Hellknight

Kallant's page

264 posts. Alias of Jubal Breakbottle.


Race

Active buffs: corruption resistance against evil & Resist Energy (fire) 10

Gender

Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1

Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft

About Kallant

KALLANT

Male Ranger (Demonslayer) 5 / Hellknight Commander 3
Race Aasimar (Angel-kin)
Subtype outsider (native) and humanoid (human)
Alignment Lawful Neutral
Size Medium
Favored Class Ranger
Initiative +2
Senses Perception +13, 60-ft Darkvision (see perfectly in the dark up to 60 feet.)

==DEFENSE==
AC 23, touch 12, flat-footed 21 (+10 armor +2 dex +1 natural armor)
HP 101 [8x (10 +2 Con) 5x(+1 Favored Class)]
Fort +9, Ref +8, Will +5
Armor Hellknight armor +1
Defensive Abilities
- Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
- Demonslayer Resistance: demonslayers gain a bonus equal to 1/2 his favored enemy bonus (+2) on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders.
- Force of Will: a Hellknight gains a +2 bonus on Will saves against spells with one of the following descriptors: charm, compulsion, glamer, fear, figment, pattern, or phantasm.

==OFFENSE==
Speed 30 ft/x4
Melee Gauntlet +13 (1d3+5) Bludgeoning 20/x2
Melee Mithral Dagger +14 (1d4+5) Piercing or Slashing 19-20/x2
Melee +1 Cold Iron Greatsword +14 (2d6+8) Slashing 19-20/x2
Melee Silversheen Greatsword +14 (2d6+7) Slashing 19-20/x2
Ranged Masterwork Longbow, Composite (+5) +11 (1d8+5) Piercing 20/x3 Range 110-ft
Offensive Abilities
- Furious Focus & Power Attack: -0 to attack, +9 damage; -3 to AOO
- Full melee attack: two attacks; second attack -5 to attack
- Deadly Aim: -3 to attack, +6 damage
- Full ranged attack: two attacks @ -2 attack
- vs. Evil Outsider: +4 to attack, +4 damage
- vs. Human: +2 to attack, +2 damage
- Smite Chaos bypass DR against chaotic-aligned creatures

==STATISTICS==
Str 20 (+1 4th), Dex 14, Con 14, Int 12 (+1 8th), Wis 14, Cha 9
BAB +8, CMB +13, CMD 25

==FEATS==
Ranger start – Weapon Proficiencies (simple & martial)
Ranger start – Armor Proficiencies (light & medium) & Shields
1st – Power Attack
2nd (Archery Combat Style) – Rapid Shot
3rd – Furious Focus
5th – Heavy Armor Proficiency
7th – Deadly Aim

==TRAITS==
1. Armor Expert (Combat) When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

2. Magical Knack (Magic) Pick a class (Ranger) when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

==SKILLS==
60 ranks 5x (6 +1 Int +2 Background) + 3x(2 +1 Int +2 Background)
Climb +6 (1 rank +3 class +5 Str -3 ACP)
Handle Animal +5 (3 rank +3 class -1 Cha)
Heal +8 (1 rank +3 class +2 Wis +2 racial)
Intimidate +7 (5 rank +3 class -1 Cha)
Knowledge (dungeoneering) +6 (2 rank +3 class +1 Int)
Knowledge (geography) +12 (8 rank +3 class +1 Int)
Knowledge (local) +6 (2 rank +3 class +1 Int)
Knowledge (nature) +6 (2 rank +3 class +1 Int)
Knowledge (planes) +14 (8 rank +3 class +1 Int +2 racial), +20 vs. Demons, +18 vs. Evil Outsiders
Linguistics +4 (3 ranks +1 Int)
Perception +13 (8 rank +3 class +2 Wis), +14 vs. Evil Outsiders, +12 vs. Humans
Ride +3 (1 rank +3 class +2 Dex -3 ACP)
Sense Motive +6 (1 rank +3 class +2 Wis)
Spellcraft +6 (2 rank +3 class +1 Int)
Stealth +7 (5 rank +3 class +2 Dex -3 ACP)
Survival +12 (8 rank +3 class +2 Wis)
Swim +4 (1 rank +3 class +5 Str -3 ACP)
Tracking +14 (+20 vs Demons, +18 vs. Evil Outsiders, +16 vs. Humans)

Armor Class Penalty (ACP) = -6 (full plate) -1 Masterwork -1 Armor Expert -1 Hellknight armor = -3

Languages Common, Abyssal, Celestial, Infernal, open slot

==EXTRAORDINARY & SUPERNATURAL ABILITIES==
Incorruptible Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.

