Ghoul

Malefeasance Efescent's page

153 posts. Alias of wesF.


Full Name

Malefeasance Efescent

Race

AC 32, touch 10, flat-footed 28, hp 56, Fort +7, Ref +1, Will +12, Resist cold 5, elec 5, fire 5; SR 19; Per+18, Ini +2

Classes/Levels

Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1

Special Abilities

Armor Rune

Homepage URL

XP Track + 8,425

Strength 20
Dexterity 10
Intelligence 14
Wisdom 24
Charisma 17

About Malefeasance Efescent

Work in Progress
Mallory Efescent - Gravekinght
Male Devil-Spawn Tiefling Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1
LE Medium outsider (native)
Hero Points 1
Init +2; Senses darkvision 60 ft., see in darkness; Perception +18
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Defense
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AC 32, touch 10, flat-footed 32 (+10 armor, +8 shield, +4 natural)
CMB +8; CMD 18
hp 56 (5d8+1d6+6)
Fort +7, Ref +1, Will +12
Resist cold 5, electricity Immune, fire Immune; SR 19
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Offense
Str 20, Dex 10, Con -, Int 14, Wis 24, Cha 17
Base Atk +3;

Speed 20 ft.
Melee +1

Unholy light mace +9 (1d6+6+2d6 vs. Good)
Suns edge (Holy morning star B/P) +9 (1d8+6+2d6 vs. Evil)

gauntlet (from armor) +8 (1d3+5) and
masterwork silver dagger +9 (1d4+4/19-20) and
unarmed strike +8 (1d3+5 nonlethal)

Spell-Like Abilities (CL 6th; concentration +9)
1/day—fiendish augury
Domain Spell-Like Abilities (CL 6th; concentration +13)
10/day—copycat (5 rounds)
Cleric (Fiendish Vessel) Spells Prepared (CL 6th; concentration +13):
[D] Domain spell; Domains Devil (Evil), Devil (Law), Evil, Trickery

0 (at will)—
-Bleed (DC 17),
-Detect magic,
-Light,
-Mending

1st—
-Disguise self [D],
-Divine favor, (+2 Luck attack/Dmg 1 Min)
-Hide from undead (DC 18),
-Infernal healing,
-Protection from good,
-Shield of faith (Min/lvl Deflect +3)

2nd—
- Invisibility [D],
-Aid, (creature touched; Min/lvl +1 Luck attack; +1 Sav vs fear; 1d8+6 temp HP)
-Dread bolt (DC 19),
-Dread bolt (DC 19),
-Defending bone (DR5/Bludgeon)
-Spiritual weapon

3rd—
- Nondetection [D] (DC16 hr/lvl)
- Invisibility purge
-Create soul gem (DC 20),
- (Need to memorize new spell next morning)
-Magic Vestment (+2,Armor)**

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Statistics
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Feats and skills:

Feats: Armor Proficiency (Heavy), Command Undead, Craft Magic Arms & Armor, Mounted Combat, Power Attack, Ride-by Attack, Toughness
Traits: beast bond, reactionary

Armor Rune
The rune can be covered, or glamered away, but it is otherwise always visible, and it gives off a faint red light.
Mal’s armor gains the Expeditious quality. (+10 to speed, 3x/day, as a swift action)

Malefeasance also feels a strange disconnect from his source of power, and may now prepare and cast spells regardless of his alignment or alignment-related actions.

Skills :
Diplomacy +9,
Disguise +7,
Intimidate +9,
Knowledge (arcana) +6,
Knowledge (history) +6,
Knowledge (planes) +8,
Knowledge (religion) +8,
Perception +18,
Ride +9,
Sense Motive +13,
Spellcraft +8,
Stealth +4

Languages Common, Infernal, Undercommon
SQ aura, channel evil, damned, domains (trickery, devil [evil]), fiendish familiar, fiendish summonining, hell's corruption, hero points, infernal charisma
Other Gear +1 glamered mithral agile half-plate, Heavy Steel Sheild +4, masterwork heavy steel shield, +1 consecrated flaming light mace, suns edge, masterwork silver dagger, platinum holy symbol, 608 gp
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TRACKED RESOURCES
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Copycat (10/day) (Sp) - 0/10
Fiendish Augury (1/day) (Sp) - 0/1
Hell's Corruption (2 rounds) (10/day) (Su) - 0/10
Mounted Combat (1/round) - 0/1
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Special Abilities:

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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Evil 3d4 (DC 15) (Su) Heals evil creatures and sickens and harms good creatures in a 30-ft radius.
Cleric (Fiendish Vessel) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Command Undead (DC 13) Channel energy can take control of undead.

