Tiefling

Sanar "Sawtooth" Orchraul's page

38 posts. Alias of Tenro.


Race

Spitespawn Tiefling

Classes/Levels

Antipaladin (Lord of Darkness) 3

Gender

RETIRED

Age

160

Alignment

LE

Deity

Belial

Location

Trevailaura, on assignment from Gilunaural

Languages

Common, Abyssal, Infernal, Elven

Occupation

Aspiring Hellknight

Strength 18
Dexterity 12
Constitution 15
Intelligence 15
Wisdom 8
Charisma 12

About Sanar "Sawtooth" Orchraul

    HP: 34
    AC: 20 =10 + 1 DEX + 9 ARMOR
    Init: +1
    Resist: Cold 5, Electric 5, Fire 5
    Immune: Immune to damage or penalty from disease (can still carry and transmit)

    SAVES
    F: +6 +3 +2 CON +1 CHA
    R: +3 +1 +1 DEX +1 CHA
    W: +4 +3 -1 WIS +1 CHA +1 Racial

    COMBAT
    Mwk Glaive, +8 melee, 1d10+6; crit x3, S, reach
    Mwk Armor Spikes, +8 melee, 1d6+2; crit x2, P
    Chakram, +4 ranged, 1d8; crit x2, S, 30ft

    Power Attack -1/+2 (+3 for 2h weapons)
    Smite Good: 1/day, +1 to hit, +3 dmg (+6 vs good outsiders, good dragons, good paladins, good clerics)
    Touch of Corruption: 2/day, 1d6 negative energy dmg
    - Cruelty: Commanded: Command on Touch of Corruption, DC 12 Fort negates
    Aura of Obediance: 10ft, Command on demoralize (if beat DC by 10), DC 12 will negates. Can only affect an individual once per day.

    BAB +3
    CMB +7
    CMD 18

    Racial Abilities:

  • Ability Score Racial Traits: Scouring life like a desert wind, these tieflings possess the precision and exoticism of their div ancestors. They gain +2 Dexterity, +2 Charisma, and –2 Intelligence.
  • Type: Tieflings are outsiders with the native subtype.
  • Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Speed: Tieflings have a base speed of 30 feet.
  • Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.
  • Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
  • Beguiling Liar: Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings' practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.
  • Spell-like ability: Tieflings can use misdirection once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
  • Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
  • Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

    Fiendish Heritage (Spitespawn):
    Your eyes glow fiendishly and you possess the see in darkness ability as if you were a devil.
    You gain a +1 bonus on all Will saving throws.

  • Class 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 (Sp): At will, an antipaladin can use detect good, as the spell. 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): Once per day, an antipaladin 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. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.

  • 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): Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

    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.

  • Aura of Obedience (Su): At 3rd level, a lord of darkness radiates an aura that cows the weak into following his commands. He receives a +4 morale bonus on Intimidate checks made against living creatures within 10 feet.

    In addition, if he demoralizes a living creature within 10 feet, and exceeds the DC by 10 or more, he may issue one command to the target, as per the spell. The target can resist this effect with successful Will save, with a DC of 10 + 1/2 the lord of darkness' level + the lord of darkness' Charisma modifier. A creature cannot be commanded in this way more than once per day. This ability replaces aura of cowardice.

  • 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): 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.

    At 3rd level, the antipaladin can select from the following initial cruelties.
    - Commanded: The target must obey one order from the lord of darkness, as per the command spell.

  • Feats and Traits:

    FEATS
  • Fiendish Heritage Div, 100, 59, 67
  • Power Attack

    TRAITS

  • Beloved of Belial: You serve the Dark Lord Belial. You have a +1 trait bonus to Intimidate and Knowledge (Nobility) skill checks, and one of these is a class skill for you. If you wear a golden mask of Belial, you gain a +2 circumstance bonus to Intimidate skill checks.
  • Extremely Fashionable

  • Skills:

    Bluff +8 =3+3 +1 CHA +1T,
    Craft +2 = +2 INT
    Diplomacy +2 =CC +1 CHA +1T,
    Disguise +1 = +1 CHA
    Handle Animal +1 = +1 CHA
    Intimidate +9* =3+3 +1 CHA +2T, *+4 morale vs targets w/i 10ft; +2 when wearing golden mask
    Kn: Religion +2 = +2 INT
    Kn: Nobility +9 =3+3 +2 INT +1T
    Kn: Planes +3 =1 CC +2 INT
    Profession -1 = -1 WIS
    Ride +5 =1+3 +1 DEX
    Sense Motive +3 =1+3 -1 WIS
    Spellcraft +2 =CC +2 INT
    Stealth +1 = +1 DEX

    Equipment:

    58pp 11gp 15sp 6cp
    Cost of equipment, however, is higher by 12%, due to coin inflation. Further away from the capital, the cost of equipment only has 7% increased price.

    Mwk Glaive; 1d10; crit x3, S, reach
    Mwk Spiked Full Plate; +9/+1/-5/20ft
    Golden Mask of Belial
    Jewelry
    Courtier's Outfit
    Mwk Parade Armor
    Traveler's Outfit
    Mwk Backpack
    Canteen x2
    Golden Unholy Symbol
    Trail Rations x10
    Chakram, 10

    Appearance and Backstory:

    Sanar Orchraul is a highborn son of the prestigious House Orchraul in the court of Gilunaural. When in his standard dress, he adorns himself with finery befitting his station, to include the golden mask work by all true followers of Belial. Behind the mask his face is rather graceful, save the horns outlining the crown of his skull, a relic of ancient elven blood. In his spiked full plate armor, he is a sight to behold, particularly when wielding the glaive with the saw-toothed blade for which he was named.

    Sanar was born high into the court under the rule of Devan, and has known no other life. He is a statesman by birth, but a warrior at heart. As such, he has been trained in the art of politics and intrigue, but he took to lessons of steel with far more zeal. While he greatly enjoys the fevered pitch of battle, he certainly doesn't mind taking in the pleasures due to one of his station. Living in Gilunaural is a good life, one he wants to keep, and one he is willing to fight for. He has moved up the ranks of the military, and has been taking increasingly more high-profile assignments in the hopes of gaining the eye of the Hellknight recruiters. It is his ultimate goal to become one of the Emperor's Chosen bodyguards.

    His current mission has him somewhat out of his element, however. Traveling by caravan to escort a minor dignitary to the heart of neighboring Trevailaura, Sanar must now ingratiate himself with the elves of the nation. Playing nice was never really a strong point of his; he sees this, however optimistically, as a hand-delivered assignment personally tailored to groom him for more prestigious service.