About Coriandrinne "Cori" VespidaAC: 25 (14 touch, 21 flat-footed) HP: 47/47 (10 base, 22 level, 15 con) Perception: +2 (+2 racial bonus) Initiative: +3 (+3 dex) Speed: 20 ft. (30 ft. unarmored) BAB: +5 Attack: +10 melee / +9 ranged CMB: +8
Fort: +10 Ref: +7 Will: +7 Calistria's Antipaladin Code: My Life is my path, and none will sway me from it. I devote myself to the pursuit of my passions. I take what I desire, by trick or by force. If others resent my actions, they may attempt to take vengeance against me. All slights against me will be repaid tenfold. I am the instrument of my own justice. If I am wrong, I will take vengeance with my own hands. Appearance: Golden-haired and blue-eyed, Coriandrinne's face and appearance bear many of the hallmarks of her elvish ancestry, included her small, but pointed ears. Her body, however, lacks the willowy litheness typical in elvish women, instead taking after her mother's human build. The back of her left hand bears a tattoo of the triple dagger symbol of Calistria, and her right forearm bears the brand of the Forsaken: those convicted of murder and sentenced to death in the nation of Lastwall. Background:
Coriandrinne was born in the Lastwall port city of Vellumis. Her human mother, Lenara Brasskettle, worked as a serving wench in the Whelming Walrus, a dockside tavern known to be frequented by adventurers and travelers. The Walrus was also suspected of catering to pirates, smugglers, and other nefarious types. Lenara was married to Chester Brasskettle, a human sailor aboard the merchant ship, Gray Gull. The Gull and her crew were away from port for long stretches of time, and though Chester never spoke about what cargo the ship carried, he always returned with a coin purse heavy with silver. Unfortunately, he tended to drink and gamble away most of it by the time he staggered his way home. When Chester was at sea, Lenara earned extra money by offering herself as an evening's pleasurable company to traveling patrons of the Walrus, always careful to not openly advertise, fearful that one of the locals would let slip her indiscretions to Chester. Coriandrinne's conception occurred when the herbalist who covertly provided doses of night tea to Lenara accidentally mixed up the parcel with one intended for another local woman suffering from an absence of libido. The lighthearted flirtations of an elvish minstrel passing through (and paying for his drinks with music) culminated in a prolonged night of passion mere days after Chester had set out to sea. Lenara didn't know she was with child until well after Chester had returned a fortnight later. Having unwittingly consumed the wrong tea the entire time, Lenara had earned quite a bit more coin than usual, and
Two fortnights later, Lenara was suffering from severe nausea and vomiting. Chester called a local healer, who informed him that Lenara was indeed pregnant. Chester was so happy, he immediately told every one of his neighbors and crew mates that he was going to be a father. At that point, Lenara began counting the days in her mind and the number of men she had taken to bed, and silently hoped that the baby was his. She confronted the herbalist, and learned of the parcel mix-up. The herbalist offered to brew her a potion that would cause a miscarriage, but Lenara refused. Chester was so happy, she said, and she felt she couldn't do that to him. Of course, when Coriandrinne was born with the telltale signs of elvish ancestry, Lenara could do nothing to hide it. Chester flew into a rage and attacked Lenara while she still lay exhausted on the birthing bed. He wrapped his hands around her throat and squeezed until her windpipe
The midwife acquired passage on a coastal trader and sailed south along the coast to Tamran, in Nirmathas. There she brought the child to the one of the local brothels run by Sacred Prostitutes of Calistria. She explained the circumstances of the child's conception and birth, and asked for the the Temple to take her in and raise her. The Calistrians agreed, in exchange for a detailed account of what happened, including the names of Lenara and Chester, so that the information could be provided to the child when she came of age. The Calistrian scribes wrote down the herbalist's entire account and placed it in their archives.