Copycat (10/day) (Sp) Create a single mirror image duplicate
Damned It is difficult to raise your soul from Hell when killed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devil
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fiendish Augury (1/day) (Sp) You may use your fiendish familiar to cast augury once per day.
Fiendish Familiar Familiar acts as a divine focus and your channel evil can center on it.
Fiendish Summonining You can only summon fiendish creatures and evil outsiders of your patron's alignment.
Hell's Corruption (2 rounds) (10/day) (Su) Touch attack inflicts -2 save vs. your spells and take the worse of 2 rolls for skill checks.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Infernal Charisma +2 (Ex) +2 to your Charisma when dealing with infernals.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Ride-by Attack You can move - attack - move when charging mounted.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Resistance (19) You have Spell Resistance.


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Loot:

8,000 GP worth of "materials" for Magic item creation


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gravekinght powers:

Sacrilegious Aura (Su)

A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the graveknight's armor as an altar of sorts to double the effects granted. The graveknight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the graveknight's creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area?such as through a cleric's channel energy ability, a paladin's lay on hands, or any spell with the healing subtype?must make a concentration check with a DC equal to 10 + 1/2 the graveknight's Hit Dice + the graveknight's Charisma modifier. If the character fails, the effect is expended but does not function.

Armor Class: Natural armor improves by +4.

Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As an undead, a graveknight uses its Charisma modifier to determine bonus hit points.

Defensive Abilities: A graveknight gains channel resistance +4; DR 10/magic; and immunity to cold, electricity, and any additional energy type noted by its ruinous revivification special quality. A graveknight also gains spell resistance equal to its augmented CR + 11.

The graveknight also gains the following ability.

Rejuvenation (Su)

One day after a graveknight is destroyed, its armor begins to rebuild the undead horror's body. This process takes 1d10 days?if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed.

Attacks: A graveknight gains a slam attack if the base creature didn't have one. Damage for the slam depends on the graveknight's size.

Special Attacks: A graveknight gains the following special attacks. Save DCs are equal to 10 + 1/2 the graveknight's HD + the graveknight's Charisma modifier unless otherwise noted.

Channel Destruction (Su)

Any weapon a graveknight wields seethes with energy, and deals an additional 1d6 points of damage for every 4 Hit Dice the graveknight has. This additional damage is of the energy type determined by the ruinous revivification special quality.

Devastating Blast (Su)

Three times per day, the graveknight may unleash a 30-foot cone of energy as a standard action. This blast deals 2d6 points of damage for every 3 Hit Dice a graveknight has (Reflex for half ). This damage is of the energy type determined by the graveknight's ruinous revivification special quality.

Undead Mastery (Su)

As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the graveknight's control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional save every day to break free from the graveknight's control. A creature that successfully saves cannot be affected again by the same graveknight's undead mastery for 24 hours. A graveknight can control 5 Hit Dice of undead creatures for every Hit Die it has. If the graveknight exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead.

Special Qualities: A graveknight gains the following.

Phantom Mount (Su)

Once per hour, a graveknight can summon a skeletal horse similar to a phantom steed. This mount is more real than a typical phantom steed, and can carry one additional rider. The mount's powers are based on the graveknight's total Hit Dice rather than caster level. A graveknight's mount looks distinctive and always appears the same each time it is summoned. If the mount is destroyed, it can be summoned again with full hit points 1 hour later.

Ruinous Revivification (Su)

At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight's life or death, defaulting to fire if none are especially appropriate. This energy type influences the effects of several of a graveknight's special abilities.

Ability Scores: Str +6, Int +2, Wis +4, Cha +4. As an undead creature, a graveknight has no Constitution score.

Skills: Graveknights gain a +8 racial bonus on Intimidate, Perception, and Ride checks.

Feats: Graveknights gain Improved Initiative, Mounted Combat, Ride-By Attack, and Toughness as bonus feats.
Traits: An undead creature possesses the following traits (unless otherwise noted in a creature's entry).

