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About Kaelmourn VexidyreKaelmourn Vexidyre
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Saves:
Fort +14 = 6 +1 +2 +5 Ref +12 = 2 +3 +2 +5 Will +11 = 6 -2 +2 +5 --------------------
Melee
Ranged
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Attributes:
Starting: Str 15, Dex 14, Con 14, Int 10, Wis 7, Cha 15 Drow: +2 Dex, +2 Cha, -2 Con L4: +1 Cha
Base Atk +8/+3; CMB +12; CMD 25 Feats L1: Power Attack
Power Attack (Combat)
Prerequisites: Str 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Cornugon Smash (Combat)
Benefit: 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. Traits Armor Expert - Combat
Benefit: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0. House Scion - Campaign
Wary - Region
Benefit(s):You gain a +1 trait bonus on opposed Perception and Sense Motive checks. One of these skills is always a class skill for you. Drawback
Penalty: Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a –2 penalty on attack rolls against foes who are neither dying nor helpless. Skills
Perception becomes a class skill through Wary trait. Skill Ranks per Level: 2 (2 + 0 Int modifier) +8 from favoured class +2 Background Skills Armour Check Penalty: Acrobatics +3 |+3 Dex
Languages
Special Qualities Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects. Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels. Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet. Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. Alternate racial abilities: Ancestral Grudge: The enmity between the drow and elves and dwarves is long-standing and deeply entrenched. Drow with this racial trait gain a +1 bonus on attack rolls against humanoids with the dwarf or elf subtypes (with the exception of drow) because of their special training against these reviled foes. This racial trait replaces poison use. Stalker: The lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait. Underworld Guide (2 RP): Those who brave the lightless tunnels below the world’s surface learn to identify the dangerous phenomena that characterize the Underworld. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). Drow can take this trait in place of keen senses. Voice in the Darkness (2 RP): Prerequisite(s): Charisma 13+. Characters who practice coercion and intimidation in the Underworld or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Drow can take this trait in place of weapon familiarity. Alternate Bonus Progression
Armor Attunement
At 8th level, she can split her attunement between a suit of armor and a shield, granting each a +1 enhancement bonus. At 9th level, she can grant a suit of armor or a shield a +2 enhancement bonus (instead of granting each a +1 enhancement bonus). At 14th level, she can either grant a suit of armor or a shield a +3 enhancement bonus or grant each a +2 enhancement bonus. At 15th level, she can either grant a suit of armor or a shield a +4 enhancement bonus or grant both a +3 enhancement bonus. At 17th level, she can either grant a suit of armor or a shield a +5 enhancement bonus or grant one a +4 enhancement bonus and the other a +3 enhancement bonus. Deflection
Mental Prowess
Physical Prowess
Resistance
Toughening
Weapon Attunement
Gear
Sleeves of Many Garments Free with Noble Scion trait Agile Mithril Breastplate 4,400g Conductive Cruel Silversheen Falchion 8,825g Mwk Longbow, composite (+4) 900g 14125 Handy Haversack 2,000g 16125 Cold Iron Dagger 4g Silver Dagger 22g Pouch (belt) 1g 16151 Sack 0.1s Ration (trail), 10 days 5g 16156.1 Canteens (2) 4g Mess Kit 0.2s 16160.3
Acid Flask 10gp
Chalk (10) 0.1s 16237.8 Holy Symbol, Silver 25g Holy Text of Shax (crazed writing) 10gp Unholy Water 25g 16347.8 Holy Symbol, Bone (cost as wood) 1g 16348.8 Battle Mask 50g 16398.8 Buckler 5g 16403.8 Starting Gold: 16,500g
Current Gold: 96.2g ================
While he may adventure with evil or neutral allies, an antipaladin avoids working with good characters or with anyone who consistently attempts to do good deeds. Under exceptional circumstances, an antipaladin can ally with good associates, but only to defeat them from within and bring ruin to their ranks. An antipaladin does not need an atonement spell during such an unusual alliance as long as his nefarious goals are met in the end—evil cares only about results. An antipaladin may accept only henchmen, followers, or cohorts who are chaotic evil. Like their masters, antipaladins of demon lords are varied and fickle. Their primary desire is spreading the word of their patrons, but they are far more aggressive and prone to physical combat than clerics. Each has a unique code based on patron and personality, but all who draw power from the creatures of the Abyss live for measured brutalities. Shared tenets include the following adages. • Through my actions, I open the door for my lord.
Edicts: The cavalier must strive to protect the faith and all those who follow its teachings, from priest to common man. He must adhere to the strictures of the faith, promote its cause whenever possible, and serve the agents of the divine. Weapon and Armor Proficiency
Aura of Evil (Ex)
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.
