Lady Andaisin

Praetorix's page

170 posts. Alias of bigrig107.


Full Name

Praetorix Davonte, faithful Hellknight

Race

Dhampir, Moroi-born

Gender

Female

Size

Medium

Age

25

Alignment

LE

Deity

Asmodeus

Languages

Common,

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 9
Charisma 17

About Praetorix

Praetorix:
Praetorix, LE Antipaladin of Asmodeus
Antipaladin 6 (Tyrant, Oath against Chaos)
Init- +3
Perception- +3
Senses: low-light, darkvision 60 ft.

Favored Class- Antipaladin- +6 hp

==Defense==
AC 26 (+10 armor, +4 shield, +1 Dex, +1 deflect) 12 touch, 25 flat
Hp 58 (6d10+28)
Fort- +12 Ref- +8 Will- +10 (+2- disease/mind-affecting)
CMD- 21

==Offense==
bab- +6/+1 CMB- +10
speed- 30 ft. (20 ft. w armor)

Melee:

+1 cold iron glaive: +11 (1d10+6) (x3)
spiked gauntlet: +10 (1d4+4) (x2)

==Abilities==

=Antipaladin=
Aura of Evil (Ex): The power of an antipaladin's aura of evil (see the detect evilspell) 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 Chaos (Sp): At will, an antipaladin can use detect chaos, 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 chaotic, 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 chaos in any other object or individual within range.
Smite Chaos: 2/day, chaotic creature. +Cha to attack and AC, + level to damage. 2x damage on first attack.
Order of Law (Su): spend one use of her lay on hands ability when using her smite chaos ability to instead smite good, as the antipaladin ability of the same name.
Touch of Corruption: 6/day: 3d6 negative damage, touch attack.
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.
Cruelties: Fatigued and Staggered (3 rounds)
Fiendish Boon: weapon. +1 enhancement bonus, anarchic, flaming, flaming burst, keen, speed, unholy, vicious, vorpal, and wounding.

==Feats==
Shield Focus- +1 AC shield
Shield Brace- can use polearm with shield
Hellknight Obedience (order of the pyre)- 1/day immediate action- resist fire 10 for 10 minutes

==Traits==
-Acknowledged Scion: You grew up in Nidal, Geb, or another place where your undead lineage was considered a mark of power. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks. One of these skills (your choice) is a class skill for you.
-Unflinching Faith: Numerous expeditions to accursed regions like Nidal’s Finder’s Gulch have reinforced your already steadfast faith. Once per day, you may reroll a Will saving throw made against an attack or effect that originates from an undead creature. You must decide to use this trait after the first saving throw is rolled, but before the results are revealed. You must take the result of the second roll, even if it is lower.
-Reactionary: +2 init
-Cruelty: Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a –2 penalty on attack rolls against foes who are neither dying nor helpless.

Gear:
-+1 cold iron glaive
+1 mithral heavy steel shield
+1 hellknight plate
+2 cloak of resistance
+1 ring of protection
golden unholy symbol
(anti)paladins kit
403 gp

Skills:
ACP: -5
(2 skill points/level +2 background/level)

Bluff- +8 (2 ranks)
Diplo- +8 (2 ranks)
Intimidate- +8 (2 ranks)
Disguise- +8 (2 ranks)
Knowledge (nobility)- +8 (4 ranks)
Knowledge (religion)- +9 (5 ranks)
Linguistics- +3 (3 ranks)
Perception- +3 (3 ranks)

Spells:

=Save DCs=
0-13
1-14

=SLA=
1/day- command (DC 16), charm person (DC 16)

=Antipaladin= (CL 6)
1- command (DC 14) (oath), inflict light wounds (dc 14), disguise self

Racial Traits:
+2 Str, +2 Cha, -2 Con.
Dhampir: Dhampirs are humanoids with the dhampir subtype.
Medium: Dhampirs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Dhampirs have a base speed of 30 feet.
Senses: Low-light vision and darkvision 60 feet.
heir to Undying Nobility: Descended from undead nobility, perhaps from Geb, Nidal, or Ustalav, some dhampirs inherit a bit of their ancestors’ ability to control living beings. They can use command and charm person each once per day. This racial trait replaces the spell-like ability racial trait.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Alternate Weakness: Svetochers take a –1 penalty on saves against effects that deal positive energy damage.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).

Prae's background:
Born to a vampire noble in the shadows of Pangolais, Praetorix was abandoned on one of the many Kuthian "monasteries" in the capital city of Nidal, and grew up with the clergy's teachings. What happened to the formerly innocent youth within those walls she has not spoken of, nor will she do so.
She developed the cruelty so often attributed to His faithful, as the pain inflicted upon her, and by her upon others, twisted her mind into something not unlike that of her patron's own mind. What she didn't lose, however, was her sanity, and she climbed through the ranks of the church fairly quickly, "graduating" to a full member of the religion in the span of a few years.

Finding herself too excitable for the drab rituals performed day after day at the temple, Prae volunteered to participate in a collaboration between the Kuthites and the Hellknights of Cheliax, as the relationship between the two countries was still strong.
The Hellknights showed her many an example where chaotic beliefs and insidious cults have nearly destroyed entire civilizations. One only has to look into the Worldwound to see the results of such disatrous cults.

Her time with the Hellknights progressed at a similar rate as she was familiar with, and she was soon sent out on missions across the Inner Sea, doing their bidding, as was her duty. Her cruelty from her upbringing served her well in her hunts of the more blasphemous religions and cults that so often erode mortal minds.

Rumors have reached the Hellknights of the cult of Orcus returning to the Inner Sea after many years of being thought extinct, and Prae was dispatched to Nerosyan immediately. Now is the time to strike them down for good!

Personality:
As one of the longer-lived races of Golarion, Prae's views on mortality are indeed grim, as she sees death and violence as part of her life, for without violence there cannot be peace. She tends to be quieter when on an active hunt, but her words are always sharp and cutting or cool and soothing whenever she needs them to be.

Her dark attitude is simultaneously a part of and a result of her devotion to the Dark Prince, for she knows that without law, the world would crumble quickly.

Appearance:
Prae is a dhampir and as such, her skin is pale white, her build tall, and her appearance graceful. She moves with purpose, always seeming to know exactly where he needs to be.

Her clothing is always black, and her Hellknight armor is uniquely spiked inside and out, so as to both be used as intimidation tool and to remind the inquisitor of her duties. It's a remnant of her time in the Kuthite churches. Her skin is pierced in many places by various unobtrusive jewelry, the like of which is common in Nidal's religious sort. These factors combined create quite the intimidating figure, and many a citizen has been hushed by the arrival of the dhampir.