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About Morthos "the Malevolent"Dice:
[dice=Longsword w/PA/Smite Good]1d20+11+2[/dice] [ooc]+2 is flanking[/ooc]
---------------------------------------------------------------------- [dice=Longsword w/PA]1d20+6[/dice]
---------------------------------------------------------------------- [dice=Longsword]1d20+7[/dice]
[dice=Longsword w/PA/CE; Fight defensively]1d20+1[/dice]
----------------------------------------------------------------------- [dice=Longbow w/DA]1d20+6[/dice]
--------------------------------------------------------------------------- --------------------- --------------------------------------------------------------------------- ---------------------- [dice=Initiative]1d20+3[/dice]
[dice=Touch of Corruption]1d6[/dice]
[dice=Acrobatics]1d20+3[/dice]
Background:
I've lived here all of my life and, undeservedly, grew up with nothing. Everything my father worked for managed us only to survive. He always worked. Sunup until sundown. I barely knew the man. Always working the land so the King and his fat servants could eat in grand style while we barely scraped by. We received nothing for our diligence. NOTHING! No appreciation from the pathetic King or any of those who serve him and his throne. No recognition. This is how they treat those who sweat blood for this land?! Who do they think they are?! And why is it that we who are not of so called 'noble' blood deserve nothing more than what might as well be a slap in the face, even though, WE are the ones who break our backs to keep this kingdom running?! WE are the true power; we deserve more than this! I deserve more than this! I deserve better. I deserve the throne. Talingarde would be far greater with me as it's ruler. It is a pity that my plan on usurping the pathetic King did not succeed. I would be the most perfect replacement. Most perfect. Why is it so difficult for these fools to see that?! And why is it HIGH TREASON when all I wish to do is make Talingarde a better place?! Far better than the pathetic King Markadian ever shall. There should be a minimum requirement of possessing a *mediocre* level of competence from the King for there to be an accusation of treason. Attempting to remove incompetence from the throne should have been applauded, not condemned. And if those I had managed to gather would've done as they were instructed and not betrayed me, then it would have never failed. Fools. All of them. I shall remember those that failed me, and they will most assuredly pay for such treachery. And how is the death of one simple fool who chose to insult me and question my integrity looked upon as 'wrong'? His actions, I found, were completely unacceptable. A challenge was issued, he foolishly accepted, and he was properly executed. He was not unarmed. He was allowed a weapon of choice. Regardless, it was deserved. Show proper respect and you can avoid suffering. It is imperative for all to know, that I do not take such challenges lightly. Do not challenge me if you expect to live a long life. I deem it unwise. Or, do not accept my challenge. It is far better for one to run with one's tail between one's legs. I've been wrongfully imprisoned for my 'so-called' crimes and I am to die in 3 days time. There is one in here with me that has spoken of Asmodeus. And from what I have learned, I shall now turn to this deity and he shall lead me to victory. There is obviously more to him than those pathetic gods the pathetic King worships. There must be. I would gather the pathetic King fears Asmodeus with his doctrine of allowing worship of no other gods. But no matter; I will soon be free and they will all surely pay. One, such as I, should never be bound in chains. I am far to magnificent. It is obvious they do not see the greatness that is me. How much I could bring to the throne of Talingarde. That is the err of the pathetic King. When I am free of this false bondage, I vow that all will soon bear witness to true justice. And know this, pathetic King Markadian: When my death does not occur 3 days hence, I will not rest until I have been avenged. Talingarde will suffer because of your foolishness. All who stand by you and your foolish ways, will suffer. And I promise you this, pathetic King: You. Will. Suffer. For all of YOUR crimes... against ME. As Morthos is buried deep in thought as he hangs from his shackles by the wrists, head hanging limp, and his hair dangling as far as it can fall... a vengeful grin slowly forms. Morthos is 6'4" about 220lbs and pale. He looks as if he's somewhere around his early 30's, but it's hard to tell with such a pale complexion. Long black hair with eyes that are moon white. Fairly well built, yet misleadingly so, seeing how he is somewhat thin. He originally hails from the Heartland. ------------------------------------------------ Morthos Graveknight Antipaladin(Tyrant) 1st:
Morthos Male human Graveknight Antipaladin (Tyrant) LE Medium humanoid (human) Init +3; Senses Perception +3 --------------------
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High Treason(Campaign): You have willfully worked to bring down the current Monarch of Talingarde -- the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief. You receive a +1 trait bonus to Diplomacy. -----------------------------------------
Languages Common, Infernal
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Antipaladin Special Abilities:
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 (At will) (Sp): You can use detect good at will (as the spell). Smite Good (1/day) (Su): +5 to hit, +1 to damage, +5 deflection bonus to AC when used. Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature. Unholy Resilience (Su): At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws. 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. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead. 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(Sickened) (Su): At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin's touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin's level + the antipaladin's Charisma modifier. . . .Sickened(DC 16 Fortitude: 3 rounds): The target is sickened for 1 round per level of the antipaladin. --------------------------------------------------------------------------- ------------------------------------------------------------------- Graveknight Abilities(For reference only):
Graveknight CR: Same as base creature +2.
