Chaleb Sazomal

Karn Lathem's page

4 posts. Alias of dathom.


Full Name

Karn Lathem

Race

Human

Classes/Levels

Cleric (Unholy Barrister) / 2

Gender

Male

Size

Medium

Age

25

Alignment

LE

Deity

Asmodeus

Languages

Common, Infernal, Dwarven

Occupation

Farmer, former nobility

Strength 14
Dexterity 11
Constitution 12
Intelligence 12
Wisdom 16
Charisma 16

About Karn Lathem

Height: 5'9"
Weight: 180 lbs
Eyes: hazel
Hair: Brown
Skin: tanned

Durability:
Hit Points: 20
Initiative: +2
Armor Check Penalty:
Speed: 30 feet
Armor Class: 17 (10 + 6 Armor + 0 Dex + 1 Shield)
Touch: 10
Flat-footed: 17

Saves:
Fortitude: +4 (3 + 1 Con)
Reflex: +0 (0 + 0 Dex )
Will: +6 (3 + 3 Wis)

Situational Bonuses:

Combat:
Base Attack Bonus: +1
Melee Attack Bonus: +3 (1 BAB+ 2 Str)
Range Attack Bonus: +1 (1 BAB+ 0 Dex)
Combat Maneuver Bonus: +3 (1 BAB+ 2 Str) CM DC: 13 (10+ 1 Base + 2 Str + 0 Dex)

Feats:
Channel Smite:
Careful Speaker: +2 to Bluff checks to fool someone and on saves vs scrying

Traits:

Reactionary: You gain a +2 trait bonus on initiative checks.

True Believer: You gain a +2 trait bonus on concentration checks made while casting divine spells.

Lost Nobility: You gain a +1 trait bonus on attack and damage rolls against government officials of your homeland.

Race and Class Abilities:

(Human) Ability Score bonus: +2 to Wisdom
(Human) Bonus Feat: Humans select on extra feat at first level.
(Human) Favored Class (Cleric)
(Human) skilled: Humans receive one extra skill point at every level.
(Cler) Demanding Channel (Su): At 1st level, the unholy barrister gains the ability to channel energy like a cleric of his level. This functions just like channel negative energy, allowing the unholy barrister to deal damage to all living creatures within 30 feet. The unholy barrister cannot use this ability, however, to heal undead creatures. 5x day.

Instead, the unholy barrister can spend two uses of his channel negative energy class feature to heal all evil living creatures within a 30 foot burst. To receive this bonus, the creatures must each spend an immediate action, swearing loyalty to Asmodeus.

In addition to the damage healed, creatures that swear loyalty gain the Devil's Pact feat for a number of minutes equal to the cleric's level, but can only use that feat once during that time. If the creature already possesses that feat, they can use it one additional time per day, as long as they use it during the duration of the demanding channel.

Regardless of when the power is used, the creature's soul is bound to Asmodeus for the entire duration and if that creature dies during that time, it cannot be brought back to life by any means aside from a miracle or wish. Even if it is brought back to life, it gains three permanent negative levels (just as if it had the Devil's Pact feat).

This ability otherwise copies and replaces channel energy.

Evil Domain: Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Trickery Domain (Deception): You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.

Skills: Skillpoints gained/level (6) 4+ 1(int)+ 1(human):

