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About Skalv AelfaraelStatistics:
Male Tiefling (Demon-Spawn) Paladin (Oath against Fiends, Oath of Vengeance)/Ranger (Demonslayer, Divine Tracker, Skirmisher) 3
LG Medium Outsider (Native) Init +0 (+2 in urban); Senses Perception +6 (+2 in urban); darkvision 60 ft. Aura Good, Courage ------------------------------ DEFENSE ------------------------------ AC 22, touch 10, flat-footed 22 (+10 armor, +2 shield) hp 31 Fort +8, Ref +6, Will +6 (+1 vs evil outsiders, +2 vs nausea) Immune Disease, Fear Resist fire 5, cold 5, electricity 5 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. (20 ft. in armor) (+10 ft. charge/run/sprint) Melee Bastard Sword +9 (1d10+5)
Ranged Longbow +3 (1d8) Supernatural Abilities
Spell-Like Abilities (CL 3)
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Fiendish Sprinter Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. Iron Stomach You gain a +2 bonus on saving throws against nausea. Darkvision Tieflings can see perfectly in the dark for up to 60 feet. Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. Exposed to Awfulness As a child, you were badly mauled by a demon. The demon was slain before it could kill you, but you lingered at death’s door for weeks before regaining consciousness. Ever since, you’ve been unusually hale and hearty, as if your body had reacted to its brush with doom by becoming supernaturally fit. Once per day when you fail a saving throw against an effect created by a demon that would kill or incapacitate you physically, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Treerazer's Bane Having fought in many battles against the demon Treerazer, you have learned the best ways to kill the various creatures under his control. You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil. Tiefling Paladin Favored Class Bonus (+3) Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself. Aura of Good The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level. Detect Evil 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 Evil 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. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. Divine Grace At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws. Lay On Hands (2/4) Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Aura of Courage At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. Divine Health At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Mercy (fatigued) At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. Favored Enemy (Evil Outsider) At 1st level, a demonslayer must choose favored enemy (evil outsider). 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. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. 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. Track A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Favored Weapon At 1st level, a divine tracker becomes proficient with the favored weapon of his deity. Combat Style Feat (Menacing) At 2nd level, a ranger must select one combat style to pursue. The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. Demonologist 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. Favored Terrain (Urban) At 3rd level, a ranger may select a type of terrain. 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). Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb. Current Load Carried 111 lb. Money 93 GP 0 SP 0 CP
Background:
Falaena Aelfarael was an elven warrior of Kyonin, dedicating her life to defending her race from foreign threats and the monstrous Treerazer. After years of service she became an officer and made a reputation for herself as a hunter of servants of Treerazer. She made great strides in pushing his followers further into the forest, but also attracted the attention of the glabrezu demon Mokravud. He set up a trap for the young elven officer and separated her from her soldiers, capturing her.
Falaena was tortured by Mokravud and other followers of Treerazer. A few months into her capture it was learned she was pregnant, much to her horror and Mokravud's delight. Her torture took on an entirely new direction with evil magic and dark curses used to twist her pregnancy. She ended up giving birth to a demon-spawn with grey skin, budding horns, and a whipping tail. The only similarities it had to its mother was its pointed ears and high cheekbones. The child was ripped from her arms moments after being born, destined to grow up as a living weapon against body the bodies and minds of the elves. Falaena, no longer burdened with her pregnancy and the attention of her captors more focused on the child, found an opportunity and fought her way to freedom. The pain of what had happened to her was nearly unbearable, and she sequestered herself away for many years. The child grew up under the servants of Treerazer, bred for battle and indoctrinated into the cult of the nascent demon lord. He was being shaped into a weapon to not only strike against the elves of Kyonin, but also to be a symbol of corruption, to strike anger and sorrow into their hearts. It was a brutal childhood. His friend was anger, his teacher was pain, his existence destruction. He was on a dark, violent path. Calgour Zendrath was an oracle of Ragathiel, a notable cult leader in Magnimar. The old