Baron Hannis Drelev

Edmin Al'Roth's page

1,427 posts. Alias of Kozaric.


LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

About Edmin Al'Roth

Edmin Al'Roth
Male Human Cavalier (Hound Master) 1 / Antipaladin (Lord of Darkness) 14
LE Medium Humanoid
Init +4; Senses: Perception +10
AC 34(38 w/shield), touch 16, flat-footed 32(36w/shield)(+14 Armor, +4 Shield, +1 Dex+ 4NA +4Deflect +1 Luck)
HP: 216 (1d10+5Con+1racial+1 Tuff+5 Epic)64+87+45+15=196
Fort +24, Ref +14, Will +17
Spd: 30 ft. (20 ft in armor)

- +4 Great Axe, +28/+23/+18/+13 (1d12+16/19-20/x3)
- Power Attack: -4 (1d12+32/19-20/x3)
-+2 Mace, Heavy, +25/+20/+15/+10 (1d8+10/20/x2) Cold Iron
- Power Attack: -4 (1d8+22/20/x2)
-Gauntlet, Spiked +23/+18/+13/+8 (1d5/20/x2)Cold Iron
-Unarmed: +23 (1D3+8/20/x2) nonlethal
-Dagger: +23 (1d4+8/19-20/x2)
-Lance +23 (1d8+12/20/x3) Double on charge, Reach
- Power Attack: -4 (1d8+28/20/x2)

-Dagger: +17 (1d4+8/19-20/x2)Range 10
-+2 Crossbow, Heavy +19 (1d10+2/19-20/x2) Range 80

Special Attacks:
-Epic Power Attack: -4 hit +12 (+16 Two Handed) damage
-Challenge: +1 circumstance bonus on melee attack rolls +Level damage
-Murderer: +1 Damage when flanking.
-Precise Strike(Tactician):Deal +1d6 points of precision damage when flanking.
-Smite Good:Charisma bonus on his attack rolls and adds his antipaladin level on all damage rolls. Bypass any DR. Add Charisma Bonus to AC.

Str 21(27) Dex 14 Con 14(20) Int 10 Wis 10 Ch 14(18) (25 point buy)
Base Atk +15; CMB +23; CMD 25


-Power Attack: 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.

-Intimidating Prowess:Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

-Stealth Synergy: (Bonus TW)

-Weapon Focus: Great Axe +1 Attack

[b]Boon Companion:

Toughness: +1 hp level


Cornugon Smash: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

Furious Focus:Do not take the Power Attack penalty on the first attack each round

Improved Sunder


Crime Murder: - You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgivable act. You may also have killed someone with powerful friends.
Punishment:Death by beheading
Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

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

Constant Companion: Pick a class when you gain this trait. For purposes of determining the hit dice and other attributes of an animal companion, your level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.


(4 +0Int +1Race= 5per level of Cavalier)(2+0Int+1Race=3 per Level Antipaladin)
Bluff (Cha): 3class +4Ch +1 Rank = +8
Climb (Str): 3class +8Str +1 Rank = +12
Craft (Int):
Diplomacy (Cha):3class +4Ch +1 Rank = +8
Disguise (Cha):3class +4Ch +1 Rank = +8
Handle Animal (Cha): 3class +4Ch +2 Rank = +9
Intimidate (Cha): 3class +4Ch +8str +15 Rank = +30
Knowledge (Nobility): 3class +0Int +15 Rank = +18
Knowledge (religion): 3class +0Int +5 Rank = +8
Perception (Wis):3class +0wis +7 Rank = +10
Profession (Wis):
Ride (Dex): 3class +2dex +5 Rank = +10
Sense Motive (Wis):
Spellcraft (Int):3class +0 int +1 Rank = +4
Survival (Wis):3class +0Wis +3 Rank = +6
Stealth (Dex):3class +2dex +3 Rank = +8
Swim (Str):

Languages: Common.

Racial Abilities:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.Strength

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Order of the Dragon:
Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.

Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier that belongs to the order of the dragon gains the following abilities as he increases in level.

Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

Strategy (Ex): At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.

Act as One (Ex): At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.

Cavalier Class Abilities:

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.

War Hound (Ex): At 1st level, a hound master gains the service of a loyal war hound to aid him in battle. This hound functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature has the same stats as a wolf.

