Hellknight

Barnabas Wright's page

201 posts. Alias of Fanguar.


Full Name

Barnabas Wright

Classes/Levels

Human (Taligarden) Antipaladin (Dread Vanguard) 2/ Planar Oracle of Lore 1 AC 21/13/18 / HP 22 / F +6 R +8 W +6 / Init. +4 / Perc. +0 / Sense Motive +5

Age

32

Location

Talingarde

Strength 20
Dexterity 8
Constitution 10
Intelligence 14
Wisdom 11
Charisma 18

About Barnabas Wright

Barnabas Wright
Human Antipaladin (Dread Vanguard 2/ Planar Oracle of Lore 1
LE Medium Humanoid (human)
Init +4; Senses Perception +7
Darkvision 60ft
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DEFENSE
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AC 21, touch 13, flat-footed 18 (+6 armor (Breastplate) +2 Heavy Shield), +3 CHA)
hp 22 (2d10+2)
Fort +6, Ref +8, Will +6
Resistances Fire 1
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OFFENSE
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Speed 20 ft.
Melee MWK Scimitar +8 1d6+5
Heavy Steel Spiked shield +7 1d6+5
Ranged Sling +1 1d4+5

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SPELLS
0/at Will: Enhance Diplomacy, Read Magic, Detect Magic, Light, Mage Hand, Ghost Sound
1st/5 per day: Inflict light wounds, Infernal Healing, Divine Favor
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STATISTICS
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Str 20, Dex 8, Con 10, Int 14, Wis 11, Cha 18
Base Atk +2; CMB +7; CMD 16
Trained Skills (10 +1 x lvl) Appraise +7, Bluff +9, Diplomacy +9, Disguise +9, Intimidate +9, Knowledge (Religion) +7, Knowledge (Dungeoneering) +7, Knowledge (Planes), +7, Sense Motive +5, Spellcraft +7, UMD +10,
Background Skills: Knowledge (Nobility) +7 , Linguistics +7
Languages Common, Celestial, Infernal, Draconic, Elven
Other Gear Oracle’s Kit, 155gp
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Traits:

Slave Trading: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.

Dangerously Curious
You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.


Feats:

The Bitten (1st): You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly aware that every day, you are changing into something both more and less than mortal. You have only begun your transformation into the living dead...
Prerequisites: You must be bitten by a vampire.
Benefits: You gain darkvision 30 ft. and the alertness feat, however your Constitution score is lowered by two permanently.

Alertness (The bitten): You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Noble Scion of war (Bonus feat): You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.

Power attack (free) You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

Fast Learner(human): When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Nemesis: Oberon (story): Having a nemesis drives you to excel in training. For each new level you gain in a favored class, including the level you gained when you chose this feat, you can choose two benefits instead of one. One of these benefits must be either a bonus hit point or a bonus skill point, even if other options are available.

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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.

Oracle Curse (Haunted):

Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

At 5th level, add levitate and minor image to your list of spells known.

At 10th level, add telekinesis to your list of spells known.

At 15th level, add reverse gravity to your list of spells known.

Oracle Revelation: Sidestep Secret (Su)::
Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity.

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RACIAL TRAITS
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Skilled Gain 1 skill point per level.
Bonus Feat Gain a bonus feat at 1st level.

10 Min Background:

Five background and concept elements important to Barnabas
1) Barnabas is the eldest son of a very old, very small, but reasonably prosperous noble family. As the eldest, he was groomed to take over the family accounts and estates. Part of that included a formal education administered by the church of Mitra. He has two younger brothers, the elder, Tobias, is a knight of the realm and the younger, Oberon, has joined the church of Mitra, as most third sons do. He also has a younger sister, who recently made her first appearance at court in search of suitors.

2) When he reached the age of majority, his father let him in on the secret of the family’s relative success; most of their revenue was generated through smuggling and the trafficking of slaves. Though initially appalled, he came to accept it, since, as he father was quick to point out, without the gold coming in from these illicit activities, the family would quickly become destitute. When his father passed from a sudden illness, he smoothly took over the family accounts.

