Hellknight

Ilmaktar's page

1 post. Organized Play character for Ilmakis.


Full Name

Ilmakis

Race

Human

Classes/Levels

Cavalier/6 Rogue/2 Hellknight/10

Gender

Male

Size

Medium

Age

21

Alignment

LG

Deity

Sarenrae

Strength 19
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 12
Charisma 14

About Ilmaktar

Background:
Ilmaktar is a typical chelaxian to the heart.
He is a medium-sized, handsome man with pale complexion, Brown eyes and Raven hair. He spoke little of his origins, but it seems to be a son of a noble Egorian family.
He was sent to Korsova by his family to serve as a squire for a noble Korvosian knight. But during his time in town he changed his faith to the cult of Sarenrae.
A meeting with a priest? A rescue from certain death? None know. Nevertheless, the young noble, steeped in prejudice that he was, disappeared with his new faith he embraced with fervor. The goddess appeared to give his blessing, thus, as soon as the sun rises, he is shrouded in a fine light aura. Although his vision of the world has changed and he abandoned all its family's birthrights. But he remains as before, a chelaxien with its principles and its desire to be better than the others.

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Ilmaktar
Male human (chelaxian) cavalier 6/hellknight 10/rogue (thug) 1 (Pathfinder RPG Advanced Player's Guide 32, 135)
LG Medium humanoid (human)
Init +6; Senses see in darkness; Perception +18
Aura aura of law
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Defense
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AC 37, touch 19, flat-footed 33 (+14 armor, +4 deflection, +4 Dex, +1 insight, +4 natural)
hp 176 (17 HD; 1d8+16d10+71)
Fort +20, Ref +18, Will +16
Immune fire; Resist acid 10, cold 10
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Offense
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Speed 30 ft.
Melee +4 ghost touch impervious adamantine falchion +25/+20/+15/+10 (2d4+31/15-20) or
. . cold iron bardiche +20/+15/+10/+5 (1d10+27/19-20) or
. . kukri +20/+15/+10/+5 (1d4+18/18-20) or
. . mwk lance +21/+16/+11/+6 (1d8+27/×3) or
. . sap +20/+15/+10/+5 (1d6+18 nonlethal) or
. . silver morningstar +20/+15/+10/+5 (1d8+18)
Ranged darkwood composite longbow +23/+18/+13/+8 (1d8+6/×3) or
. . sling +22 (1d4+8)
Special Attacks banner +2, braggart, cavalier's charge, challenge 3/day (+8 damage, +2 dam while only you threaten), greater tactician 2/day (Precise Strike, 6 rds), lawbringer, smite chaos, sneak attack +1d6
Hellknight Spell-Like Abilities (CL 0th; concentration +0)
. . At will—detect chaos
. . 3/day—summon devil
. . 6—discern lies
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Statistics
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Str 26, Dex 20, Con 18, Int 12, Wis 14, Cha 16
Base Atk +16; CMB +20; CMD 44
Feats Blind-fight, Cornugon Smash, Critical Focus, Dazzling Display (braggart), Furious Focus[APG], Improved Critical (falchion), Intimidating Prowess, Iron Will, Power Attack, Precise Strike[APG], Shatter Defenses, Skill Focus (Handle Animal), Staggering Critical, Weapon Focus (falchion)
Traits indomitable faith, strength of the sun
Skills Acrobatics +5, Appraise +7, Bluff +14, Climb +12, Diplomacy +14 (+17 vs. Hellknights), Disguise +7, Escape Artist +5, Fly +5, Handle Animal +15, Heal +3, Intimidate +40, Knowledge (local) +7, Knowledge (planes) +5, Knowledge (religion) +19, Linguistics +6, Perception +18, Perform (dance) +16, Ride +11, Sense Motive +16, Stealth +5, Survival +3 (+5 to avoid becoming lost), Swim +12, Use Magic Device +13; Racial Modifiers frightening
Languages Abyssal, Common, Infernal
SQ cockatrice's skills, discipline abilities (fearsomeness, onslaught, summon devil), force of will abilities (force of will - charm, force of will - compulsion, force of will - phantasm), hell's knight, hellknight armor, hellknight order (order of the nail), infernal armor, mount (horse named Animal Companion), order of the cockatrice
Combat Gear cold iron arrows (50), mask of the mantis, potion of cure light wounds, potion of lesser restoration, potion of remove blindness/deafness, silver arrows (50), vambraces of the tactician, wand of cure moderate wounds (25 charges), wand of endure elements (47 charges), wand of shield (30 charges), alchemist's fire (6), caltrops; Other Gear +5 comfort hosteling holy reliquary hellknight plate, hellknight plate, mwk parade armor, heavy wooden shield, +4 ghost touch impervious adamantine falchion, arrows (20), blunt arrows (20), cold iron bardiche, darkwood composite longbow (+6 Str), kukri, mwk lance, sap, silver morningstar, sling, sling bullets (10), dusty rose prism ioun stone, pale green prism ioun stone, amulet of natural armor +4, belt of physical perfection +6, boots of speed, circlet of persuasion, cloak of resistance +5, cracked vibrant purple prism ioun stone, handy haversack, headband of mental superiority +2, ring of protection +4, wayfinder, bedroll, cleats, climber's kit, jewelry, masterwork tool, noble's outfit, sewing needle, signet ring, silk rope (50 ft.), soap (2), traveler's outfit, waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 5,376 gp, 3 sp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Armiger +3 to Diplomacy vs Hellknights.
Aura of Law (Ex) The power of a Hellknight's aura of law (see the detect law spell) is equal to his total character level.
Banner +2/+1 (Ex) Allies who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Blind-Fight Re-roll misses because of concealment, other benefits.
Boots of speed (10 rounds/day) Affected by haste
Braggart (Ex) Demoralize as a standard action, +2 to hit demoralized targets.
Caravan (empty, Intimidate) Can use the chosen skill to make Day Job rolls.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Cleats -50% walking penalty for slick surfaces.
Cockatrice's +8 (3/day) (Ex) +8 to damage target, -2 AC vs. others when used, +2 damage when you are the only one threatening the target.
Cockatrice's Skills +3 (Ex) +3 to DC vs. demoralization.
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.
Critical Focus +4 to confirm critical hits.
Dazzling Display (Braggart) Your skill with your favored weapon can frighten enemies.