When Coriandrinne came of age, the Temple Prostitutes tattooed the symbol of Calistria on the back of her left hand. She was also presented with the account of her birth and her mother's death. Arms, armor, traveling gear, and a small purse full of gold and silver coins was provided for her with the unspoken expectation that she would return to Vellumis and wreak vengeance upon her mother's murderer. Upon arriving in Vellumis, Coriandrinne made her way to the Whelming Walrus, and talked to proprietor into giving her work as a serving wench. She served drinks by day and plied her temple-skills by night, earning coin and collecting information on the locals, including one now-Captain Chester Brasskettle. She learned that the captain and his ship, the Constance, were expected back in port within the week. She also learned of Captain Brasskettle's sorrowful past: having lost his lovely wife and child due to the incompetency of the local midwife, who quickly left town the very day of their deaths (in all likelihood to evade arrest). Finally, Captain Brasskettle made his appearance in the common room of the Walrus. Coriandrinne took his order, brought him his drink, then proceeded to flirt with him the rest of the evening, making her availability all too clear. In less than an hour, she was leading him upstairs to one of the rooms, where she enacted her revenge. Unfortunately, a business associate of the captain arrived several minutes later. It appears that a well-connected political figure in Vellumis had hired the Constance to smuggle illegal goods into port, and his agent had arrived to arrange transfer of the cargo. The agent knocked loudly on the door, insisting to speak to the Captain now. Coriandrinne made noises implying that he was far too busy to speak at the moment, but the agent was not deterred. He called out to the captain to answer him, but received no response. He then forced open the door, only to find Captain Brasskettle naked and tied to the bed. He was savagely beaten, and the heel of a stiletto boot was jammed into the hollow of his throat. He gurgled and gasped, as he slowly drowned in his own blood. The agent had Coriandrinne arrested immediately. She was quickly tried for murder and imprisoned. The contents of the Constance's hold never came to light. The official's agents collected it, unopened, as evidence. TRAITS: Angel Slayer (campaign): Adrastus Thorn spends exhausting amounts of time teaching you about good celestials, their strengths and weaknesses. You gain a +2 trait bonus on Knowledge (planes) checks about good-aligned celestials and receive a +2 trait bonus to any damage roll you make against them. Humble Beginnings (regional): Choose one of the following: *boot*, bucket, frying pan, mug, rolling pin, spade, or stool. You are treated as having the Catch Off-Guard feat when wielding the chosen item. (These items should all be considered improvised melee weapons that deal 1d4 points of bludgeoning damage.) Wronged (religion): You gain a +2 trait bonus on Sense Motive checks against male creatures of your race, and the DC for men to intimidate you increases by 2. RACIAL ABILITIES:
Ability Score Modifiers: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. Type: Half-elves are humanoid creatures with both the human and the elf subtypes. Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size. Base Speed: Half-elves have a base speed of 30 feet. Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Multi-talented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. CLASS ABILITIES:
Weapon and Armor Proficiency: Antipaladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). 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. Touch of Corruption (Su): 5/day, 2d6 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. Unholy Resilience (Su): At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws. 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. **3rd level Cruelty: Sicken Target is sickened for 1 round per anti-paladin level. Channel Negative Energy: 2 uses of Corruption Touch, DC 15, 3d6 When an antipaladin reaches 4th level, she gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of her touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability. Fiendish Bond: 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. Adding these properties consumes an amount of bonus equal to the property’s cost (sorted and listed below). 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: +1: flaming, keen, vicious +2: anarchic, flaming burst, unholy, wounding +3: speed +5: vorpal 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. 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. SPELLS: 1st Level: 2:
1st Level: cure light wounds (1d8+5) murderous command (DC 14 Will negates, SR: Y) SKILLS, 2 + 0 int + 1 half-elf +1 preferred class +2 Background*:
Bluff (cha): +8 (2 rank, 3 class, 3 cha) Intimidate (cha) +8 (2 rank, 3 class, 3 cha) Knowledge, Planes (int): +8 (5 rank, 3 class, 0 int) Knowledge, Religion (int): +8 (5 rank, 3 class, 0 int) Sense Motive (wis): +8 / +10 vs male humans* (5 rank, 3 class, +2 trait*) Background Skill: Perform, Erotic Dancing (cha): +11 / +13* (5 rank, 3 class, 3 cha, +2* dancer's garb) Background Skill: Slight of Hand (dex): +11 (5 rank, 3 class, 3 dex) FEATS:
Weapon Focus: +1 to attack with a bastard sword. Weapon Specialization: +2 to damage with a bastard sword. Weapon Versatility: When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action. If your base attack bonus is +5 or higher, using this feat is a free action instead. ARMOR: +1 Full Plate (+10 AC, +1 Dex, -5 ACP, 35% SF), 50 lbs. +1 Bucker (Special Ability: cast fire shield at 10th level, 1/day) (+2 AC, 0 ACP, 5% SF), 5 lbs. WEAPONS: +1 Fiendishly Bonded Masterwork Bastard Sword (1d10+6/+9, 19-20 x2, Type: S), 335 gp, 6 lbs. Masterwork Cat o' Nine Tails (1d4+4, x2, Type: S, disarm, nonlethal), 301 gp, 1 lb. +1 Composite Longbow, Strength +3 (1d8+4, x3, 110 ft., Type: P), 3 lbs.
EQUIPMENT: +1 Amulet of Natural Armor +2 belt of physical perfection (increases Str, Dex and Con from 14 to 16*) Thorn Pendant: continuous undetectable alignment and disguise self, 3/day. Holy Symbol Tattoo (back of left hand), 100 gp ioun torch, 75 gp Bandolier, 5 sp
-Wand of Cure Light Wounds (47/50), 750 gp Masterwork Backpack 50 gp, 4 lbs.
Waist Pouch 5 sp, .5 lb.
Canteen 2 gp, 1 lb. Weight Carried: 69.5 lbs. (light load: <117 lbs., medium load: 117-233 lbs., heavy: 234-350 lbs. *+1 carrying capacity due to mw backpack) Gold: 3,530 Silver: 4 Copper: 0 |