Jeggare Noble

Arcavic_Vytharia's page

15 posts. Alias of Phntm888.


Full Name

Arcavic Vytharia

Race

Drow Antipaladin 1 | AC 17, T 11, FF 16 | HP 13/13 | Fort +5, Ref +1, Will +2 (+3 vs enchantments) | SR 7; Immune Sleep | Init +1 | Perception +1 |

Classes/Levels

SLAs:
dancing lights 1/1, darkness 1/1, faerie fire 1/1

Special Abilities

poison use, smite good 1/day

Languages

Elven, Undercommon, Drow Sign Language

Strength 18
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 9
Charisma 14

About Arcavic_Vytharia

Crunch:

Arcavic Vytharia
Male Drow antipaladin 1
CE Medium humanoid (elf)
Init +1; Senses darkvision 120 ft; Perception +2
Favored Class: Paladin
FCB: +¼ Cruelties
DEFENSE
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
Hp 13 (1d10+3 Con)
Fort +5, Ref +1, Will +2 (+3 vs enchantment spells and effects)
Special defenses SR 7
Immune sleep
Weakness light blindness
OFFENSE
Speed 20 ft
Melee greatsword +5 (2d6+6, 19-20/x2)
Melee flail +5 (1d8+4, x2)
Melee dagger +5 (1d4+4, 19-20/x2)
Ranged longbow +2 (1d8, x3)
Ranged dagger +2 (1d4+4, 19-20/x2)
Spell-Like Abilities (CL 1st)
At Will - detect good
1/day – dancing lights, darkness, faerie fire
Special attacks poison use, smite good 1/day
STATISTICS
Str 18, Dex 12, Con 16, Int 12, Wis 9, Cha 14
Base Atk +1; CMB +5; CMD 16
Traits Armor Expert, Indomitable Faith, Stolen Treasure (masterwork agile breastplate)
Feats Armor Proficiency (light, medium, heavy), Power Attack, Shield Proficiency, Weapon Proficiency (simple, martial, bastard sword, hand crossbow)
Skills (ACP -2) Bluff +6, Handle Animal +6*, Intimidate +6, Knowledge (religion) +5, Lore (Drow) +5*, Sense Motive +3, Stealth +3
*- denotes Background Skill
Languages Elven, Undercommon, Drow Sign Language
SQ Aura of Evil, keen senses, light blindness, superior darkvision, weapon familiarity
Other Gear masterwork agile breastplate, greatsword, dagger, flail, longbow with 20 arrows, 2 gauntlets, backpack, bedroll, belt pouch, flint and steel, trail rations (10 days), waterskin, wooden unholy symbol (patron deity), 5 gp

SPECIAL ABILITIES:

Racial
Drow Immunities - Drow are immune to magic sleep effects and receive a +2 bonus against enchantment spells and effects.

Keen Senses - Drow gain a +2 bonus on Perception checks

Light Blindness - As deep underground dwellers, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Poison Use - Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.

Spell-like abilities - Drow can cast dancing lights, darkness, and faerie fire once each per day, using their character level as caster level.

Spell Resistance - Drow possess spell resistance (SR) equal to 6 + their character level.

Superior Darkvision - Drow have superior darkvision, enabling them to see perfectly in the dark up to 120 feet.

Class
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 (2) 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 (2) 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.

Traits
Armor Expert - When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Heirloom Weapon - When you select this trait, choose one of the following beneifts:
proficiency with that specific weapon (chosen)
a +1 trait bonus on attacks of opportunity with that specific weapon
a +2 trait bonus on one kind of combat maneuver when using that specific weapon.
You must pay the standard gp cost of the weapon.

Stolen Treasure - You have one item (be it a masterwork weapon, armor or minor magic item) worth 900 gp.

Backstory:

Arcavic was born the third of the siblings, a fortunate sign in that a male was not the oldest. As he grew, it was readily apparent he was different than other Drow. He was bigger than most males, and stronger too. Rather than develop enhanced hand-eye coordination as his siblings did, he grew physically stronger, a fierce warrior. When he began his training with House Vytharia’s weapons master, where others would focus on weapons that allowed them to take advantage of their quickness and agility, deftly avoiding and flowing around an opponent’s defenses, Arcavic would merely use his strength to batter those defenses aside, and learned weapons that allowed him to embrace his power. Eventually, he was gifted their deceased father’s bastard sword, a weapon that allowed him to apply his strength as leverage when he needed to be more ruthless - or wield with one hand if he needed to shield himself from his opponent’s attacks.

Arcavic would often witness his mother performing rituals to a powerful demonic patron, which she said were to make the siblings stronger when they were together and curse them when they fought. Arcavic did not know whether she spoke the truth, but where other drow siblings would plot against each other for position, Arcavic found himself loath to do so. He was an unnatural schemer regardless, and the arts did not come as easily to him as they did to others.

