+3cs)
Stealth +7: (+1rnk/+3dex/+3cs)
Survival +2: (+2wis)
-----------------------------------------
Background skills: 4 points
------------------------------------------
Handle Animal +9: (+1rnk/+5cha/+3cs)
Knowledge(Engineering) +6: (+1rnk/+2int/+3cs)
Linguistics +3: (+1rnk/+2int)
Profession(Farmer) +6: (+1rnk/+2wis/+3cs)

*Graveknight bonus

Languages Common, Abyssal, Elven, Infernal
SQ touch of corruption 6/day (1d6)

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Gear
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Mithral Chain Shirt
Darkwood heavy wooden shield
Longbow
Longsword
Arrows (x60)
Dagger
Mwk. Backpack, Rope 50'(x2)
3 gp

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Active Graveknight Special Abilities
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Armor Class: Natural Armor +1
Darvision 30'
Skills: +2 to Intimidate, Perception, and Ride
Ruinous Revivification(Fire) (Su): At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight’s life or death, defaulting to fire if none are especially appropriate. This energy type influences the effects of several of a graveknight’s special abilities.
Energy Resistance, Acid (10)
Energy Resistance, Cold (5)
Energy Resistance, Electricity (5)
Energy Resistance, Fire (5)
Undead Mastery (Su)(5/day; 15HD; DC 16): As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the graveknight’s control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional save every day to break free from the graveknight’s control. A creature that successfully saves cannot be affected again by the same graveknight’s undead mastery for 24 hours. A graveknight can control 5 Hit Dice of undead creatures for every Hit Die it has. If the graveknight exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead.

Antipaladin Special 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 (At will) (Sp): You can use detect good at will (as the spell).
Smite Good (1/day) (Su): +5 to hit, +3 to damage, +5 deflection bonus to AC when used.
Touch of Corruption (1d6) (6/day) (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.

Unholy Resilience (Su): At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
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(Sickened) (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.
. . .Sickened(DC 16 Fortitude: 3 rounds): The target is sickened for 1 round per level of the antipaladin.

Fighter Special Abilities:

Bravery +1 (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training 1(Ex): Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

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Graveknight Abilities(For reference only):

Graveknight

CR: Same as base creature +2.
Alignment: Any evil.
Type: The graveknight’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A graveknight gains darkvision 60 ft.
Sacrilegious Aura (Su): A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the graveknight’s armor as an altar of sorts to double the effects granted. The graveknight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the graveknight’s creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric’s channel energy ability, a paladin’s lay on hands, or any spell with the healing subtype—must make a concentration check with a DC equal to 10 + 1/2 the graveknight’s Hit Dice + the graveknight’s Charisma modifier. If the character fails, the effect is expended but does not function.
Armor Class: Natural armor improves by +4.
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As an undead, a graveknight uses its Charisma modifier to determine bonus hit points.
Defensive Abilities: A graveknight gains channel resistance +4; DR 10/magic; and immunity to cold, electricity, and any additional energy type noted by its ruinous revivification special quality. A graveknight also gains spell resistance equal to its augmented CR + 11.
Rejuvenation (Su): One day after a graveknight is destroyed, its armor begins to rebuild the undead horror’s body. This process takes 1d10 days—if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed.

Attacks: A graveknight gains a slam(1d4) attack if the base creature didn’t have one. Damage for the slam depends on the graveknight’s size (see Bestiary 302).

Special Attacks: A graveknight gains the following special attacks. Save DCs are equal to 10 + 1/2 the graveknight’s HD + the graveknight’s Charisma modifier unless otherwise noted.
Channel Destruction (Su): Any weapon a graveknight wields seethes with energy, and deals an additional 1d6 points of damage for every 4 Hit Dice the graveknight has. This additional damage is of the energy type determined by the ruinous revivification special quality.
Devastating Blast (Su): Three times per day, the graveknight may unleash a 30-foot cone of energy as a standard action. This blast deals 2d6 points of damage for every 3 Hit Dice a graveknight has (Reflex for half). This damage is of the energy type determined by the graveknight’s ruinous revivification special quality.
Undead Mastery (Su): As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the graveknight’s control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional save every day to break free from the graveknight’s control. A creature that successfully saves cannot be affected again by the same graveknight’s undead mastery for 24 hours. A graveknight can control 5 Hit Dice of undead creatures for every Hit Die it has. If the graveknight exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead.