Attacks: A graveknight gains a slam(1d4) attack if the base creature didn’t have one. Damage for the slam depends on the graveknight’s size (see Bestiary 302). 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.
Special Qualities:
Graveknight Armor
Anyone who treats a graveknight’s armor as simply battle spoils risks both body and soul. Graveknights rejuvenate when destroyed. Their bodies literally grow back, with tendrils of undead flesh coiling out from recesses in their armor like gruesome creepers, unless opponents take pains to also obliterate the armor. These unholy strands have no objection to infesting a living host instead of producing a new body for their master. People who claim a graveknight’s armor rarely recognize the threat until too late, as part of the magic of the rejuvenation makes wearers oblivious to the invasion of their own bodies. When they take the armor off to sleep, they overlook the puncture marks and deep fissures upon their skin. Some sinister instinct also causes them to conceal these wounds from their companions. Only the particularly observant (and a DC 25 Perception check) perceive the peril in time help their friend cast aside the armor. Once the rejuvenation period ends 1d10 days later, the wearer must make a Will save (DC equal to 10 + 1/2 the graveknight’s HD + the graveknight’s Cha modifier) each day to avoid transforming into the original graveknight. This transformation consumes mind as well as body, immediately slaying the victim and utterly destroying the body. To wear graveknight armor safely, its new owner must cleanse it of evil and forever sever its connection to its undead master. This cleansing requires the casting of three different spells in rapid succession. Two are always break enchantment and holy word. The third varies with each graveknight and relates back to the unique circumstances surrounding its first death and return. Figuring out the correct spell usually entails a great deal of research and careful thought. And of course, while this detective work is happening, the armor continues to steadily regenerate the graveknight. Feat Descriptions:
Defensive Stance: You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1. You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn. Risky Strike: You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an offhand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Shield Focus (Combat): You are skilled at deflecting blows with your shield. Increase the AC bonus granted by any shield you are using by 1. This bonus increases to 5 against ranged attacks (not including spell effects, natural attacks, or massive ranged weapons). Weapon Proficiency (Combat): (Heavy blades) Choose one weapon group listed under the fighter’s Weapon Training class feature. You understand how to use all weapons from that group. You make attack rolls with weapons from the selected group normally (without the non-proficient penalty). . . . Heavy blades: Aldori dueling sword, ankus, bastard sword, chakram, cutlass, double chicken saber, double walking stick katana, elven curve blade, estoc, falcata, falchion, flambard, great terbutje, greatsword, katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, rhoka sword, sawtooth sabre, scimitar, scythe, seven-branched sword, shotel, sickle-sword, split-blade sword, switchscythe, temple sword, terbutje, two-bladed sword Weapon Focus (Combat): (Heavy blades) Choose one weapon group listed under the fighter’s Weapon Training class feature. You gain a +1 bonus on all attack rolls you make using any weapon from the selected group. --------------------------------------
--------------------------------------------------------------------------- --------------------------------------------------------------------------- --------------------------------------------------------------------------- --------------------------------------------------------------------------- ------------------------------------------------------- Morthos Male human Antipaladin (Tyrant, Knight of the sepulcher) 6 LE Medium humanoid (human) Hero Points 3 Init +2; Senses Perception +2 Aura cowardice (10 ft.) -------------------- Defense -------------------- AC 18, touch 10, flat-footed 18 (+6 armor, +0 Dex, +2 shield) hp 56 (1d10+9+8+10+9+5con+5fc) Fort +13 (+5base/+1con/+5cha/+1trait/+1cloak) Ref +8 (+2base/+0dex/+5cha/+1cloak) Will +14 (+5base/+2wis/+5cha/+1trait/+1cloak) (+2 vs. mind-affecting, death, and poison) Defensive Abilities Fortification 25%; Immune cold, disease; Resist acid 10 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee mwk bastard sword +9 (1d10+3/19-20) Ranged composite longbow +5 (1d8+3/×3) Special Attacks Channel negative energy 3/day (DC 16, 3d6), smite good 2/day (+4 attack and AC, +5 damage) Antipaladin Spell-Like Abilities (CL 4th; concentration +8) . . At will—detect good Antipaladin Spells Prepared (CL 1st; concentration +5) . . 