Scion of Humanity Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Favored Enemy (Ex) At 1st level, a demonslayer must choose favored enemy (evil outsider). At 5th level and every time he advances his favored enemy bonus, the demonslayer must advance his bonus against evil outsiders. In addition to the normal benefits of favored enemy, a demonslayer gains a bonus equal to 1/2 his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders.

* evil outsider +4 He gains a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +4 bonus on weapon attack and damage rolls against them.

* humanoid (human) +2 He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them.

Track (Ex) +2 Survival A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex) +4 A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Demonologist (Ex) +2 At 3rd level, a demonslayer gains insight into his Abyssal enemies. The demonslayer gains a bonus equal to 1/2 his class level on Knowledge (planes) checks that relate to demons, Perception checks to pierce a demon’s disguise, and Survival checks while tracking demons. This bonus stacks with any bonuses from favored enemy.

Favored Terrain (Ex) : Worldwound At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Hunter’s Bond (Ex) At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

Aura of Law (Ex) The power of a Hell knight’s aura of law (see the detect law spell) is equal to his total character level.

Detect Chaos (Sp) This ability functions like a paladin’s detect evil ability, save that it detects chaos. At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Chaos (Su) This ability functions as the paladin’s smite evil ability, but against chaotic-aligned creatures. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey

Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

Discern Lies (Sp) 2 per day At 2nd level, a Hell knight 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.

Hell Knight Armor (Ex) At 2nd level, a Hell Knight earns the right to wear Hell Knight armor (below). While wearing this armor, the Hell Knight reduces the armor check penalty by 1, increases the maximum Dexterity bonus allowed by 1, and moves at full speed.

Discipline (Ex) A 3rd-level Hell knight gains access to his first discipline, choosing one that is associated with his specific order. The Hell knight can use any one discipline a number of times per day equal to the total number of disciplines he has access to, so at 3rd level he may use his discipline once per day. At 6th level, he may use both disciplines twice per day each. At 9th level, he may use all three of his disciplines three times per day.

* Summon Devil (Sp; Order of the Gate): The Hell knight may use summon monster V as a spell-like ability to summon 1 bearded devil. Kallant summons Castiel, the Bearded Devil who he defeated to become a Hellknight.

Force of Will (Ex) At 3rd level, a Hell knight gains a +2 bonus on Will saves against spells with one of the following descriptors: charm, compulsion, glamer, fear, figment, pattern, or phantasm.

==SPELL-CASTING==
Caster Level = 4 (5th level -3 +2 Magical Knack)
Concentration check +6 (Caster level +2 Wis)
DC = 10 + spell level +2 Wis

Expanded Spell List A demonslayer adds the following spells to his spell list: 1st—protection from evil; 2nd—align weapon, magic circle against evil; 4th—dimensional anchor, dismissal.

Spells Prepared & Cast
1st – level (1+1 per day): Resist Energy, open slot

==EQUIPMENT== 5,500 gp
Worn
(2,000 gp) amulet of natural armor (+1)
(+1,000 gp) +1 Hellknight armor – 50 lb.
(1,000 gp) Cloak of Resistance (+1) – 1 lb.
(free) Mithral Dagger – 1 lb.
(800 gp) Silversheen Greatsword – 8 lb.
+1 Cold iron Greatsword – 8 lb.
(free) Masterwork Longbow, Composite (+5) – 3 lb.
(1 gp) Normal arrows (20) – 3 lb.
(41 gp) Cold iron arrows (20) – 3 lb.
(11 gp) Silver arrows (20) – 3 lb.
(200.5 gp) Ghost salt arrows (6) – 0.9 lb.
(100.5 gp) Adamantine arrows (9) – 1.5 lb.

