Kardswann

Fantomos's page

45 posts. Alias of ChazzAtron5000.


Full Name

Fantomos

Gender

{HP 12/12 | AC16 T10 FF16 CMD15 | F/R/W 4/0/1 | Init +2 Per -1 SM +3} Male Demon-Spawn Tiefling Lord of Darkness Antipaladin

About Fantomos

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Stats:

HP 12/12
AC 16 T10 FF16 CMD 15
F/R/W 4/0/1
Smite 1/1
Corruption 0/0
Fiendish Boon 0/0
Spells
1st - 0/0
Effects
none

Name Fantomos

Male Demon-Spawn Tiefling Lord of Darkness Antipaladin 1
Lawful Evil, Medium, Outsider (native)
Init +2; Perception +0, Darkvision 60'

DEFENSE

AC 16, touch 10, flat-footed 16
hp 12/12 (1d10+2)
Fort +4, Ref +0, Will +1
Cold resistance 5, Electricity resistance 5, Fire resistance 5

OFFENSE

Speed 20' (armor) 30' (normal)

Melee
MW Longsword (2h): +6 1d8+6
Bite: +0 1d6+2

Power Chop (2h): +5 1d8+9
Power Bite: -1 1d6+3

As primary
Chomp: +5 1d6+6 (20/x2)
Power Chomp: +4 1d6+9 (20/x2)

Ranged
Longbow (20) +0 1d8

Combat Options
Smite Good: +4 att/+1(+2) dam, ignore DR, +4 def bon AC

STATISTICS

Str 18, Dex 10, Con 14, Int 10, Wis 8, Cha 18

Base Attack +1; CMB +5; CMD 15

Feats
Power Attack
Monstrous Mask

Traits
Attempted Murder: You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.
Punishment: Death by beheading. Or snu-snu. Beheading by snu-snu!
Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Dangerously Curious
Reactionary

Skills
+12 Bluff
+10 Intimidate (+5 racial vs humanoids; +4 morale if within 10 feet)
+4 Knowledge Religion
+3 Sense Motive
+1 Stealth*

*Armor Check Penalty -5

Languages
Common, Infernal

EQUIPMENT
Weapons
MW longsword
longbow (20)

Armor
chainmail
heavy steel shield (carried)

Other Gear
stealth cloak
Soiled Loincloth

Wealth
None

Carrying Capacity
Light: 116
Medium:233
Heavy: 350
Carried: TBD

SPELLCASTING
Concentration +0
Spells per day
1st -
Save DC 14 + Spell Level
Spells Prepared
1st -

Antipaladin Abilities:

Class Skills The antipaladin’s class skills are Bluff (Cha), Craft (Int), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).

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.

Appearance:

Fantomos takes after his succubus mother, the only things that give hint towards his demonic heritage are his tail, fangs, and red eyes. Otherwise he looks like your typical, pretty-boy human. Like his tool of a father.

Personality:

Fantomos exhibits a wide range of emotions, often contradictory to each other and the current situation. No one is quite sure if it's intentional or a result of his heritage. Maybe it's both. Maybe it's neither. Maybe it's both and neither. Like good old cousin Meria always said, "Shoot first, loot second, and speak with dead later."

Background:

Being the result of the union between some nameless demonic temptress and a not so bright paladin doesn't make for an easy life. Fortunately my more subtle physical signs allowed me to be accepted into normal society. Though I never met her, my mother's gift for beguiling must have passed on to me because those fools never once suspected my true nature. Although that may be because I still haven't figured that out myself...

My father was able to hide his indescretion, but when I was dropped off on his doorstep in a picnic basket several years later (apparently time works differently wherever I was hatched), he took me in as an "orphan" and "adopted" me. He came up with some half-assed story about how I was some sort of rape baby dropped off on his doorstep. No one ever paid him much attention, since he was an idiot. They went along with his story, and I was trained as a paladin in the church.

Those years are probably to blame for my... personality issues. Trying to hide my real nature amongst a bunch of do-gooders was rough. They beat the chaotic nature of my mother out of me... at least they thought they did. Now it just manifests itself at all the wrong times. Of course this didn't bring the beatings to an end. As for my association with Asmodeus...

He finds you in the most unsuspecting of places. When I was utilizing the privy after a long day of training, I heard a whisper in the privy next to me. It asked me if I had a moment to hear the word of
Asmodeus. Taken aback, I quickly vacated my privy and flung open the door to the one next to me and... nothing but a foul stench and some flies. And me with my pants down in front of the line of waiting trainees.

The next time was a bit more formal. I was alone in the chapel one night, repenting for some sort of sin I had committed earlier that day. I heard foot steps behind me, but when I turned, nothing. When I turned back around, there it was. Words could not describe his majesty; the utter evil that poured forth was like a refreshing breeze on a hot day. All I could think to say was, "How in the Hell did you get in a church?" He answered simply, "Because you let me in."

He introduced himself as Malacoda, one of the Malebranche. Having slightly paid attention during my classes, I recognized the creature as the evolved form of a Horned Devil. Certainly a General in Hell's Army was not one to be trifled with, so I listened to what he had to say.

We then had an indepth discussion on theology, religion, and the fact that I was in reality an evil bastard that didn't fit the bill as a paladin. However, there was an opening as a paladin of Asmodeus. I had
heard the name tossed around, mostly as a curse. He was the "unclean one" and the "master of lies". He was that which we ulimately fought against. But Malacoda made a compelling argument, like he knew about me before we met. Considering he said as much, I believed him. He was evasive about describing exactly how he entered the church, but promised me great power and understanding if I were but to follow him and his Master. As he put it, "The Master has great plans for you... all you have to do is sign here and continue on your path. As long as you hold true, no matter what happens, you will be able to carry out the Master's plan. Even in your most darkest hour, He will be the light. If you fail, however..." He then began to describe the horror that awaited me if I were to fail, to which I retorted would be a vacation from the church I was training at, and promptly signed the parchment he tossed in front of me. In retrospect, reading the fine print may have been a good idea...

Flash forward a bit... to my current predicament, seeing as I am supposedly losing my head soon. Shortly after my knighting, I came across a fellow knight in a tavern. I had seen him before, during my training I think. Hard to tell since all humans look alike. There was an argument, a slap on the face with a glove, then a slight scuffle. He crumpled before the might of Asmodeus, but before I could sever his head as a trophy, his friends joined in the fight and I was forced to make a tactical withdrawl. Fortunately a fire that had begun during our discussion brought forth enough distraction for me to get away from that holier-than-thou-art ass. The fire covered my exit, but I did not make it that far down the street before I was surrounded by city guard. Apparently there are laws against dueling in that town. Or something like that, my head was throbbing at my farce of a trial from the clubbing it took to subdue me. I attempted to point out the flaws in their due process and be acquitted on the several technicalities they provided, but to no avail. I think they mentioned he was the son of some super important family, but meh...

Now I await my upcoming execution in Branderscar Prison. I am joined by a Duergar and some sparkly ninja version of vampire hunter D, although our involvement (if any) together is another tale.