1st—protection from good -------------------- Statistics -------------------- Str 16, Dex 10, Con 13, Int 10, Wis 14, Cha 18(+1@4th) Base Atk +3; CMB +6; CMD 16 Feats: Exotic Weapon Proficiency(Bastard Sword); Mask Of Virtue, Soulless Gaze, Fiendskin --------------- Traits --------------- Deathtouched: You gain either a +1 trait bonus on Fortitude saving throws or a +2 trait bonus on saving throws against mind-affecting effects (your choice). High Treason: Benefit: You receive a +1 trait bonus to Will saves. Strike first, strike ruthlessly and thus be victorious: Cardinal Thorn has taught you never to shirk or hesitate in a combat. You gain a +2 trait bonus on Initiative checks. ---------------------------------
Morthos "the Malevolent" Male Human Antipaladin (Knight of the Sepulcher) 4 LE Medium Humanoid (Human) Init +3; Senses Perception +4 -------------------- DEFENSE -------------------- AC 24, touch 13, flat-footed 23 (+10 armor, +3 shield, +1 dex) hp 40 (1d10+18+4con+4FC+4feat) Fort +10 (+4base/+1con/+5chr) Ref +9 (+1base/+3dex/+5chr) Will +13 (+4base/+3wis/+1trait/+5chr) (+2 trait bonus vs. fear) Immune: Disease -------------------- OFFENSE -------------------- Speed 30 ft. (20 ft. in armor) Melee Heavy Shield Bash +8 (1d4+4/x2) and . . +1 bastard sword +9 (1d10+7/19-20) w/PA +7 (1d10+13) . . Masterwork Longsword +9 (1d8+4/19-20/x2) w/PA +7 (1d8+8) Ranged Longbow +7 (1d8/x3) Special Attacks Smite Good (2/day) Spell-Like Abilities Detect Good (At will) Antipaladin (Knight of the Sepulcher) Spells Prepared (CL 1): 1 (2/day) Protection from Good, Death Knell (DC 16) -------------------- STATISTICS -------------------- Str 18(+1@4th), Dex 16, Con 12, Int 8, Wis 17, Cha 20 Base Atk +4; CMB +8; CMD 21 Feats 1st: Quick Draw, Power Attack(Bonus); 3rd: Toughness Traits Courageous: Your childhood was brutal, yet you persevered primarily through force of will and faith that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects. High Treason: Benefit: You receive a +1 trait bonus to Will saves. Wear your armor like a second skin: You have drilled extensively in wearing armor in combat. When you wear armor of any sort, reduce that suit’s armor check penalty by 1 to a minimum check penalty of 0. Skills +16 = +8 level, +8 DM bonus Bluff +10 (+2rnk/+5chr/+3cs) Diplomacy +9 (+4rnk/+5chr) Disguise +9(+19*) (+1rnk/+5chr/+3cs/) (*+10 w/Iron Circlet(Hat of disguise)) Intimidate +12 (+4rnk/+5chr/+3cs) Linguistics +0 (+1rnk/-1int/) Perception +4 (+1rnk/+3wis) Sense Motive +8 (+2rnk/+3wis/+3cs) Stealth +2 (+1rnk/+3dex/+3cs/-4armor/-1shield) Survival +3 Languages Common, Infernal
Combat Gear
Other Gear Backpack, Masterwork (13 @ 6.92 lbs), Potion of Cure Light Wounds (x4), Potion of CMW (x2), Potion of Endure Elements (x2), Potion of Enlarge(x2), Oil of Magic Weapon (x1), Rations, trail (per day) (x6); bullseye lantern, a signal horn, brands with the runic F, 1 50' length of rope. 1703g, 75s, 90c --------------------
Questions:
1) Tell me who you are. Race/class at a minimum, but more is always better. How you came about the path of evil helps. Morthos; Human Anti-paladin(Knight of the Sepulcher). Bitterness and anger. Bitter at how there were so many others living "better" lives, and he always had nothing. Yet, feeling as though he should have it all. Angry at his lot in life. Spending so many years with such anger and bitterness--all directed towards the King because it is his fault--it's now just a natural part of who he is. Because of spending so much time in such a state, eventually he just "snapped" so to speak. To where his demeanor is quite calm and confident. He rarely(if ever) gets angry. Mainly due to his utmost confidence that in any given situation that arises, it will be taken care of in due time, one way or another. 2) What crime did you commit, and how did you get caught? The main one, High treason. When his plan finally came into play, the majority of those that were to aide him, abandon him. Leaving him high and dry. 3) What do you look like? Morthos is 6'4" about 220lbs and pale. Long white hair with eyes that are moon white. Fairly well built, yet misleadingly so, seeing how he is somewhat thin. 4) Why do you want revenge against Talingarde? It pretty much says in the background. :) |