Jerax Hellfire's page

833 posts. Alias of TheWaskally.

Full Name

Jerax Hellfire


Tiefling (devil-spawn)|HP: 20/20|Resist Cold, Electricity, Fire 5|AC: 15 (11 Tch, 14 Fl)|CMB: +5, CMD: 16|Touch of Corruption (Su) 1d6 3/3xday|


Gestalt Antipaladin (Tyrant/Dread Vanguard)/Fighter (Armiger)/2nd|Speed 30ft (30ft)|Smite Good 1/day (+2 atk, +2 dmg)



Percept +2|Diplo +10|Intim. +7|Kn. Relig +6|Prof (gambler) +7|SM +8
F: 7, R: +3, W: +7|Init: +1|





Special Abilities

See Tab








Common (Taladane), Infernal, Draconic, Varisian, Orc

Homepage URL

Jerax's Inspiration

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

About Jerax Hellfire

Initiative: +1
Senses: Perception +2, Darkvision 60ft.
AC 15 (11 Touch, 14 FF)(+1 Dex, +4 Armor)
Hp 20/20 (1d10(max) + 2 Con, then 1d10 + 2 Con)
Fiendish Resistances Cold resistance 5, electricity resistance 5, and fire resistance 5.
Fort +7, Ref +3, Will +7
Speed 30 ft (30 ft Base)
Melee Spiked Chain +4 (2d4 + 1, x2), Maw +3 (1d6 + 1, x2)
Special Attacks Smite Good +2, +2 dmg., +2 deflection bonus, 1/day; Touch of Corruption (Su) 1d6 3/3xday
BAB +2, CMB +5, CMD 16
Feats Exotic Weapon Proficiency (spiked chain), (Bonus) Weapon Focus (spiked chain)
Skills 3/Level + 2 Studious Squire + 2 Background
Bluff +6 (1 Rank, 3 Class, 2 Cha)
Craft +1 (0 Rank, 0 Class, 1 Int)
Diplomacy +10 (2 Rank, 3 Class, 2 Cha, 2 Skilled, 1 Trait)
Disguise +2 (0 Rank, 0 Class, 2 Cha)
Handle Animal +2 (0 Rank, 0 Class, 2 Cha)
Intimidate +7 (2 Rank, 3 Class, 2 Cha)
Knowledge (religion) +6 (1 Rank, 3 Class, 1 Int, 1 Trait)
Knowledge (planes) +7 (2 Rank, 3 Class, 1 Int, 1 Trait)
Linguistics +3 (2 Rank, 1 Int)
Profession (gambler) +7 (2 Rank, 3 Class, 2 Wis)
Ride +1 (0 Rank, 0 Class, 1 Dex)
Sense Motive +8 (1 Rank, 3 Class, 2 Wis, 2 Skilled)
Spellcraft +1 (0 Rank, 0 Class, 1 Int)
Stealth +1 (0 Rank, 0 Class, 1 Dex)
Survival +2 (0 Rank, 0 Class 2 Wis)
Swim +1 (0 Rank 0 Class 1 Str)

Special Abilities:
Tyrant (Antipaladin Archetype)
Dread Vanguard (Antipaladin Archetype)
Armiger (Fighter Archetype)
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, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.
Bonus Feats
When selecting fighter bonus feats, the armiger can select any feats whose names include Hell Knight as though they were combat feats.

This alters the fighter’s bonus feats.
Hellknight Order
At 1st level, an armiger must select which Hell Knight order she intends to join. If the armiger later gains levels in a Hell Knight prestige class, she must select that same order.
Studious Squire
An armiger gains 2 additional skill ranks at each level. These ranks must be put into Intimidate and Knowledge (planes).

In addition, the armiger treats Knowledge (local) and Knowledge (planes) as class skills.

This alters the fighter’s class skills and skill points per level, and replaces the fighter’s bonus feats gained at 1st and 10th levels.
Unholy Resilience (Su)
At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Touch of Corruption (Su)
Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.
Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.
Ardent (Su)
Armigers are difficult to sway from their beliefs. At 2nd level, an armiger gains a +1 bonus on Will saves against charm effects. This bonus increases by 1 for every 4 fighter levels beyond 2nd. Once per day, if an armiger is forced to take an action that is diametrically opposed to her order’s beliefs and values while under the influence of a charm or compulsion effect, she can immediately attempt a Will save against the effect’s DC to resist acting out that order. Success does not remove the existing charm or compulsion effect, but does allow the armiger to resist betraying her beliefs.