No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon?s DC).
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to

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Kodo (familiar):

Devil, Imp (Valet)
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +7; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
hp 28 (3d10); fast healing 2
Fort +4, Ref +6, Will +6
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
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Offense
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Speed 20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4) and
unarmed strike +8 (1 nonlethal)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities (CL 3rd; concentration +5)
At will—detect good, detect magic, invisibility
1/day—augury, suggestion
1/week—commune
—prestidigitation
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Statistics
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Str 10, Dex 16, Con 10, Int 12, Wis 12, Cha 14
Base Atk +3; CMB +4; CMD 14
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +8 (+4 jump), Bluff +8, Diplomacy +3, Disable Device +6, Disguise +5, Escape Artist +4, Fly +21, Knowledge (arcana) +5, Knowledge (history) +2, Knowledge (planes) +7, Knowledge (religion) +4, Perception +9, Ride +7, Sense Motive +7, Sleight of Hand +6, Spellcraft +7, Stealth +20
Languages Infernal, Undercommon
SQ able assistant, change shape (boar, giant spider, rat, or raven, beast shape i), hero points, improved evasion, teammate
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TRACKED RESOURCES
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Augury (1/day) (Sp) - 0/1
Commune (1/week) (Sp) - 0/1
Suggestion (1/day) (Sp) - 0/1
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Special Abilities
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Able Assistant (Ex) (Valet) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Augury (1/day) (Sp) Use Augury as a spell-like ability 1/day
Change Shape (boar, giant spider, rat, or raven, beast shape I) You can assume the form of a monstrous spider, raven, rat or boar.
Commune (1/week) (Sp) Commune 1/week, ask 6 questions
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Good (At will) (Sp) As the spell. Caster level 6th
Detect Magic (At will) (Sp) As the spell. Caster level 6th
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Flight (50 feet, Perfect) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Invisibility (At will) (Sp) As the spell, self only. Caster level 6th
Poison: Sting—Injury (DC 13) (Ex) Poison—Injury; save Fort DC 13; freq 1/rd for 6 rds; effect 1d2 Dex; cure 1 save.
Prestidigitation (Sp) (Valet) A valet can use prestidigitation once per hour.
Suggestion (1/day) (Sp) Suggestion (DC 15) 1/day
Teammate (Ex) (Valet) A valet is considered to have all the teamwork feats its master has.

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Podo (animal Companion):

Imp
LE Tiny outsider
Init +5; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 22, touch 17, flat-footed 17 (+5 Dex, +2 size, +5 natural)
hp 30 ()
Fort +2, Ref +10, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 20 ft., fly 50 ft. (perfect)
Melee +1 shock falchion +9/+4 (1d4+8/18-20+1d6 electricity) and
sting +6 (1d4+2) and
unarmed strike +11/+6 (1+5 nonlethal)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities (CL 6th; concentration +8)
Constant—detect good, detect magic
At will—doom, invisibility (self only)
1/day—suggestion (DC 15)
1/week—commune
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Statistics
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Str 12, Dex 20, Con 10, Int 13, Wis 12, Cha 14
Base Atk +6; CMB +9; CMD 20
Feats Piranha Strike, Weapon Finesse, Weapon Focus (falchion)
Skills Acrobatics +11 (+7 jump), Bluff +11, Escape Artist +11, Fly +26, Perception +10, Sense Motive +10, Stealth +22
Languages Celestial, Draconic, Infernal, Undercommon; telepathy 50 ft.
SQ alternate form, change shape (boar, giant spider, rat, or raven, beast shape i), devotion, hero points
Other Gear +1 shock falchion
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TRACKED RESOURCES
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Commune (1/week) - 0/1
Detect Good (Constant) - 0/0
Detect Magic (Constant) - 0/0
Invisibility (self only) (At will) - 0/0
Suggestion (1/day) - 0/1
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Special Abilities
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Alternate Form (Cat) An imp with this ability may choose one additional Tiny, Small, or Medium animal form as if using beast shape II. Each time the imp selects this ability, it gains a new alternate form.
Change Shape (boar, giant spider, rat, or raven, beast shape I) You can assume the form of a monstrous spider, raven, rat or boar.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Doom (At will) (Sp) An Imp Companion may add a spell to its list of spell-like abilities.
Evasion (Ex) No damage on successful reflex save.
Flight (50 feet, Perfect) You can fly!
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Poison: Sting-Injury (DC 13) (Ex) Poison—Injury; save Fort DC 13; freq 1/rd rd; effect Dex; cure 1 save.
Telepathy (50 feet) (Su) Communicate telepathically if the target has a language.