Tiefling

Volgroruth Bloodscream's page

46 posts. Alias of Monkeygod.


Race

Nephilim(Kyton) Orc

Classes/Levels

Fiendish Exemplar(Left Hand Path) 8/Rajah(Batal/Ruler of the Damned) 8 (gestalt)

Gender

Male

Size

Large

Alignment

Lawful Evil

Deity

Bane

Location

Kisarta

Languages

Common, Abyssal, Elven, Draconic, Drow, Duergan, Dwarven, Goblin, Infernal, Orc, Tanarukk, Undercommon.

Strength 20
Dexterity 11
Constitution 14
Intelligence 14
Wisdom 16
Charisma 24

About Volgroruth Bloodscream

Basic Info:
Initiative+7, Senses Perception

Defense:
AC 30(10+5(Armor)+3(Enhanced Defenses)+11(Natural Armor)+1(Deflection) , Touch , Flat-Footed DR 5/good or silver.

HP 162

Fort+10, Ref+8, Will+11 Resist Cold 10, Fire 10

Offense:
Speed 30ft Fly 30ft, Average Maneuverability

Melee +20 (4d6+7/x3)

Ranged n/a

Special Attacks:

Statistics:
Base Attack+8 CMB+15, CMD 25

Feats Absolute Poverty, Antagonize, Black Seraph Style, Intimidating Prowess, Noble Scion(War, B), Warmonger, Weapon Focus(Butchering Axe).

Traits:

Alternate Racial Traits:

Skills Bluff+18, Diplomacy+18, Intimidate+31 Knowledge(Arcana)+11, Knowledge(Planes)+11, Knowledge(Religion)+15, Perception+14, Sense Motive+14, Survival+14.

Background Skills: Linguistics+13, Knowledge(Nobility)+13

Class Features:

Batal’s Mandate (Su): As a full round action, the batal may create a flame of raw akasha to strike her enemies with. Treat this as a close range (25 feet + 5 feet per 2 batal levels) range touch attack that deals 1d6 points of damage for each maneuver you have expended (to a maximum number of dice equal to your batal level), plus your initiation modifier. This damage increases by one die step at 5th level and every 5 levels thereafter. You may use your initiation modifier in place of your dexterity modifier when making this ranged touch attack. This range touch attack does not provoke attacks of opportunity, and its damage comes from an akashic pulse of power, and as such is not reduced by damage reduction, hardness, resistances, or immunities. (45ft, 1d8/maneuver expended)

When the batal deal damage with this attack, they may grant an ally (to include themselves) within close range temporary hit points equal to the damage dealt. These temporary hit points lasts for 1 minute or until used, and stack with other temporary hit points granted by the batal.

The summoning of this power becomes quicker as you gain momentum from the flow of battle. By default, Batal’s mandate is a full round action, but this time decreases by one step for every two batal maneuvers the batal has initiated since they rolled initiative, or since they last used this ability, whichever was most recent. Steps progress in the following order: full round action, standard action, move action, swift action, and free action. Maneuvers expended for the sake of other abilities (such as the Riven Hourglass Eternity feat) do not count towards reducing the action cost of this class feature.

Finally, when the batal uses this ability, she may reallocate her essence.

This replaces Royal Mandate.

Editor's Note: Quick reminder that dice steps progress as follows: 1d6 > 1d8 > 1d10 > 2d6 > 2d8

Chakra Binds (Su): At 4th level, a batal’s mastery over akasha enables her to bind her veils for greater effects. She may bind veils to the Belt, Body, Chest, Feet, Hands, Head, Headband, Neck, Shoulders, and Wrists slots, but may only bind veils native to her list. She many not bind veils gained through feats, items, other classes or any alternative means with this class feature -- She must find a different way to bind these veils. Similarly to the rajah, she is limited to the number of veils she may bind, as noted by Table 1-1: Rajah.

This ability replaces Empowered Titles.

Damned Heraldries:

Lord of Those Who Live in Death (Su):

Benefit: As a standard action you can attempt to bend undead creatures within 30 feet of you to your will. Each undead creature within 30 feet must make a Will saving throw (DC 10 + 1/2 your rajah level + your initiation modifier). Undead creatures that fail this saving throw fall under your control, obeying your command to the best of your ability as if under the effects of control undead. Intelligent undead who succeed on this saving throw are immune to further attempts to control them by you for 24 hours, and intelligent undead who fail their saving throws against this ability may make a new saving throw every 24 hours, ending the effect and gaining immunity to further attempts by you for 24 hours on a successful save. You can control any number of undead using this ability, so long as their total Hit Dice do not exceed your rajah level. If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

Special: If you have the Walk Freely Among The Dead heraldry, using this ability against a mindless undead creature does not count as threatening them and will not cause them to attack you.

The Dead Rise At My Behest (Sp):

Benefit: You gain the ability to cast lesser animate dead as an at-will spell-like ability. When casting any spell granted by this heraldry you must spend the normal material components required to do so.

