Man in Mask

Lord Galden Vex's page

6 posts. Alias of Steven T. Helt (RPG Superstar 2013).


Full Name

Galden Vex, Plaguebringer, Despoiler of Flesh, The Leprous Lord

Race

Human

Classes/Levels

Antipaladin 15

Gender

Male

Size

Medium

Age

43

Special Abilities

See below

Alignment

Chaotic Evil

Deity

Pestilence

Location

The Worldwound, et al.

Languages

Common, Abyssal

Occupation

Advent of Corruption

Strength 24
Dexterity 16
Constitution 18
Intelligence 12
Wisdom 12
Charisma 22

About Lord Galden Vex

Fortitude Saves: +21 (+9 base, +4 Con, +6 class, +2 Resist)
Reflex Saves: +16 (+5 base, +3 Dex, +6 class, +2 Resist)
Will Saves: +18 (+9 base, +1 Wis, +6 class, +2 Resist)

Hp: 154/154 Hit Dice: 15d10(94)+ 60

Initiative: +3 (+3 Dex)

Armor Class: 23 (+7 armor*, +2 deflection, +3 Dex, +1 natural)
Flat-footed: 20 Touch: 15

*frequently +9 armor bonus with DR 5/good (deflie armor)

Feats:

Spoiler:

Human: Power Attack
Char 1: Weapon Focus (heavy flail)
Char 3: Furious Focus
Char 5: Selective Channeling
Char 7: Extra Cruelty
Char 9: Improved Critical (heavy flail)
Char 11: Dreadful Carnage
Char 13: Channel Smite
Char 15: Ability Focus (touch of corruption)

Skills:

Spoiler:

Acrobatics 3 base + 3 abil -1 arm +1 misc class = +6
Appraise base + 1 abil arm +1 misc class = +2
Bluff 1 base + 6 abil arm +1 misc +3 class = +11
Climb base + 7 abil -1 arm +1 misc class = +7
Craft (alchemy) 5 base + 1 abil arm +1 misc +3 class = +10
Diplomacy 3 base + 6 abil arm +1 misc class = +10
Disable Device base + 3 abil arm +1 misc class = +4
Disguise base + 6 abil arm +1 misc +3 class = +10
Escape Artist base + 3 abil -1 arm +1 misc class = +3
Fly base + 3 abil arm +1 misc class = +4 Handle Animal 3 base + 6 abil arm +1 misc +3 class = +13
Heal base + 1 abil arm +1 misc class = +2
Intimidate 9 base + 6 abil arm +1 misc +3 class = +19
Know (Arcane) 0 base + 1 abil arm +1 misc class = +2
Know (Dungeon) base + 1 abil arm +1 misc class = +2
Know (Local) base + 1 abil arm +1 misc class = +2
Know (Nature) base + 1 abil arm +1 misc class = +2
Know (Nobility) 1 base + 1 abil arm +1 misc class = +3
Know (Religion) 2 base + 1 abil arm +1 misc +3 class = +7
Linguistics 0 base + 1 abil arm +1 misc class = +2
Perception 8 base + 1 abil arm +1 misc class = +10
Perform base + 6 abil arm +1 misc class = +7
Profession 0 base + 0 abil arm +1 misc class = +1
Ride 11 base + 3 abil -1 arm +1 misc +3 class = +17
Sense Motive 10 base + 1 abil arm +1 misc +3 class = +15
Sleight of Hand base + 3 abil -1 arm +1 misc class = +3
Spellcraft 3 base + 1 abil arm +1 misc +3 class = +8
Stealth 5 base + 3 abil -1 arm +1 +5 misc +3 class = +20
Survival 1 base + 1 abil arm +1 misc class = +3
Swim 1 base + 7 abil -1 arm +1 misc class = +8
Use Magic Device1 base + 6 abil arm +1 misc class = +7

Melee
+3 conductive, corrosive burst heavy flail*
+27/+18/+13 (1d10+25+1d6 acid, 17-20 {+1d10 acid})
mw dagger +24/+19/+14 (1d4+7, 19-20)

Ranged
+1 keen longbow {+7 Str} +20/+15/+10 (1d8+8, x3) range 110

*applies greater magic weapon each day, frequently [i]unholy or anarchic and wounding OR speed and vicious; also includes adjustment for Power Attack; smite +6, +15; channel +8d6; touch of corruption +7d6 + disease and other effect.

