Hellknight

Lord Thomas Havelyn's page

35 posts. Alias of Helix Missionary.


Full Name

Lord Thomas Havelyn

Race

Human

Classes/Levels

Antipaladin 5 | HP 37/51 | AC 26, touch 11, flat-footed 25; CMD 20 | Fort +9, Ref +6, Will +9 | Init +2, Perception +10

Gender

Male

Size

Medium (6'3", 170 lb.)

Alignment

Lawful Evil

Deity

Asmodeus

Strength 18
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 14
Charisma 16

About Lord Thomas Havelyn

Lord Thomas Havelyn
Male human antipaladin (blood-soaked demon, warrior of blind faith) 5/sentinel 2 [gestalt]
LE Medium humanoid (human)
Initiative +2; Senses Perception +10
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DEFENSE
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Armor Class 26, touch 11, flat-footed 25 (+1 Dex, +10 armor, +5 shield)

Hit Points 37/51 (1d12+4d10+10+5)
Nonlethal Damage 0
Condition Normal

Fortitude +9, Reflex +6, Will +9
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OFFENSE
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Speed 20 feet (30 when not in armor)

Melee Bronwyn's Embrace +10 (2d6+6) OR
Melee gauntlet +9 (1d8+4)

Ranged heavy crossbow +6 (1d10/120 ft./19-20)

Special Attacks Guardian's Challenge, Shove
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STATISTICS
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Strength 18, Dexterity 12, Constitution 14, Intelligence 12, Wisdom 14, Charisma 16

Base Attack Bonus +5
Combat Maneuver Bonus +9
Combat Maneuver Defense 20

Feats Improved Shield Bash*, Improved Unarmed Strike*, Muscular Reflexes, Power Attack, Shield Focus*
*Associated feat used for combat sphere/talent

Traits Desertion, Signature Moves

Trained Skills
Craft (armor) +5 (1 rank+3 class+1 Int)
Diplomacy +10 (4 ranks+3 class+3 Cha)
Handle Animal +7 (1 rank+3 class+3 Cha)
Intimidate +11 (5 ranks+3 class+3 Cha)
Knowledge (nobility) +9 (5 ranks+3 class+1 Int)
Knowledge (religion) +9 (5 ranks+3 class+1 Int)
Perception +10 (5 ranks+3 class+2 Wis)
Profession (soldier) +10 (5 ranks+3 class+2 Wis)
Ride +5 (1 rank+3 class+1 Dex) (-5 ACP from armor, -7 ACP from shield)
Sense Motive +10 (5 ranks+3 class+2 Wis)

Languages Common, Infernal

Equipment:
Weapons
Balinger (Heirloom masterwork longsword with Mitran holy symbol)
Masterwork dagger (insignia of the Knights of Alerion)
Heavy crossbow
--10 bolts

Armor and Clothing
+1 dastard full plate
Bronwyn's Embrace (Masterwork tower shield, masterwork shield spikes, masterwork reinforcing boss)

Other Gear and Belongings
Leatherbound Havelyn Family Tree

Money 849 gp

Class and Archetype Features:

Aura of Cowardice: All enemies within 10 feet take -4 on saving throws against fear effects, immunity to fear is lost.
Aura of Evil: Evil aura with power equal to level, extra damage from smite evil.
Bonus Feat: Shield Focus
Combat Training: Expert practitioner, Charisma modifier.
Dedicated Defense (Sentinel 2): DR 1/-, stacks with similar DR.
Defender's Soul (Sentinel 1): Guardian bonus sphere with challenge package.
Detect Good: At will detect good as the spell, move action to concentrate within 60 feet and determine as if studying for 3 rounds.
Fiendish Bond: Bond with armor, standard action to apply +1 enhancement bonus or special effects; once a day for 1 minute per level.
Guard Wall (Sentinel 2): When ending turn without moving more than 5 feet, gain +2 circumstance bonus to CMD.
Guardian Challenge (Sentinel 1): +1 bonus on attack and damage rolls against target of Guardian's challenge for duration.
Iron Fist: Improved Unarmed Strike bonus feat; attacks with gauntlets, spiked gauntlets, and armor spikes use warpriest sacred weapon table for damage.
Martial Tradition: Knightly Training, bonus combat spheres/talents.
Plague Bringer: No damage or any penalty from diseases; still contracted and spread, but immune to effects.
Sentinel's Reserve (Sentinel 1): 3 Reserve points per day, can spend as swift action to gain 12 temporary hit points that last 1 minute or until lost. Reserve points regained after resting for 8 hours, once per 24 hours.
Unholy Resilience: Bonus equal to Charisma bonus on all saving throws.
Unstoppable: When wearing heavy armor, not slowed by terrain that halves movement unless magically manipulated.
Wise Reflexes (Sentinel 1): Can use Wisdom modifier in place of Dexterity for initiative and Reflex save bonus, not exceeding class level.

Combat Spheres and Talents:

Brute Sphere
Shove: Move action to move up to half speed and make a melee touch attack. Successful attack causes target to take Strength modifier bludgeoning damage and gain battered condition (-2 to CMD, cannot take attacks of opportunity provoked by combat maneuvers) until end of next turn. May shove in place of attack on charge without extra movement.

Equipment Sphere
Armor Training: Proficient with medium and heavy armor.
Knightly Training: Proficient with flail, greatsword, halberd, heavy flail, heavy pick, light pick, lance, longsword, shortsword, and warhammer, may wield bastard sword and estoc as two-handed martial weapons. When performing a charge, only -1 to AC.
Shield Expert: Increase shield bonus of any shield by +1.
Shield Training: Proficiency with all shields, including tower shields, and all shield bashes.
Tower Shield Mastery: Ignore attack penalty for attacking while carrying tower shields and may bash with tower shield, dealing 1d8 bludgeoning damage. Treat possessed tower shields as heavy shields for enchantments and shield spikes. When wielding a tower shield, increase max Dex and reduce armor check penalty by 2.

Guardian Sphere
Challenge: Challenge a seen creature as swift action, or free by expending martial focus; it takes -3 penalty on attack rolls not including Havelyn as a target, +2 to rolls only targeting Havelyn. Target is aware of the effect, not duration. Challenge lasts 5 rounds; new challenge causes previous challenge to end. Multiple challenges do not stack. Creatures with no Intelligence cannot be targeted.
Delayed Damage Pool: Pool of 15; when receiving damage, may redirect all or part to delayed damage pool, applying damage reduction and resistance first, and not exceeding pool's capacity. Delayed damage pool empties at end of turn each round, inflicting damage and bypassing DR and resistance. Additional effects apply immediately. Healing in excess of max HP reduces delayed damage pool.
Mass Challenge: May increase required time to issue challenge by one step (swift to move, free to swift) to issue challenge to 4 creatures.
Swift Guardian: Reduced action requirement to issue challenge.

Shield Sphere
Active Defense: When using a shield and attacked while aware and not flat-footed, may spend attack of opportunity to increase shield bonus against attack by +3, chosen before attack roll. Triggers one deflect talent.
Bashing Shield: Do not lose shield bonus to AC when attacking with shield; may shield bash with a buckler as a light shield one size smaller.
Cover Ally: While maintaining martial focus, may use active defense to benefit ally within shield's reach when they are targeted by an attack.
Smashing Counter (deflect): When an attack misses creature benefiting from active defense, may make a shield bash attack as a free action even outside of turn.