Alden Darkcrown's page

433 posts. Organized Play character for nightdeath.

Full Name

Alden Darkcrown Thelas


HP: 82/82| AC: 22/12/21 | Fort: +9| Ref: +5| Will: +5| Init: +1| Perc: +9| CMB: +8 +6 Vs Disarm| CMD: 20 +3 vs Disarm| Ada.H.Flail: +16;1d10+11| Longbow:+9;1d8| Reliable Strike 1/day


Acrobatics:+1| Appraise:+2| Bluff:+1| Climb:-2| Diplo:+2| Inti: +9| Kn.(Dun/Eng/Loc/Pla/Reli): +10| Kn.(Noble/His): +3| Linguis:+4| Sense Motive: +9| Stealth: -4| Survival: +6| Swim: +3|


PFS #76925-14 LN Male Human Fighter (Weapon Master) 6 / HellKnight 2





Special Abilities

Feats, Weapon Guard+1, Weapon Training +1, Reliable Strike


Lawful Neutral




Common, Infernal, Kelish, Abyssal

Strength 20
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 13
Charisma 12

About Alden Darkcrown


76925-14 Alden Darkcrown


Character Crunch:

Male Human Fighter (Weapon Master) 6 / HellKnight 2
Lawful Neutral Medium Humanoid
Init +1; Senses Normal Vision Perception +9

AC 22, touch 12, flat-footed 21 (+10 armor, +0 Shield, +1 Dex, +0 natural, +0 Dodge, +1 Deflection)
hp 82 (8d10) (+16 Con Bonus) (+6 Favored)) (+8 Toughness)
Fort +9, Ref +5, Will +5

Speed 30 ft.(20 ft)
Ranged Longbow +9 (1d8 20/x3) 100ft
Melee Adamantine Heavy Flail+1 +16 (1d10+11 19-20/x2)
Melee Adamantine Heavy Flail+1, Combat Expertise +15 (1d10+11 19-20/x2)
Special Attacks Disarm +18, Trip +16, Combat Expertise -1, Reliable Strike 1/day
Spell-Like Abilities

Str 20, Dex 12, Con 14, Int 14, Wis 13, Cha 12
Base Atk +8; CMB +13 +5/+2 vs Disarm/Trip; CMD 24 +3 vs Disarm/Trip
Languages Common, Infernal, Kelish, Abyssal

Skill Focus (Knowledge (Planes)) (Human Bonus Feat)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Combat Expertise (Level 1 Feat)
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, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Weapon Focus (Heavy Flail) (Fighter Bonus Feat 1)
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Improved Disarm (Fighter Bonus Feat 2)
You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.

Fast Learner (Level 3 Feat)
When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Advanced Weapon Training (Fighter Bonus Feat 4)
Select one advanced weapon training option, applying it to one fighter weapon group you have already selected with the weapon training class feature.

Toughness (Level 5 Feat)
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Weapon Specialization (Heavy Flail) (Fighter Bonus Feat 6)
You gain a +2 bonus on all damage rolls you make using the selected weapon.

Cunning (Level 7 Feat)
You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

Asmodean Demon Hunter (Religion)
Raised in the church of Asmodeus (whether or not you are currently a follower), you’ve focused your indoctrinated fervor primarily on the elimination of demons. You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.

Threatening Defender (Combat)
You know how to avoid a blow while still maintaining your offensive posture. When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.

Class Features
Bonus Feats:
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one.

The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Weapon Guard (Ex):
At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon.

This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.

Weapon Training (Ex):
At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd. This ability replaces armor training 1, 2, 3, and 4.

Reliable Strike (Ex):
At 5th level, a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. He can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th. This ability replaces weapon training 1.

Aura of Law (Ex):
A Hellknight’s lawful aura (see the detect law spell) functions as that of a cleric whose level is equal to the Hellknight’s character level.

Detect Chaos (Sp):
This ability functions like the paladin’s detect evil class feature, save that it grants the use of detect chaos instead.

Order: Order of the Chain
A character must choose one Hellknight order to join at 1st level (see page 89 for a list of orders). The choice of order determines which disciplines the character later gains access to.

Smite Chaos (Su):
This ability functions as the paladin’s smite evil class feature 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 + his Charisma modifier with a caster level equal to his character level.