Spells Prepared [caster level 12]
4th level - greater invisibility, slay living (DC 20)
3rd level - animate dead, greater magic weapon*, vampiric touch (+23 melee touch, 6d6)
2nd level - darkness, darkvision*, desecrate, silence
1st level - bane (DC 17), disguise self, inflict light wounds (+23 touch, 1d8+5, DC 17) OO, protection from good,

Equipment

Spoiler:

Fellrot (+1 conductive, corrosive burst heavy flail, mw dagger, +1 keen composite longbow (+7 Str), 50 arrows, mw throwing axe, manual of gainful exercise +1 [read], belt of physical perfection +4, headband of alluring charisma +6, +1 mithral breastplate of shadow, cloak of resistance +2, the Woundwhirl]/i] [pale green [i]ioun stone represented as buzzing, stinging poisonous insect], boots of speed, ring of protection +2, amulet of natural armor +1, handy haversack, wand of cure light wounds, bandages of rapid recovery OO, potion of cure serious wounds, 50' hemp rope, bedroll and blanket, 10 black candles, flint and steel, ink, quillpen, common lamp, 2 pints of oil, 4 pieces parchment, 5 days' rations, backpack, sack, sealing wax*, signet ring*, 3 empty vials, whetstone, 3 torches, 3 sunrods, 3 gold pieces

Appearance

Spoiler:

Few make as imposing an impression as the self-proclaimed Advent of Corruption. With pocked and scarred flesh and a palor that can only call death to mind, the Leprous Lord lives up to the horrific description of his countenance that go before him. He stinks of used bandages and cold sweat, and his hot breath is rumored to carry many contagions. Perhaps his most memorable feature is the unsettling clay mask he uses to convey a normal face, as the bloated skin behind it must surely be a terrifying mess of oozing sores.

Lord Vex is never seen without the dreaded emblem of his faith - a massive, pointed aspergillum that spews acid and bile on those unfortunate enough to be stricken by the unholy warrior in combat.

Background Information

Spoiler:

The Shoto family in the Empire of Mists is a large and wealthy clan. They surround themselves with mystery and secrets, and employ shrewd judgment and clever forethought in business and military dealings. Though some view the Shoto with suspicion and even accusations of dishonor, it is difficult to deny their acumen, and their friendship and loyalty is defended by many as reliable and genuine. It is said that a Shoto is the best friend and worst enemy you can have in the Empire.

Among the young lords of this infamous people is Shoto Imuri. Imuri practices with every weapon available to one of the samurai caste: martial weapons, battlefield tactics, courtly intrigue, seduction and poison are arts he pursues at the demand of his ruthless, but proud sensei. At his gempukku, he was hailed as the top student of the Broken Promise dojo. His reputation is marked by occasional controversy, being the son of celebrities. His mother was an Imperial gunso, but in times of peace occupies herself as a well-known butei actress. His father is an honored diplomat and respected shogi player.

The rigors of the three Shoto family dojos are well-known, and it is tradition that the graduates of these schools spend one year in pilgrimage to assert themselves in an Empire that will judge them based on future success and adherence (or lack thereof) to honorable conduct. Imuri travels on errands for his parents and dojo, seeking to solidify an identity and reputation. He can choose any path - honorable businessman, respected shireikan, or ignoble assassin. In the coming year, he will set firmly upon the road to adulthood and work to intertwine both his legacy and destiny.

Special Rules

Spoiler:

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.

Detect Good (Sp) At will. 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.

Smite Good (Su) (+6, +15) OOOOO Five times per day, Lord Vex 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.

