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About Guillaume Coeur-de-LionBackstory:
Guillaume was born in the town of Longacre to a pair of wizards who had served in the Chelaxian armies. Old to become parents, they were delighted to be delivered of a child, but then grieved to see that he was a tiefling, which they blamed on their long exposure to infernal energies during their service in the Army. But even so, they decided to raise their son in their faith. Iomedae accepted all, after all. Young Guillaume grew up like any other pious boy, with one glaring exception: his status as a tiefling. He found that no matter how he worked, no matter how he prayed, no matter how pure his life, he was always shunned and bullied by other boys, and the whole town was suspicious of him. But with his parents reassurance, he redoubled his efforts. He decided that he would prove his doubters wrong and become a paladin. The very night before he was to leave, while he was praying in the local church, a mysterious fire destroyed his parents home and they perished in the flames. Only the priest's assurance that he was in the church all night stopped a mob from lynching him, and few were sad to see him go the next day. Most of the faculty of the paladin academy he applied to were skeptical, and his application was almost dismissed outright, but a few open-minded knights prevailed upon the board to accept him, in the spirit of Iomedaean generosity. But he found that the academy was little different from Longacre. When anything went wrong, someone was quick to blame the tiefling. Somehow he always drew the worst of the randomly assigned menial duties. He was beaten bloody in practice duels that instructors were always slow to stop. Still, he persevered. For years, he fought tooth and nail to prove his piety. But just days before his graduation, it all came crashing down. Another cadet was found murdered in what was apparently some sort of infernal ritual. Guillaume protested his innocence, that he had been on duty at the time, but the inquisitor on staff at the school would hear none of it, and even his master was unable to sway the jury. Local authorities refused to grant the Iomedaeans leave to execute him, but he was expelled from the academy. As he left he swore that he was done with Iomedae. He defaced his shield and cast it down at the edge of the academy grounds. He would find another lord, he said, a better lord, one who would accept him and answer his prayers. Approaching the local Asmodean temple, he sought the guidance of the priest, and after several months of study he chose to swear himself to Moloch, the General of Hell. One of the Ashen Bull's servants answered his bitter prayers, and offered him power over fire, asking only that he use his new gifts to burn all that Iomedae held dear. Guillaume smiled, and agreed enthusiastically. Recently, Guillaume returned to Longacre, clad in black armor, and bearing a mighty axe. He makes no secret of who he is, and loudly talks about how the Archfiend and his archdevils are better than Iomedae ever was. He has taken up a job as a lumberjack, though no one can quite say why. But no one thinks he has good intentions.
Appearance:
With ashen gray-black skin and horns the color of bone, no one would mistake Guillaume as anything but a tiefling. That curse has followed him all his life and shaped who he is. He wears soot-blackened armor and carries a massive axe. Stats:
Guillaume Male devil-spawn tiefling bloodrager (primalist, steelblood) 4 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder RPG Advanced Class Guide 15, 84, 85, Pathfinder RPG Bestiary 264) LE Medium outsider (native) Init +2; Senses darkvision 60 ft.; Perception +7 -------------------- Defense -------------------- AC 24, touch 9, flat-footed 23 (+10 armor, +1 Dex, +2 natural, -2 rage, +3 shield) hp 52 (4d10+24) (currently 24) Fort +9, Ref +3 (+1 bonus vs. trample attacks), Will +3; +2 bonus vs. spells cast by self or an ally, +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies' Defensive Abilities blood sanctuary; Resist cold 7, electricity 7, fire 7 -------------------- Offense -------------------- Speed 35 ft. (25 ft. in armor) Melee +1 longsword +8 (1d8+10/19-20) or bardiche +7 (1d10+13/19-20) or dagger +7 (1d4+9/19-20) or dagger +7 (1d4+9/19-20) or mwk bardiche +8 (1d10+13/19-20) or mwk cold iron morningstar +8 (1d8+9) Ranged mwk longbow +7 (1d8/×3) or throwing axe +6 (1d6+5) Space 5 ft.; Reach 5 ft. (10 ft. with masterwork bardiche, 10 ft. with bardiche) Special Attacks blood casting, bloodrage (13 rounds/day), elemental strikes, smite good Bloodrager (Primalist, Steelblood) Spells Known (CL 4th; concentration +5) 1st (2/day)—magic missile, protection from good Bloodline Elemental -------------------- Statistics -------------------- Str 20, Dex 14, Con 20, Int 12, Wis 10, Cha 13 Base Atk +4; CMB +8; CMD 19 (20 vs. overrun) Feats Armor Of The Pit[ARG], Eschew Materials, Power Attack Traits ex-iomedaean, unscathed Skills Acrobatics -4 (-8 to jump), Climb +3, Diplomacy +3, Disguise +11, Handle Animal +5, Intimidate +8, Knowledge (arcana) +8, Knowledge (engineering) +2, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (nobility) +3, Knowledge (religion) +5, Perception +7, Ride +0, Sense Motive +2, Spellcraft +5, Survival +0 (+2 to avoid becoming lost), Swim +3; Racial Modifiers +2 Diplomacy, +2 Sense Motive Languages Abyssal, Common, Infernal SQ indomitable stance, rage powers (lesser elemental blood 1d6 fire[ACG], superstition +3) Combat Gear potion of cure light wounds, alchemist's fire; Other Gear +1 full plate, scale mail, +1 heavy steel shield, +1 longsword, arrows (20), bardiche[APG], dagger, dagger, mwk bardiche[APG], mwk cold iron morningstar, mwk longbow, throwing axe (2), bag of holding i, hat of disguise, sleeves of many garments[UE], wayfinder[ISWG], backpack, belt pouch, blanket[APG], flint and steel, pot, soap, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 349 gp -------------------- Special Abilities -------------------- Blood Casting (Su) Cast bloodrager spells while in bloodrage. Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally. Bloodrage (13 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Darkvision (60 feet) You can see in the dark (black and white only). Elemental Blood, Lesser (1d6 fire, Fire, 3/day) (Su) Melee attacks do extra energy damage for 1 round. Elemental Strikes (3/day) (Su) As swift action, your melee attacks do an additional 1d6 Fire dam for 1 rd. Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Smite Good (1/day) +1 to hit, +4 to damage when used. Superstition +3 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'. |