Damiel

Kevroth's page

440 posts. Alias of MisterLurch.


Full Name

Kevroth

Race

Aasimar

Classes/Levels

Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

Gender

Male

Size

6'3" 145 lbs.

Age

26

Special Abilities

Mythic

Alignment

Lawful Neutral

Languages

Common, Celestial, Infernal

Occupation

Crusader

Strength 14
Dexterity 17
Constitution 15
Intelligence 10
Wisdom 18
Charisma 10

About Kevroth

Combat Statistics:
Hit Dice: 5d8 +10(con) +4(mythic)
Initiative: +7 = 3(dex) +4(improved initiative)
Armor Class: 19 = 10(base) +1(natural armor) +3(dex) +5(armored coat) (+2 vs. traps)
Touch AC: 13
Flat-Footed AC: 16 (not flat-footed when unaware)
Speed: 30ft
Senses: +1 Perception (+1 to avoid surprise), Darkvision 60ft.

Fortitude: 8 = 5(class) +2(con) +1(resistance)
Reflex: 11 = 5(class) +3(dex) +1(resistance) +2 (trait) (+2 vs. traps)
Will: 10 = 5(class) +4(wis) +1(resistance)

BAB: +4
CMB: +6
CMD: 19

Attacks:
Attuned MW Cold Iron Kukri: +9 melee (1d8+4, 18-20/x2, S)
MW Cold Iron Kukri: +8 melee (1d8+3, 18-20/x2, S)
Claw (x2): +6 melee (1d4+3, x2, S)
Shortbow: +5 ranged (1d6, x3, 60ft., P)
Sneak Attack: Add +3d6

Warpriest Abilities:
Aura: A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

Blessings: A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.

Sacred Weapon: At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.
At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

Fervor: At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.
A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Channel Energy: Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

Fervor/Spells/Blessings:
Fervor: 2d6

Spells:
Level 0 (5/day): Detect Magic, Light, Mending, Spark
Level 1 (5/day): Bless, Liberating Command, Shield of Faith, Burning Disarm
Level 2 (4/day): Silence, Grace, Ironskin

Law Blessing:
Axiomatic Strike (minor): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it's treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the axiomatic weapon special ability.

Magic Blessing:
Hand of the Acolyte (minor): At 1st level, you can cause your melee weapon to fly from your grasp and strike an opponent, then instantly return to you. You can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (you still add your Strength modifier to the damage roll as normal). This ability cannot be used to perform a combat maneuver.

(Un)Rogue Abilities:
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion: At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
A rogue cannot choose a ninja trick with the same name as a rogue talent.

Danger Sense: At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury: At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Ambush: At 4th level, a bandit becomes fully practiced in the art of ambushing. When she acts in the surprise round, she can take a move action, standard action, and swift action during the surprise round, not just a move or standard action.
This ability replaces uncanny dodge.

Rogue's Edge: At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Base Mythic Abilities (Tier 1):
Hard to Kill: Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power: Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge(+1d6): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Mythic Path Abilities - Trickster(Tier 1):
Trickster Attack - Fleet Charge: As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Path Dabbling - Impossible Speed: Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

Aasimar Racial Abilities:
Celestial Resistances: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.

Lost Promise: While many view aasimars' beauty and celestial powers as a gift, in some communities an aasimar might be persecuted for being different and fall into darkness. The forces of evil delight in such a perversion of their celestial counterparts' gifts. As long as the aasimar retains an evil alignment, she gains the maw or claw tiefling alternate racial trait. This racial trait replaces the spell-like ability racial trait.

Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Feats/Traits/Rogue Tricks:
Traits:
Trait: Chance Encounter (Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately re-roll that check as a free action. You must take the second result, even if it is worse.)
Trait: Defensive Strategist (You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle)
Trait: Pact Servant (You may treat Asmodeus as if he were a lawful neutral deity for the purposes of determining your own alignment as a cleric, inquisitor, or other divine spellcaster.)
Drawback: Overprotective (If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.)

Feats:
Rogue Bonus: Weapon Finesse
Warpriest Bonus: Weapon Focus (Kukri)
Warpriest Bonus: Quick Draw
Warpriest Bonus: Double Slice
Mythic Tier 1: Mythic Two-Weapon Fighting
Level 1: Improved Initiative
Level 3: Angelic Blood
Level 5: Angelic Flesh

Rogue Tricks:
Level 2: Combat Trick(Two-Weapon Fighting)
Level 4: Underhanded
Level 6: Trapspotter