This replaces bravery.

Racial Traits +2 Con, +2 Wis, -2 Cha; Outsider (native), Medium, Normal Speed, Darkvision, Fiendish Resistances, Skilled, Maw (replaces Spell-like Ability), Darkvision 60ft., Prehensive Tail (replaces Fiendish Sorcery), Languages
Traits (Campaign) Asmodean Acolyte, (Race) Chain Master
Items Antipaladin's kit (includes backpack, a bedroll, a belt pouch, unholy text, a flint and steel, an iron pot, a mess kit, silk rope, soap, trail rations (5 days), a canteen, an wooden unholy symbol), a deck of playing cards, a pair or dice, a tabard with Asmodeus's symbol emblazed on it, and a bandolier.
Combat Gear Spiked chain and chainmail armor.
Wealth (107 gp, 4 sp, 0 cp)
Carrying Capacity
Light (50 lbs or less); Medium (51-100 lbs.); Heavy (101-150 lbs.)
Current Load: 23
Height 6'6", Weight 220 lbs, Eyes Purple, Skin Ruby Red
Jerax Hellfire is far taller than most tieflings, and more monstrous looking. His skin is a ruddy red, with long jet black hair, with two horn jutting out from the corner of his hairline about 4 inches long, adding to his already considerable height. Jerax's mouth is a shiny row of razor sharp teeth, with a powerful jaw he can unhinge to make his bite attacks. His powerful physique includes a thin, agile grasping tail, which is why the antipaladin favors kilts to pants. The tiefling was also born with two heavy black hooves instead of normal humanoid feet. Jerax wears chainmail armor dyed black. The tiefling carries a well-used spiked chain, and uses it with pride.

Due to his strong fiendish characteristics, people have always keep Jerax at arms length, with the exception of some braver maidens who wish for a 'small taste of Hell". Fully indoctrinated in Asmodean teachings, Jerax possesses an only slightly better social standing, because of his strong ties to the state church. The tiefling is proud of his blossoming skill with the spiked chain, and enjoys practicing with it, to cruel effect.
Jerax is also an avid gambler, preferring games of cards and dice.

Jerax Hellfire was raised in Longacre, on the Fields of Chelam in Cheliax. One of very few non-humans among the town's populus, Jerax tended to stick out. The hell spawn never knew his mother or father, and was raised within Longacre's orphange, The Helping Hand. In Jerax's early years, the tiefling was treated like all orphans, an indentured servant, doing whatever chores Catherine Unbago, matriarch and owner of The Helping Hand, deemed him worthy of. At first, Longacre's children would mercilessly tease the tiefling, until they ran crying home to their mothers with broken arms, split lips, and swollen eyes. This led to angry parents complaining to Madame Unbago. If the orphanage could not provide proper punishment, Jerax was often sent to Sherriff Rhona Staelish's stocks.

Eventually, the tall tiefling's antics got the attention of the young Archbaron Fex, Longacre's new ruler, who succeeded his father in death. Without much thought, Fex, under he urgings of Lazzero Dalvera, decided to send the angry tiefling to Egorian, to be sent to The Church of Asmodeus. Once there, Jerax was treated only slightly better than in The Helping Hand, especially for being a tiefling in Chelish culture. Despite the hardships, asmodean clerics began to notice the tiefling really taking The God of Law's lessons to heart, often volunteering to clean the church before and after mass. Within the church's vaulted halls, Jerax found a peace he had not known before, and quickly became a favored acolyte.

Jerax grew strong and cruel under the asmodean clerics, and many thought he was on his way toward the noble path of the cleric. Yet, the tiefling excelled at combat training. So, during a rare interact with Aspexia Rugatonn, the tiefling acolyte asked if he could undergo antipaladin training. After a swift beating for daring to address the head of the temple, Aspexia considered the request and sent out messages to any soldiers of Asmodeus willing to accept a trainee.