The war hound is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A hound master’s hound does not gain the share spells special ability. These hounds are not suitable for riding and cannot be trained to carry riders.

A hound master’s bond is strong and if the war hound dies, the cavalier may find another hound to serve him after 1 week of mourning. This new hound does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level. This ability replaces mount.

Order (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.
Order of the Dragon

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. Precise Strike

Antipaladin Class Abilities:

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 2–13, 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.

Aura of Obedience: At 3rd level, a lord of darkness radiates an aura that cows the weak into following his commands. He receives a +4 morale bonus on Intimidate checks made against living creatures within 10 feet. In addition, if he demoralizes a living creature within 10 feet, and exceeds the DC by 10 or more, he may issue one command to the target, as per the spell. The target can resist this effect with successful Will save, with a DC of 10 + 1/2 the lord of darkness’ level + the lord of darkness’ Charisma modifier. A creature cannot be commanded in this way more than once per day. This ability replaces aura of cowardice.

Cruelty:At 3rd level, a lord of darkness gains the
cruelty class feature of the antipaladin. This functions
just like that class feature with the following exception.
At 3rd level, he can select the following cruelty in place
of the sickened cruelty.
Commanded: The target must obey one order from the
lord of darkness, as per the command spell.

Plague Bringer: 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.

Channel Negative Energy:When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.

Mythic Abilities:

Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter. Power Attack

Power Attack (Mythic)
Your attacks are truly devastating.

Benefit: When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier.

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Spells memorized:

1st Level:4
- Ironbeard: Target gains a beard of cold iron that increases AC and can be used to attack enemies.
- Linebreaker: Gain +20 foot bonus to speed when charging and a +2 bonus to bull rush or overrun.
- Murderous Command: Target is compelled to kill its ally.
- Protection from Good/Law: +2 to AC and saves, plus additional protection against selected alignments.

2nd level:3
-Bull’s Strength: Subject gains +4 to Str for 1 min./level.
- Litany of Defense: Doubles Armor +
- Silence: Negates sound in 20-ft. radius.

3rd Level:2
- Blade of Dark Triumph:Bonded weapon gains ghost touch.
- Dispel Magic; Cancels one magical spell or effect.

4th Level:2
- Summon Monster IV: Summons evil extraplanar creature to fight for you.
- Invisibility, Greater: As invisibility, but subject can attack and stay invisible.



Branderscar Headsman's Axe, +1 Great Axe
+5 Dastardly Full Plate +13AC Armor Check Penalty -5, +1/day Smite/Challenge
20 Bolts
Chain Shirt +4AC Armor Check Penalty -2
MW Shield, Heavy Steel +2 AC Armor Check Penalty -1
Kitchen Knife, Dagger
+2 Mace Heavy, Cold Iron
+2 Heavy cross bow
Lance 10g
Gauntlet, spiked 5gp
Belt +6 Strength, +6 con+4 CH Head Band
+4 Cloak of Resistance
+4 Ring Protection
+4 Amulet NA
Goggles of night
+1 ac Jingasa of the Fortunate Soldier
Boots of speed 10 rds per day

Crowbar, +2 str to pry
Backpack (empty) 2 gp 2 lbs.
Pouch, belt (empty) (x2 ) 1 gp 1/2 lb.
Bedroll 1 sp 5 lbs.
Hammock 1 sp 3 lbs.
Shovel 2 cp 3 lbs.
Rope, Silk (50 ft.) 10 gp 5 lbs.
Lamp, Common 1 sp 1 lb.
Oil (3-pint flask) 1 sp 1 lbs.(x2)
Rations, trail (per day) 5 sp 1 lb. (x2)
Waterskin 1 gp 4 lbs.
Flint and steel 1 gp —
Compass 1 gp 1/2 lb.
Grappling Hook 1 gp 7 lb.
Mirror, Small Steel 10g .5 lbs

Animal / Gear
Barding, Chain Shirt (hound) 200 gp
Animal harness 2gp

Special Items:
Refuge bracelet 1500g
Alchemist's fire 20g 1lb (x2)
Smokestick X2 20gp
Sunrod 2 gp 1 lb. (x2)
Potion, Cure Light Wounds (x2) 50g
potion, cure moderate wounds (x2)
Potion Fly (x2)
Potion Haste (X2)
Potion, Enlarge Person 50g
Potion, Gaseous Form X2
Bag, Handy Haversack
Blood Reservoir of Physical Prowess (Attached to mace)
Belt: Belt Buckle of the Ninth Knot (DC 25 caster level check to use divination on him) looks like a roughly forged iron belt buckle.