Ability Score Increases:
Level 4: Dexterity

Skills/Skill Unlocks:
+11 Acrobatics = 6(ranks) +3(dex) +3(trained)
+0 Appraise = 0(ranks) +0(int)
+0 Bluff = 0(ranks) +0(cha)
+6 Climb = 1(ranks) +2(str) +3(trained)
+9 Craft (weapons) = 6(ranks) +0(int) +3(trained)
+2 Diplomacy = 0(ranks) +0(cha) +2(racial)
+12 Disable Device = 6(ranks) +3(dex) +3(trained)
+0 Disguise = 0(ranks) +0(cha)
+10 Escape Artist = 6(ranks) +3(dex) +3(trained)
N/A Handle Animal = 0(ranks) +0(cha)
+3 Heal = 0(ranks) +3(wis)
+0 Intimidate = 0(ranks) +0(cha)
+4 Knowledge (dungeoneering) = 1(ranks) +0(int) +3(trained)
+4 Knowledge (engineering) = 1(ranks) +0(int) +3(trained)
+4 Knowledge (local) = 1(ranks) +0(int) +3(trained)
+4 Knowledge (religion) = 1(ranks) +0(int)
+4 Linguistics = 1(ranks) +0(int) +3(trained)
+0 Perform = 0(ranks) +0(cha)
+14 Perception = 6(ranks) +3(wis) +3(trained) +2(racial)
N/A Profession = 0(ranks) +3(wis)
+3 Ride = 0(ranks) +3(dex)
+12 Sense Motive = 6(ranks) +3(wis) +3(trained)
+12 Sleight of Hand = 6(ranks) +3(dex) +3(trained)
+0 Spellcraft = 0(ranks) +0(int)
+12 Stealth = 6(ranks) +3(dex) +3(trained)
+3 Survival = 0(ranks) +3(wis)
+2 Swim = 0(ranks) +2(str)
+9 Use Magic Device = 6(ranks) +0(cha) +3(trained)

Equipment/Money:
Money:
102gp

Worn/Carried:
Explorer's Outfit
Masterwork Cold Iron Kukri (Attuned +1) (2 lbs)
Masterwork Cold Iron Kukri (2 lbs)
Masterwork Chain Shirt (Attuned +1) (20 lbs)
Silver Unholy Symbol (1 lb)
Wand of Infernal Healing (25 charges)
Wand of Divine Favor (23/25 charges)
Wand of Cure Moderate Wounds (15/16 charges)

Backpack

  • Masterwork Manacles
  • Grappling Hook
  • Rope, Silk (50')
  • Waterskin

    Belt Pouch

  • Caltrops
  • Mirror
  • Masterwork Thieves' Tools
  • Backgound:
    A beautiful child, Kevroth was perfectly proportioned. His hair and finger- and toenails were seemingly made of a mirror-polished metal, his eyes were perfectly faceted blue jewels, and his skin seemed to be carved of the purest white marble. His voice when he made the soft baby sounds, for Kevroth never cried, was strange and polyphonic, as if a whole choir spoke with him.

    Kevroth remembers everything in his life with the clarity of mature memory. He remembers his own birth. He remembers the loving kindness of his parents. He remembers how safe and secure and loved he felt with them. He remembers their worry and, later, their fear, though they tried not to show him either one. He remembers the sounds of fighting and the screams of the dying. He remembers his parents trying to flee with him. He remembers the sounds his father made as he died on a bandit’s blade. He remembers the desolate screams as his mother was ravaged, and then slowly killed. He remembers the men laughing at him as he huddled under a wagon and begged anyone to help. No one did.

    Though only a young boy, and alone, Kevroth refused to die. He salvaged what he could from the devastated village and set out to avenge his family. As he pursued the men that destroyed all that he held dear, Kevroth’s pure soul became tarnished. His metallic fingernails grew into vicious talons, his teeth sharpened into points, his perfect marble skin became flecked with impurities and seeming fractures, and his perfect blue eyes became bloodshot and glowed softly red.

    Knowing he was no equal to the grown men that had killed his whole life, Kevroth pursued them with the canny and instinctive wariness of an animal. He found them and he killed each one, silently ripping their throats out with his razor sharp claws.

    Once the men were all dead, Kevroth sat down by their empty campsite to scream his heartbreak into the uncaring night and wait for death to claim him. That is how the Hellknight found him. Maralictor Joreegin saw potential in the boy and took him back to the chapter house to try and rehabilitate Kevroth. Months passed before Kevroth stopped wanting to die. More months passed before he saw value in protecting others from the chaos that worked to undermine an orderly civilization.

    When he came of age, he formally joined the Hellknights as an Armiger. He vowed to strive for the elimination of those forces that led his parents to such heinous crimes. One of his first assignments as an armiger in the Order nearly led to his death. Pursuing a cult of Demon worshippers, Kevroth found himself separated from his companions and would have fallen into the clutches of the cultists if not for the intervention of a mysterious hooded woman.

    When the call came for a team of Hellknights to take the holy fight into the teeth of the agents of Chaos itself, Kevroth could not volunteer quickly enough. Now he has come to Kenabres with his brothers and sisters of the Order to show these ‘Crusaders’ how to wage war on Demons.

    Kevroth wants to carve a stable orderly society out of this bit of the abyss on earth. He wants to see himself a full member of the Hellknights, a Signifer of the Order of the Gate. And he wants to amass such power that even demons tremble in fear at the sound of his name.