Cayden Cailean

Karn Lathern's page

85 posts. Alias of dathom.


Full Name

Karn lathern

Race

Human

Classes/Levels

Anti-Paladin (Lord of Darkness) / 1

Gender

Male

Age

22

Alignment

Lawful Evil

Deity

On the path to worshiping Asmodeus

Location

Talingarde

Languages

Common, Dwarven, Elven

Strength 16
Dexterity 17
Constitution 11
Intelligence 14
Wisdom 8
Charisma 18

About Karn Lathern

Height: 5'10"
Weight: 165 lbs
Eyes: hazel
Hair: Brown
Skin: tanned
XP: 0 of 1300

Durability:
Hit Points: 10
Initiative: +3
Armor Check Penalty:
Speed: 30 feet
Armor Class: 16 (10 + 0 Armor + 3 Dex + 0 Shield)
Touch: 13
Flat-footed: 10

Saves:
Fortitude: +2 (2 +0 Con)
Reflex: +3 (0+3 Dex )
Will: -1 (0 -1 Wis)

Situational Bonuses:

Combat:
Base Attack Bonus: +1
Melee Attack Bonus: +4 (1 BAB+ 3 Str)
Range Attack Bonus: +4 (1 BAB+ 3 Dex)
Combat Maneuver Bonus: +2 (0 BAB+ 2 Str) CM DC: 12 (10+ 0 Base + 2 Str)
rapier: +2 Melee (1D6+2; 20/X2; P)
Dagger: +2 Melee (1d4+2; 19-20/x2; P; 10 ft)

Feats:

xxx:
xxx:

Traits:
Attempted Murder: +2 to Intimidate and it becomes a class skill
Fast Talker: +1 to Bluff and considered class skill

Other Special Abilities and Special Qualities:
(Human) Ability Score bonus: +2 to Constitution
(Human) Bonus Feat:Humans select on extra feat at first level.
(Human) Favored Class (Anti-Paladin)
(Human) skilled: Humans receive one extra skill point at every level.

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.
Inactive

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.
Inactive

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.

Inactive

Skills: Skillpoints gained/level (5) 2+ 2(int)+ 1(human)
Acrobatics: +3 (0 ranks; +0 trained; +3 Dex; -0 armor)
Appraise: +2 (0 ranks; +0 trained; +2 Int)
*Bluff: +4 (0 ranks; +0 trained; +4 Cha)
Climb: +2 (0 ranks; +0 trained; +3 Str; -0 armor)
Craft (any): +1 (0 ranks; +0 trained; +2 Int)
Diplomacy: +4 (0 ranks; +0 trained; +4 Cha)
Disguise: +5 (1 ranks; +0 trained; +4 Cha)
Escape Artist: +2 (0 ranks; +0 trained; +3 Dex; -0 armor)
Fly: N/A (0 ranks; +0 trained; +0 Dex; -0 armor)
Heal: -1 ( 0 ranks; +0 trained; -1 Wis)
Handle animal: +0 (0 ranks; +0 trained; +3 Cha)
*Intimidate: +8 (1 ranks; +3 trained; +4 Cha)
Know (Nobility): +3 (1 ranks; +0 trained; +2 Int)
*Know (Religion): +6 (1 ranks; +3 trained; +2 Int)
Perform (Oratory): +1 (0 ranks; +0 trained; +4 Cha)
Perception: -1 (0 ranks; +0 trained; -1 Wis)
*Profession (): -1 (0 ranks; +0 trained; -1 Wis)
*Ride: +3 (0 ranks; +0 trained; +3 Dex; -0 armor)
*Sense Motive: -1 (0 ranks; +0 trained; -1 Wis)
*Spellcraft: +2 (0 ranks; +0 trained; +2 Int)
*Stealth: +3 (0 ranks; +0 trained; +3 Dex; -0 armor)
Survival: -1 (0 ranks; +0 trained; -1 Wis)
Swim: +3 (0 ranks; +0 trained; +3 Str; -0 armor)

Carrying Capacity:
Light Load: 0 lbs - 43 lbs
Medium Load: 44 lbs - 86 lbs
Heavy Load: 87 lbs - 130 lbs
Lift Over Head: 130 lbs
Lift Off Ground: 260 lbs
Push or Drag: 650 lbs

Possessions ():

Sheathed or Worn ():

Pouch with Coins (1 lbs):
CP:
SP:
GP:
PP:

Character Description Appearance

Appearance: Of average height, Karn is decked out in polished scalemail with a shield in his mailed fist and a heavy mace hanging from a loop at his belt. Though he is slim, his well-muscled body carries his equipment with practiced eased. Attractive and confident, Karn walks tall and proud while offering a smile to those who greet him. Underneath that smile though is a cold, calculating mind.

Story/Background: Bron was born a son of a minor noble family who were devout worshipers of Mitra. Shortly after birth, he was baptized as a Mitran and a holy diviner looked to his future. Seeing that the child would accomplish incredible deeds as an adult, the diviner recommended that his father allow Karn to train with the Chuch and see if Mitra would grant his favor on the boy. Agreeing, Karn swore to bring the boy back at the age of ten to receive his training. As a child, Karn's father would relate tales of the Victor and of Karn's own great, great grandfather, who charged with Markadian I and helped rout the forces of House Barca. At the age of ten, Karn began learning from the brothers of Mitra as they indoctrinated him to Mitra's teachings. At the same time, he received training from his father in many different weapons and, though his fortitude was no different that the common man, his natural strength and dexterity helped in quickly adapt to all types of armor. After many years under the tutelage of the Church and his father, the brothers, seeing how firmly he followed the lessons and his ability with combat, contacted the Knights of Alerion. In short order, he was a squire for Sir Jegger, a kind, but strict man who taught the boy what he would need to know to become a paladin. During these years, Karn had also found love, meeting, and marrying an acolyte of Mitra named Elizabeth. However, events would unfold that would force Karn to break his code and challenge the faith he grew up loving.

One day, while training in the yard with fellow paladin-aspirants, he was approached by Sir Jegger, who had a serious, somber expression. His heart sinking, Karn was expecting some bad news concerning his test to become a full fledge paladin in the Knights. Taking Karn aside, Sir Jegger said, "Something awful has transpired lad. You had better head to the Church immediately." Sheathing his sword, he made for the church his wife served at, dread building after each step he took. Arriving to a crowd of church goers standing outside, he was recognized at the door and let in. Splayed out on the alter, in a pose of willful sacrifice, was his sweet Elizabeth. Gathered around her were several priests, whispering prayers to counter any evil that may have remained. Falling to his knee, Karn was speechless as he attempted to digest what he saw. Hearing the noise form his movements, a senior priest by the name of Pirion approached and offered words of kindness. Not hearing much of what the priest said, all Karn asked through the tears was [b]"What happened?" Karn's knight training had proven useful for after hearing what had transpired, Karn stopped as he realized that the priest was lying to him. Anger boiling up, it was everything the man could do to stop himself from wringing the priest's neck. Instead, Karn poured all his effort to the burial of his wrongly damned wife.

Personality:

Hit Points Summary and Favored Class Bonus:
Character Level 1: 1d10+Con, 10+0 =10, 10 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
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total