At 5th level, you may instead cast animate dead using this feature. When creating variant undead using this ability you do not need to be able to cast additional spells as part of their creation (such as the haste spell for a fast zombie). Additionally, you may entitle undead you create using this class feature with your title veils shaped using rajah veil slots. As a full-round action you may remove a title veil from an undead creature you entitled using those title veils.

Special: This heraldry may be selected an additional time starting at 11th level and 15th level. Selecting this heraldry an additional time once grants you the ability to additionally cast create undead as an at-will spell like ability. Selecting this heraldry two additional instead grants you the ability to cast create greater undead using this feature.

Walk Freely Among The Death (Ex)

Benefit: Mindless undead have their starting attitudes towards you and your allies within your presence increased to Indifferent and will not actively try to attack you or inflict harm upon you unless threatened by you or your allies or if ordered to by an intelligent creature that controls them. If you leave the presence of your allies, mindless undead return to their normal starting attitude towards that ally (normally Hostile).

Additionally, intelligent undead notice and respect your divine right to rule. They are less likely to openly attack you without reason and you gain a +5 bonus on Diplomacy and Intimidate checks made against them.

Disciplines of the Ruler: Rather than disciplines normally available to a rajah, the disciplines available to the ruler of the damned are Black Seraph, Cursed Razor, Eternal Guardian, Unquiet Grave, and one discipline of the ruler of the damned’s choice.

This modifies the rajah’s maneuvers class feature, but not for the purposes of archetype compatibility.

Dread Powers(Dread Pool: 14) :

Chain Armor (Su) : The fiendish exemplar can expend 1 point of dread power to summon unholy chains which wrap protectively around her body for 1 minute. The chains grant a +4 armor bonus to AC. This armor does not have a spell chance failure, an armor check penalty,
reduce the exemplar’s speed, or function as armor for the purposes of the fiendish resilience ability. The fiendish exemplar must be at least 5th level or have the kyton fiendish ancestry to select this dread power.

Infused Weapons (Su): As long as the fiendish exemplar has at least 1 point dread power, any manufactured weapon she is proficient in and wielding are considered magical for the purposes of overcoming damage reduction. The fiendish exemplar can expend 1 point of dread power to grant her exemplar’s weapon a +1 enhancement bonus to attack and damage for 1
round per class level. This enhancement bonus increases by +1 per five class levels (to a maximum of +5 at 20th level). The fiendish exemplar must have selected a manufactured weapon to gain proficiency in with the exemplar’s weapon ability to select this dread power.

Spell-Like Ability (Sp): The fiendish exemplar gains one or more spell-like abilities fueled by soul energy harvested from the damned or primordial powers of evil. The exemplar selects a 0-level spell or a spell with a spell level equal to or less than half her class level (minimum 1st-level, maximum 9th-level). If the selected spell is a 0-level spell, the exemplar can cast it at will as a spell-like ability using her class level as her caster level. If the selected spell is 1st-level or higher, the exemplar can cast this spell as a spell-like ability 1/day using her class level as her caster level, but the exemplar must expend any expensive material components required by the spell. She can use this spell-like ability more than once per day by expending a number of points of dread power per additional use equal to half the spell’s level (minimum 1 dread power). For example, each additional use of a 6th- or 7th-level spell would require the expenditure of 3 points of dread power. The exemplar can select this dread power than once, each time gaining a different spell-like ability. She cannot select the same spell more than once. Fiendish exemplars with the asura, demodand, kyton, and qlippoth fiendish ancestries must select spell-like abilities from the cleric spell list. Fiendish exemplars with the daemon, demon, devil, or div fiendish ancestries must select spell-like abilities from the sorcerer/wizard spell list. (Divine Power 1/day. 2 DP per use)

Unholy Strike:The fiendish exemplar can expend 1 point of dread power to charge her exemplar’s weapon (natural attack, manufactured weapon, or unarmed strike) with the horror and suffering of the damned. The next attack made with the weapon deals an additional 1d6 points of negative energy damage + 1 per two class levels. This damage does not heal undead. If a good-aligned creature is damaged by the negative energy, they must succeed on a Fortitude save or be sickened for a number of rounds equal to 1/2 the fiendish exemplar’s class level (minimum 1 round). Any creature with the evil subtype is immune to this negative energy damage.

Entitle the Damned (Su): The ruler of the damned cannot entitle creatures normally using a title veil shaped using a rajah veil slot. Instead, they may only entitle corpses or undead creatures created using this class feature. Whenever the ruler of the damned entitles a corpse it is animated as per lesser animate dead with a caster level equal to the ruler of the damned’s veilweaving level. The title is placed upon the created undead creature, and the created undead immediately stands up from prone without provoking attacks of opportunity. Undead created in this way count against the ruler of the damned’s hit dice cap for animate dead, but do not require any material components to create. Mindless undead created in this way know how to and can be commanded to use the abilities of any veils that are entitled with.