On Hand
325 pp 146g 19sp 10cp

Knights of Nessus:

- 40 1st levels
- 4 2nd levels Corporal
- 2 3rd level Sargent
- 1 4th level Chief
- 1 5th level Captain

Sister Jane:

Jane was a perfectly normal midlevel priest of Mitra... until the day you and your army of evil overwhelmed the Vale of Valtaerna and slaughtered all the servants of the Bright God there. Jane was supposed to backstop a desperate last charge against you. But at the crucial moment, looking out over the death and desolation you had wrought on the beautiful Vale... well, it wasn't her courage that broke; she's brave enough. But all hope in life and goodness simply shriveled. She fell into despair, and lost her faith.

And then came Sir Edmin, striking across the landscape of blood and horror like an unstoppable titan: the New Order made flesh, a hero of death and dark charisma.

Jane fell from grace with the Bright Lord, and rose again as a fanatically devoted servant of Asmodeus. She's rapidly organizing a new, clandestine Church, working in the shadows, preparing for the day when Talingarde falls to you. She's not a combatant, but she's optimized for manipulation, treachery, and running things. I see her as something like a Cleric 10 / Diabolist 3 -- see below -- but YMMV.

Here's where it gets cute: right now, the position of High Priest of Asmodeus in Talingarde is empty. The pit fiend Naburus stripped Cardinal Thorn of that title so that you could attack him... but he's holding it in abeyance until he sees who wins. If you guys prevail, the natural candidate would be someone who is closely associated with you. That's Sister Jane. (She doesn't call herself that any more, BTW. That was her old name, for her old life.)

So while you lose the benefit of having a cohort tagging along after you, when and if you beat the Cardinal you'll gain the benefit of having the High Priest(ess) of Asmodeus in Talingarde, Lord of the Church, as your cohort.

(Is there a romantic or sexual aspect to the relationship? That's entirely up to you -- but given the personalities involved, I'd say "maybe yes, but only one of you is really interested". Former Jane might view Edmin with awe and adoration, but Edmin seems almost monastically devoted to the service of the Dark Lord.)

As to personality, Former Jane is embracing the whole Asmodean mindset, hard -- meaning she's cruel and demanding to subordinates, but very organized. She uses Planar Ally a lot to call devils (hence the Diabolist PrC). That's great at building relations with Hell (you'll recall you spent a point on that) and it gives her all sorts of ways to undermine the kingdom, but it costs a lot of money, so she's very grasping. And even at 13th level, she's still always looking for ways to impress Sir Edmin.

You can design her. Her starting stats are 15, 14, 13, 12, 10, and 8, she's a Cleric 10 / Diabolist 3, and she has standard NPC WBL. She's picked up a crafting feat or two and invested some skill ranks in an attempt to impress you.

One caveat: While her conversion is wholehearted, she's still figuring out her new alignment. So she sometimes acts, not so much like an Asmodean priest, as like a lawful good Mitran's idea of what an Asmodean priest should act like. She wears red and black, has a huge spiky Asmodean holy symbol on a massive gold chain, and spends a lot of time screaming at minions. And anything she makes for you is going to be jet-black and absolutely covered with spikes, devil horns, fangs, pentacles, stylized flames, infernal runes, and carved snarling fiend faces.

The Headsman's Axe of the Forsaken:

+4 Unholy Keen

An untold number of deaths have been contributed to this axe. Most have been the vilest of people sentenced to death for their crimes against the realm. Since the escape, the axe has been use to slay angels, paladins, and heroes of the realm. It has been touched by the power of the Dark Prince himself.

The axe has become a symbol. A symbol of death and destruction. Stories have been told of The Headsman's axe. stories that frighten children and adults alike.

All of the death and infamy has caused a spark of power inside the axe. A spark that has smouldered into a flame. The axe has become something other than a piece of sharpened steel attached to a long wooden stave. It has become a legend.

