About Timo Zoci
Touch: 11 Flat: 19
HP: 53/53 (dead at -16)
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5
Skilled: Pitborn Tieflings gain a +2 racial bonus on Disable Device and Perception checks
DR 2/Piercing Variant Tiefling ability 54
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Pass for Human: Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages.
FCB: 1 Skill Point
Weapon and Armor Proficiency: Antipaladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, light), and with all shields (except tower shields).
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 (Sp): 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 Resiliance (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 Cowardice (Su): At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.
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.
Channel Negative Energy (Su): An antipaladin channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two antipaladin levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. Using this ability consumes two uses of his touch of corruption ability. This is a standard action that does not provoke an attack of opportunity. An antipaladin can choose whether or not to include herself in this effect. An Antipaladin must be able to present her holy symbol to use this ability.
Fiendish Boon (Sp): The first type of bond allows the antipaladin to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per antipaladin level. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. Adding these properties consumes an amount of bonus equal to the property’s cost (sorted and listed below). These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties:
+1: flaming, keen, vicious
These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the antipaladin but resumes giving bonuses if returned to the antipaladin. These bonuses apply to only one end of a double weapon. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a fiendish spirit is destroyed, the antipaladin loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls.
Feats and Traits:
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee 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 off-hand weapon or secondary natural weapon.
Furious Focus: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Channel Smite: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.
Magical Knack (Antipaladin): Your caster level in Antipaladin gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current hit dice.
You shall be my angel slayer: You gain a +2 trait bonus on Knowledge (planes) checks about good-aligned celestials and receive a +1 trait bonus to any damage roll you make against them.
Longsword: +9, 1d8+4 damage, crit 19-20, slash
Longsword (2h): +9, 1d8+6 damage, crit 19-20, slash
Longsword (2hPA): +9, 1d8+12 damage, crit 19-20, slash
Nodachi: +9, 1d10+6 damage, crit 18-20, slash
Nodachi (2hPA): +9, 1d10+12 damage, crit 18-20, slash
-4 Acrobatics (-5ACP)
+12 Bluff 5r
-1 Climb (-5ACP)
+8 Diplomacy 1r
+3 Disable Device (Skilled +2)
+9 Disguise 2r
-4 Escape Artist (-5ACP)
-4 Fly (-5ACP)
+12 Intimidate 5r
+1 Knowledge Planes Good Celestials
+5 Perception* (Skilled +2) 5r
-4 Ride -5ACP
+2 Sense Motive 1r
-4 Stealth (-5ACP)
-1 Swim (-5ACP)
+5 UMD 1r
Encumbrance: 95/100 lbs
Full Plate - 50 lbs
Longsword - 4 lbs
Longbow - 3 lbs
Arrows(20) - 3 lbs
Heavy Shield (NOT WORN) - 15 lbs
Nodachi - 8 lbs
Backpack - 2 lbs
Rope - 10 lbs
Timo was born a bastard to a lesser noble family. As his mother died during childbirth, he was raised by his grandparents. As a bastard (and seen as the murder of his mother) he was always treated poorly compared to his nieces and nephews. When they would run and play, he was forced to do chores. When they would study sword play or magic, he would be sent to the church of Mitra for studies. The resentment built against his family for years, however, what could he do? Without them he would have been a destitute begger child on the streets. He thought maybe he could live with his father's family, but whenever he would ask about his father, his family would rebuke him physically and tell him never to bring that up again.
As he aged, his family sent him off to be trained by the church more and more. The church seeing his strength, began to train him as a paladin of Mitra. It was here that he learned the truth about his heritage. Due to his training, Timo was given access to forbidden texts of the church. While perusing the texts, he found a journal documenting births of demonic halfbreeds. As he flipped through it, he landed on the final page. On that page, it detailed his own birth. He finally knew the truth, the secret that his family and apparently the church hid from him his entire life. His father was a demon and the church and his family had stolen his birthright. From that point on, Timo would proceed with his studies in the morning and study what he could in the forbidden archive at night. Timo quickly found himself drawn to the texts of Asmodeus. This god made sense to him. The fact that strength should rule and contracts followed to the letter. Timo threw himself into his martial studies with a new ferver. He would take what he could learn from Mitra and then use it against them in the service to Asmodeus.
Unfortunately, this was not to be. At this point in his life, Timo was living in the church dormitories. Within his dorm, he had constructed a small shrine to Asmodeus in secret. It was here that he made his daily prayers to Asmodeus. It was during one of these such prayer sessions that he was arrested. Timo had taken every step to conceal his belief in Asmodeus. The one thing he hadn't taken into account was that fool Luca, a fellow trainee, barging into his room in the middle of his prayer session. Knowing that being caught would be a death sentence, Timo lept after Luca in an attempt to keep him from telling anyone. Unfortunately, or fortunately, Timo misjudged his strength. Instead of simply grabbing Luca, Timo pulled him and Luca tripped, cracking his head on the corner of the bed. The crash made too much noise and people came to investigate. There was nothing to say when the group found Timo standing over Luca's body next to a shrine to Asmodeus. So now Timo finds himself at Brandescar. On the plus side, at least this is a shame his family can't hide from.
Appearance and Personality:
Timo appears as a clean cut human. His hair is jet black and trimmed in a military fashion and his face is always kept clean shaven. His eyes are typically a steel blue, however, when he physically exerts himself his eyes flash red, showing his typically hidden demonic heritage. While in combat, Timo wears combat armor typically painted black with a star of Asmodeus carved on the inside. When not armored, Timo is typically attired in plain loose fitting garb. In combat, Timo is a viscous warrior and strikes down his foes with reckless abandon. Yet outside of combat, Timo is cold and calculating, always trying to get a read on those around him.
Level Up Info:
Level 1: +1 Skill FCB | Skills: Bluff, Disguise, Intimidate, Perception
Level 2: +1 Skill FCB | Skills: Bluff, Intimidate, Perception, Sense Motive
Level 3: +1 Skill FCB | Skills: Bluff, Intimidate, Perception, Disguise | Cruelty: Sickened
Level 4: +1 Skill FCB | skills: Bluff, Intimidate, Perception, Diplomacy | Increased Stat: Constitution
Level 5: +1 Skill FCB | skills: Bluff, Intimidate, Perception, UMD | Fiendish Boon: Weapon Bonus