Several weeks later, a minor noble called Baron Artax Vangel, a human antipaladin. After an week of grueling examination, Baron Artax agreed to train the hellspawn. The human antipaladin was a very harsh taskmaster, grinding the tiefling down to build him back up to be a weapon of Hell. Baron Artax was trained in the spike chain, and taught his young apprentice how to wield one. To Jerax, the spiked chain felt naturally to him. Baron Artax said he knew several other hellspawn who could wield the spiked chain with equal proficiency. After 4 long years, Jerax's antipaladin training was complete, and was gifted a spiked chain of his own by Baron Artax.

While in Egorian, Jerax would frequent Dice's End, the city's gambling district, where he developed a knack for games of both chance and skill. Gambling remains one of Jerax's favorite pastimes. While at Dice's End, Jerax had a chance meeting with a Madam Faustiana Falto, and elderly chelish noble who had an amble frame to match her libido, who had a penchant for fiendish-blooded lovers. Without much choice, Jerax became Madam Falto's latest boy toy, and that's using the term loosely. For nearly three years, Faustiana poured little gifts on the towering tiefling in exchange for all manners of sexual favors. Jerax barely tolerated the rotund matriarch, but knew he had little recourse in chelish society. Faustiana eventually died, luckily without Jerax on top of her. The anti-paladin-in-training was quietly exorcised from the Falto grounds.

After his completion of his antipaladin training, Baron Vangal dispatched Jerax back to your hometown to begin keeping a watch on things. With the Glorious Reclamation making noises to the east and Longacre being a haven for castouts and malcontents, the baron thinks the tiefling might be able to keep an eye on things as a local while reporting back to him and the order on what's going on.

Character Survey:

1) I'd like 5+ points that capture the concept and story of the character. Doesn’t have to be more than blurbs. More are welcome, but no less than five.
1) Jerax Hellfire is a towering tiefling, who fully embraces his infernal heritage, to become an antipaladin dedicated to Asmodeus.
2) Jerax, being an orphan, was raised in Longacre in The Helping Hand, the city orphanage.
3) The tiefling likes to accentuate his infernal features: polishing and sharpening his horns, and buffing his hooves, along with keeping his gear in top shape. Jerax loves to hear the heavy clop of his hooves on Longacre's cobblestone roads.
4) Jerax enjoys gambling in his off hours, along with pursuing any female who would like a 'taste of hell'.
5) Jerax has been painstakingly taught to both fear and respect Asmodean authority and House Thrune, and will debase himself if needed by his superiors.

2) Two goals that you'd like the character to accomplish in-game.
1) To learn the Smiting Reversal technique.
2) Through his actions, show House Thrune, and chelish culture in general that tieflings can contribute greatly to chelish society.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling. Not sure about the third secret just yet, but I like the idea.
1) Several years ago, Jerax had a flirtatious relationship with a traveling fortune-teller, Margarette Dranco. One night, Jerax followed Margarette into the nearby Whispering Woods in an attempt to woo her. Margarette said she was just flirting, Jerax began to aggressively kiss her calling her 'a varisian tease', she fought back, and in the scuffle, the tiefling accidentally cracked the young woman's neck. Scared about what he'd done, Jerax quickly dug a deep grave, threw Margarette's body inside, and spend hours covering the grave back up as well as he could, erasing his hoofprints back into town. The crime was never discovered, many in Longacre, including the then sheriff that the young varisian maiden had joined another varisian caravan without telling anyone. Since then, Jerax is uneasy patrolling The Whispering Woods, careful to avoid Margarette's unmarked grave. From that time forward, Jerax made sure any affection he received was mutual.
2) As his purple eyes allude to, Jerax is descended from Azlant stock. Truth is Jerax actually comes from a chelish noble family, who saw the birth of a tiefling as a disgrace, even so early in House Thrune's reign, and abandoned him in Longacre, far from Egorian.

4) Three key memories that define your character as the person they are at the time of submission.
1) Beating Bennie Fortmile within an inch of his life,
when both Jerax and Bennie were kids in Longacre. Bennie learned that day to never insult the towering orphaned tiefling to his face.
2) Being awarded his first spiked chain by Baron Vangel.
3) The first time Jerax wore his prized tabard of Asmodeus, he was so proud to wear it.