Acrobatics: +0 (0 ranks; +0 trained; +0 Dex; -0 armor)
*Appraise: +1 (0 ranks; +0 trained; +1 Int)
*Bluff: +10 (2 ranks; +3 trained; +3 Cha; +2 feat)
Climb: +2 (0 ranks; +0 trained; +2 Str; -0 armor)
Craft (any): +1 (0 ranks; +0 trained; +1 Int)
Diplomacy: +2 (0 ranks; +0 trained; +2 Cha)
*Disguise: +8 (2 ranks; +3 trained; +3 Cha)
Escape Artist: +0 (0 ranks; +0 trained; +0 Dex; -0 armor)
Fly: N/A (0 ranks; +0 trained; +0 Dex; -0 armor)
Heal: +7 ( 1 ranks; +3 trained; +3 Wis)
Handle animal: +3 (0 ranks; +0 trained; +3 Cha)
Intimidate: +3 (0 ranks; +0 trained; +3 Cha)
*Know (Arcana): +2 (0 ranks; +0 trained; +1 Int)
*Know (History): +2 (0 ranks; +0 trained; +1 Int)
*Know (Nobility): +5 (1 ranks; +3 trained; +1 Int)
*Know (Religion): +6 (2 ranks; +3 trained; +1 Int)
*Know (Planes): +5 (1 ranks; +3 trained; +1 Int)
*Linguistics: +5 (1 ranks; +3 trained; +1 Int)
Perform (Oratory): +3 (0 ranks; +0 trained; +3 Cha)
Perception: +3 (0 ranks; +0 trained; +3 Wis)
*Profession (farmer): +7 (1 ranks; +3 trained; +3 Wis)
Ride: +0 (0 ranks; +0 trained; +0 Dex; -0 armor)
*Sense Motive: +8 (2 ranks; +3 trained; +3 Wis))
*Spellcraft: +5 (1 ranks; +3 trained; +1 Int)
Sleight of Hand: NA (0 ranks; +0 trained; +0 Dex; -0 armor)
*Stealth: +0 (0 ranks; +0 trained; +0 Dex; -0 armor)
Survival: +0 (0 ranks; +0 trained; +3 Wis)
Swim: +2 (0 ranks; +0 trained; +2 Str; -0 armor)

Spells:
Concentration: 1d20+1+3+2
Orisons: Light, Guidance, Purify Food and Drink, Detect Poison
1st lvl: Cure Light Wounds, Murdurous Command, Bless, Protection from Good.

Carrying Capacity:
Light Load: 0 lbs - 76 lbs
Medium Load: 77 lbs - 153 lbs
Heavy Load: 154 lbs - 230 lbs
Lift Over Head: 230 lbs
Lift Off Ground: 460 lbs
Push or Drag: 650 lbs

[spoiler=Possessions]

Sheathed or Worn ():
Mace 12 gp 8 lb
Breastplate 200 gp 30 lbs
L. W. shield 3 gp 5 lbs

Pouch with Coins (1 lbs):
CP:
SP:
GP: 785
PP:[/spoiler]

Character Description Appearance

Appearance:
Standing at 5'9" in height, Karn's body demonstrate the rigors his body has endured as a farmer. With brown hair and eyes, he has a mustache and beard that he tries to keep trimmed when possible, but is willing to let it grow out for any disguise that might be needed. His features chiseled and strong, his talent at getting others to believe what he needs them to means he can have the bearing of a noble warrior, though he often has goals more in line with that of a knave. Not very dexterous, his vocabulary and focus on appearance is contrasted by his almost lumbering gait.

Story/Background:
The Lenthavens were a well respected family during the times before the rise of House Darius to the throne. Though the House did not publicly admit to the worship of any deity, they privately gave praise to Asmodeus. What the family was known for however, was an acute talent for military strategy and swordplay. Always at odds with House Darius, and worshiping a god that despised House Darius' patron, the Lathem's sided with House Barca during the War of Succession. With House Darius winning the war, and the Lenthaven's refusing to kneel to the new King, what remained of the House disbanded and fled the capital.

Generations later, Karn was born to what remained of the Lenthavens. Forced to hide themselves as tradesmen and give up there name for fear of being persecuted, Karn's family adopted the surname Latham. However, his family held tightly to the traditions of his ancestors, passing down the history, culture and knowledge that had once made the family great. At the same time, Karn's father taught him how to hide among regular people and live the life of a farmer's son. With this guise, Karn was able to practice the worship of Asmodeus without being discovered, for who would assume the hardworking and unassuming farmer would be devoted to the Lord of Hell. However, Karn never forgot the disgrace his family faced at the hands of House Darius. As he continued to absorb more of Asmodeus' philosophies, he was able to reach out and communicate with divinity, channeling the Lord of Hell's evil power and becoming a true acolyte of his faith.

