Chaleb Sazomal

Fitzmarc Lucifar's page

48 posts. Alias of Tilnar.

About Fitzmarc Lucifar

Fitzmarc Lucifar
Male Half-Elf Hellfire Knight 1
LE Medium Humanoid (Human, Elf)
Init: +1, Senses: Low-Light, Perception: +2
Languages: Common, Elven, Infernal.
Deity: Eiseith Age: 143
Fitzmarc stands 6'3", with a well-muscled, lean, almost wiry build makes him appear somewhat taller. His hair is a dark walnut colour, almost black, and is worn in a short, clean style that was popular amongst Talingarde's nobles decades ago but has since fallen out of fashion. Similarly, he wears a no-longer fashionable neatly-trimmed beard which somehow accentuates both his strong jawline and the high cheekbones of his noble-house lineage. His eyes are a deep sapphire blue, which seem to sparkle with an internal fire which could easily shift and burn cold at a moment's notice. The darkness of his hair and eyes stand in contrast to his naturally pale skin, made even paler by more than a century of confinement, making him almost appear powdered. Overall, his appearance and demeanour seem welcoming and warm, like a childhood story, and yet, somehow, there is an aura of danger about him, and he appears just slightly out of place. His beard, frame, and docked eartips almost completely conceal his elven blood, with only the slightest almondine shape to his eyes to and scars on his eartipe to hint that he is anything but fully human.

Backstory - Part I:

Coming Soon.

Backstory - Part II:

Coming Soon.

AC 11, Touch 11, Flat-footed 10, CMD 15

HP 12 (1HD - 10)
Fort: +4, Ref: +1, Will: +1
Special: +2 vs. enchantment spells and effects; +2 vs divine magic
Speed: 30 ft. (6 Squares)



Special: Smite Good: +3 to hit and + 1 damage

Base Atk: +1, CMB: +4
Str 16, Dex 12, Con 14, Int 13, Wis 8, Cha 17.
Armour Proficiencies: Light, Medium, Heavy, Shield.
Weapon Proficiencies: All Simple and Martial.

Century of Study (Story Feat)
As a result of your long lifespan and decades spent in study, you get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained. In addition, each time you gain a level, you gain 2 additional skill points that must be spent on knowledge skills.

Power Attack

Ancient Enemy (Campaign Trait)
You are a Scion of House Darius who turned against your House in an attempt to rule Talingarde for yourself. As part of your scheming, you signed an Infernal Pact with a Power of Hell to become immortal... and as such, you stopped aging and cannot die of natural causes, though you can still be killed by burning, drowning or other injuries. When captured, the prohibition against spilling royal blood saved your life, you were instead imprisoned in an oubliette.... and sealed away for decades, a prison built around you.

Disdainful Defender (Faith Trait)
You are resistant to the magic of other faiths. You gain a +2 trait bonus on all Will saves you attempt against divine spells. This bonus does not apply against divine spells cast by a caster who worships the same deity you do.


Drow Magic (Sp) A few half-elves with drow ancestry exhibit the innate magic of that race. Half-elves with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire each once per day, using the half-elf's character level as the caster level for these spell-like abilities. This racial trait replaces the adaptability and multi-talented racial traits.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is colour vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

SKILLS: 5 (3+2) + 2 Kn /level
Class Skills are italicized, Trained Skills marked with *

Class Skills (List):
Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).

Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics [+1] = 0.0 + 1 + 0
Appraise [+1] = 0.0 + 1 + 0
Bluff* [+7] = 1.0 + 3 + 3
Climb [+3] = 0.0 + 3 + 0
Craft (Untrained) [+1] = 0.0 + 1 + 0
Diplomacy* [+7] = 1.0 + 3 + 3
Disguise [+3] = 0.0 + 3 + 0
Escape Artist [+1] = 0.0 + 1 + 0
Fly [+1] = 0.0 + 1 + 0
Heal [-1] = 0.0 + -1 + 0
Intimidate* [+7] = 1.0 + 3 + 3
Knowledge (Untrained) [+3] = 0.0 + 1 + 2 (Century of Study Trait)
Knowledge (Local)* [+7] = 1.0 + 1 + 3 + 2 (Century of Study Trait)
Knowledge (Nobility)* [+7] = 1.0 + 1 + 3 + 2 (Century of Study Trait)
Perception* [+2] = 1.0 + -1 + 2 (Keen Senses)
Perform (Untrained) [+3] = 0.0 + 3 + 0
Profession (Untrained) [+1] = 0.0 + -1 + 2 (Century of Study Trait)
Ride [+1] = 0.0 + 1 + 0
Sense Motive* [+3] = 1.0 + -1 + 3
Stealth [+1] = 0.0 + 1 + 0
Survival [-1] = 0.0 + -1 + 0
Swim [+3] = 0.0 + 3 + 0
Aura of Evil (Ex)
You radiate a faint aura of evil.

Aura of Law (Ex)
You radiate a faint aura of law.

Smite Good (Ex) 1/day [Swift Action]
You can call out to the dark powers to crush the forces of good 1 times per day. As a swift action, you choose one target within sight to smite. If this target is good, you add +3 to your attack rolls and +1 on all damage rolls made against the target of your 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. Regardless of the target, Smite Good attacks automatically bypass any DR the creature might possess. In addition, while Smite Good is in effect, you gains a +3 deflection bonus to your AC against attacks made by the target of the smite. If you target 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 you rest and regain your uses of this ability.

Corrupting Touch (Su) (ooooo o)
You can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your Hellfire Knight level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Ruined Finery, Personalized Signet Ring (1000gp), Platinum and Sapphire Earring (200gp).

Current Load: 10lbs (Light) [76 (Light), 153 (Medium), 230 (Heavy)]