Xakihn

Kaelmourn Vexidyre's page

16 posts. Alias of Decimus Observet.


Full Name

Kaelmourn Vexidyre

Race

Drow

Classes/Levels

Anti-Paladin 8 (Dread Vanguard) VMC Cavalier (Order of the Star)

Age

167

Alignment

Chaotic Evil

Deity

Shax

Languages

Elven, Undercommon, Abyssal, Drow Sign Language, Dwarven

Strength 18
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 7
Charisma 20

About Kaelmourn Vexidyre

Kaelmourn Vexidyre
Male Drow Anti-Paladin 8 (Dread Vanguard) VMC Cavalier (Order of the Star)
Chaotic Evil Medium Humanoid (elf)
Init +3; Senses Perception +2 (add. +1 vs opposed)

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Defense
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AC 22 (23 with buckler), touch 14, flat-footed 19 (20) [10 +3 Dex +6 Armour +1 attunement +1 natural +1 deflection +1 shield]
hp 60 (8 HD; 6+1 per level after 1st level)
Fort +6, Ref +2, Will +6

Saves:

Fort +14 = 6 +1 +2 +5
Ref +12 = 2 +3 +2 +5
Will +11 = 6 -2 +2 +5

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Offense
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Speed 30 ft.

Melee
Conductive Cruel Silversheen Falchion +13 2d4+4 18–20/x2 S

Ranged
Mwk Longbow, composite (+4) +12 1d8+4 x3 110 ft. P Strength (18)

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Statistics
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Str 18, Dex 16, Con 12, Int 10, Wis 7, Cha 20

Attributes:

Starting:
Str 15, Dex 14, Con 14, Int 10, Wis 7, Cha 15

Drow: +2 Dex, +2 Cha, -2 Con

L4: +1 Cha
L6: +2 Cha
L7: +2 Str
L8: +1 Str

Base Atk +8/+3; CMB +12; CMD 25

Feats

L1: Power Attack
L2:
L3: VMC
L4:
L5: Cornugon Smash
L6:
L7: VMC
L8:

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

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)
Prerequisites: Power Attack, Intimidate 6 ranks.

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
You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace.

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
You belong to one of the noble lines of drow who dominant the empire in northern Sekamina. You grew up in a cold and often dangerous household where anyone could be your enemy, but this has only hardened your mind and made you and expert at playing the careful games of the drow. You gain a +1 trait bonus to Knowledge (Nobility) and one of: Bluff, Diplomacy, or Sense Motive. The Noble Scion feat does not have a Charisma prerequisite for you. In addition, you begin play with a noble’s outfit, signet ring, and a single non-magical item worth no more than 200 gp.

Wary - Region
Requirement(s) Daggermark
You survived an assassination attempt once.

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
Cruelty
You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt.

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
The antipaladin’s class skills are Bluff (Cha), Craft (Int), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).

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
Appraise +0 |+0 Int
+Bluff +11 |+5 Cha +3 rank +3 class skill
Climb +4 |+4 Str
+Craft +0 |+0 Int
Diplomacy +5 |+5 Cha
Disable Device* -- |+3 Dex
+Disguise +5 |+5 Cha
Escape Artist +3 |+3 Dex
Fly +3 |+3 Dex
+Handle Animal* +9 |+5 Cha +1 rank +3 class skill
Heal -2 |-2 Wis
+Intimidate +16 / +18 |+5 Cha +8 rank +3 class skill (+2 in dim/dark, +1 to demoralise)
Knowledge Arcana* -- |+0 Int
Knowledge Dungeoneering* -- |+0 Int untrained
Knowledge Engineering* +2 |+0 Int +2 rank
Knowledge Geography* +2 |+0 Int +2 rank
Knowledge History* +2 |+0 Int +2 rank
Knowledge Local* +1 |+0 Int +1 rank
Knowledge Nobility* +4 |+0 Int +4 rank
Knowledge Nature* -- |+0 Int untrained
Knowledge Planes* -- |+0 Int untrained
+Knowledge Religion* +7 |+0 Int +4 rank +3 class skill
Linguistics* +3 |+0 Int +3 rank
+Perception +2 / +3 |-2 Wis +1 rank +3 class skill (+1 opposed)
Perform +5 |+5 Cha
+Profession (Torturer) +2 |-2 Wis +1 rank +3 class skill
Ride +3 |+3 Dex
+Sense Motive +7 /+8 |-2 Wis +3 rank +3 class skill +1 trait (+1 opposed)
Sleight of Hand* +1 |+3 Dex +1 rank +3 class skill
+Spellcraft* +4 |+0 Int +1 rank +3 class skill
+Stealth +9 |+3 Dex +3 rank +3 class skill (+2 in dim/dark)
Survival -2 |-2 Wis
Swim +4 |+4 Str
Use Magic Device* -- |+5 Cha untrained

Languages
Elven, Undercommon, Abyssal, Drow Sign Language, Dwarven

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
Deflection +1
6th Mental prowess +2
7th Physical prowess +2
8th Armor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1

Armor Attunement
The character can attune herself to one suit of armor or one shield in her possession; she can change that attunement once per day. If she selects a normal set of clothing as her armor, it counts as having a starting enhancement bonus of +0. The attuned suit of armor gains a +1 enhancement bonus at 4th level.