Special Qualities:
Phantom Mount (Su): Once per hour, a graveknight can summon a skeletal horse similar to a phantom steed. This mount is more real than a typical phantom steed, and can carry one additional rider. The mount’s powers are based on the graveknight’s total Hit Dice rather than caster level. A graveknight’s mount looks distinctive and always appears the same each time it is summoned. If the mount is destroyed, it can be summoned again with full hit points 1 hour later.
Ruinous Revivification (Su): At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight’s life or death, defaulting to fire if none are especially appropriate. This energy type influences the effects of several of a graveknight’s special abilities.
Ability Scores: Str +6, Int +2, Wis +4, Cha +4. As an undead creature, a graveknight has no Constitution score.
Skills: Graveknights gain a +8 racial bonus on Intimidate, Perception, and Ride checks.
Feats: Graveknights gain Improved Initiative, Mounted Combat, Ride-By Attack, and Toughness as bonus feats.

Graveknight Armor
In death, the graveknight’s life force lingers on in its armor, not its corpse, in much the same way that a lich’s essence is bound within a phylactery. Unless every part of a graveknight’s armor is ruined along with its body, a graveknight can rejuvenate after it is destroyed. A typical suit of full plate graveknight armor has hardness 10 and 45 hit points, though armor with enhancements or made of special materials proves more difficult to destroy. Merely breaking a graveknight’s armor does not destroy it; it must be ruined, such as by being disintegrated, taken to the Positive Energy Plane, or thrown into the heart of a volcano.

Anyone who treats a graveknight’s armor as simply battle spoils risks both body and soul. Graveknights rejuvenate when destroyed. Their bodies literally grow back, with tendrils of undead flesh coiling out from recesses in their armor like gruesome creepers, unless opponents take pains to also obliterate the armor. These unholy strands have no objection to infesting a living host instead of producing a new body for their master.

People who claim a graveknight’s armor rarely recognize the threat until too late, as part of the magic of the rejuvenation makes wearers oblivious to the invasion of their own bodies. When they take the armor off to sleep, they overlook the puncture marks and deep fissures upon their skin. Some sinister instinct also causes them to conceal these wounds from their companions. Only the particularly observant (and a DC 25 Perception check) perceive the peril in time help their friend cast aside the armor.

Once the rejuvenation period ends 1d10 days later, the wearer must make a Will save (DC equal to 10 + 1/2 the graveknight’s HD + the graveknight’s Cha modifier) each day to avoid transforming into the original graveknight. This transformation consumes mind as well as body, immediately slaying the victim and utterly destroying the body.

To wear graveknight armor safely, its new owner must cleanse it of evil and forever sever its connection to its undead master. This cleansing requires the casting of three different spells in rapid succession. Two are always break enchantment and holy word. The third varies with each graveknight and relates back to the unique circumstances surrounding its first death and return. Figuring out the correct spell usually entails a great deal of research and careful thought. And of course, while this detective work is happening, the armor continues to steadily regenerate the graveknight.

Feat Descriptions:

Defensive Stance: You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1. You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn.
Risky Strike: You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all 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. This bonus to damage is halved (–50%) if you are making an attack with an offhand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Shield Focus (Combat): You are skilled at deflecting blows with your shield. Increase the AC bonus granted by any shield you are using by 1. This bonus increases to 5 against ranged attacks (not including spell effects, natural attacks, or massive ranged weapons).
Weapon Proficiency (Combat): (Heavy blades) Choose one weapon group listed under the fighter’s Weapon Training class feature. You understand how to use all weapons from that group. You make attack rolls with weapons from the selected group normally (without the non-proficient penalty).
. . . Heavy blades: Aldori dueling sword, ankus, bastard sword, chakram, cutlass, double chicken saber, double walking stick katana, elven curve blade, estoc, falcata, falchion, flambard, great terbutje, greatsword, katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, rhoka sword, sawtooth sabre, scimitar, scythe, seven-branched sword, shotel, sickle-sword, split-blade sword, switchscythe, temple sword, terbutje, two-bladed sword

Weapon Focus (Combat): (Heavy blades) Choose one weapon group listed under the fighter’s Weapon Training class feature. You gain a +1 bonus on all attack rolls you make using any weapon from the selected group.

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D-Feats
Soulless gaze: Otherworldly dread infuses your gaze.
. . .One: You gain a +2 bonus on Intimidate checks.
. . .Two: When you demoralize a creatures more than once using Intimidate, you can create stronger fear conditions rather than increasing the duration of the shaken condition.

Fiendskin: The forces of darkness gird you against the light.
. . .One(Acid 5) Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain resistance 5 against that energy type.
. . .Two(Acid 10) Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain resistance 5 against that energy type. If you already have resistance to the chosen energy type (even from earlier benefits of this feat), this new resistance stacks with the existing resistance.