If the ruler of the damned entitles a corpse during combat the created undead creature does not roll initiative, it instead treats it initiative as the ruler of the damned’s current initiative -1 and acts after them in the turn order. If a title veil entitling an undead creature in this way is suppressed or unshaped, or if that title is removed from the entitled undead creature, the entitled undead creature stops being animated by this veil and becomes a corpse once again. If such a creature is entitled with multiple title veils, it only stops being animated if all of those veils are suppressed or removed. If a title is applied to that same corpse once again, it is returned to unlife at the same hit points it had when the effect ended with the same choices made during the original use of this ability (whether it is a zombie or a skeleton, and so on). The same applies if it is animated as an undead through other sources as well. Corpses no longer animated by this ability can still be healed as if they were an undead creature, restoring any lost hit points dealt to them while they were animated.

If the undead created by entitling it would be destroyed, any veils entitled to it return to the ruler of the damned and can be entitled to a new corpse. As a full-round action you can also remove a title from an undead creature created using this class feature.

At 7th level, this ability instead animates the undead creatures it creates as per animate dead. This otherwise follows the same restrictions and gains the same benefits as per the base effects of this ability.

When creating variant undead using this ability the ruler of the damned does not need to be able to cast additional spells as part of their creation (such as the haste spell for a fast zombie). The ruler of the damned may only create mindless undead using this ability, they cannot create skeletal champions or zombie lords.

This modifies the rajah’s veilweaving class feature.

Medals of War: The batal gains a bonus on attack rolls and CMD equal to one-half her veilweaving level (rounding up). If the batal already gains a bonus to attack based off their veilweaver level, or substitutes their veilweaver level for their base attack bonus (such as the Hand Cannon or Loyal Paladin’s Spear of Light veils.), the batal only takes the highest value. In addition, a batal may use her rajah level in place of her base attack bonus for the purposes of meeting requirements and prerequisites.

Ruinous Gifts:

Flight (Ex or Su)*: The fiendish exemplar grows strange or horrifying wings, like those of a bat or the rotting wings of a carrion bird. She gains a fly speed equal to her base land speed. The fiendish exemplar’s maneuverability depends on their size. Small exemplars have perfect maneuverability. Medium exemplars have good maneuverability. Large exemplars have
average maneuverability. Huge exemplars have poor maneuverability. The fiendish exemplar must be at least 6th level to select this ruinous gift.

Improved Damage Reduction (Ex)*: The fiendish exemplar’s natural AC bonus from their fiendish resilience increases by 1 (which may also increase her damage reduction), but the protective nature of her natural AC and damage reduction can no longer be subtle. The exemplar can select this gift multiple times and the benefits stack, but no more than once per four class levels. The fiendish exemplar must be at least 4th level to take this gift.

Monstrous Brute (Ex)*: The fiendish exemplar increases to Large size, adjusting her space, reach, and the base damage of her natural attacks accordingly. She gains a +2 size bonus to Strength, a +2 size bonus to her natural armor bonus to AC, a –2 size penalty to Dexterity
(to a minimum of 1), and a –1 penalty on attack rolls and AC due to her increased size. The fiendish exemplar must be at least 8th level and have the monstrous girth ruinous gift to take this ruinous gift.

Monstrous Girth (Ex)*: The fiendish exemplar’s vessel grows to an abnormal size, the hallmark of a physically powerful fiendish spirit. They gain a +1 size bonus on combat maneuver checks and to CMD, and can wield manufactured weapons as a Large-sized creature without penalty. In addition, they function as a Large-sized creature for the purposes of lifting, dragging, and carrying capacity. The fiendish exemplar must be Medium-sized to select this ruinous gift.

War’s Shrapnel (Su)*: The fiendish exemplar’s skin becomes embedded with sharp bits of weapon fragments, wire, and rusted armor. This increases her natural armor bonus from fiendish resilience by +1 (which might also increase her damage reduction). She can expend 1 point of dread power as a standard action to launch pieces of sharp metal at a target or targets.
The exemplar makes one ranged attack against a target or targets within 180 feet with no range increment. The shrapnel deals 1d8 + her Strength bonus in slashing and piercing damage and has a critical threat range of 19-20. The exemplar makes one ranged attack per five
class levels when using this ability (to a maximum of four attacks at 20th level). After using this ability, the exemplar loses the additional bonus to natural armor for 1 hour. If this ability is used multiple times, the duration is cumulative. The fiendish exemplar must be at least 6th level or have the daemon or kyton fiendish ancestry to select this ruinous gift.

Servants of Undeath: Whenever the ruler of the damned selects a heraldry that would grant an ability to their unseen servants, it instead grants those abilities to undead creatures they create using their entitle the damned class feature. Daily uses of these abilities are shared between all undead created by that feature.

This replaces the rajah’s house of servants class feature.

Sword of the Sun King: The batal gains a bonus combat or akashic feat at 1st level. At second level, when the batal initiates a strike that includes an attack, she can create a 30-foot line or 15-foot cone of light and fire through the target. Opponents within the affected area must succeed at a Reflex save or take 1d6 points of damage per even-numbered class level. The DC of this save is equal to 10 + 1/2 the batal’s class level + her initiation modifier. This damage comes from an akashic pulse of power, and as such is not reduced by damage reduction, hardness, resistances, or immunities. The target of the initial attack does not take this damage, even if they are within the area.