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
The character gains a +1 deflection bonus to AC at 5th level; this bonus increases to +2 at 10th level, to +3 at 16th level, to +4 at 17th level, and to +5 at 18th level.

Mental Prowess
At 6th level, the character chooses one mental ability score (Intelligence, Wisdom, or Charisma) to gain a permanent +2 enhancement bonus. At 11th level, this bonus increases to +4. At 13th level, the character chooses a second mental ability score to gain a permanent +2 enhancement bonus. At 15th level, the character increases one of these enhancement bonuses by 2. At 17th level, she chooses a third mental ability score to gain a permanent +2 enhancement bonus.

Physical Prowess
At 7th level, the character chooses one physical ability score (Strength, Dexterity, or Constitution) to gain a permanent +2 enhancement bonus. At 12th level, this bonus increases to +4. At 13th level, the character chooses a second physical ability score to gain a permanent +2 enhancement bonus. At 16th level, the character increases one of these enhancement bonuses by 2. At 17th level, she chooses a third physical ability score to gain a permanent +2 enhancement bonus.

Resistance
At 3rd level, the character gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 8th level, to +3 at 10th level, to +4 at 13th level, and to +5 at 14th level.

Toughening
At 8th level, the character gains a +1 enhancement bonus to natural armor. This bonus increases to +2 at 13th level, to +3 at 16th level, to +4 at 17th level, and to +5 at 18th level.

Weapon Attunement
The character can attune herself to any one weapon in her possession, and can change that attunement once per day. The attuned weapon gains a +1 enhancement bonus at 4th level. At 8th level, the character can split her attunement between two weapons, granting each a +1 enhancement bonus. At 9th level, she can grant a single weapon a +2 enhancement bonus instead of granting two weapons a +1 enhancement bonus each. At 14th level, she can either grant a single weapon a +3 enhancement bonus or grant two weapons a +2 enhancement bonus each. At 15th level, she can either grant a single weapon a +4 enhancement bonus or grant two weapons a +3 enhancement bonus each. At 17th level, she can either grant a single weapon a +5 enhancement bonus or grant one weapon a +4 enhancement bonus and another weapon a +3 enhancement bonus.

Gear
Explorer's Outfit Free

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
Bedroll 0.1s
Blanket 0.5s 16160.8
Rope (silk) 10g
Crowbar 2g
Mirror 10g
Shovel 2g
Bell Net 2g 16186.8

Acid Flask 10gp
Alchemist's Fire 20gp
Grappling Hook 1g

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
Spent: 16,403.8g

Current Gold: 96.2g

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Class Abilities
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Antipaladin Code:
An antipaladin must be of chaotic evil alignment and loses all class features except proficiencies if he willingly and altruistically commits good acts. This does not mean that an antipaladin cannot take actions someone else might qualify as good, only that such actions must always be in service of his own dark ends. An antipaladin’s code requires that he place his own interests and desires above all else, as well as impose tyranny, take advantage whenever possible, and punish the good and just, provided such actions don’t interfere with his goals.
Associates

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.
• As I become great, so does my lord become greater.
• Small acts have small results, but great cruelties bring minds into focus and tear the world asunder. I will not be distracted by petty goals.
• The world is a plaything. Its people are insects. The truth lies beyond.

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
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.
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.

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.

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
Whenever an order of the star cavalier issues a challenge, he receives a +1 morale bonus on all his saving throws as long as he is threatening the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

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)
At 2nd level, the cavalier can make a short prayer as a standard action, filling him with confidence in his abilities. At any point in the next minute, he can receive a competence bonus on an ability check, attack roll, saving throw, or skill check equal to his Charisma modifier. He must declare that he is using this bonus before the roll is made. He can use this ability up to four times per day, once for each type of check or roll. In addition, the cavalier adds 1/2 his cavalier level to any levels of paladin or cleric he might possess for the purposes of determining the effects of channel energy or lay on hands.

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
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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?
One day, things came to a head. Kaelmourn had been quietly slipping out to make bloody offerings to Shax, with an aim to gain boons from the demon lord. This came to light when a lesser male cousin succeeded in following him and reporting back to the matriarch. Kaelmourn had a flash of insight, from Shax he believed, and fled the city.

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.