Human Antipaladin 2 Blood Soaked Demon, Warrior of Blind Faith
(Imagine if you were to mix Ghost Rider with the mythology of Wodan and Cernunnos. That's Karactus. He is a divine spirit of nature's vengeance possessing the body of a willing mortal.)
Karactus is more of a folktale than a man. There are many stories of him throughout the ages. When the laws of nature are disregarded and spat upon by the arrogant and powerful, he rises to teach them of their hubris and restore the rightful balance of nature.
His origins are unclear. Most accept that he is the adopted (or perhaps bastard) son of Larantor the Huntsman. It is anyone's guess who his mother might be. Some claim it to be Weanohe, others believe it might have been Sirissis. It has even been said that Karaktus might be the offspring of Verni herself, or simply the product of the Huntsman's dalliance with a mortal. Religious scholars argue about whether Larantor would never stray from his pure bride, and so it is accepted that whatever his true origins, Karactus must have been found and taken in for reasons only the Huntsman knows.
Whatever the true case, the story goes that Larantor left on a great hunt and returned with a half-grown son. The details of how he was introduced to the Huntsman's family, and what ensued as a result, are conflicting. Over the centuries there has been much conjecture among religious scholars and playwrights as to what happened in the time between when Karaktus arrived and when he left. All that is known for sure is that for whatever reason, he did not stay among the Huntsman's family long.
Some call him the Lost Divine, or the Outcast. Most believe he was born from godhood but cared nothing for worship or the responsibilities of divinity. His power never grew. There are no churches or cults that whisper his name. He does not answer and he does not care.
All that is known in truth is that whatever he experienced on the hunt that Larantor brought him back from left him scarred and full of anger. When mortals transgress against nature itself, it is Karactus who takes action. He is the avatar of Nature's Wrath. When men overstep their bounds and forget to live in harmony with the world, he takes human form by possessing a mortal and goes about a rampage of terrible restitution to remind the arrogant why it is right that they should fear and respect the natural world.
Throughout the ages, Karactus has inspired tales of wild hunts and horned kings, of masked stalkers in shadowy forests, of packs of maneating beasts and the hooded figure commanding them. He has had many names. All of them are lies, but all the stories contain at least a grain of truth.
Now, the world is more wounded than ever before, and Karactus has never been more needed to set things right.
Themes and Personality:
Karactus is force of nature, raw and wild. He is a personification of the woods at night. He is the instinctive fear of dark, savage places that lurks in the hearts of all men.
He loathes cities, though slums amuse him. Places where nature has taken back the trappings of civilization give him great pride.
He is a creature of two worlds, much akin to a Fey creature.
He is patient, calculating, and dominant. An apex predator.
Karaktus has had many guises over the ages, but two threads are common. One is his aspect as Nature's Avenger. The other is the Watcher in Shadow.
As the Watcher, he presents himself as a tall man with black hair flecked with silver wearing a wide brimmed hat and long dark coat, walking with a gnarled staff covered in notches and strange markings. In this guise he attempts to be forgettable so he can walk among the cities unnoticed and learn what he needs to for his tasks.
As the Avenger, Karactus is powerfully built and towers over all but the largest of men. His armor is light, mostly reinforced leather breaches and bracers accented with furs. The only actual armor he wears is a hauberk belted around his waist and a set of pauldrons sitting on his shoulders. His feet are protected by sturdy pair of knee-high armor-plated riding boots. His broad, muscular chest is exposed and covered with scars.
His features are obscured by the great helm he wears, a hooded cloak over it, draping his whole face in metal and shadow. A pair of massive horns curl out from beneath the tattered hood and his glowing red eyes stare out from the helm like two red hot coals.
His heavy cloak is lined at the neck and across the shoulders with the fur of a dire wolf, the creature's massive head decorating Karactus' left shoulder pauldron. Every piece of leather is raw and unstained, but expertly tanned and shaped. The fangs and claws of hunted animals serve as buttons, buckles and fasteners.
He is smoke and shadow and fear incarnate. When he wishes to be, he is like a waking dream. A mirage. A trick of the darkened wood. A cluster of long shadows cast by swaying trees. Swamp gasses and willow-wisps. Despite his size he moves with the quiet grace of a hunter.
His most iconic weapon is a bow made from branch of yew as thick as a man's arm that he uses to fire arrows as thick as a man's thumb. The grip is decorated with a human skull that sits over his bow hand, the skull's broken right eye socket serving as the arrow rest. Small carvings of different kinds of skulls decorate the bow's arms, and he adds tallies next to the appropriate skull for each kill he makes in service to his purpose.
His voice is deep and echoes from beneath his helm as though coming from far away. He speaks rarely, but when he does none dare ignore him.
24 Wounds [24 con]
22 Vigor [20 antipaladin, +2 con]
Wound Threshold: 12
15 AC [10, +3 studded leather, +2 dex]
+7 Fort [3 antipaladin, +1 con, +3 cha]
+6 Masterwork Hornbow, 2d6+3 piercing, x3 crit, 80' range
+6 Bow bash, 1d8+4 bludgeoning, x2 crit
+5 Handaxe, 1d6+3 slashing, x3 crit
+5 Unarmed Strike, 1d4+3 bludgeoning, x2 crit
+5 Touch of Corruption, 1d6 negative energy, x2 crit, touch attack
+4 Brutal Bolas, 1d4+3 bludgeoning, x2 crit, 10' range, Trip
+4 Snag Net, ranged touch attack, trip, entangle, 10' max range
Traits, Feats and Talents:
Trapfinding: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Jungle Veteran: +1 trait bonus to Perception, which is always a class skill. +1 survival in Jungle terrain.
Weapon Focus Hornbow (1st)
Scout (martial tradition bonus)
Scout Sphere (Martial Tradition bonus)
Scout: As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.
Sniper Sphere (Martial Tradition bonus)
In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total. For every 4 points of base attack bonus you possess, you deal an additional 1d10 damage, or an additional 1d6 if the attack targets touch AC or is made with a scatter weapon.
Some talents are marked (snipe). These talents add additional effects when you perform a deadly shot. You may only apply the effects of one (snipe) talent to each deadly shot.
Head Shot (snipe) If your deadly shot deals damage equal to at least 50% of the target’s current hit points, the target must make a successful Fortitude saving throw or die. Constructs, elementals, swarms, and oozes are immune to this ability. This is a death effect.
Equipment Sphere (Martial Tradition bonus)
Archery Bash (discipline)
Class Skills: 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).
Points: 2 antipaladin, +1 human, +1 favored class
ACP: (-1 studded leather)
+6 Perception (2 rank, +1 wis, +3 class)
Wrist Sheath L Swift action draw
Wrist Sheath R Swift action draw
Quiver 1 (20 arrow capacity)
Quiver 2 (20 arrow capacity)
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.
Combat Training (Ex): A blood-soaked demon is considered a Proficient practitioner, gaining spheres and talents as appropriate. Blood-soaked demons use Charisma as their practitioner modifier.
This ability replaces smite good
Special: If a character possesses both the combat training class feature from the blood-soaked demon archetype and the delayed combat training class feature from warrior of blind faith, they are considered an Expert practitioner from 1st level, although they do not gain any additional talents from delayed combat training.
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.
Race and Template abilities:
14 str, +2 human
Favored Class: Antipaladin
Armor: Studded Leather