human was a veteran of the battlefield, having spent his youth empowered by Ragathiel to avenge his family, and most of his adulthood as a soldier. In his old age he retired but stayed invested in the faith of Ragathiel, helping to guide others on the path to vengeance where it was needed. It is during this time he was given a vision of a young creature, an elven demon-spawn, who was at a critical turning point. If the child continued on his given path, a great wrong would only be made worse. But if there was intervention, the possibility for righteous vengeance was enormous. Calgour followed his vision, traveling to Kyonin and pursuing the child. His vision lead him deep into the northern forest, where the elves had no hold and the trees wilted with rot. It was there he found the location of his vision, and with blade and holy fire he cleansed Treerazer's servants from the area. The child attacked him, but the old veteran disabled and captured him, spiriting him away from the nightmare he had been born into. He found refuge with a small elven village and settled in to complete his quest. Over weeks Calgour slowly earned the trust of the child, feeding him and teaching him about his people with the help of the locals. Divination magic was used to learn truths about his past and who he was, and to impart knowledge of what had been done to him. It was a long and arduous process that wore Calgour's patience paper-thin, but eventually it paid off. The child came to realize the truth of the world and his existence, turning him away from the path of evil, but was now lost with no sense of self-identity. His life had been rage and pain and destruction, and he was told it was all a lie. The elves seeked to shelter him and change who he was, but Calgour would not allow it. He insisted the child was still who he was, and that he should not turn away from the lessons he had learned. If the child was tempered by the fires of rage and destruction, so be it. Those are virtues if directed against those deserving of it. And so it was that Calgour trained the child in the faith of Ragathiel, not trying to change who the underlying person was, but instead taking on a new perspective for his purpose. Instead of being bred to destroy the elves, he would use the lessons Treerazer's servants gave him against his captors. He would become the bane of Treerazer and any demon that dared to cause suffering. With his new purpose he was given a name: Skalv Aelfarael, taking his first name for who he was and what he had become, and his last name for his mother and the elves to never forget his roots. Calgour trained Skalv in battle, honing the wild fury that the child had been born into. As Skalv grew into a man Calgour's health waned, and eventually the old veteran could teach him no more. Calgour told him to continue his training, for he was not powerful enough to take on the threat Treerazer and his servants posed, or various other demonic threats. And so Skalv set out, leaving the elves and his old master behind him. He spent some time traveling the world, gathering experience and lore as an adventurer and sell-sword and soldier, until he set his eyes on the one place that would give him experience fighting demons like nothing else: The Worldwound. Skalv arrived in Kenabres to seek his destiny, content to relax briefly during the celebration of Armasse. But his life had never been calm to him before, and he had hardly been in the city a day when it was rocked by the shattering first strike of the demon attack. Skalv was in the middle of the street when it happened and it was a miracle he survived the opening attack. He stumbled to his feet as the demon hoards poured into the city, striking out against the demons initially but quickly gaining wounds and being pushed back. He likely would have stood his ground and met his end if it wasn't for the teachings of Calgour, who warned of the immense power and number of demons and advised living to fight another day. With gritted teeth he retreated to lick his wounds and recover. Skalv balanced on the brink of death. Every waking moment was spent fighting against or running from demons, doing everything in his power to help those in need but watching cruelty after cruelty and having to accept his limits. He did everything in his power to weaken the hoard and help this in need, but alone his efforts were nothing but a twig against the hurricane of the abyss. As night settled in he found the best shelter he could out of a half-destroyed building, settling into the rubble in a hideaway spot in an attempt to get some sleep. Appearance and Personality:
Skalv is a tall, broad-shouldered and handsome tiefling. He has ash-grey skin, thick horns that grow in a slight wave behind his head, and strait white hair that cascades down to his shoulders. He has sharp facial features, high cheekbones, a slim waist, and large pointed ears that together give him a vaguely elven look.
Skalv has a righteous fury in his heart that he seeks to quench. His birth captors gave him the desire to destroy, and his adult mentor guided him to direct it against those who deserved it. This contradiction is often difficult for him to reconcile, and often he acts rashly, but he seeks to improve himself and find a more stable purpose in the world. |