Hellknight

Aleksander Albus's page

359 posts. Alias of Ouachitonian.


Full Name

Aleksander Albus

Race

Dhampir

Classes/Levels

Gestalt Fighter (Armiger/Mutation Warrior)/Inquisitor (Kinslayer/Sanctified Slayer) 4

Gender

Male

Size

Medium

Age

24

Alignment

LN

Deity

Pharasma

Location

Ravengro

Languages

Common, Varisian

Strength 17
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 16
Charisma 10

About Aleksander Albus

Background:

Aleksander was born to a doomed mother, just over the Lastwall border from Ustalav. She never gave her name to the Pkarasmin convent where she found refuge from his monstrous father. She died giving birth. The young Aleksander was born whiter than the cloths he was swaddled in, emaciated and thin. The nuns knew what his father was. But they knew that the boy was alive. He had a heart that beat. It was not yet time for him to be judged. So hey raised him in their convent, as best they were able, teaching him the ways of the Lady of Graves. He drank their teaching down like mother's milk. But even from an early age, he knew that he was not just different, but wrong. In his studies, he learned the word dhampir, and learned that he carried the taint ifa thing that should not be. By his teenage years, he had dedicated his life to the faith, and to hunting the creatures that defied Pharasma's will, that perverted the cycle of birth and death. Toward this end, he took training as an Inquisitor. The teachers taught him to identify any number of creatures, to stalk them and destroy them. But it wasn't enough. He sought more esoteric training. He studied for a time at the University of Lepidstadt, where he happened to save Professor Petros Lorrimor from a group of thugs one night. He learned the rudiments of alchemy there, but declined to continue that particular study, seeing it as a distraction. Instead, he sought more training in the arts of combat, joining the Hellknight Order of the Pike as an armiger, and training with them, then serving with them. eventually, he was dispatched to hunt monsters independently, and prove himself worthy of full membership in the Order. He knew just where to go, and just what to hunt. It was time to return to Ustalav. He had received a letter, informing him that his friend the professor had died. He would bury the man, then he would hunt in the darkness of that land for the creatures that created unfortunates like him.

Appearance & Personality:

Aleksander is a severe young man, who cares little for pleasures. He wants to see undead destroyed. Vampires especially. Those who would inflict their curses on innocent children like himself must be purged. He had forsaken drink and sport and gambling, because what did they matter in the afterlife? He had forsaken women, because none of them could stand to look upon his cursed form anyway. No, he would dedicate his life to saving others from his fate.

Aleksander wears the black bone-pattern plate armor of the Order of the Pike. He never takes it off in the presence of strangers, and rarely even in the presence of friends. Some who have known him for years have never learned that he is not fully human. When he does remove his armor, people see that he is chalk-pale, starvation thin, and as bald as a reptile. No woman has ever looked upon his face and smiled. He has come to think of his armored visage as his true face.

Stats:

Aleksander
Nosferatu-born dhampir (ancient-born) fighter (armiger, mutation warrior) 4/inquisitor (kinslayer, sanctified slayer) of Pharasma 4/gestalt (Pathfinder Player Companion: Blood of the Night 21, Pathfinder RPG Advanced Class Guide 93, 99, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Advanced Race Guide 98, Pathfinder RPG Adventurer's Guide 94, Pathfinder RPG Bestiary 2 89)
LN Medium humanoid (dhampir)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +10
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Defense
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AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 40 (4d10+12)
Fort +7, Ref +5, Will +8 (+1 vs. charm effects); +2 vs. disease and mind-affecting effects, -1 vs. effects that damage, drain, or reduce physical ability scores
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to ability damage
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+7/19-20 plus 1d6 sneak attack) or
mwk armor spikes +6 (1d6+7 plus 1d6 sneak attack) or
mwk longspear +7 (1d8+12/×3 plus 1d6 sneak attack)
Ranged mwk composite longbow +4 (1d8+7/×3 plus 1d6 sneak attack)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear)
Special Attacks judgment of slayer's brand, sneak attack +1d6, studied target +1 (1st, move action)
Domain Spell-Like Abilities (CL 4th; concentration +7)
6/day—disrupt undead (+wis mod to dam)
Inquisitor (Kinslayer, Sanctified Slayer) Spells Known (CL 4th; concentration +7)
2nd (2/day)—boneshaker[HA] (DC 15), inflict moderate wounds (DC 15)
1st (4/day)—divine favor, hide from undead (DC 14), inflict light wounds (DC 14), shield of faith
0 (at will)—acid splash, create water, detect magic, disrupt undead, read magic, stabilize
Domain Final rest inquisition
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Statistics
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Str 17, Dex 13, Con 14, Int 12, Wis 16, Cha 10
Base Atk +4; CMB +5; CMD 18
Feats Big Game Hunter, Combat Expertise, Creature Focus, Deadly Aim, Power Attack, Precise Strike[APG], Weapon Focus, Weapon Specialization
Traits chance savior, deft dodger, undead slayer
Skills Acrobatics -4 (-8 to jump), Handle Animal +5, Intimidate +9, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +3, Knowledge (planes) +8, Knowledge (religion) +8, Perception +10, Sense Motive +12, Spellcraft +8
Languages Common, Varisian
SQ ardent, finesse weapon attack attribute, hellknight order (order of the pike), monster lore +3, mutagen (+4/-2, +2 natural armor, 40 minutes), resist level drain, solo tactics, stern gaze +2, studious squire, track +2, umbral unmasking, undead sense, vampire hunter
Combat Gear mutagen[APG]; Other Gear +1 armor spikes Hellknight plate[ISWG], arrows (20), dagger, mwk composite longbow (+3 Str), mwk longspear, cloak of quick reflexes +1/+2[MA], backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Pharasma)[UE], manacles, mess kit[UE], pot, silver holy symbol of Pharasma, soap, spell component pouch, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 78 gp, 7 sp, 1 cp
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Special Abilities
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Ardent (1/day) Gain bonus on Will saves vs. charm effects. Once a day, can make an Will save against charm or compulsion effect vs. order's beliefs
Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Creature Focus (Favored Enemy [Undead]) +2 to Perception, Survival, and weapon damage vs. chosen type.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Inquisitor (Kinslayer, Sanctified Slayer) Domain (Final Rest Inquisition) Deities: Iomedae, Pharasma, Sarenrae

Granted Powers: The dead have paid their dues; there is no need, and no excuse, for them to walk. You protect their rest personally.
Judgment of Slayer's Brand (1d6+0 damage) (Su) Brand undead with positive energy on melee hit and sense it's location as using locate creature.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Mutagen (DC 13) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Studious Squire Gain 1 additional skill points/level in Intimidate and Knowledge (planes)
Track +2 Add the listed bonus to Survival checks made to track.
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Undead Sense (At will) (Sp) Detect undead at will. Gain bonus equal to Inquisitor level to identify vampires.
Vampire Hunter +1 to attacks on vampires.
Weakness to Ability Damage -1 to save vs. effects that damage, drain, or reduce physical ability scores.
Weapon Focus (Spears) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies