Ghoul

Aleumoth's page

62 posts. Alias of Void Dragon.


Full Name

Aleumoth

Race

Human

Classes/Levels

Antipaladin 8 HP 60/60 AC 23 T 11 FF 22 | +14 Perc | +2 Init | Fort +8; Ref +8; Will +12 (-2 Will if someone offers power or wealth)

Gender

Male

Size

Medium

Age

25

Alignment

CE

Languages

Common, Necril, Abyssal

About Aleumoth

Name Aleumoth
Gender: Male Race: Human Class: Antipaladin 8
Alignment: CE Size: Medium Type: Humanoid (Human)
Init +2; Senses None; Perception +14
EXP: 37,073.67
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Defense
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AC 23, Touch 11, Flat-Footed 22 (+9 Armor, +1 Dex, +1 Natural, +2 Shield)
HP 60 (8d10-16+8)
Fort +8, Ref +8, Will +12 ;–2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.
Resist None
Special None
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Offense
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Base Atk +8/+3; CMB +14; CMD 24
Speed 30 ft.

Melee
MWK Scimitar Attack +13/+8 Damage 1d6+4 (18-20/x2) Type S
Shield Attack +12/+7 Damage 1d4+4 (x2) Type P
TWF Scimitar and Shield Attack +11/+10/+6/+5 Damage 1d6+4(18-20/x2)/1d4+2(x2) Type S (scimitar)/P (shield)

Ranged
Longbow Attack +10/+5 Damage 1d8 (x3) Type P

Special Attacks

Spell-Like Abilities

At will Detect Good

Spells Prepared (CL 7):

Level 1 (2/day)
Protection from Law []
Protection from Good []

Level 2 (2/day)
Vestment of the Champion []
Invisibility []

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Statistics
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Abilities:

Str 19
Dex 15
Con 07
Int 13
Wis 14
Cha 18

Feats:

Feat 1: Fast Learner (Bonus)
Feat 2: Power Attack
Feat 3: Improved Shield Bash
Feat 4: Two-Weapon Fighting
Feat 5: Improved Two-Weapon Fighting

Traits:

Trait 1: Seeker
Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Trait 2: Magical Knack
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. (Anti-Paladin)

Trait 3: World Traveler (Human)
Benefits: Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Trait 4: Honeyed Tongue
Benefit: You gain a +1 trait bonus on Diplomacy checks, and Diplomacy becomes a class skill for you.

Drawback: Power-Hungry
Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

Skills:

(8)Bluff +15 (+25 to lie) (+20 to feint) (+10 to pass secret messages)
(7)Diplomacy +15
(8)Intimidate +15
(8)Perception +14
(8)Sense Motive +14
(1)Linguistics +2

Languages:

Common
Abyssal
Necril

Equipment:

Combat Gear
Quickdraw light steel shield w/Spikes +1 (1219 GP) (7 lbs.)
Fullplate (1500 GP) (50 lbs.)
MWK Scimitar (315 GP) (4 lbs.)
Longbow (75 GP) (3 lbs.)
20 Arrows (1 GP) (3 lbs.)

Other Gear
Belt of Giant Strength +2 (4000 GP) (1 lbs.)
Amulet of Natural Armor +1 (2000 GP) (- lbs.)
Mask of Stony Demeanor (500 GP) (4 lbs.)
Skeleton Key (85 GP) (- lbs.)
Solar Powered Watch (0 GP) (- lbs.)
Explorer's Outfit (0 GP) (8 lbs.)
Bag of Holding Type II (5000 GP) (25 lbs.)
Ankheg bodies (30 lbs.) (In Bag of Holding)

Coin
345 PP, 8 GP, 8 SP 0 CP

Carrying Capacity
Light 0-116 lb. Medium 117-233 lb. Heavy 234-350 lb.
Current Load Carried 105 (Light Load)

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TRACKED RESOURCES
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Smite Good [],[], [] (+4 Attack, +8 Damage (+16 on damage for first strike if target is good outsider, cleric, paladin, or good aligned dragon), +4 Deflection Bonus to AC)
Arrows (20)
Touch of Corruption [],[],[],[],[],[], [], [] (4d6 damage (alive), or healing (undead), Sickened 8 rounds, and Staggered 4 rounds if used DC 18 Fort negates)

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Special Abilities
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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 (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, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.

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.

At 6th level, an antipaladin adds the following cruelties to the list of those that can be selected.

• Dazed: The target is dazed for 1 round.

• Diseased: The target contracts a disease, as if the antipaladin had cast contagion, using his antipaladin level as his caster level.

Staggered: The target is staggered for 1 round per two levels of the antipaladin.

Channel Negative Energy (Su)

When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.

Spells

Beginning at 4th level, an antipaladin gains the ability to cast a small number of divine spells which are drawn from the antipaladin spell list. An antipaladin must choose and prepare his spells in advance.

To prepare or cast a spell, an antipaladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an antipaladin’s spell is 10 + the spell level + the antipaladin’s Charisma modifier.

Like other spellcasters, an antipaladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of a paladin and is given on Table: Antipaladin. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Antipaladin indicates that the antipaladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

An antipaladin must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. An antipaladin may prepare and cast any spell on the antipaladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, an antipaladin has no caster level. At 4th level and higher, his caster level is equal to his antipaladin level –3.

