Sir Riven isn't actually a knight. He's not even actually an Aasamar. He was polymorphed specifically to go undercover in the ranks of the Crusaders. He's a happy, charismatic fellow who is rarely without an enormous grin on his face. He's quick with a joke or a self-effacing shrug.
He's also an inhuman monster with no regard for the feelings and lives of others.
His life began as a Quasit, formed of the fabric of the abyss itself when a pompous wizard called for a familiar. Riven had always been crafty. He's pretty sure he holds some kind of record for managing to get his master killed in the least amount of time (through no provable fault of his own).
His master had fashioned himself a diabolist and had managed to contact a powerful demon named Debilis. Riven was immediately in awe, and surreptitiously was able to speak with the great and powerful fiend. Riven told Debilis that were he not beholden to his master, he would gladly serve.
Turns out, Debilis didn't much like trafficking with mortal wizards, so Riven quickly got his wish and ended up in the abyss with his former master's soul. Riven was thrilled with the death of his master, but wasn't really a fan of being a weak little quasit surrounded by more powerful demons.
Having lived his whole existence among mortals, Riven had a rare understanding of their behavior, so, when Debilis held a tea party and rambled about his hatred of Deskari, it was a joke told by little Riven that set Debilis' conniving mind on his current scheme.
This was hatched a daring plan to usurp Deskari by posing Debilis' agents as mortal heroes, Riven seemed like the perfect choice to go among Debilis' followers and recruit a resourceful group of talented liars.
So, Debilis provided the little Quasit with a form capable of carrying out his new master's will.
Riven thought it was a fine touch that his new body bore his old master's face.
Hammer/Axe +5, 1d8+4, x3 crit, bludgeoning or slashing, w/ weaponcord attaching weapon to belt
Pilum, +0, 1d8+4, x2 crit, piercing, 20' range, hit makes target lose shield bonus until they use a standard action to remove it.
Feats and Traits:
Exposed to Awfulness Trapfinder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Power Hungry: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.
Power Attack (1st level)
Skill points per level: 2, +1 int, +1 favored class
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Spell-Like Ability (Sp): Aasimars can use Alter Self once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
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.
Shield: Heavy Steel
Head: Eyes: Neck: Cloak: Waist: Silver Holy Symbol of Debi- er, uh, Iomedae
Body: Vest: Wrist: Hands: Ring: Ring: Feet:
Small silver mirror
5 small bells
10 fish hooks
10 tinder twigs
a vial of lamp oil
1 lb pouch of ground chalk x2
5 sticks of chalk
5 sticks of charcoal
6 iron spikes
10' heavy chain
1 gallon of oil
three bars of soap
Dragon Scale: 3 times/day as a standard action, you may touch the scale and cast a form of resist elements which protects you only from cold and electricity. CL 19
Mithril Full Plate
Angelskin Armor Kilt