About Weal and WoeTen-Minute Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. 1) Weal and Woe was born a human somewhere on the material plane, and grew up to become a paladin. 2) At some point, he was captured, tortured, and possessed by a shadow demon. 3) After years possessed and serving as an antipaladin, he was somehow able to expel the demon, apparently by force of will alone, but he was changed by the experience. 4) He has somehow retained some of the demonic power of his possession, and melded it with his paladin's abilities, in a way that should be impossible and confounds scholars who have learned about him. 5) He now lives to heal and to harm, and why he chooses one or the other in a given situation is not always readily apparent. He has been seen to brutally murder innocents and give money to an orphanage on the same day. Step 2: List at least two goals for the character.
2) I want to figure out exactly what his code is. It isn't random, but I don't have a hard and fast set of rules either. Step 3: List at least two secrets about your character.
2) The shadow demon that once possessed him is not dead, and wishes to reclaim him. Step 4: Describe at least three people that are tied to the character.
2) Tabris: the angel tasked with chronicling the whole of the multiverse has encountered Weal and Woe on occasion, and is one of the few who might begin to grasp what goes on in his mind. They consider one another something like friends. 3) Zaxkaradis: The shadow demon that once possessed Weal and Woe has gone on to increase in power (and may now be some more powerful sort of demon) but has never forgotten his former host, nor given up the goal of repossessing him, should the chance arise... Step 5: Describe three memories, mannerisms, or quirks that your character has.
2) He vividly recalls the sensation of being trapped in his own body, a passenger to the demon that possessed him. More than anything else, he desires never to repeat that experience, never to be shackled to another's will again. 3) The above is a key to understanding his personality, I think. Sometimes he defies expectations because he sees being expected to act in a given way as akin to a restriction on his freedom, so he consciously defies it, which seems to make his actions somewhat random to outsiders.
Stats:
Weal and Woe Male human antipaladin (dread vanguard) 6/paladin (warrior of the holy light) 6/gestalt 6/Champion 6 (Pathfinder Player Companion: Champions of Corruption 22, Pathfinder RPG Advanced Player's Guide 118, 118) N Medium outsider (native) Init +9; Senses darkvision 60 ft.; Perception +10 Aura courage (10 ft.), cowardice (10 ft.), beacon of evil (30 ft.), power of faith -------------------- Defense -------------------- AC 30, touch 13, flat-footed 29 (+14 armor, +1 deflection, +1 Dex, +3 natural, +1 untyped bonus) hp 144 (6d10+84) Fort +28, Ref +21, Will +23 Defensive Abilities hard to kill, mythic saving throws; DR 3/—; Immune cold, disease, electricity, fear; Resist acid 7, fire 7 -------------------- Offense -------------------- Speed 70 ft. (50 ft. in armor) Melee +1 armor spikes +12/+7 (1d6+14) or +1 conductive grayflame keen adamantine greatsword +13/+8 (2d6+20/17-20) Ranged +1 adaptive composite longbow +8/+3 (1d8+8/×3) Special Attacks champion's strike (fleet charge), channel negative energy 7/day (DC 21, 3d6), channel positive energy 7/day (DC 21, 3d6), force of will, mythic power (15/day, surge +1d8), smite evil 2/day (+8 attack and AC, +10 damage), smite good 2/day (+8 attack and AC, +10 damage) Antipaladin Spell-Like Abilities (CL 6th; concentration +14) At will—detect good Paladin Spell-Like Abilities (CL 6th; concentration +14) At will—detect evil -------------------- Statistics -------------------- Str 24, Dex 13, Con 22, Int 14, Wis 10, Cha 26 Base Atk +6; CMB +12; CMD 26 Feats Combat Expertise, Cornugon Smash, Dazzling Display, Deadly Aim, Extra Path Ability[M], Fiendskin, Fiendskin, Hurtful, Intimidating Prowess, Maleficium, Mask Of Virtue, Power Attack[M], Shatter Defenses, Skill Focus (Intimidate), Soulless Gaze, Toughness[M], Weapon Focus Traits bred for war (shoanti), indomitable faith, reactionary, seeker, unscathed, xa hoi soldier Skills Acrobatics -4 (+4 to jump), Diplomacy +14, Heal +6, Intimidate +37, Knowledge (engineering) +3, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (nobility) +6, Knowledge (planes) +8, Knowledge (religion) +11, Linguistics +8, Perception +10 Languages Abyssal, Celestial, Common, Draconic, First