Then, disaster struck. The other noble houses of Taaryissia, jealous of House Vytharia, attacked, seeking to slaughter the whole family. Their mother was able to spirit them away from the capital, to a small, remote corner of the kingdom, a city called Vothys. There, Baroness Satha was forced to take them by the terms of a pact sworn with their mother. Though this saved them from death, it did not save them from cruelty. Lady Satha would take the time to whip each of him and his siblings for the smallest hint of disobedience or at any instance of trouble. Angered by the displacement of his siblings and at their treatment by the Baroness, Arcavic developed a temper and he would lash out at her and her children, which earned him further beatings. He often found himself before the Baroness after an outburst of temper, and was the most beaten of his siblings. Sometimes, she would instead deny him meals for a day or two, seeking to starve him into submission. His siblings were the only ones he found he could count on, sometimes stealing him some food or treating the wounds from his beatings. When he was able to, Arcavic would take the beating for one of his siblings, knowing himself better able to take the pain than they, and to repay them for risking further wrath to help him.

It was after the first of these beatings that he remembered the demonic patron his mother would perform rituals to, and so he began to offer prayers and blood offerings to the same. He kept such activities hidden, unsure of how the Baroness would take his actions. Eventually, he began to hear whispers from the patron, began to feel the patron offering him power. Eagerly, he accepted, desiring the power offered to him - the power to claim vengeance against the Baroness and her family, to claim vengeance against the cowardly nobles of Taaryissia who had forced them here, and most importantly, the power to conquer and subjugate all who oppose him. He made sure to hide these powers from her and all others who were not his siblings, for she surely would not approve.

After each of his punishments by the Baroness, Arcavic would pray to the family’s patron. His torments were not merely at the hands of the Baroness, however. He also had to continue his weapon training with her weapons master - and her sons. The weapons master must have been instructed to be extra cruel, for he was often used as the target of demonstrations that left him bruised over the Baroness’s sons. In sparring, her sons, too, would viciously attack him, as though trying to actually kill him instead of merely to defeat him. Still, he would persevere, despite the broken bones and blood, despite the lash of the whip. He grew stronger and tougher, better able to ignore the pain than other Drow. He began relying on armor to help defend himself from the more agile attacks of the Baroness’s sons. Eventually, his strength began allowing him to dominate the Baroness’s sons, battering their weapons aside with ease before striking forceful blows upon their bodies. He was always careful never to kill one of them, for that would surely result in his death, but he always delivered a sound thrashing, a reminder that he was not easily bullied. Though the power from his patron was always at his fingertips, he dared not show it, merely playing at the ruse he was simply a skilled fighter with weapons.

As he came of age, Arcavic grew better at leashing his temper, and by necessity became skilled in some of the drow arts of scheming, thanks partially to the help of his siblings. He learned to use strength and cruelty to coerce others into bending to his will, and how to twist the truth to manipulate others to serve him. He even learned something of how to tell the moods of others and when they manipulated him, although his impatience often got in the way of successfully doing so. Eventually, his siblings set him a test: to seduce and use one of the drow servants to commit a crime against the Baroness, and ensure he did not catch the blame for it.

Having always coveted the well-crafted armors within the Baroness’s armory, Arcavic noticed one of the servants responsible for cleaning the room watching him. Her name was Velosia, and he began speaking to her, requesting assistance with this and that, all while slowly drawing her into his trap. He seduced and bedded her, and slowly made her desire to do anything for him. For a few weeks, they engaged in secret rendezvous in remote places throughout the city. Eventually, he commented about how much he wished he could have one of the suits of armor in her armory, and how the Baroness would never give him one. After talking about it for a few days, Velosia decided that stealing him such a suit of armor would make him truly love her, and she did so, arranging to take it before meeting him for their next assignation. When she brought it, Arcavic told her how happy she was, and how wonderful she was for doing so. Velosia never saw the dagger that plunged into her chest, and the look of hurt, confusion, and betrayal on her face was the last emotions she ever knew. Disposing of her body in a deep crevice, Arcavic hid the armor. When questions were asked of him, he told them he knew nothing about the girl, and that she was likely being paid by one of the Baroness’s enemies. The only people in the Baroness’s household who knew what he had done were his siblings, and they surely would not tell anyone.

Now, they have been summoned to Lady Satha, and given the task of conquering a village of Svirfneblin. They have an army with which to do so, but Arcavic has learned to recognize and seize opportunities. They would conquer the deep gnomes, yes, but then this army, along with deep gnome slaves, would come back to Vothys - and Lady Satha would be the one kneeling. Perhaps he would even be the one to strike the killing blow.

Appearance & Personality:

Arcavic stands taller than any other male Drow, and many females, as well. He is big and well-muscled, with handsome features, marred only by a crooked nose broken one too many times. He wears armor and clothes to hide the scars made to his flesh by the Baroness’s whip, with his father’s bastard sword slung across his back and other weapons about his body. Out of sight of the baroness, he wears the symbol of their family’s patron openly.

Due to the harsh beatings and scorn he received growing up, Arcavic eagerly unleashes his anger against those who cross him - as long as they are not more powerful than he. He has nothing but contempt for the lesser races, believing them fit to be nothing but slaves. He views most creatures as tools to be used and discarded - preferably after ensuring they would not betray him. The exception to this is his siblings, whom he values and seeks to protect from harm.