Saturday Nachtlicht's page

94 posts. Alias of Rysky.


Race

Vitals:
MAB: +4; RAB +3 | AC: 17; T: 12; FF: 15; CMB: +4; CMD: 16 | Fort: + 4; Ref: +2; Will: +4 | Init: +3; Perc: +2; Stealth +6; Survival +2

Classes/Levels

[HP: 12/12]

Size

6'6" 220 lbs.

Age

96

Alignment

CE

Deity

Mars

About Saturday Nachtlicht

Vitals:

Male Tiefling (Pitborn) Antipaladin 1 XP 1000
CE Medium Outsider (Native)
Init +3; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 17, touch 12, flat-footed 15 (+ 5 armor, +2 Dex)
HP 12 (1d10 +2)
Fort +4, Ref +2, Will +4
Resist Cold 7, Electricity 7, Fire 7
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Offense
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Speed 30 ft.
Melee +4 () and
. . + ()
Sneak Attack +1d6
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Statistics
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Str 16, Dex 14, Con 14, Int 8, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 16
Feats Monstrous Mask
Traits Ambush Training,
Skills Intimidate +7 (+12 vs. Humanoids), Stealth +6, Disable Device +2
Languages Abyssal, Common,
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Soul Seer Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.
Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled Tieflings gain a +2 racial bonus on Disable Device and Perception checks.
Ambush Training You've learned that taking an enemy by surprise can end a combat before it begins. Benefit: You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Resurrected At some time in the recent past you died, but you were brought back to life—whether because of magic, a blessing of the gods, or a destiny you have to fulfill, or perhaps because it just wasn't your time to die yet. Whatever the nature of your resurrection, your experience gave you a fascination with death, and you hope to find some insight into the nature of mortality by exploring tombs of a famous necropolis. Benefit(s): You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4.
Unscathed You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Benefit: Each type of energy resistance you have (if any) increases by 2 points.
Paranoid You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
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.
Guile (Ex) A black knight knows no shame. He fights dirty and revels in it! The black knight gains the sneak attack ability (as described in Chapter 3 of the Pathfinder Roleplaying Game Core Rulebook). This extra damage is 1d6 at 1st level, and increases by 1d6 every time the black knight would normally gain an additional use of smite good. Additionally, a black knight can use this ability against any good aligned creatures he strikes, even if he is not flanking them or they are not flat footed. This ability replaces the smite good class feature.
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Equipment
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Iron Unholy Symbol of Mars 5g 1 lb
Soldier’s Uniform 1g 5lb
Poison Pill Signet Ring 25g 1lb
Silver Prison Tattoos x5 5g
Large Rhoka 10g 2d6-18x2 12lb
Pickaxe 14g 1d8x4 12lb
Brass Knuckles x2 2g 1d3-18x2 2lb
Garrote 3G 1d6x2 1lb
Boarding Axe 6g 1d6x3 3lb
QuickDraw steel Klar 62g +1-2 7lb
Chain Shirt 100g +4+4-2 25lb
Armored Kilt 20g +1+6 10lb
Irkalla 30g

Feats:

1. Monstrous Mask Your fiendish physical traits give you a twisted and fearsome appearance that strikes fear into others’ hearts.
Prerequisites: Tiefling, must be taken at 1st level.
Benefit: You get a +5 racial bonus on Intimidate checks made against all creatures of the humanoid type.

Backstory:

In the waning of the Seven Year War King Johaan became distraught with anger and rage at the death of his son Henrick and so wrung an army fueled by hatred and patriotic fervor out of his kingdom to raze his enemies. Among the the more bottom rung of those swept up in the war was a group of convicts, willing to be pardoned of their crimes and sins for fighting for their country. The Black Dogs was what this expendable group went by, taking part in guerrilla warfare and the like against Lochlannach. Sneaking in behind enemy lines and causing as much chaos and damage as possible with the ample use of fire, explosives, careless disregard for life, the group functioned as a highly efficient, highly focused cleaver to carve at the points Lochlannach needed most.
Their own casualties were not as much as Wodmarch had hoped for, so when after the war newly crowned King Oleg dreaded giving some of the most vicious and dangerous criminals free rain once again, but bound by royal decree set forth by his father, he had very little choice in the matter. and then the fateful day arrived.
Coming to the courtyard to announce each of the Black Dog's pardons he was met by an astounding grisly sight, that looking back now him and the rest of the kingdom probably take as a blessing. Waiting for them in the courtyard with the rest of his guards was the Black Dogs, or what was left of them. Needing three entire carts were the heads of every single member of the Black Dogs save one. A fiendish dark skinned man with metallic blonde hailed the grisly procession to the king, one Saturday Nachtlight. When pressed for answers he replied that through the use of poison and pure determination he had laid them low in the middle of the night, every other member having gorged themselves on spiked food and drink in celebration of their coming pardon. With a stern face the King handed the man his pardon, which he accepted by kneeling to the ground, the King mockingly knighting him as Ser Saturday, Murderer of Murderers.

Mars:

Lady of Bloodshed

Alignment: CN

Domains: Chaos, Destruction, Fire, Strength, War

Portfolio: Hopeless crusades, Unnecessary wars, Vengeance

Symbol: Four crossed swords supporting a bloody crown