(5 sp) Military style, multi-pocketed belt (bandolier)
1. (5 gp) Repellent, vermin
2. (50 gp) Antiplague
3. (50 gp) Antitoxin
4. (750 gp) Wand of Cure Light Wounds (38 charges)
5. (10 gp) acid - 1 lb.
6. (10 gp) acid - 1 lb.

Backpack
- (21 gp) Ranger’s kit (less 10 torches) – 18 lb.
- (1 gp) grappling hook - 4 lb.
- (1 gp) Grooming kit – 2 lb.
- (5 gp) Scroll box - 1 lb.
- (25 gp) Parade Armor – 20 lb.
- (10 gp) Explorer’s Outfit – 8 lb.

+80 lbs. of Numerian survival gear

Current Load 217.4 lb. Medium

Currency 88 gp & 5 sp

Carrying Capacity Heavy Load (267–400 lbs.)

Mounted on Horse
- (20 gp) military saddle +2 Ride
- (2 gp) bit & bridle
- (20 gp) leather horse barding +2 armor
- (4 gp) saddlebags
- (7 gp) trail rations (14 days)
- (20 gp) swarmsuit
- (0.25 gp) horse feed (5 days)

==============================================

==DESCRIPTION==
Age 29 Height 6-ft, 3-in Weight 175 lb.
Hair blonde Eyes steel blue

Kallant appears as a veteran human crusader in his late twenties. His blonde hair is trimmed soldier short. Beneath a dark crimson cloak, he wears full plate armor and at his waist a multi-pocketed leather belt with a sheathed dagger. Under his cloak, he shoulders a full backpack, and past the cloak, he sports two greatswords, a composite longbow, and four bundled quivers.

==PERSONALITY==
Kallant is a highly trained soldier who has been in fighting action for over a dozen years. He automatically obeys his superior’s orders. That training has minimized a compassionate heart that he inherited from his parents and divine ancestors. His combat experience has taken him dozens of years beyond the initial symptoms of post-traumatic stress disorder to emotional numbness and selective ignorance. He lives for the day and accepts his fate for this life.

==BACKGROUND==
Kallant was orphaned in Nerosyan, the capital of Mendev, at the age of eight. Old enough to remember his compassionate crusader parents who probably followed Iomedae, and young enough to be molded into something else.

He was raised in the chapterhouse of the Order of the Gate in Nerosyan. When he was young, it was just another crusading house. He was slowly indoctrinated into the order and broken of his compassionate nature. Yes, he had to kill the dog that he raised from a puppy. They hooked him in his rebellious teenage years with their secret training against devils. So, Kallant happily pledged his life to the order when the time came to become a full-fledged armiger.

Kallant has been crusading in the Worldwound against demons for over a dozen years. He is currently a sergeant and has been accountable for most operations in the chapterhouse. The small chapterhouse in Nerosyan has two standing missions: 1. Provide the order with the most current information about the demons in the Worldwound. And 2. Prevent crime in Nerosyan, such that it does not jeopardize the first mission.

Kallant is very familiar with the Worldwound and often leads expeditions. Although Nerosyan is a metropolis, Kallant is fairly well known and respected among veteran crusaders who travel the Worldwound. Over the years, Kallant has had a couple of loves, and he has lost many friends to fighting demons, accidents and illness. His sole purpose is to serve the order, as well as he can. His chapterhouse has been preparing him for years to take the Hellknight Commander ritual.

1. He ran supply missions to Trudean Delashaw in Storasta who provided intelligence on the demon Lalizarzadeh.
2. They maintained a bit of an underground railroad for people who escaped the Black Sovereign’s chaotic rule in Starfall
3. He once saved the life of the Blades of Aaramor Chief Rothgar who rules the town of Aaramor as its tribal overlord, and therefore has been inducted into the Blades of Aaramor tribe.

ADVANCEMENT:

9th – Hellknight Commander