Blast Shadow

"Demise"'s page

109 posts. Alias of Eminem80.


About "Demise"

Crunch:

Warforged Cleric (Separatist) of Lord of Blades 1
LE Medium
Init +5; Senses Perception +7
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Defense
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AC 20, touch 15, flat-footed 17 (+5 armor, +3 Dex, +2 Natural)
hp 15 (1d8+7)
Fort +6, Ref +3, Will +4
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Offense
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Speed 30 ft.
Melee greatsword +4 (2d6+6/19-20)
Special Attacks channel negative energy 3/day (DC 10, 1d6)
Cleric (Separatist) Spells Prepared (CL 1st; concentration +3):
1st—bless, longstrider [D], magic weapon
0 (at will)—detect magic, guidance, light
[D] Domain spell; Domains Tactics, Travel, War
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Statistics
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Str 18, Dex 17, Con 18, Int 16, Wis 15, Cha 11
Base Atk +0; CMB +4; CMD 17
Feats Martial Weapon Proficiency (greatsword), Toughness
Traits reactionary, tomb raider
Skills Craft (armor) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +7, Sense Motive +6
Languages Common
SQ agile feet (5/day), aura, domains (travel), forbidden rites (tactics), seize the initiative
Other Gear scale mail, greatsword, 10 gp
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Special Abilities
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Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Separatist) Domain (Tactics)
Cleric (Separatist) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Channel Negative Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Seize the Initiative (5/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Race Abilities
+2 natural armor bonus to AC. While this is usually provided by a combination of metal plating that covers the warforged body, it can also be done with darkwood plating as desired. It is still considered natural armor. Warforged can still wear normal armor as can other races. Once chosen, this material cannot be change. This does allow warforged druids or other classes that have a material based limitation.
Warforged have a single slam attack: Medium (1d4) or Small (1d3). This follows the normal rules for natural attacks.
Immune to paralysis and sleep effects.
+2 racial bonus vs. disease, death effects, energy drain, exhaustion, fatigue, mind-affecting, nausea, poison, stunning and sicken effects.
+2 racial bonus to checks to remove negative levels and stabilization checks.
Do not need to eat, breathe or sleep.
Do not heal hit points or attribute damage naturally, but can be repaired with use of the Craft skill or with effects that repair constructs. Repairs made with the Craft skill take 8 hours and a warforged repair kit. The amount of hit point damage repaired per check is the result of the Craft check -15. Repairing a point of attribute damage requires 8 hours and a Craft check, DC 25. Repairing both hit point damage and one point of ability damage can done during the same 8 hour period, but still requires two different checks. Appropriate Craft skills include armorsmithing, blacksmithing, gemcutting and sculpting. A conscious warforged can repair itself.
All applications of the Heal skill while used on a warforged are replaced with an appropriate Craft skill.
Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down.

Background:

During the last war, a group of elite soldiers from the Karrnathi army accompanied by a few handpicked priests and mages from the Blood of Vol broke into a creation forge located in Cyre. Their plan was to create warforged necromancers to fight alongside their armies. In the process, several dark warforged were created. Different spell components were combined during the experiment. Only a few warforged were successfully created. One, who was created using dark magic combined with a live death scorpion as a spell component, would be called "Demise".

"Demise" arose from the forge a frightening sight, a black warforged creature with red glowing eyes whose head resembled a skull. The Karrnathi were please with their creation. They placed powerful compulsion magic over him to ensure his "loyalty" to their army.

Demise returned to Korth with his creators and spent a year training with their necromancers. He excelled in power and knowledge over the humanoids and was soon sent to the battlefield. Once on the battlefield, he was changed. One night while his companions slept and he watched over them, a jet black scorpion crawled out from his armor near his chest. To his surprise, it spoke to him telepathically. It convinced him that he was a slave to his creators and that he had been gloriously made to rule, not serve. Night after night, his new "friend" would counsel him. As time progressed, he grew to hate the nation he fought for. Bound by powerful compulsion magic, he was helpless to escape though.

Then came the day of mourning. His platoon was advancing to their next position when it happened. All Demise remembered was a bright light and then darkness. Shortly after, a heavy fog set over the land. Around him all he could see was death. He was the only creature that survived whatever had happened. He also immediately realized that the compulsion that bound him to Karrnath had been dispelled.

The next few years were a blur as he traveled aimlessly, trying to find a place to start over. His only companion was his scorpion who continued to teach him dark powers. It was a hard time in the warforged's life. People often treated his kind with contempt. Adding into the equation his unique looks, he was ostracized and treated with contempt. His disdain grew for humanoids. When he heard of the City of Towers, he definitely knew it was the best place for him to hide and grow in power. He had decided along the way that he would never be enslaved again. The greater he grew in dark magic...the safer he would be.

Veiled in a dark cloak, he and his scorpion familiar arrived in Sharn with very few possessions. On his first night in Sharn tragedy struck again. He was in a tavern when a couple of thugs attempted to intimidate him. He reacted swiftly using his slumber power to drop two of the men. He attacked a third with a sharp scream that left the man unconscious with his eyes and ears bleeding. The local authorities arrived in time to save the men. Demise was taken to the local jail. During the night, hooded men came and blindfold Demise and carried him off. Chained in manacles, he was led away.

Let's see how long you last here witch! Was the last word he heard before his manacles were removed. When he removed his own blindfold, he saw a place that looked like the cities in Cyre after the Mourning....devastation. He had arrived in the Fallen!

Familiar:

Serket
Arcane Familiar
Scorpion, Greensting
NE Tiny Magical Beast ((vermin))
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
hp 7 (1d8+3)
Fort +2, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee Sting (Scorpion, Greensting) +5 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (15 vs. Trip)
Feats Toughness, Weapon Finesse
Skills Climb +7, Fly +7, Heal +1, Perception +5, Spellcraft -1, Stealth +15, Use Magic Device -3; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages
SQ improved evasion, poison
Other Gear You have no money!
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.