Fiendish Boon (Sp) (Fiendish Servant): Upon reaching 5th level, an antipaladin receives a boon from his dark patrons. This boon can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the antipaladin to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per antipaladin level. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: anarchic, flaming, flaming burst, keen, speed, unholy, vicious, vorpal, and wounding. Adding these properties consumes an amount of bonus equal to the property's cost (see Table 15–9 in the Core Rulebook). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the antipaladin but resumes giving bonuses if returned to the antipaladin. These bonuses apply to only one end of a double weapon. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a fiendish spirit is destroyed, the antipaladin loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows an antipaladin to gain the service of a fiendish servant. This functions as summon monster III, except the duration is permanent and the antipaladin can only gain the service of a single creature and that creature must either have the chaotic and evil subtypes or it must be a fiendish animal. Once selected, the choice is set, but it may be changed whenever the antipaladin gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level.

Once per day, as a full-round action, an antipaladin may magically call his servant to his side. This ability is the equivalent of a spell of a level equal to one-third the antipaladin's level. The servant immediately appears adjacent to the antipaladin. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.

At 11th level, the servant gains the advanced template (see the Pathfinder RPG Bestiary). At 15th level, an antipaladin's servant gains spell resistance equal to the antipaladin's level + 11.

Should the antipaladin's fiendish servant die or be banished, the antipaladin may not summon another servant for 30 days or until he gains an antipaladin level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls.

Aura of Despair (Su)

At 8th level, enemies within 10 feet of an antipaladin take a –2 penalty on all saving throws. This penalty does not stack with the penalty from aura of cowardice.

This ability functions only while the antipaladin is conscious, not if he is unconscious or dead.

Appearance:

Height: 5'9", Weight: 175 Lbs, Eyes: Blue Hair: Black

Aleumoth keeps himself covered by his platemail, but if it is taken away the horror of what has happened to him becomes apparent. His face has been horribly scared by something and his skin is as pale as a corpse. His armor is rust colored with nothing looking clean or well maintained.

Personality:

Aleumoth has given up on any hope for life. He has seen enough death and destruction for no purpose that he only lives for his own gain. He finds it funny to joke at anybody who follows the 'false' path that he once did. He doesn't care what other believe since he knows the turth of the universe. The only thing you can trust is death, and that is the only thing worth seeking.

Background:

Aleumoth grew up in a quiet neighborhood where he was raised by his father to be a watchmaker. He never showed any talent for it, and gave up trying to make it as a watchmaker. It was the night after he decided to give up that he was pulled through a rift, and the only thing he could salvage was a solar powered watch that his father had just bought.

Aleumoth was adopted by a loving household where everybody agreed that he would follow in his father's, Hirentus, footsteps of becoming a paladin. Hirentus taught Aleumoth all he could before sending him to military academy. After Hirentus sent his son out he retired from the buisness of crusading to stay at home with Aleumoth's mother Elizibeth. He graduated from military school with the highest marks. Hirentus was so proud that he gave his son his own quickdraw shield. Aleumoth joined in a crusade not long after fighting his way through demons with his fellow paladins fighting by his side. It was during this time that he met his true love Katrina. She was a paladin just like Aleumoth and they fell in love and were married in a small chapel. For a time Aleumoth was happy, and he could see himself becoming another great man like his father. It was during this time that Aleumoth became a father himself.

Even though Aleumoth was married he still had to go out to crusade. He and Katrina both agreed that each one of them would take a turn guarding their home while the other would crusade. It was during one of these crusades that Aleumoth's home was attacked while he was away. He came home to find demons standing over the dead bodies of his wife, and child. Going insane with rage Aleumoth destroyed the demons, but lost his powers when he refused to offer either of them mercy from his vengeance. Deciding that neither demons nor angels were worth anything Aleumoth dedicated himself to the ideals of undeath. Aleumoth's defection was noticed by some and his father Hirentus decided to stop his fallen son. It was in some fallen ruins that they would meet.

In the ruins of a fallen deity's temple did the father and son meet. Aleumoth raged at his father unwilling to seek any redemption for his actions, and trying his hardest to slay his father. Hirentus knew that even though he wanted to lose and let his son live he had to try everything to defeat him. Both of them clashed in the ruins for hours. Both of them healed themselves and continued to place their blows perfectly, but Hirentus couldn't get past his own shield to harm his son. Aleumoth on the other hand had no problem getting past his father's replacement shield and striking true. As Hirentus fell he begged his son to turn away from his path and seek redemption. Aleumoth ignored the cries of his foe and slew him there on the battlefield, but not before his father slashed the side of Aleumoth's face with his burning sword. Aleumoth traveled to his enemies home and slew what remained of his family in revenge. Walking away into the night Aleumoth swore to become the lord of a much darker realm.

Fiendish Servant:

Cheetah CR 2
N Medium fiendish animal
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +5
DEFENSES
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 19 (3d8+6)
Fort +5, Ref +7, Will +2
SR 7
Fiendish - Resist Cold and Fire 5
OFFENSE
Speed 50 ft.; sprint
Melee bite +6 (1d6+3 plus trip), 2 claws +6 (1d3+3)
Special Attack Smite good
STATISTICS
Str 17, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +5; CMD 19 (23 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass); Racial Modifiers +4 Stealth in tall grass
SPECIAL ABILITIES
Sprint (Ex) Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.

Smite good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+3) against good foes; smite persists until target is dead or the fiendish creature rests).