Angvar Thestlecrit

Ebon Shadowcrèche's page

3 posts. Alias of TheWaskally.


Full Name

Ebon Shadowcrèche

Race

Human (Nidalese)

Skills:
Percep +2 (+4)|Heal +11|Intim +6|Kn. his +5|Kn. nob[/b] +7|Kn. rel +8|SM +6

Classes/Levels

Vitals:

Gender

Male

Special:
Channel Energy (Su) 2d6(neg)/5x/day (Will DC 14, half dmg.)|Touch of Corruption (Su) 1d6/3x/day|Touch of Evil (Sp) 5x/day|Bleeding Touch (Sp) 5x/day

Size

Medium

Age

20

Special Abilities

See tab

Alignment

Lawful Evil

Deity

Zon-Kuthon

Languages

Common (Taldor), Shadowtongue, Necril

Occupation

Shadow Healer

Strength 14
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 14
Charisma 14

About Ebon Shadowcrèche

Race Human (Nidalese, noble)
Classes
1st Gestalt Cleric 1st/Antipaladin (Tyrant)/1st
2nd Cleric/2nd
3rd Cleric/3rd
4th Gestalt Cleric 4th/Antipaladin (Tyrant)/2nd
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Initiative: +1
Senses: Perception +2 (+4 when concealment or full concealment due to darkness or dim light) , Darkvision 60ft.
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AC 18 (11 Touch, 17 FF)(+7 Armor, +1 Dex)
Hp 70/70 (Max Hp + 3hp (Toughness) at 1st level, then 1d10 + 6 + 8 Con/level)
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Fort +7 (Base 4, Con 1, Cha 2)
Ref +4 (Base 1, Dex, 1, Cha 2)
Will +8 (Base 4, Wis 2, Cha 2)
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Ability Scores
Mod | Final | (Starting, Race, Ability Boost)
+2 | Str 14 | (14, +0, +0)
+1 | Dex 12 | (11, +0, +0)
+1 | Con 12 | (12, +0, +0)
+1 | Int 13 | (12, +0, +1)
+2 | Wis 14 | (14, +0, +0)
+2 | Cha 14 | (12, +2, +0)
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Speed 20 ft (30 ft Base)
Melee Grayflame spiked chain +7 (2d4 + 2, x2)
Ranged
Special Attacks Channel Energy (Su) 2d6(neg)/5x/day (Will DC 14, half dmg.), Touch of Corruption (Su) 1d6/3x/day
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Cleric Spells Evil Domain(Kyton)|Death Domain

0-level Spells bleed, stablize, create water, guidance
1st-level Spells [cause fear], cure light wounds, cure light wounds, cure light wounds, shadowtrap
2nd-level Spells [instrument of agony], cure moderate wounds, dark whispers, shackle
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BAB +4, CMB +6, CMD 17
Feats Toughness, Improved Trip, Selective Channeling
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Adventuring Skills 3/Level + 2/Background
Appraise +1 (0 Rank, 0 Class, 1 Int)
Bluff +2 (0 Rank, 0 Class, 2 Cha)
Craft +1 (0 Rank, 0 Class, 1 Int)
Diplomacy +9 (3 Rank, 3 Class, 2 Cha, 1 Influence)
Disguise +2 (0 Rank, 0 Class, 2 Cha)
Handle Animal +6 (1 Rank, 3 Class, 2 Cha)
Heal +11 (4 Rank, 3 Class, 2 Wis, 2 Healer's Kit)(10/10 uses)
Intimidate +6 (+8 when concealment or full concealment due to darkness or dim light) (1 Rank, 3 Class, 2 Cha)
Knowledge (arcana) +1 (0 Rank, 0 Class, 1 Int)
Knowledge (history) +5 (1 Rank, 3 Class, 1 Int)
Knowledge (nobility) +7 (3 Rank, 3 Class, 1 Int)
Knowledge (planes) +1 (0 Rank, 0 Class, 1 Int)
Knowledge (religion) +8 (4 Rank, 3 Class, 1 Int)
Linguistics +5 (1 Rank, 3 Class, 1 Int)
Perception +2 (+4 when concealment or full concealment due to darkness or dim light) (0 Rank, 0 Class, 2 Wis)
Sense Motive +6 (1 Rank, 3 Class, 2 Wis)
Sleight of Hand +0 (1 Rank, 3 Class, 1 Dex, -5 Armor)
Spellcraft +1 (0 Rank, 0 Class, 1 Int)
Stealth -4 (-2 when concealment or full concealment due to darkness or dim light) (0 Rank, 0 Class, 1 Dex, -5 Armor)

Special Abilities/Class Features:
Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities. 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 (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details). 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.
Spellcasting
A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Orisons
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.
Domains
A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
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.

Racial Traits +2 to One Ability Score, Medium, Normal Speed, Bonus feat, Dimdweller (replaces Skilled), Darkvision 60ft., Languages.
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Traits (Social) Influence, (Religion) Battlefield Surgeon
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Items Handy haversack, a belt pouch, iron holy symbol.
handy haversack:
A bedroll, a healer's kit, a grooming kit, a mess kit, a copy of The Umbral Leaves, 50 ft. of silk rope, soap, five trail rations, a canteen, and four bandages of rapid recovery.
Combat Gear MW banded armor and a grayflame spiked chain.
Wealth (103 gp, 1 Sp, 89 cp)
Carrying Capacity
Light (58 lbs or less); Medium (59-116 lbs.); Heavy (117-174 lbs.)
Current Load: 54.8
Height 6'3", Weight 185 lbs., Eyes Black, Hair Black
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