Xokek

Lord Cainhardt of Wolden's page

2 posts. Alias of Johnnycat93.


About Lord Cainhardt of Wolden

Veldant Cainhardt
XP 635,000
Male Elf Ninja 10/Kensai 5/Harbinger 10/Two-Handed Fighter 5
LN Medium Humanoid (Elf)
Init +7; Senses Perception +18
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DEFENSE
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AC 36, touch 23, flat-footed 26 (+11 Armor, +1 Luck, +2 Deflection, +10 Dodge, +2 Natural)
hp 101 (10d8+5d10)
Fort +12, Ref +19, Will +16; +2 vs enchantment, +4 vs compulsion
Immune sleep
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OFFENSE
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Speed 40 ft
Melee Bastard Sword +33 (3d8+37/x19–20)
Special Attacks ki pool (7 points), arcane pool (8 points), dark claim, grim news 2/encounter, massacre 2/encounter

Maneuvers
Stances-stance of the eternal guardian, the dragon knows, scarlet einhander, touch of the witch
Strikes-strike of the royal guardian, relentless warden's strike, grim guard's laughter, strike of defeat
Boosts-ghost hunting blow, witchfinder's brand, binding fetters, noble blade
Counters-sanguine barrier, sanguine perfection
(*Readied Maneuvers)

Spell-Like Abilities (CL 15th)
At Willmagic aura
1/daycomprehend languages, detect magic, detect poison, read magic
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STATISTICS
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Str 28, Dex 20, Con 10, Int 22, Wis 10, Cha 15
Base Atk +12; CMB +27; CMD 37
Traits Clever Wordplay (Bluff), Unorthodox Method (Eternal Guardian), Umbral Unmasking, Threatening Defender
Feats Run, Vital Strike, Improved Vital Strike, Devastating Strike, Combat Expertise, Discipline Focus (Eternal Guardian), Improved Feint, Power Attack, Furious Focus, Skill Focus (Kn: Planes), Eldritch Heritage (Abyssal), Improved Eldritch Heritage (Abyssal), Death or Glory, Combat Reflexes, Weapon Focus (Bastard Sword), Exotic Weapon Proficiency (Bastard Sword), Grasp of Darkness
Skills Acrobatics +22, Autohypnosis +15, Bluff +24, Climb +27, Diplomacy +20, Disguise +18, Fly +12, Heal +8, Intimidate +20, Linguistics +27, Knowledge (Martial) +22, Knowledge (Planes) +31, Perception +18, Ride +12, Sense Motive +18, Spellcraft +24, Stealth +22, Swim +26, Use Magic Device +15
Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Boggard, Celestial, Common, Dark Folk, Draconic, Dwarven, D'ziriak, Elven, Giant, Ignan, Infernal, Necril, Orc, Protean, Sylvan, Terran, Undercommon
SQ Elf Blood, Poison Use, Sneak Attack +5d6, Ki Pool, Ninja Trick (Kamikaze, Pressure Points, Shadow Clone, Combat Trick), No Trace +3, Uncanny Dodge, Light Steps, Improved Uncanny Dodge, Master Tricks (Evasion), Shattering Strike +1, Overhand Chop, Weapon Training (Two-Handed Weapons) +1, Ill Tidings, Accursed Will (Attack Rolls), Maneuvers, Dark Claim, Dark Focus (Eternal Guardian), Grim News (Omenwalk), Massacre, Elusive Shadow, Sorcerous Deception, Ill Intentions, Accursed Will (Damage), Dark Focus (Scarlet Throne), Arcane Pool, Diminished Spellcasting, Spell Combat, Spellstrike, Magus Arcana (Flamboyant Arcana), Canny Defense +5, Weapon Focus, Perfect Strike
Gear 65gp, +2 Impacting Large Wyroot-Elysian Bronze Bastard Sword, +5 Bolstering Stanching Mithral Agile Breastplate, Gloves of Dueling, Effortless Lace, Belt of Physical Might +4, Robe of Arcane Heritage (Abyssal), Sandals of Quick Reaction, Jingasa of the Fortunate Soldier, Headband of Vast Intelligence +6, Cloak of Resistance +5, Ring of Protection +2, Amulet of Natural Armor +2
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SPECIAL ABILITIES
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Dark Claim (Su)
The harbinger reaches out with her sorcerous malice, marking foes as her own. As a swift action, the harbinger may Claim an enemy that she can see (including with special senses such as blindsense or tremorsense) within close range (25 feet plus 5 ft. per 2 levels) for a number of rounds equal to ½ her class level (minimum 1). Additionally, Claimed creatures using the withdraw action to leave a square threatened by the harbinger provoke attacks of opportunity from her. The harbinger may only have a number of Claimed creatures equal to or less than her Intelligence modifier at any given time. The harbinger automatically knows the position of creatures she has Claimed. Any opponent the harbinger cannot see has total concealment (50% miss chance) against her, and the harbinger still has the normal miss chance when attacking foes that have concealment. The harbinger is still denied her Dexterity bonus to Armor Class against attacks from Claimed creatures she cannot see.

