|
Malleck of Alerion's page
1,253 posts. Alias of Seth86.
|
Full Name |
Malleck of Alerion |
Race |
|
Classes/Levels |
Anti-Paladin 8 |
Gender |
Male |
Size |
M |
Special Abilities |
TOO MANY |
Alignment |
LE |
Deity |
Asmodeus |
Location |
Talingarde |
Languages |
Abyssal, Celestial, Common, Draconic, Infernal |
Strength |
26 |
Dexterity |
14 |
Intelligence |
14 |
Wisdom |
14 |
Charisma |
27 |
About Malleck of Alerion
Malleck
Male moroi-born dhampir (svetocher) graveknight antipaladin (lord of darkness) 8 (Pathfinder Player Companion: Blood of the Night 20, Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 2 89, Pathfinder RPG Bestiary 3 138)
LE Medium undead (augmented humanoid, dhampir)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +15
Aura despair (10 ft.), aura of obedience (DC 22), sacriligious aura (30 ft., DC 22)
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +4 natural; +2 deflection vs. good)
hp 150 (8d10+96)
Fort +25, Ref +15, Will +19; +2 vs. disease and mind-affecting effects, -1 vs. positive energy damage; +2 resistance vs. good
Defensive Abilities channel resistance +4, negative energy affinity, rejuvenation; DR 10/magic, 3/—; Immune cold, electricity, fire, undead traits; Resist undead resistance; SR 20
Weaknesses weakness to positive energy
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 unholy adamantine nodachi +16/+11 (1d10+24/18-20 plus 2d6 cold and 2d6 vs. good) or
. . dagger +15/+10 (1d4+16/19-20 plus 2d6 cold) or
. . slam +10 (1d4+9)
Special Attacks channel destruction (2d6 cold), channel negative energy 6/day (DC 22, 4d6), devastating blast (4d6 cold, DC 22, 3/day), smite good 3/day (+8 attack and AC, +8 damage), undead mastery (40 HD, DC 22)
Antipaladin Spell-Like Abilities (CL 8th; concentration +16)
. . At will—detect good
Antipaladin (Lord of Darkness) Spells Prepared (CL 5th; concentration +13)
. . 2nd—corruption resistance[APG] (DC 20), invisibility, sense vitals
. . 1st—protection from good (2), sentry skull[ARG]
--------------------
Statistics
--------------------
Str 26, Dex 14, Con —, Int 14, Wis 14, Cha 27
Base Atk +8; CMB +13; CMD 28
Feats Augment Summoning, Improved Initiative[Bonus], Mask Of Virtue, Mounted Combat[Bonus], Power Attack, Ride-by Attack[Bonus], Spell Focus (conjuration), Toughness[Bonus]
Traits attempted murder, natural-born leader, you shall be my angel slayer
Skills Acrobatics -3 (-7 to jump), Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 on Intimidate checks made against living creatures within 10 feet. Beat DC by 10 or more and issue a command as the spell), Knowledge (planes) +13 (+15 regarding good-aligned celestials), Knowledge (religion) +13, Perception +15, Ride +14, Sense Motive +10
Languages Abyssal, Celestial, Common, Draconic, Infernal
SQ cruelties (cruelty [commanded], sickened), fiendish boon (fiendish servant [Cerberi], 1/day), graveknight armor, phantom mount, resist level drain, ruinous revivification (cold), touch of corruption 12/day (4d6), vampiric empathy
Other Gear +1 champion adamantine full plate, +1 unholy adamantine nodachi[UC], dagger, belt of mighty constitution +2, belt of physical might +2 (Str, Dex), cloak of resistance +1, eyes of the eagle, hat of disguise, headband of alluring charisma +4, backpack, bedroll, belt pouch, fishhook (2), flint and steel, hip flask[UE], mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, specialized slave, 1,011 gp
--------------------
Special Abilities
--------------------
Antipaladin Channel Negative Energy 4d6 (6/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura of Despair -2 (10 ft.) (Su) Enemies in aura take a -2 to all saves.
Aura of Obedience (1/day, DC 22) (Su) Demoralize living creature within 10 feet
Channel Destruction (2d6 cold) (Su) Add 2d6 cold damage to all weapon attacks.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Cruelty (Commanded, DC 22) (Su) Command target as per the command spell.
Cruelty (Sickened, DC 22) (8 rounds) (Su) When you use your touch of corruption ability, you may also make your target sickened for 1 round per Antipaladin level.
You may only apply a single Cruelty ability to each use of touch of corruption, chosen when used.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Devastating Blast (4d6 cold, 3/day, DC 22) (Su) 30' cone deals 4d6 cold damage.
Graveknight Armor Armor acts as phylactery and must destroy utterly to kill a graveknight.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fire You are immune to fire damage.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mask of Virtue Your alignment is concealed.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Phantom Mount (1/hour) (Su) 1/hour, summon a phantom mount using your HD as caster level.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rejuvenation (Su) Return 1d10 days after being destroyed
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Ride-By Attack You can move - attack - move when charging mounted.
Ruinous Revivification (Cold) (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.
Sacriligious Aura (30 ft., DC 22) (Su) Desecrate in 30 ft, using positive energy in area requires a concentration check.
Smite Good (3/day) (Su) +8 to hit, +8 to damage, +8 deflection bonus to AC when used.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Resistance (20) You have Spell Resistance.
Touch of Corruption (4d6 hit points, 12/day) (Su) As a standard action, touch channels negative energy and applies cruelties.
Undead Mastery (40 HD, DC 22) (Su) Control undead within 50'
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Undead Traits Undead have many immunities.
Vampiric Empathy Speak with bats, rats, and wolves and +2 Diplomacy dealing with them.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.
|