However, sometimes even the perfect disguise sometimes is not enough. One day, returning from the city to the property that his family worked, he saw his entire family being taken away by the Knights of Alerion. While part of him wanted to rush in and attempt to free them, his training kicked in and he stayed hidden in the vegetation that surrounded the cleared fields. Watching as everything occurred, he saw the knights haul out the small idol to the Devil Prince that the family hid in their home. He saw them make their accusation of blasphemy against his mother and father. And he saw them taken away and his home burned to the ground. This event adding fuel to the fire of hatred that had been growing in Karn since he was a boy, Karn began making plans for his revenge. However, though he was skilled with a weapon and good and disguising his true intentions, Karn was no noble, and lacked the political influence to get into the court, much less, get close enough to the royal family to attack them. As such, Karn moved to the capital and spent the next several years surviving on the streets and bidding his time until an opportunity to attack the King presented itself.

During those years, Karn established himself as a simple laborer, using this new life to survive and slander the name of both Mitra and the Darius line. Adopting the name Tomas D'Aquina, he wrote articles defaming the government as he attempted to spread the word of what he saw as injustices that were played out against those who were defeated during the War of Succession. While his writings didn't enflame the hearts of the few that suffered under House Darius' rule, it did raise concern with several fellow laborers who discovered Karn's journal, conaining his writings and verses in Infernal. Thinking coldly of his own survival, Karn's distrust helped him to root out and kill these laborers using the infernal power granted to him by his Lord. His writings also drew the interest of one Cardinal Thorn, who reached out to the desperate, young Asmodean before his inexperience got him pinched. Realizing that he would need friends if he was going to successfully get his revenge, take down House Darius and return his family to the prestige that it once had, he welcomed Thorn's assistance, abandoning his old home and taking up residence with the Cardinal.

Personality:
“I write this under this false name because in your self-righteous ignorance you would condemn me...because you fear the truth I represent. I am a child of the legacy you have wrought. All I ever wanted was opportunity, a chance, but I did not fit the glorious mold your dogma and traditions hold up as the standard. And for that, my family was brought low and my beliefs labeled such unjust terms as heresy and treason. Though you think I am evil for attempting to strike against the Crown, it is for exposing the inadequacies of Mitra's doctrine and the Crown that you condemn me. You can hide behind your scriptures and prayers, shield yourself with crown and flag, but it will not, cannot change the simple truth – Your faith is flawed and broken, your dynasty is corrupt and decaying and only by embracing the truth can you be saved.” — Karn Latham, writing as Tomas D'Aquina.

Raised on the stories of life before House Darius' rise to the throne, Karn sees his revenge as the only way to right the wrongs done to himself, his family and his Lord. Focused on bringing low the House of Darius, he envisions a Talingarde under the watchful guidance of the Lord of Hell. Asmodeus is much more accommodating than that foul Mitra and much more willing to distribute the hard earned rewards of its faithful. He does not seek the domination of Talingard because of his own desires to rule, though he would accept that mantle, if offered. He only wishes to restore the honor and respect his family held before the War of Succession.

Being the last heir of the Latham bloodline, Karn's wish to regain his family's honor is fueled by an intense hatred of the ruling monarchy. Plans that Karn devises generally follow the concept of 'revenge best served cold' and his years of hiding his contempt and disguising himself have helped him to see the benefit for aiming for the long game. While not hotheaded, his occasional lack of foresight sometimes causes him to foil his own plans, as he showed with his actions that resulted in his capture.

Though stone faced most of the time, under the surface, Karn is constantly in battle with his emotions as the scars from shame, anger and desires for revenge bubble up to the surface.

Hit Points Summary and Favored Class Bonus[/spoiler:

Character Level 1: 1d8+Con, 8+1 =9, 9 HP total +1 hp
Character Level 2: 1d8+Con, 8+1 =9, 18 HP total +1 hp
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total

Progression: Will most likely level up in Cleric throughout the campaign.