About Albrekt WrethMale Human Antipaladin (Knight of the Sepulchre) 3
DEFENSE
* +2 feat bonus to CMD when opponents attempt BullRush ________________________________________________________________________ SMI TE GOOD DEFENCE (vs TARGET OF SMITE):
________________________________________________________________________ AC 12 (10 Base, +1 Dex, +1 Cha bonus, ) Touch AC 12 (10 Base, +1 Dex bonus, +1 Cha bonus) Flat Footed AC 15 (10 Base, +1 Dex, +1 Cha bonus) HP 29 (3d10; +6 Con; +3 favoured class) Fort +6 Ref +3 Will +5 CMD 15 (10+3+4+1) ________________________________________________________________________ OFFENSE
* +2 CMB when undertaking BullRush SMITE GOOD OFFENSE:
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BAB +3 Melee: [b]+1 Glaive[b] +7 [1d10+8/x3] or Heavy Mace +8 [1d8+7/x2] [b]Ranged: Throwing Axe +5 [1d6+7/x2] 10ft. Range CMB: nei change ________________________________________________________________________ ABILITY SCORES STR 18; DEX 12; CON 14; INT 9; WIS 12; CHA 12 Ability Mechanics:
Str 16 10 pts 16 +2 Racial bonus Dex 12 2 pts 12 Con 14 5 pts 14 Int 9 -1 pt 9 Wis 12 2 pts 12 Cha 12 2 pts 12 Racial Qualities
Feats
Traits
Class 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 (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 1/day (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 Unholy Resilience (Su):
At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws. Touch of Corruption (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. 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 (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. At 3rd level, the antipaladin can select from the following initial cruelties. Fatigued: The target is fatigued. Shaken: The target is shaken for 1 round per level of the antipaladin. Sickened: The target is sickened for 1 round per level of the antipaladin. Skills: 2 per level [2 class, -1 Int, +1 race bonus] Craft: Armour +5 [1 Rank, -1 Int, +3 Class, +2 tools]
Languages: Common Combat Gear: +1 Glaive, Heavy Mace, Throwing Axe;Potion of Enlarge Person; Potion of Darkvision; Oil of Magic Weapon; Potion of Cure Light Wounds (x2); Potion of Cure Moderate Wounds. Other Gear: Backpack (holds): Winter Blanket, Trail Rations (2 days), Waterskin, Torches (5), MW Armourer Tools; Travellers Outfit, Furs; Belt Pouch #1 (holds coin, potions), Belt pouch #2 (Flint & Steel, Oils) – Encumbrance: 00.0 lbs (Light Load) Coin & Treasure Gold: 113
Necklace of Fingerbones; 2 female half elven paladin; Magic/Enchanted Items Spoiler:
Armor: (suits of armor); Belts: (belts & girdles); Body: (robes & vestments); Chest: (mantles, shirts & vests); Eyes: (eyes, glasses & goggles); Feet: (boots, shoes & slippers); Hands: (gauntlets & gloves; Head: (circlets, crowns, hats, helms & masks); Headband: (headbands & phylacteries); Neck: (amulets, brooches, medallions, necklaces, periapts, & scarabs); Ring (up to two): (rings); Shield: (shields); Shoulders: (capes & cloaks); Wrist: (bracelets & bracers); Appearance Before you stands a brutal wretch; encased in furs and rusted armour, rent and battered from heavy blows. The towering man's blunt features are marred with scars and wreathed in lank braids and a wild beard. His eyes are dark and lifeless. His movements slow and cumbersome... Until he draws his greatsword; all marred and broken as its owner... and smiles... the uneven and missing teeth revealed do little to ease your growing fear. As the crude blade bites with frightening power and speed you swear you can hear the rattle of bones from somewhere upon the monster's person... Age: 22 Height: 6’7 Weight: 259 lbs. Background Born in Vellumis, Albrekt was second grandson to Vladimir Skollik; ambassador from the Linnorm Kings and retired member of the legendary Ulfen Guard of Taldor. He never knew his father, who had died when Albrekt was a babe, seeking the folly of a vikingr life. His grandpater was as fierce a diplomat as he was a former huscarl and as a result you Albrekt led an unsupervised and somewhat forgotten life within the longhus embassy walls. Both he and his brother Siggurd attended formal schooling, but neither took to it with any great skill; Siggurd preferred to stand by his grandpater’s shoulder listening to tales and ways of the old lands, while Albrekt aspired to join the Knights of Lastwall in taming the bestial orcs with sword and deed. As such he enrolled in Vigil's famous Crusader War College with designs on great deeds and victories... The reality was much more mundane. Albrekt's lack of a sharp tactical mind was only tempered by his ability with a sharp blade. The youth's Northern ancestory had blessed him with size, strength and vigour, but his aptitude for the finer points of warfare were exposed again and again... It became clear that he would never make the required grade as a Crusader and was offered a place as an armiger (or bearer of weapons) for Knight Crusaders. Begrudgingly the increasingly embittered Albrekt took the post, as a lackey and oft squire to the glorious defenders of Lastwall... As an armiger he bore and carried the weaponry of his master into battle and maintained them before and after. So it was that he accompanied his "master" Ser Leopold Tennaghaur - The Lion of Lastwall on a raid against an orcian encampment on the border of the Hold Tactics:
Before Combat: Normally very little. If still using a magic weapon Albrekt will rely on this primarily in combat. If in a series of scraps/encounters he’ll eat one of his healing potions (yes – eat; glass and all :). During Combat: When facing inferior foes Albrekt will simply wade in with his primary weapon... Come to think of it he’ll wade in against superior foes too... Favours Power Attack in combat, and given the opportunity (particularly against spellcasters and foes smaller than himself in size) the brute will Bullrush/Merciless Rush those opponents. Using the magical glaive Albrekt will attack using its reach; should a foe move to the relative safety of being adjacent to him he resorts to using his Touch of Corruption ability (tends to favour the Shaken effect Cruelty. Once ability uses are exhausted he’ll either bring his back-up weapon to bear, or if his opponent moves away will re-engage with +1 Glaive. At a push he will attempt to Intimidate a foe into backing away before bringing his reach weapon to bear... Morale: Albrekt will fight to the death. He seems somewhat naive and reckless about his mortality... He will submit to an opponent when disabled or dead. If during a combat he can devour healing potions (as detailed above) he will do so, but he will not seek healing or aid during combat – Albrekt’s attention is firmly focussed on his foe(s) and naught else. |