3) Despite his responsibilities, Barnabas was still required to present himself as a knight of the realm. The disconnect between his private dealings and his public persona, led him to see the obvious hypocrisy in the teachings of Mitra. The family library contained many history texts from before the Mitran conversion and in his curiosity, he found other, older and darker paths to power.

4) His constant dealings with the shadier elements of society has led him develop the skill sets necessary to navigate in those circles always taking care to keep is identity as a noble as hidden as possible. He likes to think that he is a smooth operator, but as grubby as he sometimes tries to come across, his refined upbringing often shows through. Perhaps this refinement is what caught the attention of the assailant that attacked him during his recent trip to Gastenhall. He was there setting up a contract to sell a shipment of slave. The deal went through and he spent the rest of the evening celebrating. After that, things get hazy. The next morning he woke up in an alley. He was weak and ill, with puncture marks and deep bruising on his neck. He hasn’t felt well since.

5) Recently, Barnabas found himself confronted at court by Tobias and a score of other knights of the realm denouncing him as a slaver. They had the proof to back up the claim and Barnabas was quickly stripped of lands and titles, all of which were then awarded to Tobias. Trait: Slave Trading . With nothing to lose, Barnabas denounced the King and the court and called church of Mitra a cult of a trumped up demi-god. It cause quite the scandal.

Goals:
PC goals
Short term: Get his hands of some of the coin he has stashed away in various hidden businesses and other accounts.

Long term: Find out who is behind his downfall. He (rightly) believes that Tobias is entirely too dim witted to have unraveled the whole operation and that there must have been someone in the know pulling the strings from the shadows.

Player goals
I would like to see Barnabas work his revenge from the shadows, perhaps under a false identity, sort of a Count of Monte Cristo type thing. Perhaps Barnabas isn’t even his real name. While revenge is his major motivator, I don’t see him actually wanting to reclaim his title and lands. They are poor and impoverished and not really something worth fighting for, he can do better. So while he might not be initially motivated to overthrow the Monarchy, the opportunity for wealth and power that would come along with getting in on the ground floor would definitely appeal to him.

Secrets, shhhhhh
Known: More paranoid than his father, to keep the source of the income secret, Barnabas falsified the account books to make it seem that the tax income coming in is higher than it actually is. He did this while keeping most of the money that had been coming through the illicit activities hidden in various caches on the estate ground and in accounts in several front businesses. Without access to those funds and the income from the smuggling and slaving, the family will quickly go bankrupt.

Unknown: Tobias is hugely in debt to some of the shady characters involved in the family's illicit dealings. They are the real architects behind Barnabas’ downfall. They hope that with their hold on Tobias and the removal of Barnabas from the equation, they will be able to take over the operation completely, all the while maintaining the perfect patsy in case anyone legitimately discovers their activities.

Contacts:
1) Tobias: Younger brother of Barnabas. Neutral to Favorable towards Barnabas. He feels guilty about selling out his brother, since he had suspected the family’s shady dealing since before their father died. Might seek aid in getting out from his debt or help with the finances.

2) Madam Armitage: Favorable towards Barnabas. She is face of all the front businesses that Barnabas set up to hide and launder the money, mostly brothels tanneries and the like. All the sort of businesses that exist at the fringe of respectable society. He’s made her a wealthy woman and she considers him a friend.

3) Oberon: Youngest brother of Barnabas. Hostile to Barnabus. Naïve and sheltered, he had no idea that his family’s dealings were anything less than exemplary in the eyes of the crown and under the light of Mitra. As such, he sees Barnabas as a blight on the kingdom and a dishonor to his name. When he finds out that Barnabas has escaped, he will marshal any resources he can to aid in his re-capture and just execution.

Memories, mannerisms, or quirks:

1) He fondly remembers the few times that his father had taken him and his brothers out riding or falconing.
2) He absent-mindedly hums tavern songs when he is concentrating.
3) He has a twitch above his right eye that presents itself when he is trying to remain calm or trying to be patient with someone who is being obtuse.
4) When he was younger, he took a nasty fall during a joust and as such, walks with a pronounced limp.
5) He know the value to money and as such, is very cheap.