At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws. Touch of Corruption (Su)
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. Aura of Cowardice (Su)
Plague Bringer (Ex)
Cruelty (Su)
At 3rd level, the antipaladin can select from the following initial cruelties. Fatigued: The target is fatigued. Shaken: The target is shaken for 1 round per level of the antipaladin. Sickened: The target is sickened for 1 round per level of the antipaladin. At 6th level, an antipaladin adds the following cruelties to the list of those that can be selected. Dazed: The target is dazed for 1 round. Diseased: The target contracts a disease, as if the antipaladin had cast contagion, using his antipaladin level as his caster level. Staggered: The target is staggered for 1 round per two levels of the antipaladin. At 9th level, an antipaladin adds the following cruelties to the list of those that can be selected. Cursed: The target is cursed, as if the antipaladin had cast bestow curse, using his antipaladin level as his caster level. Exhausted: The target is exhausted. The antipaladin must have the fatigue cruelty before selecting this cruelty. Frightened: The target is frightened for 1 round per two levels of the antipaladin. The antipaladin must have the shaken cruelty before selecting this cruelty. Nauseated: The target is nauseated for 1 round per three levels of the antipaladin. The antipaladin must have the sickened cruelty before selecting this cruelty. Poisoned: The target is poisoned, as if the antipaladin had cast poison, using the antipaladin’s level as the caster level. At 12th level, an antipaladin adds the following cruelties to the list of those that can be selected. Blinded: The target is blinded for 1 round per level of the antipaladin. Deafened: The target is deafened for 1 round per level of the antipaladin. Paralyzed: The target is paralyzed for 1 round. Stunned: The target is stunned for 1 round per four levels of the antipaladin. These abilities are not cumulative. For example, a 12th-level antipaladin’s touch of corruption ability deals 6d6 points of damage and might also cause the target to become fatigued, dazed, poisoned, or diseased. Once a cruelty is chosen, it can’t be changed. Challenge
Channel Negative Energy (Su) When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability. Fiendish Boon (Sp) Upon reaching 5th level, an antipaladin receives a boon from his dark patrons. This boon can take one of two forms. Once the form is chosen, it cannot be changed. The first type of bond allows the antipaladin to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per antipaladin level. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. Adding these properties consumes an amount of bonus equal to the property’s cost (sorted and listed below). These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: +1: flaming, keen, vicious +2: anarchic, flaming burst, unholy, wounding +3: speed +5: vorpal These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the antipaladin but resumes giving bonuses if returned to the antipaladin. These bonuses apply to only one end of a double weapon. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a fiendish spirit is destroyed, the antipaladin loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls. Calling (Ex)
Aura of Despair (Su) At 8th level, enemies within 10 feet of an antipaladin take a –2 penalty on all saving throws. This penalty does not stack with the penalty from aura of cowardice. This ability functions only while the antipaladin is conscious, not if he is unconscious or dead. Future Class Features from Archetypes
Beacon of Evil (Su) A dread vanguard unleashes the powers of his vile masters to strengthen both himself and his allies. At 4th level and every 4 level thereafter, a dread vanguard gains one additional use of his touch of corruption ability per day. As a standard action, he can spend a use of his touch of corruption ability to manifest the darkness in his soul as an area of flickering shadows with a 30-foot radius centered on him. These shadows don’t affect visibility. The antipaladin and all allies in the area gain a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear, and also ignore the first 5 points of hardness when attacking unattended inanimate objects. This lasts for 1 minute, as long as the dread vanguard is conscious. At 8th level, the aura grants fast healing 3 to the dread vanguard as well as to his allies while they remain within it. Additionally, while this aura is active, the antipaladin can use his touch of corruption ability against any targets within its radius by making a ranged touch attack. At 12th level, when he activates this ability, a dread vanguard can choose to increase the radius of one antipaladin aura he possesses to 30 feet. Also, the morale bonus granted to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2. At 16th level, the fast healing granted by this ability increases to 5. Additionally, the antipaladin’s weapons and those of his allies within the aura’s radius are considered evil for the purpose of overcoming damage reduction. At 20th level, the beacon of evil’s radius increases to 60 feet, and the morale bonus granted to AC and on attack rolls, damage rolls, and saving throws against fear increases to +4. Lastly, attacks made by the dread vanguard and his allies within the aura’s radius are infused with pure unholy power, and deal an additional 1d6 points of damage. This ability replaces the spells class feature. A dread vanguard does not gain any spells or spellcasting abilities, cannot use spell trigger or spell completion magic items, and does not have a caster level from this class. Diabolic Boon (Sp) At 5th level, if a tyrant chooses to gain the services of a fiendish servant with his fiendish boon ability, he must choose a fiendish animal or a creature with the lawful and evil subtypes. This ability alters fiendish boon. Dark Emissary (Sp) At 14th level, a