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Morthos:

Morthos
Male human Antipaladin (Tyrant, Knight of the sepulcher) 6
LE Medium humanoid (human)
Hero Points 3
Init +2; Senses Perception +2
Aura cowardice (10 ft.)
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Defense
--------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +0 Dex, +2 shield)
hp 56 (1d10+9+8+10+9+5con+5fc)
Fort +13 (+5base/+1con/+5cha/+1trait/+1cloak)
Ref +8 (+2base/+0dex/+5cha/+1cloak)
Will +14 (+5base/+2wis/+5cha/+1trait/+1cloak) (+2 vs. mind-affecting, death, and poison)
Defensive Abilities Fortification 25%; Immune cold, disease; Resist acid 10
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk bastard sword +9 (1d10+3/19-20)
Ranged composite longbow +5 (1d8+3/×3)
Special Attacks Channel negative energy 3/day (DC 16, 3d6), smite good 2/day (+4 attack and AC, +5 damage)
Antipaladin Spell-Like Abilities (CL 4th; concentration +8)
. . At will—detect good
Antipaladin Spells Prepared (CL 1st; concentration +5)
. . 1st—protection from good
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Statistics
--------------------
Str 16, Dex 10, Con 13, Int 10, Wis 14, Cha 18(+1@4th)
Base Atk +3; CMB +6; CMD 16
Feats: Exotic Weapon Proficiency(Bastard Sword); Mask Of Virtue, Soulless Gaze, Fiendskin
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Traits
---------------
Deathtouched: You gain either a +1 trait bonus on Fortitude saving throws or a +2 trait bonus on saving throws against mind-affecting effects (your choice).
High Treason: Benefit: You receive a +1 trait bonus to Will saves.
Strike first, strike ruthlessly and thus be victorious: Cardinal Thorn has taught you never to shirk or hesitate in a combat. You gain a +2 trait bonus on Initiative checks.

---------------------------------
Skills 20 skill pts
---------------------------------
Bluff +12: (+3rnk/+4chr/+3cs/+2alt race trait)
Diplomacy +14: (+5rnk/+4chr/+3cs/+2alt race trait)
Disguise +20: (+3rnk/+4chr/+3cs/+10item)
Intimidate +16: (+5rnk/+4chr/+3cs/+4feat)
Know: Religion +4: (+1rnk/+0int/+3cs)
Linguistics +1: (+1rnk)
Perception +2: (+2wis)
Sense Motive +6: (+1rnk/+2wis/+3cs)
Stealth +1: (+1rnk/+0dex/-3acp/+3cs)
Survival +1: (+1wis)
Swim +0: (+3str/-3acp)
Languages Common, Abyssal
SQ Hero points, silver tongued, touch of corruption 6/day(2d6), touch of the crypt
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Gear
---------------
iron circlet of disguise
Potion of cure light wounds (x3)
potion of shield of faith +2 (x4)
Mwk breastplate
Darkwood heavy wooden shield
arrows (x60)
composite longbow (+3 Str)
mwk bastard sword
cloak of resistance +1
Headband of alluring charisma +2
masterwork backpack
trail rations (x6), 289 gp
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Special Abilities
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Antipaladin Channel Negative Energy 3d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice -4 (10 ft.) (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.
Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living.
Detect Good (At will) (Sp): You can use detect good at will (as the spell).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Fiendskin: Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain resistance 5 against that energy type.(Acid 5)
(2 D-feats) Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain resistance 5 against that energy type. If you already have resistance to the chosen energy type (even from earlier benefits of this feat), this new resistance stacks with the existing resistance. (Acid 10)
(3 D-feats) Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain immunity to the selected energy type.(Cold)
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Cold You are immune to cold damage.
Immunity to Disease You are immune to diseases.
Mask of Virtue: (3 D-feats) Choose an alignment within two steps of your actual alignment. Your alignment is always revealed as being that false alignment. (Lawful Good)
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.
Silver Tongued Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two.
Smite Good (2/day) (Su): +4 to hit, +5 to damage, +4 deflection bonus to AC when used.
Soulless Gaze: You gain a +2 bonus on Intimidate checks.
(2 D-feats) When you demoralize a creature more than once using Intimidate, you can create stronger fear conditions rather than increasing the duration of the shaken condition.
(3 D-feats) You gain a +2 bonus on Intimidate checks (this stacks with the earlier benefits of this feat).
Touch of Corruption (2d6 hit points, 6/day) (Su) As a standard action, touch channels negative energy.
Touch of the Crypt (Ex) At 5th level, a knight of the sepulcher gains a +2 bonus on saving throws against mind-affecting effects, death effects, and poison. He is harmed by positive energy effects and healed by negative energy effects as though he were undead, although negative energy effects that don't heal undead (such as enervation) affect him normally. The knight of the sepulcher has a 25% chance of ignoring critical hits and the bonus damage from sneak attacks as though he were wearing armor of light fortification. This ability replaces the fiendish boon ability.
Unholy Resilience (Su): At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Morthos 4th level:

