Hellknight

Balasiel's page

47 posts. Alias of Mrdarknlight.


Full Name

Balasiel Valo

Race

HP: 39/81

Classes/Levels

5 Cavalier(Standard Bearer)/2 Knights of Order(Hell Knight)

Gender

Male

Size

Medium

Age

28

Alignment

LG

Languages

Common, Infernal

Homepage URL

2000 exp.

Strength 17
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About Balasiel

Tempe: 58/81
Initiative: 4 (+2Dex +2 Trait);

Move:30 ft

Hit Points: 81(7d10 Cavalier/Knights of Order, +3 con per level, +1 per HD, +7 Favored Class)
AC: 23 (Armor Bonus: 11, Dex Bouns: 2, Base:10)

Flat-Footed: 21
Touch: 12

Saves: Fort: +9, Ref: 6, Will: 8

Base Attack Bonus:
Melee Attack: 10
Ranged Attack: 9

+2 Falchion
Melee: To Hit: +13/+8, Crit:18-20(x2), Damage:2d4+6
Pa: +11/+6, 2d4+12

Composite Longbow(+3)
Ranged: To Hit: +9/+4, Crit: 20(x3), Damage:1d8+3

CMB:10
CMD:22

------------
Feats
------------

Spoiler:

Power Attack
Iron Will
Weapon Focus(Falchion)
Toughness

------------
Traits
------------

Spoiler:

Reactionary
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on Initiative checks.

Twilight Zeal
The gloom of night and of the places beyond the reach of the sun gives you comfort and courage.

Benefit You gain a +1 trait bonus on Will saving throws when in dim light or darkness.


------------
Class Abilities
------------
Spoiler:

Banner (Ex)
At 1st level, a standard bearer gains the banner ability. This ability is identical to the standard cavalier’s banner ability, except that the morale bonuses on saving throws against fear effects and on attack rolls made as part of a charge increase at 5th level, and every five levels thereafter.

Challenge (Ex)
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Order of Dragon (Ex)
At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.

Tactician (Ex)
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Cavalier’s Charge (Ex)
At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

Expert Trainer (Ex)
At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.

Mount (Ex)
At 5th level, a standard bearer gains the service of a loyal and trusted mount. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.

A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.

Aura of Law (Ex)
The power of a Knight of Orders’s aura of law (see the detect law spell) is equal to his total character level.

Detect Chaos (Sp)
This ability functions like a paladin's detect evil ability, save that it detects chaos.

Order: Faithful
A character must choose one Knight of Order sect to join. The choice of order determines what disciplines the character gains access to

Smite Chaos (Su)
This ability functions as the paladin's smite evil ability, 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 Knight of Order can use discern lies as a spell-like ability a number of times per day equal to 3 plus his Charisma modifier. His caster level equals his total character level.

Order Armor (Ex)
At 2nd level, a Knight of Order earns the right to wear Order armor. While wearing this armor, the Knight of Order reduces the armor check penalty by 1, increases the maximum Dexterity bonus allowed by 1, and moves at full speed.


------------
Skills
------------
Spoiler:

Climb:+7(rank 1, 3 strength, 3 class)
Handle Animal:+6 (rank 1, 2 charisma, 3 class)
Intimidate:+12 (rank 7, 2 charisma, 3 class)
Knowledge(Planes): +2 (rank 2)
Perception:+12(rank 7, 0 wisdom, 3 class, 2 racial)
Ride:+10 (rank 5, 2 dexterity, 3 class)
Sense Motive:+8(rank 5, 0 wisdom, 3 class)
Swim: +7(rank 1, 3 strength, 3 class)

------------
Equipment
------------
Spoiler:

Light Load: 100 or less
Medium Load: 101-200 lbs
Heavy Load: 201-300 lbs

Worn
+2 Falchion: 8 lbs
+2 Order Armor: 50 lbs
Cloak of Resistance +2: 1 lb
Belt of Mighty Constitution +2: 1lb
Masterworks Backpack: 4 lbs
Bedroll: 5 lbs
Travelers Outfit: 5 lbs
Flint and Steel:
Grappling Hook: 4 lbs
Crowbar: 5 lbs
Sunrod(2): 2 lbs
Waterskin : 4lbs
Composite Longbow(+3): 3 lbs
Arrows(40): 6 lbs

Total Weight: 97 lbs

PP:
GP: 153
SP:
CP:

Appearance:

Height: 6' 2”
Weight : 180 lbs
Skin Color: grey
Hair: short black hair
Eye Color: dark blue
Body Type: lean muscle

Back Story:

Balasiel had a very rough childhood. He parents were follower of Set, the God of Evil. He was forced from an early age to watch the rituals that were performed because he was born a Tiefling, which many in the sect saw as a blessing from Set. They wished to make him the leader of the cult when he had grown old enough. Balasiel's life would of went down a darker road if not for followers of Muir that saved him from this horror.
When he was four years of age Paladins of Muir attacked his the sect his family was part of. They killed all of the members until they got to Balasiel. The leader of the Paladins could not slay a child even one tainted with devil's blood, so he decided to take the boy to a Temple of Muir to see what should be done with the child. At the Temple a Priest of Muir told the Paladin leader that he should raise the child so he may over come his dark blood. Seeing this as a blessing from Muir the leader took the child to his wife.

The Paladin leader known as Neso. He had been married for many years but was not able to have children. Taking Balasiel was to allow him a child of his own. His wife listened to his story as she looked at Balasiel, at the end she started to cry for both the chance to have a child as well as what the poor boy had to go through. They named him Balasiel, and with that Balasiel became their child. They raised him with a strong belief in Muir, changing his out look as well as how he treated things. Along side this his new father taught him, swordsmanship as well as to ride.

This went on for many years until Balasiel joined the church of Muir but along fighting evil he focused his energy into stopping those who went against the law. No matter what though he could not call on the divine power of Muir. Seeing this Neso, knew his son could not become a Paladin as he had done but he had heard of a group that fought against chaotic forces as well as evil forces similar to how Balasiel felt with this Balasiel could still serve Muir well. They were known as the Knights of Order. There was sub sects of this order and one he knew of followed the teachings of both Thyr, and Muir. Balasiel and Neso both set off to find the order, after a long journey they found the Sect they were looking for who called themselves The Faithful. After speaking with the leader Balasiel was able to take the test to join the order. The test was to best a demon in combat. Balasiel followed an expedition who were after demon worships and there he slew a demon proving his worth. Allowing him to join the Faithful.

It was some years after he had joined the Knights of Order, when he started to have odd dreams of a city. Knowing that evil could not be allowed to take over the world as well as throw it into chaos he set off with his Justice to the city he saw in his dream.

Justice:

N Horss
Init 4;
-----------
DEFENSE
-----------
AC: 19
Touch: 12
Flat-Footed: 17
HP: 45 (5d8+15+5)
Fort: 7
Reflex: 6
Will: 4
------------
OFFENSE
------------
Base Spd: 50ft
Spd: 50 ft
Melee: Bite + 8 (1d4+5)
Hooves +3 (1d6+2)

------------
STATISTICS
------------
Str: 20
Dex: 14
Con: 17
Int: 2
Wis: 12
Cha: 6

BaB: 3
CMB: 8
CMD: 20 (24 vs trip)
------------
Feats
------------
Light Armor Proficiency
Iron Will
Toughness
Improved Natural Armor
------------
Other
------------
Skills:

Perception: 7
Survival: 6

Gear:
Masterwork Chain Barding: 50 lbs
Military Saddle: 30 lbs

Total Weight: 80 lbs

Mounted Total: 384 lbs
-----------
SPECIAL
-----------
Low-Light Vision
Scent
Evasion