Erdrinneir Vonnarc

Sion's page

304 posts. Alias of True Repentance.


Full Name

Sion

Race

Drow

Classes/Levels

Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

Gender

Male

Size

Medium

Age

101

Special Abilities

Detect Good at will, Smite Good 1/day. Touch of Corruption 5/day

Alignment

Lawful Evil

Deity

Asmodeus

Location

Branderscar

Languages

Undercommon, Elven, Common.

Strength 18
Dexterity 10
Constitution 12
Intelligence 13
Wisdom 16
Charisma 20

About Sion

Equipment:

MW Full Plate = 50lbs
Greatsword = 8lbs
Explorer's outfit = 8lbs
Iron Circlet = 0lbs
Alerion Pendant = 0lbs
2 x CLW potion
1x enlarge person
Map of Balentyne

total = 66lbs
Medium load = 101-200lbs

Stat Sheet:

Sion
Drow Lord of Darkness 4 (antipaladin)
NE Medium Humanoid(Elf)
Init +0; Senses darkvision 120 ft.; Lightblindness; Perception +5; ACP 5
EXP 9000
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Defense
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AC 19, touch 10, flat-footed 19 (+0 dex, +9 armour)
hp 32 (4d10+4)
Fort +10, Ref +6, Will +12(+2 vs ecnhantment spells or affects)
Spell Resistance 10
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Offense
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Speed 30 ft. (20ft. in armour)
Melee Greatsword +9 2d6+6(19-20x2)
Melee Touch of Corruption +8 2d6(x2)+Commanded
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Spellcasting
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1st level spells DC 16 1/day (prepared Protection from Good)
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Statistics
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Str 18, Dex 10, Con 12, Int 13, Wis 16, Cha 20
Base Atk +4; CMB +8; CMD 18
Feats: Power Attack, Weapon Focus(Greatsword).
Traits: Attempted Murder, Dangerously Curious, Second Skin.
Skills:2 Bluff +10, 1 Craft(Armour) +5, 2 Disguise +10, 4 Intimidate +14(+4), 1 Religion +5, 1 Profession(Soldier) +5, 2 Sense Motive +9, 1 Spellcraft +5, 4 Use Magic Device +13
Languages: Undercommon, Elven, Common
Other Gear Explorer's outfit, Full Plate, Greatsword.
Gold 264
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Special Abilities
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Weapon Familiarity Drow are proficient with the hand crossbow, rapier, and shortsword. Anti Paladins are proficient with all simple and martial weapons, light armor, medium armor, heavy armour and shields (except tower shields).
Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance(10) Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
Keen Senses Drow gain a +2 bonus to perception.
Spell-Like Abilities(Su) Dancing lights, Darkness, Faerie Fire, once each per day, using their total character level as caster level.
Ancestral Grudge The enmity between the drow and elves and dwarves is long-standing and deeply entrenched. drow with this racial trait gain a +1 bonus on attack rolls against humanoids with the dwarf or elf subtypes (with the exception of drow) because of their special training against these reviled foes.
Superior Darkvision Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Light Blindness As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Favoured Class Bonus (+4/4 cruelty) The antipaladin adds +1/4 to the number of cruelties he can inflict OR 1 hit point OR 1 skill point.
Attempted Murder You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Dangerously Curious +1 to use magic device and this is a class skill for you.
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.
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) 2/day 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) 7/day 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 Obediance (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.
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.
Cruelties chosen Commanded: The target must obey one order from the lord of darkness, as per the command spell.
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.
Channel Negative Energy When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.