dread vanguard becomes a true messenger of the forces of darkness he serves. Once per day, the dread vanguard can expend two uses of his touch of corruption ability to mark one location within 60 feet with the stain of evil. This location can be any point in space, but the ability works best if placed on an altar, shrine, or other site important to a community. The location is affected as if by a desecrate spell. Creatures approaching within 30 feet of the site must succeed at a Will save or suffer the effects of crushing despair. At 17th level, the dread vanguard can also mark the site with a symbol of pain, and at 20th level, he adds a symbol of weakness. If available, all three of these effects overlap. Creatures must save against each effect individually, and the effects stack. The caster level for all effects is equal to the dread vanguard’s class level. The save DC is equal to 10 + 1/2 the antipaladin’s level + his Charisma modifier. A location remains marked in this way for up to 1 day per antipaladin level. During this time, the crushing despair and symbols are triggered when the first target enters each spell’s area. They remain active for 10 minutes, then can be triggered again if targets are within range. If the effects are disabled, they become inactive for 10 minutes, but then can be triggered again as normal. Dispel magic and similar spells suppress the effects, and all effects of dark emissary can be removed by a consecrate spell cast on the location by a cleric of a level equal to or higher than the dread vanguard. Allies or evil creatures who serve the same power or organization as the dread vanguard are immune to the crushing despair and symbol effects, and automatically know that the location has been marked for their masters. They can treat this location as very familiar for the purpose of teleport and similar spells and can use scrying and related spells as though they were familiar with any subject within 20 feet of it. At 14th level, a dread vanguard can have one marked site active at a time. At 17th and 20th levels, he can add one additional site that is simultaneously active. Marking a new site beyond this limit ends all effects on the oldest active site. This ability replaces aura of sin. Appearance:
A fit, agile warrior with dark, slate-coloured skin. Solid white eyes peer out of his shaved head over a thin smile. If he is showing his allegiance openly, Shax's holy symbol of a bloody white feather will be visible as a silver amulet around his neck. His characteristic weapon is a viciously edged falchion with a silver sheen. Personality:
Kaelmourn Vexidyre is a sadist more than a killer, though he certainly is also the latter. He is more calculating than one might suspect of a devoted follower of Shax. He has great strength of personality, and can often win over others who dislike or actively despise him. Or browbeat them into doing his bidding, if he doesn't just slay or rend them. He is not blind to the suffering of others, he knows that it is not him who is suffering and that is far more important. What drives him? Powerlessness. Step by bloody step, he has changed from little better than a slave in his view, to a man with ever-growing power. Power over the fate of others, generally to darken it for his gratification and the glorification of his *chosen* lord.
Background:
- Where is your character from? Kaelmourn Vexidyre was born in Zirnakaynin to the trading house. He showed remarkable devotion to the house's demon lord patron, Shax. Perhaps a little too much for his mother and sisters' tastes. He absorbed much knowledge of the Blood Marquis and began communing in private aiming to become a great servant of the demon lord, while on the face of it accepted his lot of mundane martial training. - Why are they in Telderist?
It is debatable to the outside world whether Kaelmourn left his house, or was driven out. He will say the former, them the latter if they speak of him at all. There is something of an unspoken agreement that he will not interfere with them and they will not hunt him, which will last exactly as long as both parties find it convenient. Why this exists at all is because Kaelmourn has already proven to be incredibly difficult to defeat. Several assassins have already perished with Vexidyre coin on them. Telderist, even with a Vexidyre presence, has proven a fine place for Kaelmourn to reside, as much as does in any one place. - What have they done that might have attracted the Nightrunners' attention? For several decades now, Kaelmourn has served Shax in many capacities, and thoroughly indulged his own dark impulses while doing so. He plays the long game, racking up a great tally of slain and tortured in Shax's name. And in doing so, he has earned a reputation as a capable warrior - and willing to entertain extreme danger. One example of his exploits was during a trade dispute between two merchant houses, which escalated to bloodshed. Once hired by one side, he made a point of hunting down the members of the rival house. Day by day, they were deceived, snatched, or outright assaulted. No place was safe and mutilated corpses were found continually. Even when his employer was satisfied and paid the remainder of his contract, Kaelmourn continued his bloody escapades until not one member of the rival house remained. The last of the house died with the bloody feather symbol of Shax carved into her chest.
Mechanical Overview:
Kaelmourn is intended as a front-line melee combatant who can deal out decent damage while simulaneously debuffing madly with Intimidate. Out of combat, he has several knowledges and decent interaction skills. Anti-Paladin, taking the Dread Vanguard archetype to replace spellcasting with various abilities. Also variant multiclassing into Cavalier, Order of the Star, for his devotion to Shax and extra abilities such as challenge and strengthened touch of corruption.
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