Grau Soldado

Jethop // The Ravener's page

144 posts. Alias of Ixos.


Full Name

Jethop // The Ravener

Race

Tiefling (Pit-Born)

Classes/Levels

Antipaladin (Knight of the Sepulcher) 3 / Fighter (Unarmed Fighter) 1 l HP: 43/43 l AC: 21 [T: 13 FF: 19] l F: +11, R: +7, W: +7 l Init: +4 l Per: +0

Gender

Male

Size

Medium

Age

??

Alignment

CE

Deity

Kabriri

Location

Chaulnazeen

Languages

Abyssal, Common, Undercommon

Occupation

Experiment #276

Strength 19
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 10
Charisma 16

About Jethop // The Ravener

Backstory:

Bad things like this don't happen to good people. Bad things like this don't happen to good people. This must not be happening to me.

Jethop hadn't been any important man back in Gundrun. He hadn't even been an unimportant man. Jethop had been an assistant pigkeeper. He wasn't even trusted to keep pigs by himself. Some of this had to due with his fiendish heritage, but in truth, the boy was a little simple.

He didn't truly understand what was happening when he was sold to the slavers, and his sense of unreality has only increased with time. They performed horrible experiments on him. He feet were replaced by hooves. His hands were twisted into claws. Pig ears were grafted onto his head! There was never any explanation from the drow for these awful things, only more pain and their terrible laughter.

Then they started telling Jethop to do bad things to other prisoners. Rake that slave girl with your claws. "No!" He remembered saying. "Good people don't hurt little girls." The drow laughed at that too. Oh, how they had laughed.

They threw him into a pit full of corpses and they didn't give Jethop his supper. There was no food in this charnel pit fit for Jethop. Every day they came to the pit and drug him out. Told him to do something awful. He would refuse, and back into the pit he would go. They didn't even beat him. They just laughed.

After a few days in this charnel pit, Jethop was delirious with hunger. He had a vision that there was an abyssal ghoul in the pit with him.

"What's wrong, child?" the ghoul cooed in a pitying tone.

Jethop was scared of this undead creature, but at least it was talking to him. At least it wasn't laughing at him.

"I'm hungry and the bad men hurt me," Jethop explained.

The ghoul looked around the pit in surprise. "How can you be hungry, child? There is a feast here fit for a prince."

Jethop looked around the pit. There was no food here -- only corpses. Horror dawned slowly in Jethop's mind.

"Good people don't eat other people! Even when those other people are dead."

The ghoul stifled a laugh, "That is the best time to eat them."

Jethop glared at the ghoul. It didn't seem so nice anymore. He didn't like when things laughed at him.

The ghoul's look of pity returned and it reached out and caressed Jethop's face. A terrible chill swept through his body. Jethop felt like he was withering. "Child, good people suffer. Their pain is proof of their virtue. But you don't want pain. You don't like to suffer. If you are such a good person, perhaps you should be someone else."

The ghoul vanished with these words, and the Ravener came to his senses. The Ravener tore at the dead bodies with tooth and claw. The Ravener transformed the charnel pit into an abattoir.

When Jethop woke up the grizzled remains of his dinner were caked to his face. Jethop was horrified by what that other boy -- that Ravener -- had done. He didn't seem like a good person.

The drow, on the other hand, were quite pleased by the rapid progress their experimental subject was displaying. It became much more willing to perform after it had gorged itself on dead bodies. It was willing to rake whom they told it to rake. Abuse whom they told it to abuse.

All the while, Jethop felt himself getting smaller and smaller. He didn't like the drow. They were mean. They laughed at him. So when they came, he went away, and the other boy came out.

Appearance and Personality:

Jethop has become an amalgamation of horror. He has kept his handsome face, but the rest of his body is wasted. His flesh is cold and hard to the touch. His ears are floppy pigs ears. He has claws for hands, hooves for feet, and his cupid bow lips conceal shark's teeth.

Jethop is also quite mad. The stress of his circumstances has caused him to disassociate with events. He still thinks of himself as an innocent, but Jethop is not as innocent as he likes to imagine. Jethop has some control over when the Ravener comes. The Ravener gets what he wants. The Ravener is never hungry. The Ravener is rarely beaten. Sometimes, and increasingly more often, Jethop finds it is better to let the Ravener handle the situation and for Jethop to reap the benefits.

The Ravener, for its part, is pure id. It does what it wants to get what it wants. It revels in the power that Kabriri has bestowed on it. It likes the power that the drow have grafted into it. It wants more. It is willing to do whatever it takes to get more. For now, the drow are the best way to increase its power, but someday it will feast on their flesh too.

It uses Jethop as well. That stupid boy gets along better with the other prisoners. Sometimes terror is not the fastest way to get what it wants. It wants instant gratification. It wanted it five minutes ago. So, in those rare circumstances, when Jethop would get things done faster, the Ravener goes down and the boy comes up.

Crunch:

Antipaladin (Knight of the Sepulcher) 3 / Fighter (Unarmed Fighter) 1

Male Tiefling (Pit-Born)

CE Medium Outsider (Native)
Init +4; Senses +0 Darkvision

DEFENSE

AC 21, touch 13, flat-footed 19
hp 43 (4d10+8+3 (FCB))
Fort +11, Ref +7, Will +7
DR none; Resist Fire 5; SR none

OFFENSE

Speed 20 ft.
Melee: Bite +4 (1d2+3), 2 Claws +10 (1d4+5)
Ranged none
Special Attacks: If the character hits with two or more unarmed strikes (or natural attacks), he deals +2d6 bleed damage.

STATISTICS

Str 19, Dex 14, Con 14, Int 8, Wis 10, Cha 16
Base Atk +4; CMB +8; CMD 20
Feats: Boar Style (F), Fiendish Heritage, Feral Combat Training, Improved Unarmed Strike (F), Weapon Focus (Claw)
Traits: Reactionary, Mother's Teeth
Skills: Intimidate: +9, Profession (Assistant Pigkeeper) +4
Languages: Abyssal, Common, Undercommon
Combat Gear: Breastplate +1, Cloak of Resistance +1, Ring of Protection +1, Amulet of Mighty Fists +1, 1 broach of flying

Party Loot: 2 sets of Agile Half-Plate +2, 4 +2 Maces with poison compartments.

Racial Traits:

Darkvision: Tieflings see in the dark for up to 60 feet.

Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.

Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.

Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.

Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Class Abilities:

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 2–13, to a maximum of seven times per day at 19th level.

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.

(4/4) 1d6

Aura of Cowardice (Su): At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.

Plague Bringer (Ex): At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.

Cruelty (Su): At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin's touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin's level + the antipaladin's Charisma modifier. At 3rd level, the antipaladin can select from the following initial cruelties.

Cruelties Selected: Sickened.

Emaciated, Pig Ears, Unnatural Temperature (Cold)