About Ammon Knight of Ragathiel
Feats and Traits:
level 1 feat- extra revelation- Armor Mastery
Antihero option feat- Improved Initiative
Level 3 feat- Power Attack -2/ +4
level 5 feat- Furious Focus- ignore PA penalty
You were raised on tales of heroic knights and benevolent wizards and try to emulate their great deeds
Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.
You are well versed in the local laws, customs, and politics.
Benefits: You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.
Racial bonuses- Skilled- Tieflings gain a +2 racial bonus on Escape artist and Survival
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Oracle mystery- Metal
Armor mastery-You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1. At 10th level, and again at 15th level, these bonuses increase by 1.
Dance of Blades-Your base speed increases by 10 feet. At 7th level, you gain a +1 bonus on attack rolls with a metal weapon in any round in which you move at least 10 feet. This bonus increases by +1 at 11th level, and every four levels thereafter. At 11th level, as a move action, you can maneuver your weapon to create a shield of whirling steel around yourself until the start of your next turn; non-incorporeal melee and ranged attacks against you have a 20% miss chance while the shield is active. You must be wielding a metal weapon to use this ability.
Iron Weapon (Su): You can create a melee simple or martial weapon that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size and entirely made of metal (even if it would normally include non-metal parts, such as a spear’s shaft) but functions as if it were a normal weapon of its type. You are considered proficient with this weapon. The weapon disappears after 1 round if it leaves your grasp. At 3rd level, the blade is made of cold iron. At 7th level, 15th level, and 19th level, the blade gains a +1 enhancement bonus. At 11th level, the blade is made of adamantine. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Powerless Prophecy Curse-You are forewarned of danger but can't act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can't take any actions in a surprise round, including free actions. In the absence of a surprise round, you are staggered for the entire first round of combat.
At 5th level, you gain a +4 insight bonus on initiative checks.
At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level.
At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.
Steel blood Blood Rager
Blood Rage-- The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Weapon and Armor Proficiency
A steelblood gains proficiency in heavy armor. A steelblood can cast bloodrager spells while wearing heavy armor without incurring an arcane spell failure chance. This replaces the bloodrager's armor proficiency.
Proficient with all simple and martial weapons.
At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.
This ability replaces fast movement.
The Brief history of Ammon:
Growing an orphan wasn't easy, my "father" a Qlippoth was the only thing i knew about my parents, people were either be scared or angry... I never new either of my parents thankfully or things could have been worse. I grew up in an orphanage, but my time there was short.
Duncan would leave for his missions for the order, every few weeks. One week pasted and he never came back, nothing unusual. Week two pasted, i started getting nervous. Week three... I left to go investigate. I arrived to see a town on fire, Running toward the order. I saw an a few remaining knights Duncan among them fighting some sort of giant creature. Before my eye's each of them got wiped out, Duncan the last remaining charged the beast. The great beast fell, Duncan jumping at it. In one final swing, Duncan was sent flying hitting the ground.
equipment, Look's, ect:
Dark red hair
Has tiny horns on his head and a tail(red)
Pale skin, blue eyes
red scaled hands ending near wrists (Vaguely reptilian)
Possesses the curse known as Powerless Prophecy (Not that he would know). Ammon carries a what looks like a children's story book with him, little to his knowledge the story constantly changes. The story in this book changes as it is actually his story.
This curse came with powers that actually furthered his bond with Leviathan Slayer. (he is an Oracle of metal)
His Qlippoth blood manifests as his bloodrager powers, he only rages when he feels a strong desire to win at any cost, or his desire to protect others becomes so strong that he is willing to throw away his normally chivalrous acts and slaughter the evil in his way.
Leviathan Slayer- A weapon cherished by Ammon as it was given to him by his mentor and father figure Duncan. otherwise it is just a Masterwork Large Sized Bastard Sword, Ammon uses it in two hands as a Martial weapon.
the tale of a Fearless Hero - Ammon's story book, he carries with him everywhere. little to his knowledge, this book predicts his story. it's story adds and changes as Ammon makes descisions and acts, although when others read it shows up blank.
Backpack containing small supplies: rations, holy symbol, rope, spare clothing, a flip phone and smart phone. several fictional story books,Flip Phone, ect