![]() About Ignatus the TyrantIgnatus was born to a poor, but happy, farming family in the year of 4696. He however has no memory of such happiness as it was barely over a year later that the Goblinblood Wars began. A war that would in four years leave him orphaned and without a home. His earliest memories our of his home burning, his father and mother dead at his feet. It was at that time his feelings started to fray and the next three years of strife would serve to do nothing but further take the once empathic heart of a child and harden it. Starvation, theft, abandonment, and death are but some of the things he faced as he fought to survive. All the time watching adults caught up in their own problems ignore him, the other orphans fighting over what scraps they could find, and the few people he would come to know as friends die to one harshness or another. As his emotions closed off to the downtrodden he found the world was becoming easier. If he trusted no one, no one could disappoint him. If he cared for nothing, then nothing could hurt him. As those around him died, it became easier to survive. Perhaps not comfortably, but enough to survive. His life remained in this state until three years from the day his family died a traveling clergy of Asmodeus came to his small village to offer aid with the support of the Chelish nation. It would be those acolytes that would bring him into the fold of the Prince of Law. With honeyed words of praise, promises of a better life, and embellishments on how chaos had led to his woes, they took this young boy with them to be trained within the churches of Cheliax. It was there, within the nation of devil worshippers, that he was molded and strengthened to be a "Paladin" of The First. It was there that he would find his calling as a servant of the Chelish nation. It was there that would start to plot his rise among the establishment. Looking upon others as a way to further his cause. Tools to be used to move him forward in his inclinations for power. Nothing more than the bullmastiff constantly found at his side. Now a man of 20, he stands at 6'1" with a well honed body, a rugged handsomeness to his face, and a well-kept flowing style of hair to accent. If at all possible he keeps clean shaven to lend to a noble state of body and mind. Wealth begets wealth is something he practices daily as that is the Asmodean way. CR 1/2
Ranged
Special Attacks smite good (+2 attack/+1 damage) 1/day Hunter Spells Prepared (CL 1st; concentration +2) 0 - Create Water, Detect Magic, Light, Mending 1st (2/day) — Cure Light Wounds, Detect the Faithful, Summon Nature's Ally I ------- Tactics ------- During Combat Ignatus tends to move into combat alongside his trusty bullmastiff Saevus with his morningstar and shield at the ready. Upon entering combat with an enemy, the duo will initially move to flank at the beginning of each round before ending the round adjacent if possible. This gives them the opportunity to make benefit of the bonus to attack and then proceeds to put them back into position to make use of Saevus' bodyguard feat. Morale Upon falling below half hit points, Ignatus will use his scapegoat ability to try and force the enemy to attack Saevus. ---------- Statistics ---------- Str 15 (13 [3 PB] + 2 Human), Dex 14 (14 [5 PB]), Con 14 (14 [5 PB]), Int 12 (12 [2 PB]), Wis 14 (14 [5 PB]), Cha 14 (14 [5 PB]) Base Atk +4; CMB +6; CMD 18 Feats
Skills
Situtional Bonuses:
---------- Traits ----------
Languages Common, Infernal, Taldane SQ animal companion, aura of evil, detect good, nature training, orisons, scapegoat, smite good, spells, wild empathy +3 Combat Gear scale mail, heavy steel shield, war razor, light crossbow with 20 bolts, morningstar; Other Gear masterwork backpack, iron holy symbol of Asmodeus, shaving kit, soap, courtier's outfit, stylish jewelry worth 50 gp, traveler's outfit, beast-training kit, 25 gp, 4 sp, 9 cp --------- Abilities --------- Animal Companion (Ex):
At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.
If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends. Aura of Evil (Ex):
The power of an antipaladin's aura of evil (see the detect evilspell) 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. Nature Training (Ex):
A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion. Scapegoat (Ex):
A colluding scoundrel is adept at redirecting a foe’s hostility toward another creature, creating openings for her own attacks. A number of times per day equal to her hunter level, as a swift action, she can target one foe within 30 feet and designate one willing ally adjacent to that foe as a scapegoat. For the following minute, the target takes a –2 penalty on attacks against any creature other than the designated scapegoat, and the target has a 10% spell failure chance on spells that don’t target the scapegoat or include the scapegoat in their area of effect. The penalty increases to –4 at 8th level and –6 at 15th level.
The colluding scoundrel can designate her animal companion as a scapegoat without it counting against her daily uses of this ability. This is a mind-affecting effect. The effect ends if the colluding scoundrel falls unconscious or is slain. This replaces animal focus. 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. Orisons:
Hunters learn a number of orisons, or 0-level spells, as noted on Table 1-7: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again. Spells:
A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell.
The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell’s level + the hunter’s Wisdom modifier. A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below. Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-6: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1-3 of the Core Rulebook). Unlike druids and rangers, a hunter’s selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table 1-7: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table 1-7 are fixed. In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them. At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature’s ally spells. Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Chaotic, Evil, Good, and Lawful Spells:
A hunter can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Wild Empathy (Ex):
A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. ------------------ Animal Companion ------------------ Saevus:
N Small animal (dog) Init +3; Senses low-light vision, scent; Perception +5 Defense AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size) hp 19 (3d8 +6 Con) Fort +5, Ref +6, Will +2 Offense Speed 40 ft. Melee bite +3 (1d4+1) Statistics Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Base Atk +2; CMB +2; CMD 13 (17 vs. trip) Feats Alertness (Shared Vigilance), Bodyguard, Combat Reflexes Skills Acrobatics +7 (+15 jumping), Perception +5, Survival +5 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent Tricks Attack x2, Defend, Down, Exclusive, Guard, Stay Description A faun colored bullmastiff with a proud stance. Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Shared Vigilance (Ex): Both a bodyguard and its master gain Alertness as a bonus feat whenever they are adjacent. This replaces share spells. |