Garuda-Blooded Aasimar

Wade Willhelm v2's page

751 posts. Alias of Lord Foul II.


Race

Aasimar (anglekin)

Classes/Levels

oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4

stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

Gender

M (male)

Size

M (medium, a bit on the tall side)

Age

104

Special Abilities

death

Alignment

LE NE tendancies

Deity

Himself

Languages

Common, undercommon, celestial, infernal, elven, alklo, 1 more to be determined at a later date

Occupation

Blacksmith, adventurer.

Strength 18
Dexterity 14
Constitution 8
Intelligence 14
Wisdom 12
Charisma 18

About Wade Willhelm v2

core stats:

Base Speed [ 30 (6 sq.) ]

AC [22] = 10 +1 [Dexterity] + 6 [Armor] +2 [Shield]+2 [natural armor] +1 [trait]
Touch AC [12] Flat-Footed [19]

BASE ATTACK BONUS
+4
Basic Melee Attack +8
Basic Ranged Attack +6

+9 to hit with blood diamond bastard sword.

FORTITUDE SAVE
+8 = 4 base] -1 [Con] +4 [Unholy Resistance]+1[resistance]
REFLEX SAVE
+11 = 4 [base] +2 [Dex] +4 [Unholy Resistance]+1 [resistance
WILL SAVE
+10 = 4 [base] +1 [Wis] +4 [Unholy Resistance]+1[resistance]
+1 vs divine spells

CMB
+8 = 4[BAB] +4 [Str] +0 [size]
CMD
+19 = 10 +4 [BAB] +4 [Str] +1 [Dex] +0 [size]

CARRYING CAPACITY not accurate
Light Load: 76lbs.
Medium Load: 153lbs.
Heavy Load: 230lbs.
Lift Over Head: 230lbs.
Lift Off Ground: 460lbs.
Push or Drag: 1150lbs.

skills:
SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* + = DEX +1+0+0
Appraise +2 = INT 2+0+0
Bluff +12 = CHA 4++3+2
Climb* +3 = STR 3+0+0
Craft (armor) +10= INT 2+4+3+2[masterwork]
Craft (weapons +8 = INT 2+1+3+2 [masterwork]
Craft (alchemy) +6 = INT 2+1+3
Diplomacy +11= CHA 5+3+3
Disable Device*† 1= DEX +1+0+0
Disguise +8= CHA 4+1+3
Escape Artist* +1 = DEX +1+0+0
Fly* +1 = DEX +1+0+0
Handle Animal† +4 = CHA +4+0+0
Heal +5 = WIS 1+1+3
Intimidate +12 = CHA 4+4+3
K (Arcana)† +6 = INT 2+1+3
K (Dungeoneering)† +2 = INT 2+0+0
K (Engineering)† +2= INT 2+0+0
K (Geography)† +2 = INT 2+0+0
K (History)† +2= INT 2+0+0
K (Local)† +2 = INT 2+0+0
K (Nature)† +2= INT 2+0+0
K (Nobility)† +2= INT 2+1+0
K (Planes)† +8= INT 2+1+3+2
K (Religion)† +8= INT 2+3+3
Linguistics† +7= INT 2+2+3
Perception +14= WIS 1+4+3+4 [racial]+2[alertness]
Perform +4= CHA 4+0+0
Perform +4= CHA 4+0+0
Profession† +1 = WIS 1+0+0
Profession† +1= WIS 1+0+0
Ride +1 = DEX 1+0+0
Sense Motive +9= WIS 1+3+3+2
Sleight of Hand*† +6= DEX 1+2+3
Spellcraft† +9 = INT 2+2+3+2
Stealth* +6 = DEX 1+2+3
Survival +1= WIS 1+0+0
Swim* +3= STR 3+0+0
Use Magic Device† +5 = CHA 5+0+0

class abilities:

Death’s Touch (Su): You can cause terrible wounds to appear on a creature with a melee touch attack. This attack deals 1d6 points of negative energy damage +1 point for every two oracle levels you possess. If used against an undead creature, it heals damage and grants a +2 channel resistance for 1 minute. You can use this ability a number of times per day equal to 3 + your Charisma modifier (4, 7 total).

Bleeding Wounds (Su): Whenever a creature takes damage from one of your spells or effects that causes negative energy damage (such as inflict light wounds or the death’s touch revelation), it begins to bleed, taking 1 point of damage each round. At 5th level, and every five levels thereafter, this damage increases by 1. The bleeding can be stopped by a DC 15 Heal check or any effect that heals damage.

All black-blooded oracles effectively share the same curse—the curse of black blood. The material affects these oracles physically and mentally, altering both physiology and mystic powers. The blood of a black-blooded oracle actually runs black, and wounds she suffers are infected by her own power and are difficult to heal. She is immune to the effects (both beneficial and destructive) of black blood. Positive and negative energy affect a black-blooded oracle as if she were undead—positive energy harms her, while negative energy heals her
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.

