Fighter

Terrick Malthazar's page

44 posts. Alias of Javell DeLeon.


About Terrick Malthazar

Morthos Graveknight Antipaladin(Knight of the Sepulcher, Tyrant) 2nd/Fighter 2nd Gestalt:

Morthos
Male human Graveknight Antipaladin (Knight of the Sepulcher, Tyrant), Fighter 2
LE Medium humanoid (human)
Init +3; Senses Perception +2

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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 26 (1d10+10+4Con+2FC)
Fort +11 (+3base/+2con/+5chr/+1trait)
Ref +8 (+0base/+3dex/+5chr)
Wil +11 (+3base/+2wis/+5chr/+1trait) (+2 trait bonus vs. mind-affecting; +1 bonus vs. fear)
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Offense
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Speed 30 ft.
Special Attacks smite good 1/day (+5 attack and AC, +2 damage)
Antipaladin Spell-Like Abilities (CL 0; concentration +5)
. . . At will—detect good
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Statistics
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Str 17, Dex 16, Con 15, Int 8, Wis 15, Cha 20
Base Atk +2; CMB +5; CMD 18
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Feats
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Level gained feats: (1st): Persuasive; Soulless Gaze(Human) (2nd): Weapon focus(Heavy blades)
Fighter bonus feats: (1st): Weapon proficiency(Heavy blades); (2nd): Shield Focus
Other feats: Risky Strike; Defensive Stance

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Traits
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Deathtouched(Bloodline): 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).
Trustworthy(Social): People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
High Treason(Campaign): You receive a +1 trait bonus to Will saves.

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Skills 4 skill points
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Bluff +10: (+1rnk/+5chr/+3cs/+1trait)
Diplomacy +13: (+2rnk/+5chr/3cs/+2feat/+1trait)
Disguise +5: (+5cha)
Intimidate +13: (+1rnk/+5chr/+3cs/+4bonus)
Perception +2: (+2wis)
Sense Motive +8: (+2wis)
Stealth +3: (+3dex)
Survival +2: (+2wis)
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Background skills
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Handle Animal +10: (+2rnk/+5cha/+3cs)
Knowledge(Engineering) +3: (+1rnk/-1int/+3cs)
Linguistics +0: (+1rnk/-1int/)

Languages Common, Infernal
SQ touch of corruption 6/day (1d6)

Antipaladin Special Abilities:

Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Smite Good (1/day) (Su) +5 to hit, +2 to damage, +5 deflection bonus to AC when used.
Touch of Corruption (1d6) (6/day) (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. You can inflict 1d6 damage, 6/day.

Unholy Resilience (Su): At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Fighter Special Abilities:

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Graveknight Abilities(For reference when applicable):

Graveknight

CR: Same as base creature +2.
Alignment: Any evil.
Type: The graveknight’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A graveknight gains darkvision 60 ft.
Sacrilegious Aura (Su): A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell Desecrate and uses the graveknight’s armor as an altar of sorts to double the effects granted. The graveknight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the graveknight’s creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric’s channel energy ability, a paladin’s lay on hands, or any spell with the healing subtype—must make a concentration check with a DC equal to 10 + 1/2 the graveknight’s Hit Dice + the graveknight’s Charisma modifier. If the character fails, the effect is expended but does not function.
Armor Class: Natural armor improves by +4.
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As an undead, a graveknight uses its Charisma modifier to determine bonus hit points.
Defensive Abilities: A graveknight gains channel resistance +4; DR 10/magic; and immunity to cold, electricity, and any additional energy type noted by its ruinous revivification special quality. A graveknight also gains spell resistance equal to its augmented CR + 11.
Rejuvenation (Su): One day after a graveknight is destroyed, its armor begins to rebuild the undead horror’s body. This process takes 1d10 days—if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed.

Attacks: A graveknight gains a slam 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.
Channel Destruction (Su): Any weapon a graveknight wields seethes with energy, and deals an additional 1d6 points of damage for every 4 Hit Dice the graveknight has. This additional damage is of the energy type determined by the ruinous revivification special quality.
Devastating Blast (Su): Three times per day, the graveknight may unleash a 30-foot cone of energy as a standard action. This blast deals 2d6 points of damage for every 3 Hit Dice a graveknight has (Reflex for half). This damage is of the energy type determined by the graveknight’s ruinous revivification special quality.
Undead Mastery (Su): As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the graveknight’s control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional save every day to break free from the graveknight’s control. A creature that successfully saves cannot be affected again by the same graveknight’s undead mastery for 24 hours.
A graveknight can control 5 Hit Dice of undead creatures for every Hit Die it has. If the graveknight exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead.

Special Qualities:
Phantom Mount (Su): Once per hour, a graveknight can summon a skeletal horse similar to a phantom steed. This mount is more real than a typical phantom steed, and can carry one additional rider. The mount’s powers are based on the graveknight’s total Hit Dice rather than caster level. A graveknight’s mount looks distinctive and always appears the same each time it is summoned. If the mount is destroyed, it can be summoned again with full hit points 1 hour later.
Ruinous Revivification (Su): At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight’s life or death, defaulting to fire if none are especially appropriate. This energy type influences the effects of several of a graveknight’s special abilities.
Ability Scores: Str +6, Int +2, Wis +4, Cha +4. As an undead creature, a graveknight has no Constitution score.
Skills: Graveknights gain a +8 racial bonus on Intimidate, Perception, and Ride checks.
Feats: Graveknights gain Improved Initiative, Mounted Combat, Ride-By Attack, and Toughness as bonus feats.

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.

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Soulless gaze Otherworldly dread infuses your gaze.
. . .One D-Feat: You gain a +2 bonus on Intimidate checks.