Speech, Infernal, Shae, Undercommon SQ amazing initiative, beyond morality[MA], cruelties (fatigued, staggered), divine bond (weapon +1, 1/day), fiendish boon (fiendish servant 1/day), finesse weapon attack attribute, fleet warrior[MA], impossible speed[MA], lay on hands 16/day (5d6), maximized critical[MA], mercies (haunted, targeted), mythic smite[MA], penetrating damage[MA], recuperation, titan's rage[MA], touch of corruption 14/day (5d6) Other Gear +5 armor spikes adamantine Hellknight plate[ISWG], +1 adaptive composite longbow, +1 conductive grayflame keen adamantine greatsword, amulet of natural armor +3, belt of physical might +4 (Str, Con), boots of striding and springing, bracers of the avenging knight[UE], bracers of the merciful knight[UE], cloak of the troll king, gloves of spell snaring[MA], handy haversack, headband of alluring charisma +6, vestments of war, 850 gp -------------------- Special Abilities -------------------- Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Antipaladin Channel Negative Energy 3d6 (7/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear. Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear effects. Beacon of Evil (Su) Use touch of corr. :+1 AC, atk., dmg., save vs. fear Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment. Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack. Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent. Cruelty (Fatigued, DC 21) (Su) Touch of corruption can fatigue target (Fort neg). Cruelty (Staggered, DC 21) (3 rounds) (Su) Touch of corrupution can stagger target for 3 rounds (Fort neg). Damage Reduction (3/-) You have Damage Reduction against all attacks. Darkvision (60 feet) You can see in the dark (black and white only). Dazzling Display (Greatsword) Intimidate check to demoralize can affect those within 30' who see you. Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Detect Good (At will) (Sp) You can use detect good at will (as the spell). Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties. Energy Resistance, Acid (7) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks. Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls. Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+6 bonus, bypass all DR). Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack. Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Hurtful Make melee attack against creature you have just demoralized as free action. Immunity to Cold You are immune to cold damage. Immunity to Disease You are immune to diseases. Immunity to Electricity You are immune to electricity damage. Immunity to Fear (Ex) You are immune to all fear effects. Impossible Speed (+60 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour. Lay on Hands (5d6 hit points, 16/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies. Mask of Virtue Your alignment is concealed. Maximized Critical (Ex) Maximise the weapon dice on a critical hit. Mercy (Haunted) (Su) As protection from evil, but only grants new save and prevents posses/mental control. Mercy (Targeted, DC 21) (Su) Grants target the effect of sanctuary spell. Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source. Mythic Smite (Su) Recover 1 smite w/mythic power, attacks vs. evil creatures bypass DR for rest of turn. Paladin Channel Positive Energy 3d6 (7/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Penetrating Damage (Su) Overcome one of the following types of DR when doing damage: chaotic, cold iron, evil, good, lawful, magic, or silver. Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min. Power of Faith (30', +1) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spell Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities. Smite Evil (2/day) (Su) +8 to hit, +10 to damage, +8 deflection bonus to AC when used. Smite Good (2/day) (Su) +8 to hit, +10 to damage, +8 deflection bonus to AC when used. Soulless Gaze Otherworldy dread infuses your gaze. Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount. Titan's Rage (6 rounds) (Su) Spend 1 power to increase by one size category. Touch of Corruption (5d6 hit points, 14/day) (Su) As a standard action, touch channels negative energy and applies cruelties. Toughness [Mythic] Gain DR 10/epic when below 0 hit points. Weapon Focus (Heavy Blades) Choose one weapon group. You become better at using that type of weapon. Prerequisites: base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies to weapons with which you are proficient.
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