The axe a beautiful masterwork weapon, clearly the work of a skilled and dedicated master craftsman. It has the arms of Branderscar repeated up and down the handle. One face of the axehead is inscribed with the holy symbol of Asmodeus and the words "HIS JUSTICE COMES AND THAT RIGHT QUICK". The other face has the royal seal of Talingarde with a bar of effacement through it and the words "TERMINUS EST" ("it is the end").
The edge glitters with a silvery keenness but the rest of the axe blade looks almost black

Legendary Surge: All legendary items have a legendary surge ability, similar to a mythic character's surge ability. It can be used only on specific rolls or checks based on the nature or purpose of the legendary item—see Legendary Surge.

The legendary surge ability allows the bearer to add the result of a d6 to the appropriate type of roll or check. A mythic bearer can use her surge die type in place of the d6. If she's bonded to the item, she can increase that die type by one step. Attack rolls and combat maneuver checks made while using the weapon

Upgradable: This ability grants the bonded creature the ability to more easily increase the non-mythic magical power of the legendary item. If the base magic item has a version with a higher bonus or greater version (such as a +1 longsword, a +2 light steel shield, a cloak of protection +3, an amulet of might fists +4, or a minor ring of inner fortitude), the bonded creature can improve it by performing a special ritual. She must spend a number of gold pieces equal to half the difference between the cost of the legendary item's current, non-mythic base item and the greater version she wishes to upgrade the item into. For example, she would pay 3,000 gp to upgrade a +1 longsword into a +2 longsword.

This ritual takes 8 hours. When it's completed, the bonded creature transmutes the item's base version into the desired version. When upgraded in this fashion, the legendary item retains all legendary item abilities it had before the transmutation.

Circlet of the Ninth Knot:
Disguises Edmin as a bit taller, his eyes have gone a very pale blue, and his hair is now sandy blonde. He still looks like a man of action but rougher and less aristocratic. Something about his looks suggests 'sailor' somehow, rather than 'soldier'. His nose is still broken.

Belt Buckle of the Ninth Knot:
(DC 25 caster level check to use divination on him) Currently resembles a roughly forged iron belt buckle.


At 6'2" tall and 255 lbs, Edmin Al'Roth is built like a line backer. He has a very short buzz cut, due to most of his hair being burned off during the escape from prison. He has green eyes and a broken nose. Age 25.


Edmin Al'Roth began his carrier as an officer in the military Like everyone else, his love of his country drove him to it. As time went on, more of his men and friends died. Each one taking a small part with them to the beyond. Campaign after campaign Al'Roth was asked to lead his men into battle, only to watch them die. His feelings turned inward, he became distant from all except his men, the sanctity of life no longer mattered to him, only the lives of his men that he could not save. His coldness and fury made him an excellent soldier, until he lived for combat, to kill the enemy. Everything else had lost it's appeal, wine only tasted good after a battle now, women only a pleasant amusement for his down time. His pride grew with each victory but so did his anger and depression afterwards.

The battle of the High Moors was the cavalier's breaking point. His unit had been sent into the heat of battle, out manned and unready for what awaited them on the field. Captain Al'Roth was the only survivor. His men had died for nothing and it was the General's fault, not his, never his. The general died that night. The breath had been choked from his body and Al'Roth was found sitting next to him. Drinking the general's wine and waiting.

The trial did not last long, Al'Roth admitted to it. The cavalier leered at the other officers sitting int the jury. His so called peers, none had seen what he had, none of them had done the things he had done. Who in the hells did they think they were to judge him? No, they did not deserve the right to judge him, those weak fools. Sentenced to death? Al'Roth laughed at them all, Death was his friend, just like a butcher in the market, Al'Roth kept him fed. Now Death would get more, a lot more before this was over.


Edmin Al'Roth believes himself to have a code of honor that has been tempered by his real life experiences. Others may see him as a remorseless killer, maybe even a bit psychotic, but he sees himself as someone who gets the job done, any job. He will not sacrifice his comrades but will slay anyone man woman or child they he deems a threat to himself or his companions. If his comrades turn on him then they have become the enemy, worse a traitor that deserves harsh punishment before an agonizing death.

"Victory by any means necessary!" Is the words he lives by. Those that don’t follow this are naive and week to Al’Roth. They are sheep, and he is a wolf. They do not understand the real world, how the end does justify the means. He will not kill a prisoner unless he has a reason. Slowing him down, giving away his position, or hindering his companions is good enough reason in his book, other reasons are negotiable.