Prerequisite: Weapon Focus, proficiency with the selected weapon.

Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of p
Detect Chaos (At will) (Sp) You can use Detect Chaos at will (as the spell).
Discern Lies (Sp) At 2nd level, a Hellknight can use discern lies as a spell-like ability a number of times per day equal to 3 plus his Charisma modifier. His caster level equals his total character level.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Fearsomeness (3/day) (Ex) Intimidate can cause frightened instead of shaken
Force of Will - Charm +4 (Ex) +4 save vs. charm spells.
Force of Will - Compulsion +6 (Ex) +6 save vs. compulsion spells.
Force of Will - Phantasm +2 (Ex) +2 save vs. phantasm spells.
Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greater Tactician (Precise Strike, 6 rds, 2/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Hell's Knight (Su) At 10th level, a Hellknight can grant a weapon he wields or touches the axiomatic, flaming burst, or unholy weapon quality. This weapon maintains this new quality as long as the Hellknight remains within 100 feet of the weapon -
Hellknight Armor 3 (Ex) Hellknight Armor -3 check penalty, +3 max DEX.
Immunity to Fire You are immune to fire damage.
Infernal Armor (Su) As long as he wears Hellknight armor, a 9th-level Hellknight gains a +2 bonus on all Charisma-related checks made while interacting with nongood lawful creatures. In addition, he gains the ability to see perfectly in darkness of any kind, resistance
Ioun stone (pale green prism, 2/day) This stone grants the bearer a +1 competence bonus on attack rolls, saves, skill checks, and ability checks.

A Prism is usually faceted, with a long shape where top and bottom have the same number of sides. Normally the width and angle of all sides are uniform.

These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. The powers of each stone vary depending on its color and shape.

Resonant Power:
Twice per day as a free action the bearer may remove the fatigued condition from himself as a free action (or reduce the exhausted condition to fatigued).

Construction
Requirements Craft Wondrous Item, creator must be 12th level; Cost 15,000 gp
Ioun stone (vibrant purple prism, cracked) This stone bears an obvious crack, whether as a result of crafting, because the raw stone began cracked, or due to damage. It stores one spell level, as a ring of spell storing (stored spells must be placed by a spellcaster but can be used by anyone).

A Prism is usually faceted, with a long shape where top and bottom have the same number of sides. Normally the width and angle of all sides are uniform. Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.

Construction
Requirements Craft Wondrous Item, imbue with spell ability, creator must be 12th level; Cost 1,000 gp
Lawbringer (Su) Your attacks are considered Lawful for the purpose of overcoming damage reduction.
Onslaught (DC 18) (Su) Gain +10 speed and + 4 STR
Potion of cure light wounds Add this item to create a potion of a chosen spell.
Potion of lesser restoration Add this item to create a potion of a chosen spell.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Smite Chaos (4/day) (Su) +3 to hit, +10 to damage, +3 deflection bonus to AC when used.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Staggering Critical (DC 26) Critical hit staggers target
Strength of the Sun +1 CHA-based checks during the day.
Summon Devil (3/day) (Sp) Summon a Devil 1/day
Theater (empty) +1 to Perform (act/comedy/dance/oratory) for Day Job & Disguise in same city.
Vambraces of the tactician (1/day) As a swift action, can increase area of tactician ability to a 60 ft radius.
Wand of cure moderate wounds (25 charges) Add this item to create a wand of a chosen spell.
Wand of endure elements (47 charges) Add this item to create a wand of a chosen spell.
Wand of shield (30 charges) Add this item to create a wand of a chosen spell.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Wayfinder, holy symbol (1 @ 0 lbs) This wayfinder has been carved or molded to resemble your deity’s holy or unholy symbol and may serve as an icon of both the Pathfinder Society and your chosen faith. You can use a holy symbol wayfinder as a divine focus.
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1620
125
660

Freedom of movement (CL17)
Fly (CL16)

10 charges

Morinaxian dragon d'or

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