Hellknight Armor (Ex):
At 2nd level, a Hellknight earns the right to wear Hellknight plate (see page 97), which does not reduce his speed. While wearing this armor, the Hellknight reduces its armor check penalty by 1 and increases the maximum Dexterity bonus allowed by 1. At 5th level, these adjustments increase to 2. At 8th level, these adjustments increase to 3.

Acrobatics +1 (+5 Rank, +0 trained, +1 Ability, -5 Armor)
Appraise +2 (+0 Rank, +0 trained, +2 Ability)
Bluff +1 (+0 Rank, +0 trained, +1 Ability)
Climb -2 (+0 Rank, +0 trained, +3 Ability, -5 Armor)
Craft +2 (+0 Rank, +0 trained, +2 Ability)
Diplomacy +2 (+1 Rank, +0 trained, +1 Ability)
Disable Device -3 (+0 Rank, +0 trained, +2 Ability, -5 Armor)
Disguise +1 (+0 Rank, +0 trained, +1 Ability)
Escape Artist -4 (+0 Rank, +0 trained, +1 Ability, -5 Armor)
Fly -4 (+0 Rank, +0 trained, +1 Ability, -5 Armor)
Handle Animal +1 (+0 Rank, +0 trained, +1 Ability)
Heal +1 (+0 Rank, +0 trained, +1 Ability)
Intimidate +9 (+5 Rank, +3 trained, +1 Ability)
Knowledge (Dungeoneering) +10 (+5 Rank, +3 trained, +2 Ability)
Knowledge (Engineering) +10 (+5 Rank, +3 trained, +2 Ability)
Knowledge (Local) +10 (+5 Rank, +3 trained, +2 Ability)
Knowledge (Planes) +10 (+5 Rank, +0 trained, +2 Ability, +3 Skill Focus)
Knowledge (Religion) +10 (+5 Rank, +0 trained, +2 Ability, +3 Skill Focus)
Knowledge (Nobility) +3 (+1 Rank, +0 trained, +2 Ability)
Knowledge (History) +3 (+1 Rank, +0 trained, +2 Ability)
Linguistics +4 (+2 Rank, +0 trained, +2 Ability)
Perception +9 (+5 Rank, +5 trained, +1 Ability)
Perform +1 (+0 Rank, +0 trained, +1 Ability)
Profession +1 (+0 Rank, +0 trained, +1 Ability)
Ride -4 (+0 Rank, +0 trained, +1 Ability, -5 Armor)
Sense Motive +9 (+5 Rank, +5 trained, +1 Ability)
Sleight of Hand -4 (+0 Rank, +0 trained, +1 Ability, -5 Armor)
Spellcraft +2 (+0 Rank, +0 trained, +2 Ability)
Stealth -4 (+0 Rank, +0 trained, +1 Ability, -5 Armor)
Survival +6 (+2 Rank, +3 trained, +1 Ability)
Swim +3 (+3 Rank, +3 trained, +3 Ability, -5 Armor)
Use Magic Device +1 (+0 Rank, +0 trained, +1 Ability)

Bonus Spells (1st: 2, 2nd: 1, 3rd: 1, 4th: 1, 5th: 1)
Caster Level: 2
Spells Known () Level 0 DC 14

Special Abilities
Weapon Training (Ex) Heavy Flails
+1 bonus on attack and damage rolls

Reliable Strike 1/day
may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action

Equipment list]
Melee Weapons Adamantine Heavy Flail+1
Ranged Weapons Longbow, 40 Arrows
Armor Hellknight plate +1
Other Gear Fighter's kit : This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Smelling salts
Alchemist Fire x2
Acid Flask x2
Explorer's Clothes
Magic Item
Wand of Infernal Healing (44/50)
Ring of Protection +1
Ring of the Sublime
Boots of the Cat
Cloak of Resistance +1
Brooch of Shielding
Belt of Giant Strength +4
Continual Flame on Flail.
Wealth 2124 gp

Racial Traits


+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Background Story

Alden's Beginning:

Alden was born and raised In Cheliax. He was unremarkable as a slave other than his strength but when he was sold to the temples, his fate was changed. He was taken underwing by a senior Priest of Asmodeous who taught him his letters and sent him for further training. His training did him good and now, He espouses the glories of Cheliax and is now striving to join an order of the HellKnights.


Alden Darkcrown Appearance:

Handsome despite his youth, his hawk-liked nose giving him an air of nobility. Despite it being broken and having healed badly...... Favoring Clothes of Black and Blue, his hair well groomed and posture rigid. Alden is an example of a Knight in Cheliax.