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)

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.

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.

Fatigued selected

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. This ability replaces aura of cowardice.

Black Blood Spray (Su)

As an immediate action whenever a black-blooded oracle takes piercing or slashing damage, she can cause some of her black blood to spray from the wound to strike any adjacent target. She must make a touch attack to hit the target (if she’s attacking the creature that caused the wound, she gains a +4 circumstance bonus on her attack roll). If she hits, she deals 1d8 points of cold damage + 1 point per 2 oracle levels she possesses. She can use this ability a number of times per day equal to 1/2 her oracle level (minimum 1/day).


spells:

Oracle Spells Per Day
Level 1 4 4+ 1 [Cha]
Oracle Spells Known
Oracle Spells Known
Level 0 Create Water, Guidance, detect magic, stabilize, prestidigitation, virtue, resistance, enhanced diplomacy
Level 1 inflict light wounds, cure light wounds, command, cause fear
Antipaladin spells prepared
Magic weapon and either summon monster 1 or bane (bane today)

traits and crime:

Power of Suggestion
People trust your words over their own eyes.

Benefit: You may make a Bluff check to make observers believe that an object in your possession is actually a different object entirely. The DC for the check is 20 for items of a similar size, shape, and color (such as a glaive and a quarterstaff). Items of a different shape, size, or color raise the DC by 5 for each dissimilar aspect, or more if the dissimilarity is extreme. This deception lasts 1 minute; if the item is still in view, the observers may recognize their error unless you make another bluff check.

Mother’s Teeth
Your teeth are more jagged and pointed than normal.

Benefit: You can make a bite attack for 1d4 points of damage as a secondary attack.

Red Hand Fetish
Dragon: Choose a type of energy. You gain energy resistance 2 against that energy type. (Red dragon)

Crime
Desecration

You have violated one of the churchs, cathedrals or holy
shrines of the great god Mitra. To be sent to Branderscar
this was no minor act of vandalism. Instead you have
done something flagrant and spectacular to dishonor the
Shining Lord.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving
throws against divine spells
(he stole the bones of an important religious figure and was caught)

Drawbacks
Power-Hungry
You’re addicted to power.

Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

backstory:
Wade willhelm is 6ft 2 red eyed, gold haired aasimar with somewhat pale skin, and grey feathered wings. he has rippling muscles from his profession as a blacksmith and well groomed facial hair that rings around his mouth
Wade Wilhelm was an upper middle class Aasimar blacksmith and merchant, he made and sold blades and armor along with a few alchemical trinkets, and had many customers, due in part to his celestial heritage
all in all many would have been comfortable with his life
but
Wade Willhelm has never been a person who could stand to be content, always he was looking to improve himself and his work, one day he found an old book detailing ways to use dark necrotic rituals to strengthen the blades and himself, he preformed a few of the preliminary rituals
that's when he started to hear the whisperings...
voices of the deceased telling him things that no one else could hear
things he himself could barely hear
he delved deeper into them preforming rituals, stealing from graves, whatever he could do to further his abilities
at last he began to know true power, the power over life and death, power over shadows.
the spirits imparted upon him magical power
inevitably however the pale road lead him into troubles with the authorities as they caught him in the act, coming back from steeling bones from their resting place
and so here he is
awaiting his death
will he too become one of the whispers for the next fool to find books he should not
or shall he escape and make them rue the day they sought to punish Wade Willhelm!
feat:

The Bitten
You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly aware that every day, you are changing into something both more and less than mortal. You have only begun your transformation into the living dead.

Prerequisites: You must be bitten by a vampire.

Benefits: You gain darkvision 30 ft. and the alertness feat, however your Constitution score is lowered by two permanently.

Extra revalation.

The Dying

You are dying. You can feel it in very core of your being. Your mortal blood is failing and the vampiric curse is overtaking you. Soon, you will die and rise again as a vampire.

Prerequisites: The Bitten, 3rd level

Benefits: Your natural armor improves +2, your dark-vision improves to 60 ft., you gain a +2 racial bonus to Perception and you gain the toughness feat. However your Constitution score is again lowered by two permanently, you now cast no shadow and have no reflection in a mirror.

Alertness (see above)


intended character build:
either: oracle 17, agent of the grave 3
Oracle 9/sorcerer 1/mystic theurge 10
or
oracle 20
Either way, twenty levels of antipaladin

equipment:

Masterwork quickdraw Heavy throwing steel shield
Masterwork spiked breastplate
Masterwork blood diamond sword
Masterwork Composite long Bow
Arrows
Inflict light wounds wine 1
Cloak of resistance.