Omenwalk (Su)
The harbinger gains the ability to teleport up to her speed as a move action. The harbinger does not need line of effect or line of sight to her destination, though she still provokes attacks of opportunity for leaving a threatened square in this fashion.

Background:

Veldant once sat as the head of House Cainhardt; now he is only a Lord in title. His home of Wolden, along with the rest of the elven empire, lies broken in the wake of the demonic invasion.

Prior to that Wolden had seen continued prosperity under the rule of House Cainhardt, due in part to large indigenous population of Wyrwood trees. In turn, this earned the members of the House special favor among the higher echelons of the kingdoms rulership. In the case of Veldant, this meant being raised among the royal family in Yriedial. He excelled equally in the realms of military and political theory, eventually blossoming into a capable nobleman in his own right.

At the end of his tenure he elected to remain in the capitol, resulting in his eventual rise to the rank of lieutenant within the Golden Warriors. As one may expect, such a position was not one of a typical soldier. Martial prowess was necessary, to be sure, but so to was the ability to be socially amorphous. Regardless, Veldant became an accomplished envoy and resolute guardian, especially excelling in single combat where careful maneuvers and military skill were equally valuable.

By the time of the first demonic incursions were being launched in the Southern Forest, Veldant had garnered himself a good deal of renown. When it became clear that the demonic host was becoming a considerable threat, he was awarded the honor of commanding the defense of Harwood Citadel; a fortress conveniently located in his home province of Wolden. A battalion of Golden Warriors on the eve of battle - not necessarily a joyous homecoming.

The main battle was preceded by a handful of small skirmishes in which the elven warriors were unable to accurately gauge the strength of their foe. A battalion would have never realistically sufficed - no matter how fortified they were. When the actual siege began the defenders of Harwood Citadel were quickly overwhelmed. Veldant, along with a handful of other survivors, were forced to retreat into the forests in the face of such overwhelming force. Meanwhile the demonic host rolled over their shattered defenses, then Wolden, and then the whole of the elven kingdom with an insatiable lust for destruction.

Stranded deep in enemy territory, survival became imperative for the Lord of Wolden. Unfortunately, such a thing was easier said than done. With no means of resupply it became necessary to adopt at least some of the tactics of their demonic foe - "going native", as they called it. Dark arts fused with old-fashioned elven know-how proved incredibly effective for the stranded warriors.

By the time they managed to navigate back to friendly territory the elven kingdom was in ruins and the larger world fared no better. The last of the elven soldiers were rallied and marched towards Oswell in the hopes of reaching an alliance.

In the past something like of this may have troubled Veldant - after all, his experience with national politics would have left him understandably cautious. However, things have changed. He has fought through battlefields normally reserved for the stuff of nightmares; the petty bickering of rulers no longer concerns him. What is important now, in his view, is the staving off of the enemy. Until that is accomplished no plans for reconstruction can be made.