Unholy Resilience (Su) At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Touch of Corruption (Su) 7d6, DC 25, OOOOO OOOOO OOO

Aura of Cowardice (Su) At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability.

Plague Bringer (Ex) At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.

Cruelty (Su) DC 25, Always add disease, and choose one other:
Sickened: The target is sickened for 1 round per level of the antipaladin.

Diseased: The target contracts a disease, as if the antipaladin had cast contagion, using his antipaladin level as his caster level.

Nauseated: The target is nauseated for 1 round per three levels of the antipaladin. The antipaladin must have the sickened cruelty before selecting this cruelty.

Poisoned: The target is poisoned, as if the antipaladin had cast poison, using the antipaladin’s level as the caster level.

Blinded: The target is blinded for 1 round per level of the antipaladin.

Channel Negative Energy (Su) 8d6, DC 23 half. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.

Antipaladin Spells 1x5, 2x4, 3x3, 2x2. DC 16+ spell level. See above for spells prepared.

Beginning at 4th level, an antipaladin gains the ability to cast a small number of divine spells which are drawn from the antipaladin spell list presented in Chapter 5. An antipaladin must choose and prepare his spells in advance. To prepare or cast a spell, an antipaladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an antipaladin’s spell is 10 + the spell level + the antipaladin’s Charisma modifier. Like other spellcasters, an antipaladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of a paladin and is given on Table: Antipaladin. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Antipaladin indicates that the antipaladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

An antipaladin must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. An antipaladin may prepare and cast any spell on the antipaladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, an antipaladin has no caster level. At 4th level and higher, his caster level is equal to his antipaladin level –3.

Fiendish Boon (Sp)

Upon reaching 5th level, an antipaladin receives a boon from his dark patrons. This boon can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the antipaladin to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per antipaladin level. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level.

Adding these properties consumes an amount of bonus equal to the property’s cost (sorted and listed below).

These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties:

+1: flaming, keen, vicious; +2: anarchic, flaming burst, unholy, wounding; +3: speed; +5: vorpal

These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit Fall From Grace are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the antipaladin but resumes giving bonuses if returned to the antipaladin. These bonuses apply to only one end of a double weapon. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a fiendish spirit is destroyed, the antipaladin loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls.

Aura of Despair (Su)

At 8th level, enemies within 10 feet of an antipaladin take a –2 penalty on all saving throws. This penalty does not stack with the penalty from aura of cowardice.

Aura of Vengeance (Su)

At 11th level, an antipaladin can expend two uses of his smite good ability to grant the ability to smite good to all allies within 10 feet, using his bonuses. Allies must use this smite good ability by the start of the antipaladin’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Good creatures gain no benefit from this ability. Current bonuses are +6 to hit, +15 damage.

Aura of Sin (Su)

At 14th level, an antipaladin’s weapons are treated as evil-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of him is treated as evil-aligned for the purposes of overcoming damage reduction.

Experience 15000 Favored Class: Antipaladin

Spoiler:
Favored Class Choices:

antipaladin 1: skill rank (Sense Motive)
antipaladin 2: skill rank (Sense Motive)
antipaladin 3: skill rank (Ride)
antipaladin 4: skill rank (Ride)
antipaladin 5: skill rank (Ride)
antipaladin 6: skill rank (Ride)
antipaladin 7: skill rank (Intimidate)
antipaladin 8: skill rank (Intimidate)
antipaladin 9: skill rank (Stealth)
antipaladin 10: skill rank (Stealth)
antipaladin 11: skill rank (Stealth)
antipaladin 12: skill rank (Stealth)
antipaladin 13: skill rank (Stealth)
antipaladin 14: skill rank (Perception)
antipaladin 15: skill rank (Perception)

PLAGUE ZOMBIES

Lord Vex is often found with a coterie of animated plague zombies. The Plaguebearer spent 1,200 gp in onyx gems to create his current elite troop.

Advanced Plague Zombies (4) 8 HD

Susan (advanced fast zombie manticore) 16 HD