Morthos "the Malevolent"
Male Human Antipaladin (Knight of the Sepulcher) 4
LE Medium Humanoid (Human)
Init +3; Senses Perception +4
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DEFENSE
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AC 24, touch 13, flat-footed 23 (+10 armor, +3 shield, +1 dex)
hp 40 (1d10+18+4con+4FC+4feat)
Fort +10 (+4base/+1con/+5chr)
Ref +9 (+1base/+3dex/+5chr)
Will +13 (+4base/+3wis/+1trait/+5chr) (+2 trait bonus vs. fear)
Immune: Disease
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OFFENSE
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Speed 30 ft. (20 ft. in armor)
Melee Heavy Shield Bash +8 (1d4+4/x2) and
. . +1 bastard sword +9 (1d10+7/19-20) w/PA +7 (1d10+13)
. . Masterwork Longsword +9 (1d8+4/19-20/x2) w/PA +7 (1d8+8)

Ranged Longbow +7 (1d8/x3)
Special Attacks Smite Good (2/day)
Spell-Like Abilities Detect Good (At will)
Antipaladin (Knight of the Sepulcher) Spells Prepared (CL 1):
1 (2/day) Protection from Good, Death Knell (DC 16)
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STATISTICS
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Str 18(+1@4th), Dex 16, Con 12, Int 8, Wis 17, Cha 20
Base Atk +4; CMB +8; CMD 21
Feats 1st: Quick Draw, Power Attack(Bonus); 3rd: Toughness
Traits
Courageous: Your childhood was brutal, yet you persevered primarily through force of will and faith that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects.
High Treason: Benefit: You receive a +1 trait bonus to Will saves.
Wear your armor like a second skin: You have drilled extensively in wearing armor in combat. When you wear armor of any sort, reduce that suit’s armor check penalty by 1 to a minimum check penalty of 0.
Skills +16 = +8 level, +8 DM bonus
Bluff +10 (+2rnk/+5chr/+3cs)
Diplomacy +9 (+4rnk/+5chr)
Disguise +9(+19*) (+1rnk/+5chr/+3cs/) (*+10 w/Iron Circlet(Hat of disguise))
Intimidate +12 (+4rnk/+5chr/+3cs)
Linguistics +0 (+1rnk/-1int/)
Perception +4 (+1rnk/+3wis)
Sense Motive +8 (+2rnk/+3wis/+3cs)
Stealth +2 (+1rnk/+3dex/+3cs/-4armor/-1shield)
Survival +3

Languages Common, Infernal
SQ Antipaladin channel negative energy 2d6 (3/day), aura of cowardice, aura of evil, channel negative energy, touch of corruption (2d6) (7/day), unholy resilience

Combat Gear
+1 Plate Mail
+1 Shield, Heavy Steel
Masterwork Longsword
Longbow
Arrows (x38)
Iron Circlet(Hat of disguise)
Silver holy symbol

Other Gear Backpack, Masterwork (13 @ 6.92 lbs), Potion of Cure Light Wounds (x4), Potion of CMW (x2), Potion of Endure Elements (x2), Potion of Enlarge(x2), Oil of Magic Weapon (x1), Rations, trail (per day) (x6); bullseye lantern, a signal horn, brands with the runic F, 1 50' length of rope.

1703g, 75s, 90c

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SPECIAL ABILITIES
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Antipaladin Channel Negative Energy 2d6 (3/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
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.
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.
Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living.
Detect Good (At will) (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.
Immunity to Disease You are immune to diseases.
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.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Smite Good (2/day) (Su): +5 to hit, +4 to damage, +5 deflection bonus to AC when used.
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.
Touch of Corruption (1d6) (7/day) (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. You can inflict 1d6 damage, 7/day.
Unholy Resilience (Su): At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Questions:

1) Tell me who you are. Race/class at a minimum, but more is always better. How you came about the path of evil helps.

Morthos; Human Anti-paladin(Knight of the Sepulcher).

Bitterness and anger. Bitter at how there were so many others living "better" lives, and he always had nothing. Yet, feeling as though he should have it all. Angry at his lot in life. Spending so many years with such anger and bitterness--all directed towards the King because it is his fault--it's now just a natural part of who he is. Because of spending so much time in such a state, eventually he just "snapped" so to speak. To where his demeanor is quite calm and confident. He rarely(if ever) gets angry. Mainly due to his utmost confidence that in any given situation that arises, it will be taken care of in due time, one way or another.

2) What crime did you commit, and how did you get caught?

The main one, High treason. When his plan finally came into play, the majority of those that were to aide him, abandon him. Leaving him high and dry.

3) What do you look like?

Morthos is 6'4" about 220lbs and pale. Long white hair with eyes that are moon white. Fairly well built, yet misleadingly so, seeing how he is somewhat thin.

4) Why do you want revenge against Talingarde?

It pretty much says in the background. :)